Would it be unbalanced if Germany went before the Soviets? The Germans should be able to start pushing towards Stalingrad in 1942, not being driven out of Russia on the first turn.
Posts made by Faramir
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RE: Global 1942 Scenario by Larry Harrisposted in Axis & Allies Global 1940
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RE: Anniversary Second Editionposted in House Rules
We played this again and having the axis and allies take their turns together as teams really speeds up the game.
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RE: NEW Axis & Allies Anniversary 1941 Scenario with slightly changed (and more balanced) setupposted in House Rules
I would honestly get rid of NOs. It just adds something else you have to keep track of. You should check out my “Second Edition” house rules, as they strengthen China and update the game while not trying to change too much.
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RE: [Global1940] Idea for Balancingposted in House Rules
If you don’t want to make many changes, just combine UK Europe and Pacific into 1 economy with London as the capital.
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RE: Anniversary Second Editionposted in House Rules
Thanks for the feedback. As for extra units, I want to keep it as close to the original game as possible. The extra units I added were either AA guns at new factories or at straights and canals, or they were units that a particular nation didn’t start with so I added them so the nation would have a variety of units (within reason, no Soviet aircraft carrier). China needed to be a lot stronger so I added an infantry to every territory as well.
It looks like I didn’t have my history straight with Africa. I’ll remove the German control marker in French Equatorial Africa for 1941, and add a German control marker to French West Africa and Madagascar in 1942. Even though there are no units there, the allies still have to divert units to capture the territories.
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RE: Anniversary Second Editionposted in House Rules
2 games of the 1941 scenario. I want to change the AAA rules before I play another game. The changes to AAA were suppossed to also represent defensive fortifications but it is a bit awkward as there defense isn’t on the reference chart. Cruisers were also very good. I am wondering if I should leave them as is or take away their 2 hit ability and allow them to be produced in 1 turn.
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RE: Anniversary Second Editionposted in House Rules
There should be a PDF link at the top of my post so you don’t have to use BGG.
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RE: Anniversary Second Editionposted in House Rules
I am not totally happy with the AAA rules and how they interact with bombers so if anyone has any suggestions let me know. I want them to be actual units and not capturable units. The cost can’t be changed because the reference is printed on the board.
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RE: Anniversary Second Editionposted in House Rules
I added a PDF here. I made a few changes after another game with starting fleet positions.
Version 2
1941 Scenario
Removed a German destroyer from sea zone 5.
Added a German destroyer to sea zone 13.
Removed a Soviet destroyer from sea zone 4.
Added a Soviet destroyer to sea zone 16.
Removed a UK aircraft carrier and fighter from sea zone 12.
Added a UK aircraft carrier and fighter to sea zone 2.1942 Scenario
Removed a Soviet destroyer from sea zone 4.
Added a Soviet destroyer to sea zone 16. -
Anniversary Second Editionposted in House Rules
Axis & Allies Anniversary Second Edition.pdf
I have always thought Anniversary Edition is the best version of Axis and Allies. There are a few issues though, like China not being strong enough. Here are my house rules we are currently playing with and fine tuning. No modification of game components is required.
https://boardgamegeek.com/filepage/294236/axis-and-allies-anniversary-second-edition
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RE: [1942 SE] Balancing the game suggestionposted in House Rules
@8d88 if you think that the USSR is too weak, just give them a Bomber in Russia. It opens up a few more options for them.
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RE: [Global 1940] Changing AA in the gameposted in House Rules
Cost 3
Attack 1
Defense 1
Gets 1 shot vs air at 1. -
Transport vs Subposted in Axis & Allies 1942 2nd Edition
Can a transport make an amphibious assault where there is an enemy submarine if an air unit escorts the transport?
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RE: [1942 2nd ] Submarine/Air Unit rule actually a drawback?posted in House Rules
@Megatron it is a large drawback, which is why subs are the cheapest naval unit.
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RE: [1942 SE] Balancing the game suggestionposted in House Rules
@willdan5 1942 SE with the tournament setup is pretty balanced. Germany will defeat Russia 1v1, but it isn’t a 1v1 game.
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Axis & Allies: 1942 Third Editionposted in House Rules
These house rules are for players that like A&A Global, but want a more manageable and shorter game. The base game of A&A 1942 and some components from A&A Global are required to play. Anything not mentioned is the same as the OOB A&A 1942 Second Edition.
Rule Changes
Industrial Complexes
Industrial complexes either have a value of 3 or 10. The number corresponds to the number of units that can be produced there per turn. New Industrial complexes may not be built. If an industrial complex is captured, it is damaged to its maximum value.Strategic Bombing
Industrial complexes may be damaged to twice the number on the industrial complex. Bombers roll 2 dice and pick the highest result.Fighters may be sent to escort the bombers, and enemy fighters in the territory that is being bombed may intercept. Escorting and intercepting fighters cannot participate in any other battles that turn. Escorting and intercepting fighters hit on a 1, and defending bombers hit on a 1. After any casualties are taken, any remaining bombers are fired on by AAA as normal.
Island Bases
Friendly air units on islands may participate in the defense of an adjacent sea zone. Surviving air units return to the island where they originated from and cannot participate in any other battles that turn.AAA
Units with AAA dice fire at the start of a battle on the attack and defense.Straights
Straights are marked on the map by a naval base token in the territory. Naval units cannot move between the sea zones specified unless the territory with the naval base was friendly controlled at the start of their turn.Central America
Prevents enemy naval movement between sea zones 18 and 19.Northwestern Europe
Prevents enemy naval movement between sea zones 5 and 6.Gibraltar
Prevents enemy naval movement between sea zones 13 and 14.Turkey
Prevents all naval movement between sea zones 15 and 16.Egypt
Prevents enemy naval movement between sea zones 17 and 34.U.S. Supported Chinese Forces
During the United States mobilize new units phase, they may place 1 purchased Infantry in each of the territories of Yunnan, Szechwan, Anhwei, and Sinkiang if they are friendly controlled. The territory does not have to have been controlled at the start of the United States turn.Unit Changes
Anti-Aircraft Artillery
Cost – 3
Attack – 1
Defense – 1
AAA dice – 1Mechanized Infantry
Cost – 4
Attack – 1*
Defense – 2
Move – 2***Attacks at 2 with a paired Tank.
**Can blitz.Mechanized Infantry can be paired with any land unit to give that land unit a move of 2 and allow them to blitz.
Tank
Move – 1Submarine
Attack – 1May submerge after the first round of combat even if there are enemy Destroyers present.
Cruiser
AAA dice – 1Aircraft Carrier
Defense – 1
AAA dice – 1Battleship
AAA dice – 1Damaged Battleships may only be repaired if they are in a sea zone that is adjacent to a friendly industrial complex that is not damaged at the end of their turn.
Setup Changes
Soviet Union
Russia – 10 IC, 1 AAA, 1 Mechanized Infantry, 1 Bomber
Karelia S.S.R. – 3 IC, 2 AAA
Caucasus – 3 IC, 1 AAA
Vologda – 3 IC, 2 AAAGermany
Germany – 10 IC, 1 AAA, 1 Mechanized Infantry
France – 3 IC, 1 AAA
Northwestern Europe – NB, 2 AAA
Finland – 3 IC, 2 AAA
Italy – 3 IC, 1 AAA
Bulgaria Romania – 3 IC, 2 AAA
Ukraine S.S.R. – 3 IC with 6 damage, 2 AAAUnited Kingdom
United Kingdom – 10 IC, 1 AAA
Eastern Canada – 3 IC, 2 AAA
Gibraltar – NB, 2 AAA
Egypt – NB, 2 AAA
Union of South Africa – 3 IC, 2 AAA, 1 Mechanized Infantry
India – 3 IC, 1 AAA
Western Australia – 3 IC, 2 AAAJapan
Japan – 10 IC, 1 AAA
Manchuria – 3 IC, 2 AAA, 1 Mechanized InfantryUnited States
Eastern United States – 10 IC, 1 AAA, 1 Mechanized Infantry
Central United States – 10 IC, 2 AAA
Central America – NB, 2 AAA
Western United States – 10 IC, 1 AAA
Yunnan – 1 Infantry
Szechwan – 1 Infantry
Anhwei – 1 Infantry
Sinkiang – 1 InfantryNational Advantages
Optional.Soviet Union
All land units cost -1 IPC.Germany
Anti-Aircraft Artillery and Tanks get +1 defense.United Kingdom
Aircraft Carriers require 2 hits to kill. Fighters cannot land on damaged Aircraft Carriers, and any fighters on an Aircraft Carrier when it is damaged are destroyed. Damaged Aircraft Carriers and Battleships may be repaired at the end of the U.K. turn if they are adjacent to an original U.K. territory or a friendly industrial complex that is not damaged.Japan
Infantry, Anti-Aircraft Artillery, and Artillery on islands get +1 defense. Destroyers may transport 1 Infantry and follow the same rules as Transports.United States
All air and naval units cost -1 IPC. -
RE: Factories in AA 1914?posted in House Rules
#2, plus I have been thinking about making factories the only place where tanks, airplanes, and all ships except transports can be made from. The Ottoman Empire would not have any.
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RE: [Global 1940] First round no combat. Theory to alternate bidposted in House Rules
@Caesar-Seriona I know, it is just that some people were saying that it was not a good idea because then Germany could not conquer France G1.