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    Topics created by Detuite

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      Alpha+3 question

      Axis & Allies Global 1940
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      kcdzimK

      Alpha 3 is an evolution of what originally started as a setup change to address imbalances in the Pac1940 game.

      The original setup change addressed Pac 40 only, and was called Alpha, and was meant to be used in Pac alone as well as Global.  Imbalances noted in Global began to influence the alpha revisions, going from Alpha, Alpha +, Alpha + 2, etc.  As these changes were made to address global, there was still a desire to use these modifications for the theater specific games, but this was not a playtesting priority (most people has transitioned to Global only as their primary game - alpha began before Europe 1940 was released).  As the theater games became less of a playtesting priority, the national objectives were revised, and this is probably the primary driver of theater imbalances at this point (particularly US objectives in the pacific theater & Russian objectives in Europe theater).

      I would recommend using the Alpha 3 setup and rule changes.  I would recommend using OOB national objectives until official objectives that apply to the theater games are released.  Alternatively, use national objectives from Alpha 3 for all countries but US (use OOB for those) in theater specific games.

      The one hanging option that’s been noted many times for the Europe theater is that the Siberian reinforcements should be abandoned and instead Russia ALWAYS collects 9 additional IPCs each turn that represent the eastern provinces not shown in the Europe theater.

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      Question about alpha +3 N.O's on pac 40 stand alone.

      Axis & Allies Pacific 1940
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      R

      When you’re close to taking Sydney as a final VC, u’ll find yourself producing over 90 IPC’s hehe… The trick with the US is to destroy Japan’s Navy piece by piece. This allows Hawaii and Sydney to be safe from a Japanese invasion wich denies them victory. U’ll find that the caroline islands are also very important. This gives a 1-turn passage into mainland China where you can almost land anywhere and create a gap in that japanese front (or, even better, if the japanese player built an IC, to take it away :)), and please land before India is captured.

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      Friendly transports acting as bridges?

      Axis & Allies Global 1940
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      docfav7D

      Ah!  I misread his post.  Got it now.

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      Seazone ?

      Axis & Allies Global 1940
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      KrieghundK

      @Ruanek:

      No.  All combat moves have to take place simultaneously before any combat is resolved.

      Correct.

      @Ruanek:

      You could do it with a fleet of subs, though, if the enemy fleet had no destroyers.

      You could move through the first sea zone with the subs to attack the second one, but you could not clear the first sea zone for surface ships to move through and attack the second one.

      @Ruanek:

      Edit: I think you could do it if the enemy only had subs and/or transports, because those can be ignored in the combat move phase.

      True.  You could move surface ships through that sea zone whether or not other units were attacking the subs/transports there.

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      Pittsburgh PA; Looking for Global Players

      Player Locator
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      D

      Hi I am in West View interested in playing axis and allies. Have global 1940 Anniversary issue revised, 1942  1984,  guadalcanal  battle of the bulge , the first Europe and the first pacific. as well as 1914 willing to play any of them
      (209) 620 2423  chessdave50@hotmail.com

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      Global 1939

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      Tigerman77T

      The 1939 game can be played like Global 40, actually the rules are Global 40 rules with some exceptions and optinal rules for the hard core gamer. It also incorporates a D12 combat system which is alot more fun in my opinion. Its Axis and Allies with a Xeno games World at War Twist!

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      Pittsburgh PA

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      Varn HV

      Greetings!

      I’m from the Morgantown WV area. I’ve posted in this section before. I would certainly be available for any games in or near Pittsburgh!

      I’ve been coming down to the GASP gaming days in Pittsburgh the last two months. You may or may not be aware of it. A rather large group of people get together once a month to play board games, RPG’s, and miniatures. Once a year (November) they have an even larger convention called GASP-con. Not many there play A&A board games on a regular basis (that I’ve seen), but I always bring my collection of A&A hoping to play. I played a game of Spring 42 second edition at the con in november. The next meeting is Jan 5th I believe. I’ll be there!

      http://www.gaspgamer.com/news/news.html

      Varn

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      Can i get some assistance please.

      Axis & Allies Anniversary Edition
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      FieldMarshalGamesF

      Welcome to the forum!

      However…  there is a PLAYER HELP section of this forum for questions like this.

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      Alpha +1 Setup for pac40?

      Axis & Allies Pacific 1940
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      A

      Tried Alpha +1 for pacific only.  Still very very hard on the Allies.  I played Japan.  we’re both pretty good axis players…  Is there an Alpha 2 setup for Pacific?  We may play it stand alone a few more times,  but ultimately it appears broken and we probably will use it as an accessory for Global.

      My friend JJ has a few Allies Ideas to try and I wanted to try the build a Major IC in Manchuria by US strategy and roll out some AA guns.  But seriously… it still greatly favors the Axis/Japan.  OOB Anzac gets a Major and in the Alpha 1  Anzac gets a minor.  Seriously?  Its like kicking the allies in the face when they’re already face down in the mud.    also the elmination of US bombers is a kicker .

      Japan didn’t loose much  a few aircraft, and face a tougher China,  but it made little to no difference.  I built 2 minor IC’s by the 2nd turn and kicked the crap of of india.

      Granted the US player didn’t threaten Japan very much by turn 5,  but still its a huge huge uphill battle for the Allies and it really shouldn’t have been since Japan realistically never got close to India

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      Pacific 40 W/ Alpha+1 rules?

      Axis & Allies Global 1940
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      D

      I have just finished two games of Pacific 40 w/ the alpha+1 setup rules and i need a few answers, really appreciate any help.

      Is america supposed to collect all of thier no’s after there at war, europe ones included. I only ask this because i was japan for both games and i completely dominated the allies, and it wasn’t because poor plaiing by the allies they really had no chance.
                                                          Breakdown
      Turn 3 japan finishes off the last of the chineese and have thier ships off the coast of mallay.
      Turn 5 Japan wipes out india and remaining fleets, there are two now are positioned off of japan and iwa jima.
      At this time the allies surrendered because japan now has twice the fleet of america and almost twice the ipc’s. (This game was over before it started and the second game followed the exact same course even with the allied players switching forces.

      Is japan to strong with the alpha+1 setup, i know there weaker than oob but it still seams 1 sided to me, i mean it was a total massaccer.

      Oh yea i even took french indo-china on the first round both games and didn’t get the ten ipc bonus. I need help to understand how how the allies have a chance

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      My finalized tech system

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      D

      American marines dont, but these aren’t just americans don’t forget. I would never use Lv1 but it’s the only way to get Lv2 and Lv3.

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      #7

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      D

      Accually i tried bet theres a 20,000 word limit apperently and i didnt fell like counting, sorry for the numbers its accually a book that broke down real quick.

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      #6

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      France National Advantages

      1. French Foreign Legion- The tradition of the foreign legion persisted throughout the war; though they had to rely on the support of the other allied powers these soldiers fought the axis valiantly.
      If France does not control its capital then the western allies may purchase units for France. The US and UK players may roll a die during their purchase units phase and spend that much of their IPCs on French land units this turn. The unit(s) is placed in either England or any territory controlled by France that contains at least one other allied unit.
      2. Vive le Resistance!- Though the French government had capitulated, its populace resisted occupation. Covert actions and clandestine operations harried the German war effort in western Europe.
      Two facilities controlled by Germany in France (industrial complex, port, airbase) take one point of strategic damage during the French turn. If a French unit kills a German unit during the French turn then roll for how much strategic damage each of these facilities suffers.
      3. Free France– Though driven from their homeland the Free French fought on from the colonies. Once France has fallen, you may establish a new capitol in French Equatorial Africa.
      This happens one full turn after Paris has been captured by the axis. From that point on you may begin collecting income again and purchasing units. Place a free minor industrial complex in French Equatorial Africa. Your capitol returns to France after it has been liberated.
      4. Joint Strike- The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
      Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-French dice are rolled before any anti-U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.
      5. Le Fantasque class destroyer– The Fantasque was the fastest class of destroyer ever built. 
      French destroyers roll at the same time as submarines. Any unit that they kill is immediately removed from play and does not get an opportunity to roll their attack or defense.
      6. Char B1 Tanks– The Char B1 tank was among the most powerfully armed and armoured tanks of its day.
      French tanks defend at a 4 or less during the first round of combat.

      German National Advantages

      1. Flak 88s– The 88 mm gun anti-aircraft and anti-tank artillery gun was one of the most recognizable German weapons of the war.
      German anti aircraft batteries may fire at attacking enemy tanks and mechanized infantry. This works identically to anti aircraft fire against incoming planes. Roll 1d6 for every attacking Tank or mechanized infantry before the attackers roll. Every one that you roll immediately destroys an armor or mechanized unit and said unit is immediately removed from the board.
      2. Heavy tanks- The massively powerful King Tiger was virtually impervious to Allied tank guns and capable of dominating the battlefield. A single Royal Tiger tank could halt the advance of a complete armored division.
      Your tanks attack and defend at a 4 during the first round of combat.
      3. Luftwaffe Dive-Bombers- The allies would learn to fear German stuka aces like Hans Rudel.
      German tactical bombers roll 2 dice apiece and choose the best result during the first cycle of a land combat in which Germany is the attacker.
      4. Atlantic Wall- Stretching from Spain to Denmark and even to Norway the German Military made use of extensive defensive fortifications to keep the western allies off the continent.
      During any amphibious assault your Infantry and Artillery defend on a ‘3’ during the first round of combat. Also, Germany gets a free AA Gun in any territory it controls during Setup.
      5. German Scientists- Germany prided itself on being the most technologically advanced army at the start of the war. It was in their interest to see this trend continue into the latter stages of the war.
      Germany may make one roll for tech for free (or one more additional roll) if it currently satisfies the conditions of a National objective. In addition, German tech rolls always cost 4.
      6. Panzer Blitz- The Panzer corps was one of the most feared forces of the war, primarily for its mobility and efficiency.
      If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks in the attacking force may move 1 territory during the non-combat move phase.

      Japanees National Advantages

      1. Indian National Army- The Indian National Army was an armed force formed by Indian nationalists in 1942 in Southeast Asia during World War II.The aim of the army was to overthrow the British Raj in colonial India, with Japanese assistance. Initially composed of Indian prisoners of war captured by Japan in her Malayan campaign and at Singapore, it later drew large numbers of volunteers from Indian expatriate population in Malaya and Burma.
      Whenever Japan captures one of the following British controlled territories (west India, India, Burma, Shan State, Ceylon, or Malaya) and destroys a British unit in the process, you may place down a free infantry unit on the territory. Place down two additional free infantry if you destroyed a British tank or fighter while capturing the territory.
      2. Combined Fleet- The Combined Fleet was the main ocean-going component of the Imperial Japanese Navy, analogous to the German High Seas Fleet. With the start of the Pacific War with the attack on Pearl Harbor by the Combined Fleet’s Kido Butai, the Combined Fleet was almost synonymous with the Imperial Japanese Navy, as it comprised the battleships, aircraft carriers, aircraft, and the components that made up the main fighting strength of the IJN.
      The defense values for your Aircraft carriers, Destroyers, Cruisers, and Battleships are increased by one as long as one of each of these types of vessels is present in the seazone being attacked.
      3. Island Defenders- When the time came to defend against American amphibious invasions, the Japanese prepared their positions well and fought tenaciously. Japanese soldiers hid in fortified caves armed with hidden machine guns and explosives; American forces often lost many men before clearing the Japanese out from each cave or other hiding place.
      All infantry defending on Pacific islands (this includes Japan but not New Zealand) get to roll two dice in combat and pick the best result from the dice. If the dice hit both times it is not counted as two hits except for the first round of combat.
      4. Tokyo Express- Japanese commanders frequently used destroyer convoys to ferry troops to the front lines, this was nicknamed the ‘Tokyo Express’ by American Troops.
      Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Destroyers that transport may participate in combat that round
      5. Zero Aces- Japanese pilots had been at war in China for almost 5 years gaining valuable experience, combined with the potent aircraft the “zero” it proved to be a deadly combination. However, as the war dragged on and pilots were lost the experience went with them.
      Set aside six fighters of your choosing during set up and instead place them with suitable markers beneath. (The Kamikaze tokens should suffice). These six fighters operate exactly as normal fighters; however they re-roll misses when attacking and defending. Zero Aces can not be replaced; once they’re gone, they’re gone.
      6. Super Battleships Japan’s Battleships were the largest and most powerful ever constructed. In battle these ships made short work of enemy vessels.
      When attacking or defending Japanese battleships may choose to fire normally at ‘4’ or make a broadside attack. Each battleship may roll two dice that require a ‘3’ or less to hit. Damaged battleships may not elect to fire broadside. Battleships may also fire broadside when conducting shore bombardment.

      Italian National Advantages

      1. Light Tanks- Italy’s tanks were not on the same level as the modern armor of other nations, however this reduced capability came with a reduced cost.
      Italian tanks have a reduced cost of 5 IPCs; however their defense is reduced to ‘2’ if the attacking force contains tanks.
      2. Axis Allies- Though Spain never officially joined the war, Spanish fascists volunteered for both the German and Italian armies. Diplomats had approached Spain on the issue of joining the war but were met with reluctance. Had luck favored the axis slightly more, Spain may have entered into the axis willingly.
      Italy receives a free infantry at the end of its turn to represent Spanish volunteers if it achieved a national objective this turn. If Italy and Germany achieved a combined 5 national advantages by the end of an Italian turn then Spain (and all its possessions) joins the war as an Italian controlled territory.
      3. Axis Cooperation- Though Italy was looked upon as a junior partner in the axis, in the Mediterranean Italy was the leader, sometimes the chagrin of the Germans of the Afrika Corps.
      German and Italian units can use one of each others transports in their non-combat move phases as long as the movement is only made in the Mediterranean.
      4. Strike Cruisers- Italy’s large navy was supported by only a few naval bases, the cruisers in the fleet were built with endurance in mind.
      Italian cruisers may do not need to begin their turn at a friendly port to move +1, They need pass through or end their turn in a sea zone supported by a friendly naval base. Italian cruisers may also escort a ship of lesser value at 1:1 that can accompany it during this move. (This move may include moving 3 to a friendly naval base from open water)
      5. Italian Frogmen- The Italian navy was notorious for launching frogmen attacks on allied ships in port. Though they rarely sent ships to the bottom of the ocean, they created panic and disorder at allied naval bases.
      As long as Italy has an operational port it may launch frogmen attacks once per turn during its purchase units phase. Choose an enemy in contact with the Mediterranean and roll a die. 1, 2, or 3 is dealt in strategic damage. 4, 5, and 6 damages a ship if present. A battleship or aircraft carrier becomes damaged (allied player(s) choose which ship)
      6. Live to Fight another Day- The Italian military often found itself outclassed when attacking entrenched allied forces, this stemmed from the lack of initiative on the part of the average Italian soldier; this sense of self preservation had some benefits.
      Once per game during the Italian turn, after attacks are declared and combat begins the Italian player may choose to, after the first round of combat ends and casualties have been allocated for both sides, return all casualties (friend and foe!) to the game board and immediately conduct a retreat as normal. Units taken as casualties from anti-aircraft fire, or submarine “first strike” may not be returned to the game board and are removed as normal. This ability may not be used in a combat involving paratroopers or an amphibious invasion.

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      #5

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      Soviet National Advantages
      1. Tankograd - In 1940 engineers in the Chelyabinsk Tractor Plant began production of Soviet tanks (T-34, SU-152). Due to the rapid establishment of tank construction on a massive scale in 1941, Chelyabinsk gained the nickname Tankograd (‘Tank City’). In 1945 the plant was awarded the Order of Kutuzov, 1st Class, and other honours for its efforts in helping to defeat Nazi Germany.
      Soviet tanks cost 5 ipcs.
      2. Sharashka – The secret Gulag research facilities developed many advanced designs for the USSR.
      The USSR gets one free tech dice to roll each turn.
      3.Partisans – Unconquerable Soviet Partisans continued fighting the Germans even when all hope seemed lost.
      Soviet infantry may enter and pass through the Pripyet marshes. Additionally, Germans must leave at least one ground unit in any soviet starting territory in order to retain control of the province. At the end of the German turn any un-garrisoned province in the USSR’s starting territories will revert to Soviet control. Russia places a free infantry in any provinces liberated by partisans.
      4. Red Army Conscription- The Soviet Union’s most valuable asset was its vast manpower reserves, conscription got men to the front lines, but didn’t guarantee success.
      Once per game, at any time, the Soviet player may declare he is beginning a mass conscription. During the next Soviet “purchase units” phase, infantry cost only 2 IPCs, provided that only infantry are bought this turn.
        5. Katyusha Rockets- The Soviets were able to supplement their artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for any lack of accuracy.
      When attacking, Artillery and the infantry they support re-roll any die that fail to hit on the first round of combat.
      6. Heavy Industry – “We are fifty or a hundred years behind the advanced countries. We must make good this distance in ten years. Either we do it, or they will crush us.” – Joseph Stalin. Place a free minor industrial complex in Amur, Ukraine, and Novosibirsk. Additionally, you may chose one unit type (besides infantry) to mass produce. For the rest of the game that unit costs 1 ipc less than normal to build.

      Anzac National Advantages
      1. Tenacious Defense- ANZAC forces often found themselves in far flung locales, often with little to no support. When alone these forces fought on to the bitter end, knowing they might never see home again spurred them on to acts of true courage.
      If there is only one ANZAC unit present in combat (even with other allied units) then that ANZAC unit requires 2 hits to destroy and defends at +1.
      2. Bushwhackers- The Australian New Zealand corps were made up of tough men who could handle themselves in the outback. So much so that practically every one on the islands was capable of soldiering in at least some capacity.
      ANZAC infantry can be mobilized in any originally controlled ANZAC territory with an IPC value. The first time Japan attacks an ANZAC territory with an IPC value, place that many ANZAC infantry there.
      3. Australian Commandos - Australia formed several small-scale raiding and reconnaissance forces. One of these forces, Z Special Unit, conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
      Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese air or naval base. Pay 3 ipcs and pick a single Japanese coastal fortification, naval or Airbase. Roll 1d6 damage to the facility (minimum 1). Thus, a roll of 4 would result in 4 damage to the facility.
      4. Imperial War Cabinet - The Imperial War Cabinet was created by British Prime Minister David Lloyd George in the spring of 1917 as a means of co-ordinating the British Empire’s military policy during the First World War. Winston Churchill revived the Imperial War Cabinet during the Second World War at the insistence of Australian Prime Minister John Curtin.
      ANZACS units in Europe make their combat and noncombat moves during the British player’s turn. This works like joint strike. The British player chooses casualties in joint operations and any territory taken by Anazac forces in Europe goes to the United Kingdom’s European income.
      5.The Australian 1st Armoured Division - The 1st Armoured Division formed a key element of Australia’s defences against a feared Japanese invasion. .
      ANZAC Tanks hit at a 4 or less when defending the Australian mainland
      6. Maroubra Force - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese. They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby. ANZAC infantry defending New Guinea and Dutch New Guinea take two hits to kill. Any infantry units that survive combat are immediately healed.
      ANZAC infantry defending New Guinea and Dutch New Guinea take two hits to kill. Any infantry units that survive combat are immediately healed.

      British National Advatages ( London )

      1. Night Bombing Raids- Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
      British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way roll two dice and choose the lower result. Heavy bombers roll one die only.
      2. Joint Strike- The most powerful strike of the war was in the joint allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
      Once during the game at the start of a British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.
      3. Technology Sharing- The United Kingdom Pacific and United Kingdom Europe exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
      During the research and development phase, the UK-E and UK-P players may re-roll as many dice as the other player has breakthroughs. (If the UK-P has made 3 breakthroughs, the UK-E may re-roll 3 of its dice, if it elects to roll that many)
      4. The Great Liberation- The United Kingdom was safe harbor to the exiled governments of multiple nations under axis domination, these oppressed peoples were eager to help the war effort, if given the chance.
      The first time the following territories are captured by the Allies, place one UK infantry there: Norway, Denmark, Belgum/Holland, Yugoslavia, Greece, and West Poland. If the UK is the power that captures one of these territories, place UK infantry equal to the IPC value of the territory there.
      5. Canadian Patriotism- At the end of the Second World War, Canada possessed the third-largest navy and fourth-largest air force in the world, as well as the largest volunteer army ever fielded. Conscription for overseas service was introduced only near the end of the war, and only 2,400 conscripts actually made it into battle.
      Recieve a 2 ipc refund at the end of your turn for every unit (besides infantry) that you built in Canada.
      6. Enigma Decoded- Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back. Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.
      This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

      British National Advatages ( India )

      1. Joint Strike- The most powerful strike of the war was in the joint allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
      Once during the game at the start of a British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.
      2. Technology Sharing- The United Kingdom Pacific and United Kingdom Europe exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
      During the research and development phase, the UK-P and UK-E players may re-roll as many dice as the other player has breakthroughs. (If the UK-E has made 3 breakthroughs, the UK-P may re-roll 3 of its dice, if it elects to roll that many)
      3. Cripps Mission- The Cripps mission was an attempt in late March 1942 by the British government to secure Indian cooperation and support for their efforts in World War II. The purpose of the mission was to negotiate with the Indian National Congress a deal to obtain total co-operation during the war, in return of progressive devolution and distribution of power from the crown and the Viceroy to elected Indian legislature. However, the talks failed, having failed to address the key demand of a time frame towards self-government.
      Once per game, during the British collect income phase, the British player may promise independence for India. India, West India, Burma, and Shan States immediately become neutral countries and any allied pieces in those territories move to the nearest allied controlled province. From that point on the UK’s European and Pacific incomes are combined and a free minor industrial complex is placed on British Columbia. If any of the Indian territories are attacked they receive ten infantry.
      4. Chindits- The Chindits were a British India “Special Force” that served in Burma and India in 1943 and 1944 during the Burma Campaign in World War II. They were formed into long range penetration groups trained to operate deep behind Japanese lines.
      Your infantry may perform attacks for one round and immediately retreat from where they came. Japanese defenders do not fire back. This is only to be used in mainland Asia.
      5. The Sun Never Sets on the Empire- With possessions and holdings around the globe the United Kingdom was held together by a chain of bases, each filled with men ready to protect the crown’s possessions.
      The United Kingdom may mobilize one infantry per turn at a port, airbase, or victory city that it controls.
      6. Night Bombing Raids- Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
      British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way roll two dice and choose the lower result. Heavy bombers roll one die only.

      China National Advantages

      1. Unforgiving Wilderness- China in the 1930’s and 40’s was hardly mapped, let alone industrialized. Japanese forces found it difficult to get deep into china without getting bogged down.
      Axis tanks may not blitz in China, they may still move 2 spaces normally. Only two axis aircraft can land in a Chinese territory that is worth only 1 IPC may not
      2.Burma Road- The British used the Burma Road to transport war materiel to China before Japan was at war with the British.
      In addition to normal rules involving the Road, the US or the United Kingdom may purchase 1 artillery unit for China on every turn that the road remains in allied hands. This unit must be placed on Szechwan.
      3.Operation Zet- Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact. 
      Soviet and Japanese forces may clash in the Chinese interior (ie provinces that do not border the Soviet Union) without a declaration of war.
      4.Eight Route Army- At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945.
      If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.
      5.The Hump- The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. The allied commitment to supply China enables the Chinese to resist even when the situation seems hopeless.
      The British empire and the United States may transfer up to 6ipcs in total to China every turn as long as India and Szechwan remain in allied hands. The Nationalist Chinese regime is corrupt, however, and the allies must spend two ipcs for every ipc that they wish to transfer to China.
      6. The United Front- The war with Japan forced the Kuomintang and the Chinese Communist Party to suspend the Chinese civil war and form an alliance.
      Once per game the nationalist may declare that the United Front is in effect. For that turn only an influx of communist guerilla fighters reduces the cost of Chinese infantry by 1 ipc.

      United States Of America National Advantages

      1. Remember Pearl Harbor- A frequent rallying cry in the United States reflected the critical importance of the naval base at Pearl Harbor. This important location served as a hub for American units on their way deeper into the pacific.
      After the United States is at war with Japan, the US player may place one air, sea or land unit at Hawaii if it is still controlled (or sea zone 26) during its place units phase if there are no axis ships in sea zone 26. You may place an air unit and a sea unit and a land unit.
      2. Manhattan Project- The research and development infrastructure of the United States yielded advances as destructive as the Atomic Bomb and as humane as penicillin.
      When rolling for technological breakthroughs, the United States achieves a breakthrough on 5’s also. This can result in two breakthroughs achieved a turn if the US player rolls a 5 and a 6.
      3. Marines- Amphibious assaults were commonplace for American forces, none were better than the troops of the USMC.
      Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.
      4. Army Corps of Engineers- Behind the front lines the United States built infrastructure networks that served the G.I.’s in ways they took for granted. Fuel, food and ammunition shortages were rare for the U.S. army all thanks to the network of bases built by the Corps.
      US Industrial complexes, air bases, and naval bases each cost 5 IPCs less. The US player may construct air bases and naval bases on friendly territories if there is a US infantry there.
      5. Resilient Carriers- The American carriers of the war were equipped with state of the art firefighting equipment and thicker decks, making them all the much more durable.
      American Carriers can sustain 3 hits before they are sunk. After the first hit, the carrier can only hold one plane, mark it with a damage counter beneath, after a second hit the carrier can hold no planes, and is reduced to a move of “1” and a defense value of “1”.
      6. The Fast Carrier Task Force- From the start of the Pacific War the US fleet contained what are referred to as “fast carrier task forces.” But the formation known as “The Fast Carrier Task Force” came into being in late 1943, after the arrival in the Central Pacific of the first ships of the Essex and Independence classes. This force was the Pacific War’s equivalent of the great gun-armed battlefleets of earlier conflicts. By the time of the Battle for Leyte Gulf it had already proved itself to be one of the most potent instruments in the history of naval warfare -obliterating Japanese air power, and sweeping enemy warships and merchant shipping from the seas, wherever it had ventured.
      Designate one fleet with at least one carrier as The Fast Carrier Task Force. Every vessel in this fleet has a move of three. The number of ships in the fleet is limited by the number of carriers in the fleet. You may bring along either one Battleship or two vessels of any other type for each carrier in the fleet. You may add additional ships to the fleet at anytime as long as there are enough carriers to support the new ships. If the Fast Carrier Task Force is destroyed, you may designate a new fleet as your Fast Carrier Task Force. You may only field 1 Fast Carrier Task Force at a time.

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      #4

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      Game Play

      Scorched Earth- You may set fire to your facilities during your mobilize new units phase in order to prevent them from being used by the enemy. You must have at least 1 unit per facility in said territory. Specify which facility(s) you are going to set a flame then roll 1D6 for minor ic’s, rail yards and air and naval bases. And 2D6 for major ic’s and coastal fortifications.
      Collateral Damage- When an airbase or navalbase receives full damage (6 damage) from a single strategic bombing run or rocket attack, 1 hit is scored on air/naval units present. For naval it must be a surface warship in a adjacent seazone. defender chooses casualty. You can only choose aircraft that have not intercepted this or another bombing raid this turn, or who have not scrambled this turn since none of these planes are on the ground at the time of your strategic bombing raid.
      Organized Retreat- Any defenders who survived any given round of battle may opt to preform an organized retreat to a adjacent friendly territory. You have to leave at least 1 unit behind to act as a rear guard and the other units (each type of unit rolled independently) score a hit against the attackers at a roll of 1 on a 1D6, successfully retreat on a roll of 2,3 or 4 on a 1D6 and fail to retreat on roll of a 5 or 6 on a 1D6.
      Coastal Fortifications- A coastal fortification may be built on any island or coastal territory for the cost of 12 ipc’s.Only one fortification can be built in a territory and can not be moved after placed. During amphibious assaults all defending land units get a preemtive attack for the first round of battle at half thier defending roll rounded up. (minimum 1) ie… tanks at a 2. infantry, mechanized infantry, and artillery at a 1. Any attacking units hit are removed before thier attack rolls. The defender chooses his casualty(s) from any land units performing the amphibious assault, ships performing bombardments or aircraft used in the attack. Fortifications take 6 hits to dismantle this ability and are sucseptable to strategic bombings by strategic bombers and tactical bombers. And are sucseptable to the scorched earth rule. Cost 2ipc’s per each damage marker removed.
      Rail Yards- Land units positioned at rail yards at the beginning of thier non-combat move phase can move an additional space.
      Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 15 damage markers, after that they are no longer assigned.
      Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.
      Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
      IT COST 2 IPCs to remove each damage marker…
      All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time for 20 IPCs.

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      #3

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      Political Rules

      British Government in Exile- In the event that London is captured by the Axis, the Canadian government will function independently with Ottawa as its capital beginning on their next turn, allowing them to continue to collect IPC’s and purchase units. If London is liberated, the Canadian government will return to the control of the British Empire. A Canadian Roundel will be placed on the IPC chart at 7 (assuming all of Canada is under Allied control). Canada functions the same as any other country.
      Relinquish Command- This option is for mixed military’s in the same territory only. The smaller of the two forces may relinquish thier force’s command over to thier larger counterparts, it takes an entire turn for the new commander to take full command ie… anzac hands over control of his units in Egypt to the British commander, the british commander takes control of the anzac units two turns following the change,on the first turn he takes command, on the second turn he can issue orders. For this to work the recieving force has to have at least one more unit than the giving force.
      Technology Capture- When a territory is captured the occupying force may make a single tech roll for every technology the captured country had. You roll for each individual tech at a time. (See occupying a territory rule)
      Occupying a Victory City- A victory city is not considered occupied unless there is at least 12 IPC’s worth of units in the conquered territory for the conquered players turn following the takeover. If there are insuficiant troops in said territory than the conquered player can still place troops in said territory if there is a opperational IC. (placing these units follow the same rules as placing ships in a hostile sea zone ie… the conquerer decides whether to fight or flee on thier next turn.) If there are sufficiant troops than territories IPC’s are switched over.
      Strict Neutral Convertion- You can try to have a strict neutral sway your way by rolling a 6 on a 1D6 and a cost of 5 IPC’s per IPC that country generates. This happens after the purchase unit phase and before the conduct combat phase. Tell all players which country(s) you wish to try to sway to your side, you have to have at least 1 infantry unit capable of landing in said country(s) on the combat movement phase on the same turn as a negotiator, this unit only moves into the country if you are successful in swaying it to your side. If successful claim the countries infantry and IPC output.
      Attacking a Strict Neutral- If you attack a strict neutral all remaining strict neutrals in that block become Pro(your enemy).
      BLOCKS

      South America                Europe                                                Middle East
      Venezuela- 2ipc’s, 2inf                Sweden- 3ipc’s, 6inf                              Turkey- 2ipc’s, 8inf
      Argentina- 2ipc’s, 4inf                  Switzerland- 2inf                                    Saudi Arabia- 2ipc’s, 2inf
      Chile- 2ipc’s, 2inf                        Portugal-1ipc’s, 2inf                              Afganistan- 2inf
      Equador                                      Spain- 2ipc’s, 6inf                                 
      Peru                                                                                                              Africa
      Bolivia                                              Asia                                              Angola- 1ipc’s, 2inf
      Paraguay                                  Olgiy- 2inf                                                  Mozambique- 1ipc’s, 2inf
      Uruguay                                      Dzauhan- 1inf                                            Rio-De-Oro
      Columbia                                    Ulaanbaatar- 1inf                                        Portugese Guinea
                                                            Byant Uhaa- 1inf                                        Sierra Leone
                                                          Tsagaan Olom                                            Liberia

      If the Soviet Union- is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power. In other words, war with Japan lifts those restrictions from the USSR on the Pacific map only, and war with Germany and/or Italy lifts those restrictions on the Europe map only.
      IPC income from West India (2) now goes to Calcutta.
      IPC income from British Columbia now goes to London.
      Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom now makes 28 IPCs
      The United States may declare war on the Axis if London and/or any territory in North America is captured by an Axis power.

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      #2

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      Land Units

      Combined Arms- Mechanized Infantry may transport on land unit of equal or lesser value when paired with a tank. All units must begin thier movement from the same location.
      Blitzkrieg- Tanks and Mechanized Infantry that only moved one space in combat movement and successfully cleared the enemy land territory in the first combat round can preform either: A) attack a new territory adjacent to the first, B) retreat to an adjacent territory during NCM to avoid possible enemy counterattck.
      Artillery Bombardment- Your artillery aboard your transports may conduct one round of bombardment during the first round of an amphibious assault. ( Artillery do not land untill the second round of combat and do not assist infantry in the first round.) Artillery bombard at a 2. Heavy artillery has no effct during bombardment.
      Reinforcements- If there are any surviving defenders after any given round of battle the defending force may send reinforcements from adjoining territories. The maximum reinforcements can only  be equal or less then the attacked territories IPC’s. ( Only infantry and artillery may reinforce. ) You can reinforce at the end of every combat round after casualties have been decided.
      AA Guns are no longer captured; they are removed from play after the territory is captured.
      The cost of AA guns now cost 5 IPCs.

      Naval Units

      Blockade- To blockade an opponent controlled Island, you must surround all seazones that it touches with surface ships. When you do that, you prevent all IPCs produced from that territory from being received by the controlling player. When blockading an Island with a factory(United Kingdom, Japan, Australia, New Zealand) you are not blockading the income of that Island, you are blockading income from all other territories from being used on that island. Example(you have the sea zone surrounding Japan under control with surface ships. Japan is now considered to have at least 2 seperate sets of income). These sets of income can not be mixed together untill the seazone surrounding the Island becomes friendly. The only income that the factory in Japan could use is the 8 IPCs from Japan each turn. If Japan has any other Factories, those ones can use the other IPC gained from controlled territory as long as there wasn’t any blockading Issues.
      Submarines no longer fire a special “sneak attack” shot at unescorted transports. Transports are not allowed to unload land units for an amphibious assault in a sea zone containing any enemy subs unless at least one friendly warship was also present in the sea zone at the end of the Combat Move phase.
      Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

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      Best 4 games i have ever played rule book #1

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      DijitzD

      Tac bombers should not be able to do as much damage as strat bombers. We have same rule, but the tacs damage is halved rounded up for 1-3 damage to a facility. Far more realistic.

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      A question regarding paratroopers

      Axis & Allies Global 1940
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      KrieghundK

      @Detuite:

      Can paratroopers fly over occupied enemy tt’s and drop into a empty enemy tt.

      Yes, as long as the territory being attacked is also being attacked by non-paratrooper land units.

      @Detuite:

      lets say you have 3 transports in a sea zone can 1 enemy fighter or 1 enemy surface ship destroy all of them on 1 attack

      Yes.

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      A few questions.

      Axis & Allies Global 1940
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      KrieghundK

      @Detuite:

      #6 Can german fighters in southern italy scramble in defence of the italian fleet off the coast.

      If you’re playing Alpha+.1, yes.  If you’re playing by the box rules, no, as planes may only scramble from island airbases.

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