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Posts made by Young Grasshopper
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RE: Trisdin's A&A50 House Rules
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RE: AA50 Alternate Set-up
It’s hard to believe forum members agreeing on anything however, I think you should pick a alternate setup that is:
1. fun to play with good game balance.
2. historicaly acrurate while ensuring fun and good game balance.
3. using most of the different game units for each nation while being historicaly acurate. -
RE: Upside-down Turtle's AA50 House Rules
I totally agree about reinventing the wheel considering some of the house rules I have read.
I myself have a simple agenda when making rules, such as…… modify the units that are included in the game instead of trying to create new plastic pieces, don’t physically change the game board with a ink marker or stickers and work with the attack/defense/movement chart that is already in place.
Of course there is nothing wrong with doing the oposite and creating a totally different type of game however, I prefer creating rules using the game mechanics that are already parallel with the Axis & Allies style and feel.
I havn’t had a chance to read all you’re house rules however, I just wanted to say that I agree on you’re philosophy about creative style and because of that, our rules may be similiar.
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RE: Trisdin's A&A50 House Rules
I have modified air superiority, coastal bombardment and Italian advancement chart slightly…… Cheers.
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RE: Trisdin's A&A50 House Rules
Trisdin’s Axis & Allies House Rules
Baltic Sea
-Surface ships may not pass through the Baltic Sea peninsula without control of Northwest Europe however, submarines and aircraft may pass through.
Nonaggression Pact
-Russia may not attack a German territory until Germany attacks a Russian territory.Critical Strikes
Critical strikes are the same as suprise attacks or essentially any attack that removes a unit from the board without a cassualty roll.
Coastal Bombardment
During an amphibious assault, battleships and cruisers that are not involved in a sea battle may bombard enemy land units in the first round only, all hits from a bombardment are critical strikes.
Anti-Aircraft Guns
Aircraft may not deploy over territories with an enemy anti-aircraft gun, without being fired upon.
Air Superiority
During land battles all aircraft (bombers incl.) must engage each other in a dogfight before land combat is resolved. Attacking fighters receive a critical strike @1 on defending aircraft (grounded), bombers attack in a dog fight @1 and than may bomb land units @4 if they survive the ariel battle.
The sequence for a dogfight is as follows:
1- Anti-aircraft guns fire on attacking aircraft.
2- Attacking fighters conduct a critical strike (first round only) on all grounded aircraft.
3- Casualties from critical strikes are removed from the board.
4- Remaining aircraft dogfight until one side lose all aircraft or attacking aircraft retreat.
5- Remaining aircraft (attacker or defender) may choose to engage the land battle or pull
out and deploy to a friendly territory (all aircraft must abide by the same choice).In the case of an amphibious assault aircraft may not participate in a dogfight if they were involved in any sea combat leading up to the landing. The sequence order for an amphibious assault has been modified as follows.
1- Sea combat
2- Coastal bombardment
3- Ariel dogfight
4- Land combat.Strategic Bombing Raid
Each bomber that successfully drops their payload during a strategic bombing raid may now roll 2 dice than choose the best roll to damage the enemy factory.
Bombers conducting strategic bombing raids may now be escorted by fighters to protect them from enemy aircraft who may now in turn intercept bomber formations.
Bomber Escorts and Interceptors
During a Strategic Bombing Raid, each bomber may be escorted by one fighter.
Conditions for escorting bomber formations are as follows:-
Escort fighters must take off from and land on the same territories as the bomber they are escorting (range for escort fighters is increased to 6).
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Anti-aircraft guns receive 1 bonus dice when firing on escorted bomber formations (ex. 3 bombers with 3 escorts = 4 anti-aircraft dice).
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All casualties from anti-aircraft guns must be applied to bombers first, an anti-aircraft hit after all bombers are destroyed must than be applied to an escort fighter.
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If all bombers are destroyed by anti-aircraft fire, their escorts must endure a round of dog fighting with enemy fighters before returning to a friendly territory no more than 3 spaces away (intercepting fighters may choose to engage a bomber formation or not).
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The nation defending may choose to intercept the bomber formation with any number of fighters positioned on the territory being bombed or allow the bombing without a fight.
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Escort fighters that did not get intercepted by enemy aircraft become unused and may not conduct a separate battle or deploy again within that turn.
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Intercepting fighters and bomber formations may engage in a dogfight for 1 round only.
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The nation bombing may choose the casualties they suffer from enemy fighters.
- When flying home, escorts must land on the same territory their bomber does or if their bombers have been destroyed, escorts must land no more than 3 spaces from the raid. Intercepting fighters must land on the same territory they scrambled from.
- During strategic bombing raids, intercepting fighters receive a defence value of 4 while escort fighters receive an attack value of 3 and bombers receive a defence value of 1 (bombers may defend from intercepting enemy fighters as well as damage factories). Escorting fighters do not get a critical strike on grounded aircraft during a strategic bombing raid (air superiority rule only).
The sequence for strategic bombing raids is as follows:
1- Anti-aircraft guns fire on attacking bomber formations (1 bonus dice when escorted).
2- Casualties from anti-aircraft guns are removed from the board.
3- Intercepting fighters choose to engage and dogfight for 1 round or remain grounded.
4- Casualties from dogfight are removed from the board.
5- Surviving bombers drop their payload (best roll from 2 dice).
6- Surviving aircraft land on friendly territories.Submarines and Destroyers
- Bombers, fighters and submarines may not attack enemy submarines or be used as casualties from a submarine hit.
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Submarines require only 1 hit to sink enemy battleships and 2 hits to sink heavy battleships. Submarines always determine their enemy’s casualties due to their critical strikes however, destroyers may only be chosen last and not before transports (submarines automatically sink 1 transport per submarine each round before engaging destroyers).
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Destroyers no longer negate a submarines critical strike however, submarines may not submerge in, retreat from or pass through a sea zone containing an enemy destroyer.
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Destroyers receive a critical strike every round when attacking and defending against submarines.
The sequence for submarine vs. destroyer naval combat is as follows:
1- Destroyers (attacking or defending) conduct critical strikes on enemy submarines.
2- Remove submarine casualties from all destroyer critical strikes off the board.
3- Submarines (attacking or defending) conduct critical strikes on enemy ships and dictate all enemy casualties (destroyers to be chosen last).
4- Remove casualties from submarine critical strikes off the board.
5- Resolve combat between all other naval units within the sea zone.Chinese Conscription
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During set-up, China will receive 1 Infantry to be placed on each Chinese country.
China receives 3 Infantry per round which must be divided among three territories. -
If China has only 2 territories remaining than their infantry production decreases to 2 per round which must also be divided among the last two territories. If China has only 1 territory remaining than their infantry production decreases to 1 per round which must be placed on the last remaining territory.
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Chinese infantry act in defence only and may not move once they have been placed on the board. Chinese Infantry are recruited and placed on the board at the end of each round. The American fighter stationed in China is controlled by the U.S and may deploy to, attack or defend any territory it wishes.
Capital Capitulation
- When a nation has lost their capital in combat, they are no longer required to relinquish all their money, instead they must give to the victors, the total amount of I.PC.’s shown on the capital territory + $5, they may keep the rest.
Shipping Lanes
-American and British transports must ship supply tokens from Eastern America to Britain. British units without supply tokens assigned to them must be removed from the board.
1- During the set-up phase, place 10 supply tokens on the U.K and 15 supply tokens on Eastern U.S.
2- During the game phase, America produces 10 supply tokens each turn and must be placed on Eastern U.S.(before purchasing units).
3- At the Beginning of their turn (before purchasing units), Britain must spend 1 supply token per unit on the U.K (factory not included) and 1 supply token per naval unit in sea zones adjacent to the U.K ( transports not included).
4- Each unit not assigned a supply token must be removed from the board immediately (player’s choice of casualty).
5-British and American transports may transport 5 supply tokens each.Paratroopers
- Paratroopers are now a normal function in the game and are available to every nation. Each bomber may transport one infantry and drop them into a hostile territory or deploy them on a friendly territory. When dropped into a land battle, paratroopers receive a critical strike (@1) before all other combat begins (first round only). Paratroopers may not retreat and must fight until their death. Paratroopers must originate from the same territory that the bomber transporting them, takes off from.
National Advancement Charts (new tech charts)
Each nation is given 1 research token which allows players 1 free dice to roll a six (before purchasing units) if successful, players than receive a dice to develop an advancement. The number rolled on a development dice will determine the advancement gained from that player’s national advancement chart.
Players may purchase additional research tokens for $10 each (during purchasing of units) in addition to their free token, increasing their chances of rolling a six. Players may purchase as many as they wish including none at all. Regardless of how many 6’s are rolled in 1 turn, players may only apply one. Once a 6 has been rolled on any number of research dice, players must relinquish all previously purchased tokens and start over next turn with 1 free research token however, they may begin to purchase additional research tokens once again during the purchasing of units.
Espionage
- After a successful research roll and before a breakthrough roll, players may choose to pay $5 for 1 spy dice to roll a 6. If successful the player may choose any enemy’s national advancement chart and roll a breakthrough dice. If unsuccessful they must roll a breakthrough dice on their own advancement chart.
Germany Advancement Chart
- The Atlantic Wall
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Germany may multi-purpose anti-aircraft guns positioned on France or Northwest Europe as coastal guns to bombard enemy ships that enter adjacent sea zones. Rules for coastal bombardments function the same as strategic bombing raids (1@1). When an amphibious attack and the Atlantic wall can both bombard, players must roll 1 dice to determine who may bombard first, the player with the highest roll attacks first and if players are involved in a tie, they must reroll. -German infantry on France and Northwest Europe also receive a critical strike (@1)before the first round of an enemy’s amphibious attack.
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Coastal guns receive 1 dice per surface ships including transports (@1)
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The invading player always chooses their own casualties.
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Costal guns also become anti-aircraft guns when enemy aircraft attack.
- V - Rockets
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Germany may launch 1 V-Rocket from each anti-aircraft gun towards an enemy factory no more than 6 spaces away. Rules for V-Rockets function the same as strategic bombing raids.
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Anti-aircraft guns may launch 1 V-Rocket each per round.
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Enemy anti-aircraft guns receive 1 dice per rocket (@1).
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Enemy fighters positioned on the targeted territory receive 1 dice per rocket (@1)
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Successfully rockets may roll 2 dice than choose the best roll to damage factories.
- Wolf Packs
- When 2 or more German submarines attack within the same sea zone, their critical strike increases to 3.
4. Blitzkrieg
- German tanks may pass through an enemy occupied territory without engaging in combat first. If a German tank moves 1 space into a battle they may move 1 space again during the deployment phase also, all German tanks now attack and defend at 4.
5 Jet Fighters
- German fighters attack and defend at 5.
6. Rommel
- The attack, defence and movement capabilities of German land forces in Africa are increased by 1 (aircraft and naval ships not included), German transports operating in the Mediterranean may now carry 1 extra infantry per transport.
Soviet Union Advancement Chart
1.Russian Winter
-For 1 complete round, all enemy units on Russian territories may not move and all enemy units may not deploy into or attack Russian territories. Russian winter begins at the end of the Soviet Union Turn.2. Industrial Relocation
– Russian factories may move a maximum of 1 territory each during the deployment phase of each round.- Russian factories must always remain on Russian territories.
- Factories may not be moved if they have been captured by an enemy.
3. Salvage Engineers
– Russia receives 1 free tank per battle won involving enemy tanks being destroyed or (if there are no tanks destroyed) 1 free artillery per battle won involving enemy artillery being destroyed.
- The tank or artillery unit must be placed on the embattled territory immediately after the battle has been won or the enemy has retreated.4. Russian Spies
-Russia may choose any nation’s advantage chart to roll on (not just their enemy’s).5.Trans-Siberian Railway
– All Russian infantry, artillery and tanks may move from Russia to any Russian territory in the east.6 Zubov
– All Russian land forces attack, defence and movement capabilities are increased by 1.Italian Advancement Chart
1.Political Cooperation
- Italy may place new units in Germany and Germany may place new units in Italy.
2.Advanced Artillery
- All Italian artillery support 2 infantry each per attack. Two infantry coupled with one artillery unit, each have an increased attack @2.
3.Naval Engineers
– Italy receives 1 free cruiser from the French fleet and must be placed in sea zone 13.4.Production
–Factories may produce two additional units beyond the listed value also, Italy may remove two damage markers at a time for the cost of 1 IPC (half price).5.Moral
- During the collect income phase, Italy may roll 1d6 to collect that many additional IPC’s.
6.Long Range Aircraft
– The movement capability of all Italian fighters has increased to 6 and all bombers to 8.United Kingdom Advancement Chart
1.A.S.D.I.C
-All critical strikes conducted by attacking or defending British destroyers against enemy submarines are automatic hits.2.Food Rations
-Each supply token may now be used to supply two units stationed in the U.K. instead of 1.3.Lend Lease
-During Britain’s turn when they are purchasing units, they have the choice of receiving 1 of the following for free ( all units are British pieces but must be placed in Eastern U.S ).1- 1 Infantry, 1 Artillery and 1 Tank
2- 1 Infantry and 1 Destroyer
3- 1 Fighter4.Radar
-Anti-aircraft guns hit incoming enemy aircraft @2.
-Radar negates all critical strikes by incoming enemy aircraft on British grounded aircraft during a dog fight (any territory).5.Ace Pilot
-Britain receives 1 free fighter with a national token underneath it, to be placed on the U.K.
-During a dogfight or while escorting a bomber formation in a strategically bombing raid, this fighter receives an automatic critical hit.6.Montgomery
- The attack, defence and movement capabilities of British land forces in Africa are increased by 1 (aircraft and naval ships not included), British transports operating in the Mediterranean may now carry 1 extra infantry per transport.
Japan Advancement Chart
1.Kamikaze
- All Japanese fighters may sacrifice themselves to sink enemy surface ships.
- Kamikaze fighters may reach battles without needing to reserve a space to land.
- Japan is not required to use kamikazes but must declare it when they wish too.
- Kamikaze fighters attack enemy surface ships in the following sequence.
1- Kamikaze fighters must designate targets (assign each fighter a surface ship).
2- Defending ships fire at kamikaze fighters (ships may only fire at kamikaze fighters designated to them).
3- Kamikaze casualties from defending ships are removed from the board.
4- Kamikaze fighters automatically sink their targets and themselves. (it only takes 1 kamikaze fighter to sink a surface ship however, it takes 2 kamikaze fighters to sink a battleship).
5- All other naval units conduct sea combat.2.Chinese Surender
- All Chinese and allied Units on Chinese territories are removed from the board. Japan may than place 1 free infantry on territories that just surrendered.
3.Tokyo Express
- All Japanese destroyers may be used as destroyers or transports (Japan must declare what all destroyers will do before their combat phase).
4.Banzai Attacks
- All Japanese infantry attack @2. (3 if supported by artillery)
5.Heavy Battleships
- Japanese battleships must get 3 hits before sinking.
6. Yamamoto
- The attack, defence and movement capabilities of all Japanese naval forces (fighters included) are increased by 1.
- Infantry, artillery, tanks, anti-aircraft guns and bombers are not included as forces under Yamamoto.
United States Advancement Chart
1.Atom Bomb
- 1 American bomber that is stationed on an American factory may transport an atom bomb to drop on 1 enemy territory.
- A bomber transporting an atom bomb must be represented by placing an American token under it.
- A bomber targeting a territory with an enemy factory must abide by all rules of a strategic bombing raid. A bomber targeting a territory without a factory but have defending aircraft must abide by the rules of a dogfight.
- When an atom bomb has been dropped, all units within the bombed territory are destroyed including any factory or anti aircraft gun.
- If the bombed territory was a nation’s capital, that player must relinquish money to the game pool in the amount shown on the territory. Player’s may rebuild their capital’s factory on their next turn however, they may not build units from that factory until it has been there a full round.
2.Mass Production
- During America’s turn when they are purchasing units, they have the choice of receiving 1 of the following for free.
1- 1 Infantry and 1 Cruiser
2- 1 Artillery and 1 Bomber
3- 1 Tank and 1 Fighter3.Hell Cats
- All American Fighters operating from aircraft carriers attack and defend at 5.
4.Amphibious Marines
- American transports operating in the Pacific (up to India) may carry an extra infantry per transport.
- All Infantry operating in the Pacific (up to India) attack @2 (3 if supported by an artillery).
5.Heavy Bombers
- Each American bomber attacks and defends with 2 dice.
- During a successful strategic bombing raid, American bombers apply both dice to damage enemy factories.
6.Patton
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The attack, defence and movement capabilities of all American forces in Europe are increased by 1.
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Aircraft and naval ships are not included as forces under Patton.
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Russian and British territories are not included as Europe however, Italian territories are.
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RE: Trisdin's A&A50 House Rules
GERMANY ( $ 31 )
Sea Zone 5 – 1 Cruiser, 1 Transport
Sea Zone 6 – 1 Battleship
Sea Zone 7 – 1 Submarine
Sea Zone 8 – 1 Submarine
Sea Zone 13 – 1 Destroyer, 1 Submarine, 1 Transport
Norway – 3 Infantry, 1 Fighter
Finland – 2 Infantry
North-western Europe – 2 Infantry, 1 Tank, 1 Fighter
France – 2 Infantry, 1 Fighter, 1 AA-Gun
Germany – 4 Infantry, 1 Artillery, 3 Tanks, 1 Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Poland – 4 Infantry, 1 Artillery, 3 Tanks, 1 Fighter
Czechoslovakia / Hungary – 2 Infantry, 1 Artillery
Bulgaria / Romania – 3 Infantry, 1 Artillery, 3 Tanks, 1 Fighter
Morocco / Algeria – 2 Infantry
Libya – 2 Infantry, 1 Artillery, 1 TankSOVIET UNION ( $ 30 )
Sea Zone 4 – 1 Submarine
Karelia S.S.R – 4 Infantry, 1 Artillery, 1 Tank, 1 Factory, 1 AA-Gun
Archangel – 2 Infantry
Baltic States – 3 Infantry
Belorussia – 2 Infantry
Russia – 4 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Novosibirsk – 2 Infantry
East Poland – 3 Infantry
Eastern Ukraine – 2 Infantry
Ukraine – 2 Infantry
Caucasus – 4 Infantry, 1 Artillery, 1 Tank, 1 Factory, 1 AA-Gun
Kazakh S.S.R – 2 Infantry
Yukut S.S.R – 1 Infantry, 1 Artillery
Stanovoj Chrebet – 2 Infantry
Soviet Far East – 2 Infantry
Buryatia – 3 InfantryITALY ( $ 10 )
Sea Zone 14 – 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport
Italy – 2 Infantry, 1 Artillery, 1 Tank, 1Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Balkans – 2 Infantry, 1 Tank
Libya – 2 InfantryUNITED KINGDOM ( $ 43 )
Sea Zone 2 – 1 Battleship, 1 Cruiser, 1 Transport
Sea Zone 9 – 1 Destroyer, 1 Transport
Sea Zone 12 – 1 Aircraft Carrier / 2 Fighters, 1 Cruiser
Sea Zone 27 – 1 Transport
Sea Zone 35 – 1 Destroyer, 1 Transport
Sea Zone 41 – 1 Destroyer, 1 Transport
Eastern Canada – 2 Infantry, 1 Fighter
U.K – 10 Supply Tokens, 2 Infantry, 1 Artillery, 1 Tank, 2 Fighters, 1 Bomber,
1 Factory, 1 AA-Gun,
Egypt – 3 Infantry, 1 Artillery, 1 Tank, 1 Fighter
Trans-Jordan – 2 Infantry
Belgian Congo – 1 Infantry
Union of South Africa – 2 Infantry
India – 2 Infantry, 1 Artillery, 1 Fighter, 1 AA-Gun
Burma – 1 Infantry
Kwangtung – 1 Infantry
East Indies – 1 Infantry
Borneo – 1 Infantry
New Guinea – 1 Infantry
Australia – 2 Infantry, 1 Factory, 1 AA-Gun
New Zealand – 1 Infantry
Western Canada – 1 InfantryJAPAN ( $ 17 )
Sea Zone 62 – 1 Battleship, 2 Transports
Sea Zone 61 – 1 Cruiser, 1 Destroyer, 1 Tran / 2 Infantry, 1 Tran / 1 Infantry, 1 Artillery
Sea Zone 36 – 1 Battle Ship, 1 Cruiser
Sea Zone 52 – 1 Aircraft Carrier / 2 Fighters, 1 Aircraft Carrier / 2 Fighters
Sea Zone 48 – 1 Submarine
Japan – 4 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Manchuria – 3 Infantry, 1 Artillery, 1 Fighter
Kiangsu – 2 Infantry, 1 Artillery
French Indo-China Thailand – 3 Infantry, 1 Artillery, 1 Fighter
Formosa – 1 Infantry
Okinawa – 1 Infantry
Iwo Jima – 1 Infantry
Caroline Islands – 1 InfantryCHINA
Place 1 Infantry unit on each Chinese territory and 1 American fighter on Sikang.
UNITED STATES ( $ 40 )
Sea Zone 10 – 1 Destroyer, 1 Transport
Sea Zone 45 – 1 Submarine
Sea Zone 50 – 1 Destroyer, 1 Transport
Sea Zone 53 – 1 Battleship, 1 Cruiser
Sea Zone 54 – 1 Aircraft Carrier / 2 Fighters, 1 Destroyer
Sea Zone 56 – 1 Battleship, 1 Transport
Eastern U.S – 15 Supply Tokens, 2 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber,
1 Factory, 1 AA-Gun
Philippine Islands – 2 Infantry
Wake Islands – 1 Infantry
Hawaiian Islands – 2 Infantry, 1 Fighter
Midway – 1 Infantry
Alaska – 1 Infantry
Western U.S – 2 Infantry, 1 Fighter, 1 Bomber, 1 Factory, 1 AA-Gun
Central U.S – 1 Infantry -
Trisdin's A&A50 House Rules
So this is what I have been working on for the last week, sorry Imperious Leader, no 1943 yet. I will begin posting with a “house rule set-up” which I have posted before in the past, but I placed it here again for quick reference (with a few modifications) followed by the house rules post.
As for the house rules…. I will be the first to admit that they are not all mine, some of you will reconize your own idea’s here as much as Larry Harris’s. This collection of rules is (IMO) the best of what I’ve seen here and the best of my groups idea’s however, most of the following is what I believe to be… my own spin on the game.
Some of you may disagree and argue that these house rules are not good at all, some of you may like them enough to add them to your own rules. I wish to here from all of you and any opinions you may have (good or bad).
I thank you in advance for reading.
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RE: AA50: House Rules
I love alot of the rules on this page, some not so much. I have been working on my own house rules latley and came up with an Idea to have national advantage charts that each player must roll on, but it apears that looking at this thread, alot of my ideas are not so original. I have been reading the house rules thread alot and i Realize that most of the best rule alternatives and additions have been thought of already. So when I post my house rules, most of them will look familiar as I am scavaging what I believe to be the best and modifying some to make them better (IMO). I believe that creating house rules is half the fun of owning Axis and Allies.
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RE: A&A50 Alternative Set-Up
@Imperious:
A factory is france is worse for Germany, while the others listed are clearly in favor to benefit those players.
Perhaps Romania is best actually. Then Germany can build ships for Medd. Yes i like this better
Romania is a good idea, it gives Germany a second sea zone to build ships in and it allows germany to build land units closer to Russia, but is it historicaly accurate or viable.
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RE: A&A50 Alternative Set-Up
@Imperious:
I might prefer France for Germany, India for Britain for game play but I like you’re reasons for central America for U.S and Manchuria for Japan however, We would play test it before we changed our set-up.
I was gonna say this too, but Germany needs it in Poland or Chezh
I understand, spreading thin across Russia is a very difficult task however, all those sea zones available to France are very attractive. In all the A&A games I have played I have never seen “operation sea lion” carried out successfuly, I mean…… why don’t we ever talk about killing UK first? because it’s impossible. Why do we say that Germany is in a two front war when all they ever do is go east? I say it’s time to give Germany a strategical choice to go east, west or both,… the same choice America has every game.
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RE: A&A50 Alternative Set-Up
@Trisdin:
Trisdin,
I like your group’s idea of replaying some of the more historical battles of WWII. I also like your alternate setup, but have y’all thought about adding some more ICs to the starting setup?
My point is, buying and than placing a factory is the most strategical and creative decision a player can make, where to place it, when to place it and how many should be placed. Sometimes good players are very predictable in the way that alot of strategies are no brainers but placing a factory can be spontanious that is a great thing (IMO). I’m sure some of the guys would love an extra starting factory, that way they won’t have to pay for it and they can dump units on it right away (I’m not a fan of any of that).
I understand your argument about the historical merit of certian countries deserving a factory however, game balance is very fragile when dealing with factories on the board. Canada produced an astonishing amount of destroyers and frigits that basicly turned the war against German U-boats and yet there is only 1 in their sea zone.
If I were to suggest to my group 1 starting factory for Britian, America and Japan (only 1 per/country) Where do you think the best territories would be to place all of them?
Thanks for the compliments on our alternative set-up.
I would have to go with the following:
Britian - Australia
America - Central US
**Japan - Manchuria[/b}
[b]Germany - Czech-Hungary**
Good Post! I might prefer France for Germany, India for Britian for game play but I like you’re reasons for central America for U.S and Manchuria for Japan however, We would play test it before we changed our set-up.
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RE: A&A50 Alternative Set-Up
@Cmdr:
@Trisdin:
Imperious Leader…. could you build my alternative set-up on your board and tell me if there are any game balance problems you can see?
Have you accounted for the costs of units? What I mean is, subtracting the cost of units taken off the board and added the cost of units added too the board for each nation and then comparing the nations to make sure the costs are in line with each other?
ie: If Germany + Italy + Japan = +31 IPC in units, is Russia + England + America = +27 to +35 IPC in units as well?
No I have not done this…… it seems like alot of math but I guess I should, just to see if something is really out of wack. I’m not sure how much of an impact it will have on the overall balance solely on unit value alone unless of course there is a huge gap of starting unit value between each side. How are your house rules comming along? is there a thread where I could see them?. I am working on mine as well and will post them next week.
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RE: A&A50 Alternative Set-Up
To clarify, atm you have the USA controlled Chinse, i use the different green units from Pacific, what im suggesting is to add a neutral faction, the communist of the North and east who in real life take over. For these you can use the red figures from Pacific to represent them taking the filed whenever no one elkse controll any chinese zone, making them imobile is due to them not wanting to get into a shooting war as they were waiting for the US to win and the japs to go away and then they would take over, and because as a game mechanic you dont want them as anything more than blocker to SU back door by filling up regions.
I understand what you mean however, as a group we don’t wish to get into political diferences between chinese units especialy if it means having different coloured pieces. We are however, considering a rule that once chinese units are placed on territories they must act in defence only and may not be moved.
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RE: A&A50 Alternative Set-Up
You might also want to consider adding communist China.
After the Japs turn, any empty Chininese zone aquires and imobile ( ie its a normal Inf unit but has no movement capacity) Inf Red China piece up to a max of 4 per zone, use the ones from Pacific if you have a copy.
I like the idea of chinese infantry not moving after they have been placed.
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RE: A&A50 Alternative Set-Up
Trisdin,
I like your group’s idea of replaying some of the more historical battles of WWII. I also like your alternate setup, but have y’all thought about adding some more ICs to the starting setup?
My point is, buying and than placing a factory is the most strategical and creative decision a player can make, where to place it, when to place it and how many should be placed. Sometimes good players are very predictable in the way that alot of strategies are no brainers but placing a factory can be spontanious that is a great thing (IMO). I’m sure some of the guys would love an extra starting factory, that way they won’t have to pay for it and they can dump units on it right away (I’m not a fan of any of that).
I understand your argument about the historical merit of certian countries deserving a factory however, game balance is very fragile when dealing with factories on the board. Canada produced an astonishing amount of destroyers and frigits that basicly turned the war against German U-boats and yet there is only 1 in their sea zone.
If I were to suggest to my group 1 starting factory for Britian, America and Japan (only 1 per/country) Where do you think the best territories would be to place all of them?
Thanks for the compliments on our alternative set-up.
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RE: House Rules
Welcome to Håkan from neutral Sweden.
Some people say that making house rules is like insulting the game designer. But in this case I know Larry is OK with it. At least he should be used to it by now. Butt, when that is said, make som house rules that really make a difference, god dammit. Make a rule that allow attacks on neutral Sweden.
THE REAL HOUSE RULE:
Sweden is a 3 IPC territory. Sweden is controlled by Germany at the start. Anyone may attack, strategig bombard, looting and plunder Sweden any time, just for fun.
I’m Canadian so I wouldn’t loot and plunder…… I truly believe that Axis and Allies is one of those rare games that just scream for creative house rules, it’s only natural to want to improve this game with you’re own ideas and thats what makes it so addictive.
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RE: House Rules
If you go to the home page and scrol down in the Axis and Allies catagory you will find a topic called “house rules” with over 8000 posts.
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RE: A&A50 Alternative Set-Up
I will put it across the group and see what they think (I believe they would welcome the challenge) but it will take us about a week or two to do it properly.
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RE: A&A50 Alternative Set-Up
@Imperious:
ok ill make you guys a deal…
I will make a setup file using your ideas
You guys then work on 1943 scenario, but you have to come up with something special:
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knowing the axis will lose the question is some minor modification of the Victory conditions, also some of the technologies should be on and favor the axis but appeal to historical realism as well as balance. The purpose of 1943 was to make a shorter game played in a few hours… so keep that in mind.
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some other rules may be necessary.
So…. you want us to create a new set-up reflecting 1943 with a few rule changes naturally creating a shorter game?
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RE: Cutting the Italian legs out from under the axis
@Cmdr:
However, if you leave the transport in SZ 14, you can use it with Italy saving you some Italian cash!
Thats a good idea however, it takes a special kind of axis player to pull off the German transport with Italian troops convoy to Africa (round after round) as the order of play in 41 makes it tricky.