Really don’t like NOs. Too much like scripting; let the players choose their own objectives.
Have you tried any other ways to increase the amount of income available in the game? Short of changing TT amounts.
Really don’t like NOs. Too much like scripting; let the players choose their own objectives.
Have you tried any other ways to increase the amount of income available in the game? Short of changing TT amounts.
I’ll look into it, my group and I are going to start playtesting in a week or two. Thanks for the help
You got it!
Pretty much dead on. Tacs would not lose first round targeting, i think they should be able to target a
ll the time. That would be their strengh. this can always be countered with
fighters. think about this, fighters: attack 2, defend 2 against land and naval targets. but fighters attack 3, defend 4 against tacs and bombers. Tacs attack 2 and defend 2 against fighters and use normal attack values against land and naval targets.Strat bombers always defend from fighters at 1
Have you play tested that? How well does that work? We will have to change the values of the escort intercept rules as well then eh?
EDIT: I was thinking about tacs being able to choose at all times. BUT they were only equipped with one bomb to drop, but I added the Rocket Projectiles Technology (Your tactical bombers may choose its targets twice. Each tactical bomber can choose its target in the first and second round of combat). This, I think, is where we might have to add some ammo markers?? I think so
EDIT: Link for Ammo Markers
http://www.mediafire.com/?9k512hkknsh66ss
My post is pretty self explanitory. do you have a specific question?
Kinda, I can get the idea, but there was room for more explanation there. How’s this:
Dogfight Combat
All attack/defense values are unchanged.
All fighters pair off 1:1
Any extra fighters may choose their targets (as long as they are airborne aircraft).
Fighters are bound to dog fighting until there are no airborne aircraft left.
Tac bombers may choose to defend themselves against the fighter(s) pursuing them OR
choose their land/naval targets.
Tac bombers can leave/enter dog fight at any time.
Attacking strategic bombers get an automatic defense (machine gunners) against its
attacker(s), hitting on a 2. Rolling only one dice. (is 2 OK? Not sure if 2 or 1, was even
thinking an AA role of 1, 1 dice per attacker, think that might be OP… will have to
play test these numbers).
The attack value of attacking strategic bombers (4) can only be used against land
units, naval units, or defending aircraft that are considered on the ground)
Defending strategic bombers are considered on the ground.
Is that what you had in mind?
Edit: Now, if the Tac bomber chooses to defend itself on the first round, does it forfeit it’s ability to choose a land/naval target? Or does it just choose a target when it leaves ground combat. Might need ammo chips for that (since I added Rocket Projectiles in the Air tech tree) but that may just over-complicate things.
Also, if the attacking strat bombers have an auto defense of 1 during dog fighting, then I should have it so in the escort/interceptor rule, no combat values are changed at all and the bombers stay at a 1.
Dijitz i like your rules a lot. My group has tried house rules too and you just gave me a bunch of new ideas. Thanks!
I only take credit for the following:
Interceptor Rule
Choose Your Targets
Combined Arms (Partialy… thanks oztea)
Fly Overs (no brainer… think that’s more of a rule every second AA release)
Nothing’s Free
Spoils of War
Collateral Damage
Artillery Bombardment
You get what you pay for
But thank you very much.
DOGFIGHTING INVOLVING TACS
The way i play it is all fighters pair off and resolve dogfight first. if tacs are involved in attack defending fighters can choose to go after tacs or attacking fighters. attacking fighters act sort of like escorts, they defend against fighters and tie them up so the tacs can get thru and target their objectives. in this case the tacs can choose their targets. if you attack with tacs with no attacking fighters for support against defending fighters, the tacs can choose to defend themselves against fighter attack, or go after land/naval targets. the latter would be a bad choice thou becouse the defending fighters could go after the attacking tacs and just chew them up. after dogfighting is resolved combat as usual.
Can you give me a play by play for instance?
Cool, changed the tank para dropping and the hitch rule… going to have to keep the artillery bombardment though… It has historical basis (D-day footage).
I think you might be right about the retreating rule.
Um, for the collateral damage rule, I had originally thought of for every two or three damage, but then who would bomb factories… Was thinking every time a 6 was rolled maybe… might get a few more lucky shots that way… But the collateral damage rule combined with the RADAR/Air base for interceptors rule I think will gave the game the same feel that the Luftwaffe and RAF went through.
Now my intention here is to increase the depth of the game, without making the game last longer than it already is. So I added some more nation objectives to increase the amount of IPCs available. Now, for those of you interested in the math, It was a little complicated, It is mathematically balanced, And I am sure strategically balanced. Let me know what you think. Oh, and UK-Europe and UK-Pacific collect NO’s separately.
National Objective Totals - Global
Germany 28 19.9%
Soviet Union 29 20.6%
Japan 20 14.2%
UK 10 7.1%
ANZAC 8 5.7%
Italy 10 7.1%
USA 30 21.3%
China 6 4.3%
TOTAL 141 100%
Total increase of 113 IPCs needed for increase of units added to game.
New Totals
Germany 28 19.9% 23 IPC increase
Soviet Union 29 20.6% 24 IPC increase
Japan 20 14.2% 17 IPC Increase
UK 10 7.1% 9 IPC Increase
ANZAC 8 5.7% 7 IPC Increase
Italy 10 7.1% 9 IPC Increase
USA 30 21.3% 25 IPC Increase
China 6 4.3% 5 IPC Increase
TOTAL 254 100%
Actual Increase of 114 IPCs
• Germany
o 5 IPCs while not at war with the Soviet Union.
o 5 IPCs when Axis controls both Denmark and Norway and Sweden is neutral or
controlled by the Axis.
o 5 IPCs when Axis controls all of the following: Yugoslavia, Bulgaria, and Albania and
Switzerland is neutral or under axis control.
o 6 IPCs when Axis controls all of France, Normandy Bordeaux, and Southern France
and Spain is neutral or under Axis control.
o 6 IPCs when Axis control all of the following: Finland, Vyborg, and Karelia, and the
Baltic Sea is clear of enemy surface war ships (sea zones 113-115)
o 6 IPCs when Axis control at least three of the following: Baltic States, Eastern
Poland, Western Ukraine, Bessarabia, Belarus, or Ukraine
o 3 IPCs when there is at least one German land unit in Egypt.
o 5 IPCs for Axis controlling Leningrad
o 5 IPCs for Axis controlling Stalingrad
o 5 IPCs for Axis controlling Moscow
• Soviet Union
o 5 IPCs when not at war with Japan
o 5 IPCs when the Soviet Union is at war, SZ 125 is free of Axis ships, Archangel is
controlled by SU, and there are no other Allied units in the original SU territories.
o 5 IPCs when SU controls all the following: Finland, Vyborg, and Karelia and sea zone
127 is clear of enemy surface warships.
o 6 IPCs when SU controls all the following: Leningrad, Stalingrad and Moscow.
o 5 IPCs when SU controls all the following: Baltic States, Eastern Poland, and
Bessarabia.
o 3 IPCs when SU controls either Yugoslavia or Bulgaria.
o When the SU controls its original territories, collect 6 IPCs for each originally
German territory that the SU controls.
• Japan
o 5 IPCs for not being at war with Soviet Union.
o 5 IPCs for Axis controlling all Japan’s original Asian territories.
o 6 IPCs for Axis controlling Solomon Islands, Dutch New Guinea, New Guinea, and
New Britain.
o 6 IPCs for Axis controlling Java, Sumatra, Borneo, and Celebes.
o 5 IPCs for Axis controlling Honolulu
o 5 IPCs for Axis controlling Sydney
o 5 IPCs for Axis controlling Calcutta
• United Kingdom-Europe
o 5 IPCs when there are no German subs on the board.
o 6 IPCs when Allies control both Egypt and Trans Jordan and at least three of the
following: Gibraltar, Malta, Cyprus, West India, and Union of South Africa.
• United Kingdom-Pacific
o 5 IPCs when the UK-Pacific and ANZAC control all of their original territories.
o 3 IPCs if the Allies (excluding the Dutch) control all of Sumatra, Java, Celebes, and
Borneo.
• ANZAC
o 5 IPCs when the Allies (excluding the Dutch) control Dutch New Guinea, New
Guinea, New Britain, and the Solomon Islands
o 3 IPCs when the Allies control Malaya and ANZAC controls its original territories.
o 4 IPCs when ANZAC controls any territory originally under Japan’s control.
o 3 IPCs when Allies control all the following: Gilbert Islands, Fiji, and Samoa.
• Italy
o 5 IPCs when Axis controls Egypt, Greece, and Southern France
o 5 IPCs when there are no Allied surface ships in SZ 92 to 99.
o 6 IPCs when Axis controls at least four of the following: Morocco, Algeria, Tunisia,
Alexandria, Trans Jordan, and Syria
o 3 IPCs when Axis controls at least three of the following: Gibraltar, Malta, Crete,
and Cyprus.
• USA
o 30 IPCs when the USA is at war and controls Eastern, Western, and Central USA.
o 6 IPCs when Allies control at least five of the following: Midway, Wake Island,
Hawaiian Islands, Johnston Island, Gilbert Islands, and Solomon Islands
o 6 IPCs when Allies control Okinawa and Iwo Jima at the same time.
o 5 IPCs when Allies control both the Philippines and Guam.
o 5 IPCs for having at least two bombers in United Kingdom and Brazil under Allied
control.
o 3 IPCs when Venezuela, Argentina, and Chile are all neutral or all three are under
Allied control.
• China
o 6 IPCs when the Burma Road is controlled by the Allies (India, Burma, Yunnan, and
Szechwan), may purchase artillery units.
o 5 IPCs when China owns at least four of the following: Manchuria, Jehol, Shantung,
Kiangsu, Kiangsi, Kwangsi.
• France
o Once per game, when France (the territory) is liberated place 4 French infantry on
that territory.
Like some of you, my group and I expected more with the release of the 1940 series. More than what we got anyways. I have laid out my new set of house rules, but I cannot take all the credit for all of them. Many have been taken off this forum, and, to be honest, I don’t recall who you all are. So, if you see a rule you feel you deserve credit for, I will make a note of it. Some I’ve kept and others I’ve made some changes to. And some of you have just simply inspired me (Thanks IL). Others I have gotten from various documentaries, previous versions, and I have to take credit for some. Here it is. I’d like some feed back and maybe another rule or two I haven’t thought of or found, before we start play testing. I’ve had to split this article into four parts due to character limit on this forum. The links are posted on the bottom.
Phases
During a turn, a player performs some or all of the nine Phases in the following order:
Phase 1 Purchase Combat Units/Technology
Phase 2 Land Fighters on Combat Air Patrol
Phase 3 Combat Movement
Phase 4 Resolve Combat
Phase 5 Blitz Combat Movement
Phase 6 Blitz Combat
Phase 7 Non-Combat Movement
Phase 8 Place New Units
Phase 9 Submerged Submarines Resurface
Phase 10 Collect Income
Combat Sequence
1. Place units on battle board
2. Conduct opening fire
3. Remove opening fire casualties
4. Attacking units fire
5. Defending units retreat
6. Defending units fire
7. Remove casualties
8. Press attack or retreat
9. Capture territory
House Rules
Interceptor Rule
Fighters can only intercept when the defender has BOTH the Radar technology and an operational airbase at the same location as the facility being targeted by the strategic bombing run. Strategic bombers roll with your escorts (machine gunners) hitting on a 1.
Night Time Bombing Raids
Bombers may choose to conduct a night time bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. Damage to facilities is halved, rounded up.
Establish Combat Air Patrol (CAP) (Europe/Pacific)
Combat Air Patrol is a special feature that involves fighter planes. During the Non-combat Movement phase, you may initiate a CAP by moving fighter planes that have not moved this turn from any territory to an adjacent sea zone. However, a CAP fighter may not be moved to a sea zone in which the presence of enemy pieces would cause combat. During the enemy’s turn, the CAP will stop all enemy naval units (except subs) from moving through the sea zone. Naval units that move into the sea zone must stop, and a battle will then be fought. An enemy player may move air units through the sea zone without being stopped by the CAP. An enemy player may move planes into the sea zone with the CAP to engage the CAP, or to fly to an island within the sea zone to engage ground units there. This may or may not be part of a planned Amphibious Assault. As stated earlier, your CAP must land before the combat move phase of your next turn. Fighters on CAP may land on any friendly land territory that is adjacent to the sea zone or any friendly carrier, island or island group that is within the sea zone. If a CAP fighter cannot land because there is no friendly landing place, then the fighter is lost and removed from play. Having landed, the fighter may then move as normal.
Dog Fight
While both sides have air units, these air units fight with dog fighting values (2/2); fighters raised to 3 if jet fighters. Air units’ hits must be first allocated on opposing air units. Bombers still attack ground units at 3 or less (during a dog fight) AND participate in the dogfight at a 1. Heavy bombers only roll 1 dice for the dog fight but still roll two dice for the ground combat (hitting on a 3 or less) If no ground units present, bombers still participate in the dog fight at a 1. When only one side has air units, the units fight with normal combat value. Does not apply to defending strategic bombers (considered on ground). Tactical bombers may conduct first round as normal (choose land/naval targets) before entering dog fight. Aircraft do not enter normal combat until the beginning of the combat round after the dog fight has been resolved.
Paratroopers
No tech required. In addition to AAG40 rules, cargo planes may drop two infantry or one infantry and artillery or one mechanical infantry into an enemy territory. All units must start from the same location.
Dive Bomb
Your tactical bombers may target all facilities the same way your strategic bombers do with the exception of industrial complexes. May be escorted on these bombing runs by fighters. Damage is halved rounded up.
Choose Your Targets
The following units may choose their targets on the first round of combat ONLY:
Attacking submarines (unless an opposing destroyer present) may choose only naval
units and may also choose transports (defender chooses which transport is taken
as a casualty).
Attacking/defending tactical bombers may not choose other air units except those that are to be
considered on the ground.
Attacking artillery (matched with one non-mechanical infantry) may only choose land
units and defending strategic bombers. Ignores pillbox/fortress for this attack.
Attacking/defending dreadnoughts
Scorched Earth
You may remove your facilities during your mobilize new units phase in order to prevent them from being captured by an opponent. You must have at least one military unit (Not AA gun or coastal battery) present.
Combined Arms
Mechanized Infantry may transport one land unit of lesser or equal value when paired with a tank. All units must begin movement from the same location.
Blitzkrieg
Your tanks and mechanical infantry that only moved one space in combat movement and successfully cleared the enemy land territory in the first combat round can perform either: A) attack a new enemy territory from the captured territory, or B) retreat to an adjacent territory during NCM to avoid possible enemy counterattack.
Scrambling
In addition to AAG40 rules, your fighters and tactical bombers may also scramble to adjacent sea zones from your non-island territories containing an operational airbase.
Fly Overs
AA guns fire every time enemy flies over them.
Your fighters can intercept whenever flown over if you have an operational airbase in that territory and radar technology.
Nothing’s Free
It now cost’s 1 IPC to repair your damaged battleships and aircraft carriers.
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. Britain Pacific will lose the 1 IPC from British Columbia (Transferring to Canada). 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.
Canadian roundels: http://www.mediafire.com/?01l8l828568sl4x
Victory Cities
Non-Original territories with victory cities need at least 15 IPCs worth of LAND units for the victory city to be considered “occupied”.
You may receive a bonus 1 IPC for each victory city you hold (conquered cities must be occupied), and a further bonus of 2 IPCs if you control all surrounding territories. In the case of an island (Manila or Honolulu) you must own each island in each surrounding sea zone. Also, in the case of a coastal city, you must own the island(s) shared in that sea zone (i.e. Rome, you must own Sardinia and Sicily) and vice versa (Tokyo, you must also own Korea).
If the enemy attempts to liberate a territory with a victory city within, and you are not occupying the victory city, they get two free infantry, one before the combat, and a second if the attacker is victorious. You may mobilize one of your purchased infantry at each victory city.
Spoils of War
When you take an enemy’s capital and his IPCs, you take his researchers (minus one) as well. Scientists purchased with UK-Pacific IPCs are located in Calcutta and scientists purchased with UK-Europe IPCs are located in London.
When you take an opposing victory city (or capital) you may steal a technology from the defending player. Defender chooses what technology falls into the enemy hands.
When you take an opposing victory city, you steal that territory’s IPC value from the defending player.
Defender Retreats
Half of each type of your remaining units (rounded down) may retreat instead of returning fire. E.g. Defender has 5 infantry, 3 artillery and 2 tanks with 3 hits scored against him. Choosing all 3 hits as infantry (who have yet to return fire), the defender may now choose 1 infantry, 1 artillery, and 1 tank to retreat, leaving 1 infantry, 2 artillery, and 1 tank to return fire (along with the 3 infantry taken as casualties). The defender may only retreat if he/she can do so to a friendly territory that is not adjacent to either an enemy controlled territory or one being/has been attacked in the same turn.
Collateral Damage
When an airbase or naval base 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, must be a surface warship. Defender chooses casualty. If fighters intercepted this strategic bombing run (or another) this turn (not round), then those fighters cannot be chosen as casualties for collateral damage, because they are not considered on the ground during the strategic bombing run. If fighters/tactical bombers have been scrambled this turn (not round), then those fighters/tactical bombers cannot be chosen as casualties for collateral damage for the same reason as mentioned above.
Artillery Bombardment
Your artillery aboard your transports may conduct one round of bombardment during the coastal bombardment step of amphibious combat (The artillery and transport(s) must also be partaking in the amphibious assault). Artillery bombard at a two. Heavy artillery has no effect here.
You get what you pay for
If Britain gets the heavy artillery technology, the Chinese also get that technology.
If USA gets long range aircraft, the Chinese (Flying Tigers) also get that technology.
If USA gets jet fighters, the Chinese (Flying Tigers) also get that technology.
Edit: Added Dive Bomb Rule from Air Tech tree(Heavy Payload). Replaced Heavy payload with Rocket Projectiles on tech page.
Edit: Added Canadian Roundels and Victory City chips.
Part 2- The Units
http://www.axisandallies.org/forums/index.php?topic=21073.0
New Units
IPC Lend-Lease
IPCs can be converted to raw materials (represented by tokens from AA Battle of the Bulge). These tokens can be transported by transport, cargo plane, and/or mechanical infantry. Transports and cargo planes can carry up to 10 IPC’s and mechanical infantry can carry up to 5. The raw materials can be moved to a team player as either a loan or gift (based on verbal agreement). These raw materials are produced at industrial complexes. Production of 3 raw materials at an industry only counts against 1 production cap. (E.g. A major industry could produce 30 raw materials in one turn) No IPCs can be “pirated,” they are destroyed along with the units carrying them with the exception of those that are carried over land. Mechanical infantry transporting raw materials cannot attack, but defend normally.
Pillbox
Pillboxes cost 5 IPCs (limit one per territory) and can take 2 hits before any hits have to be taken against your defending land units. Pillboxes are destroyed if territory is captured. Pillboxes can be repaired, even if fully damaged, at the cost of 1IPC per damage marker. Counts as a facility for sabotage and increased factory production technology purposes only. Cannot be strategically bombed or attacked by a rocket attack. Can be upgraded to a fortress for 10 IPCs.
Fortress
Fortresses cost 12 IPCs (limit one per territory) and replace pillboxes. They can take 4 hits before any hits have to be taken against your defending land units. Fortresses are destroyed if territory is captured. Fortresses can be repaired, even if fully damaged, at the cost of 1IPC per damage marker. Counts as a facility and has antiaircraft defense against strategic bombing runs and rocket attacks only. Defends at a 3 during all combat rounds, stops defending after 3 damage inflicted against it.
Shore Batteries
Shore Batteries cost 8 IPCs (limit one per territory) and roll 1 dice for each transport conducting an amphibious assault and each warship conducting a coastal bombardment. Hits on a 1. Movement 1.
Cargo Planes
Cargo planes may transport two infantry or one infantry and artillery or one mechanical infantry or one tank into a friendly territory. All units must start from the same location. Cargo planes cost 12 IPCs, move 6, and have an attack value of 0 (may be taken as casualties in an offensive, but must be Para dropping).
Land Mine Fields
Mine fields cost 10 IPCs (limit one per territory). Mine fields roll 1 dice for each land unit (including paratroopers) attacking the territory and hit on a 1. Destroyed if territory lost. Built directly on the territory. Territory must have been under your control since beginning of turn.
Naval Mine Fields
Naval mines cost 8 IPCs (limit one per border). Naval borders are mined instead of sea zones (white chips for Allies and grey for Axis) deployed where your cruiser present. Cruiser must not have been in combat on same round. Can be removed by opposing destroyers if destroyer has not been in combat on same round. Rolls 1 dice for each ship/sub passing through sea border. Hits on a 1.
Axis mines: http://www.mediafire.com/?tao8kieyv8i6xu9
Allied mines: http://www.mediafire.com/?kcn6osvgwx0vc5x
Spy Network Rules:
Spies (represented by infantry) cost 3 IPC’s each and are designated as either sabotage or espionage. When the spy is designated it cannot be changed. Only 1 spy per slot (espionage and sabotage).
Espionage:
To use a spy for espionage, roll 1D6, the player whom you are using the spy against then rolls 1D6, if the defending player wins nothing happens. Defender wins on a tie. If you win, see espionage below and leave the spy on the board for further use.
Sabotage:
To use a spy for sabotage, roll 1D6, the player whom you are using the spy against then rolls 1D6, if the defending player wins, the spy is captured. Remove the spy from the board. Defender wins on a tie. If you win, see sabotage below and leave the spy on the board for further use.
http://www.mediafire.com/?smq4qqddfvnqicq
Espionage
When the targeted opponent 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 any one adjacent space into one friendly space being attacked by that opponent. Alternatively, you may move any number of your units from a space being attacked by opponent into an adjacent friendly space, but you must leave at least one of your units 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. This ability must be used on the targeted opposition’s NEXT combat move/conduct combat phases following your successful espionage role.
Sabotage
You may immediately roll 1D4 against a chosen facility owned by targeted player. That amount rolled on the die is damage done to that facility. If the chosen facility is an industrial complex, normal damage rules apply. Does not destroy pillboxes or fortresses.
Part 3 - Technology
http://www.axisandallies.org/forums/index.php?topic=21072.0
Edit: added links to Axis and Allies’ chips
Technology Rules:
Technology is done the same as AA50, however there are now four technology trees, land, air, naval and production; and you now pick the technology once you have a breakthrough. Each of these trees is split into three tiers. The first two technologies of each tree belong to tier one. The second two belong to tier two. The third set of two belong to tier three. On a successful role, you can choose the technology you want from any technology tier you have available to you. To start, only tier one is available; you can choose between the first 8 technologies (radar, rockets, heavy artillery, marines, long lance torpedoes, super submarines, war bonds, improved factory production). Once you have a tier one technology, you unlock tier two from that technology tree only. In order to unlock a tier three, you must have at least one tier two technology from another tree. So, once you have at least two tier one techs (radar and marines for example) and two tier two techs (jet fighters and reinforced concrete for example) both land AND air tier threes has been unlocked. From there you would just need one tier one and one tier two from the naval tree (for example) to unlock the naval tier three. You may, of course, acquire all techs on the board so long as you roll successfully and the respected tiers are unlocked.
Air Technology
1. Radar
All your AA guns now hit on a 2 or (including AA Cruisers). Fighters in a territory with an operational airbase may scramble to intercept strategic bombardment attacks against facilities in any adjacent territory, following the standard interceptor rules. Your shore batteries now hit on a 2 or less. Your AA guns may now defend against rockets in the territory that is targeted by the rockets and where the rockets ‘fly over’ your AA guns (including AA cruisers).
1. Long-Range Aircraft
All your aircraft have their range increased by 1.
2. Rocket Projectiles
Your tactical bombers may choose its targets twice. Each tactical bomber can choose its target in the first and second round of combat.
Ammo chips: http://www.mediafire.com/?9k512hkknsh66ss
2. Rockets
Your AA guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your AA guns can make a single rocket attack against an enemy facility within 3 spaces of it. This attack does 1D6 damage to that facility. All AA guns that can fire, may fire. Only one shot per AA gun. And each facility may only be the target of one rocket attack per turn.
3. Jet Fighters
The attack value of your fighters is now 4 instead of 3. The attack value of your escorts is raised from 1 to 2. The defense value of you interceptors is raised from 2 to 3.
3. Heavy Bombers
Your strategic bombers now roll 2 dice when you attack or make a strategic bombing raid, choose the better roll. Each bomber rolls separately. Heavy bombers still only roll one dice when defending.
Land Technology
1. Heavy Artillery
Each of your artillery units can support two infantry instead of 1 per attack. Two infantry, when coupled with one artillery, have an attack value of 2.
1. Marines
Your infantry attack at a 2 (3 when paired with artillery) during the first round of amphibious assaults only.
2. Improved Mechanized Infantry
Mechanized infantry attack at 2 or less when paired with a tank.
2. Reinforced Concrete
Your bunkers and block houses each gain 1 hit point. Your blockhouses’ guns cease to fire on the fourth damage marker rather than the third.
3. Conscription
You may place one infantry, for free, in any one territory that you have owned since the beginning of your turn.
3. Heavy Tanks
Each of your tank units can support two mechanical infantry instead of 1 per attack. Two mechanical infantry when coupled with one tank have an attack value of 2. In addition, every third tank attacks/defends at a 4.
Naval Technology
1. Long Lance Torpedoes
During the first cycle of combat only, your destroyers attack and defend on a 3. In succeeding cycles of combat, your destroyers fire as normal.
1. Super Submarines
Your submarines attack at a 3 now instead of a two, but they still only defend at a 1.
2. Combined Bombardment
Your destroyers now can conduct bombardment during an amphibious assault. (Their attack is 2.)
2. Heavy Carriers
Your carriers now have a 3 plane capacity.
3. AA Cruisers
Your defending cruiser(s) gets one AA roll against each enemy attacking plane, hitting at 1 (2 with radar tech) prior to the first round of combat. Each plane that is hit is removed before shooting back. Only one AA roll per combat, regardless of how many cruisers present. Same rules as AA guns.
3. Dreadnoughts
Your battleships have a first-strike capability (both attack and defense qualify). This capability is for the first round only. Any casualties are destroyed and removed from play with no chance to counter-attack (it does not disrupt the special ability of a submarine, but rather fires at the same time). In addition, your battleships now roll two dice during the coastal bombardment step of an amphibious assault, you may choose the best roll. Each battleship rolls separately. Casualties may still return fire.
Production Technology
1. War Bonds
Collect 1D6 extra IPCs during collect income phase.
1. Improved Factory Production
Your factories may produce one and two extra units respectively. Additionally, the cost to repair your factories is halved rounded up.
2. Mobile Industry
Your minor industrial complexes each may move one territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them without this tech. You cannot produce units from a factory on the turn it has moved. Subterranean industry cannot be moved.
2. Household Industrialization
Penalties to factory output by damage reduced by half, rounded up. i.e. A major industry, with 7 damage done to it, will still be able to produce 6 units.
3. Subterranean Industry
You may purchase/upgrade subterranean industry. Damage taken from strategic bombing raids is halved, rounded up. Subterranean industries cannot be moved. On the turn it is upgraded, an industry can only produce units equal to the amount it would have been able to produce prior to its upgrade. i.e. if a minor complex is upgraded to a major complex, that complex may only produce 3 units during your mobilization phase.
Cost is as follows:
Minor sub: 15 Upgrade minor to sub minor: 6 Upgrade minor sub to major sub: 25
Major sub: 38 Upgrade major to sub major: 15 Upgrade minor to sub major: 30
3. Improved Shipyards
Your sea units are now cheaper to build. Use these revised costs:
Battleship: 17 Cruiser: 10 Transport: 6
Aircraft Carrier: 11 Destroyer: 7 Submarine: 5
The National Objectives
http://www.axisandallies.org/forums/index.php?topic=21079.0
Edit: changed the Air tech tree for better historical accuracy and playability
Edit: replaced heavy payload with Rocket Projectiles. Moved heavy payload into the
rules section.
Edit: added link to ammo markers for projectile rockets.
http://www.mediafire.com/?9k512hkknsh66ss
Edit: heavy bombers and dreadnoughts.
Has coastal only house rule been play tested at all???
More likely that the UK government moves to Canada and continues from there, I don’t think Canada would have fought on independently if Britain had officially surrendered.
Not so much surrendered, as got it’s but kicked in a G2 Sea lion. I got this rule from another thread stating exactly what you had mentioned, but I found that Britain wasn’t as crippled as it should have been once it lost London, at least this way, we Canadians get our Canada in the game AND Germany can still open the door to Africa for their little Italian buddy.
Canadian roundels? :-o How are you making yours?
I’m just gluing them on to extra roundels I have floating around
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. Britain Pacific will lose the 1 IPC from British Columbia (Transferring to Canada). 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.
I’m painting a set of British units purple and am getting some roundels…
Not play tested yet,
Comments?
Thanks Imperious, But I still need a place to get some that are small enough not to crowd the board.
Anyone know of some place I can get cheap AA scale Anti-Tank Hedgehogs?
I have laminated the Global charts and aids v2.2 which of these should I replace with these new ones?
Looking for regular players for AAG40, AA50, AA42, and AABB + other strategy variants, in the Grande Prairie area. msg me for contact info.