See a post below for a clearer reason…
So, I am new to this forum and new to all “Modern” Axis & Allies Games. I have been playing “Classic” since 1986 so I am familiar with some general tactics of the game. I have a grand total of ONE (and a half) Global 2nd ver. under my belt and CAN’T WAIT for my next game.
That being said, I have always had an issue with the, what I call, “Stack-em-up” defensive strategy as it seems to lengthen the game for no other reason than to lengthen the game…
My Best Friend (and playing partner since 1986) and I have always had an issue with this but, to be honest, never thought about house rules til he bought the newer games and began researching the prospects of House Rules.
I would love some help in dealing with this issue or, perhaps, finding a way to “Cope” with the reality of it, lol.
One idea I had was, instead of limiting stacks, providing “special units” for each country that have a more powerful attack value. I have developed a list utilizing historical data, some current house rules I found in this forum, and some ideas of my own.
Below is what I have come up. Admittedly, some, like the Russian’s “Special” is in direct contrast to my issue of stacks but I could not come up with a better idea. PLEASE RIP IT APART, AGREE, CRITIQUE AND WHATEVER ELSE. I TAKE NOTHING PERSONALLY. I’m just looking for help…
Any major power except China may build special units, but no nation may build more than one per turn, except the Soviet Union (see rule below).
Soviet Union - Citizen Soldier 2IPCs
A0 D1 M1
Each turn the Soviet Union can purchase up to 3 Citizens in defense of “The Motherland”. These units have no attack value but do defend at a 1.
US - Marines 4 IPCs
A1(amph 2) D2 M1
They function as regular infantry in all respects, except that they attack with a 2 when making an amphibious landing.
UK/ANZAC/France - Commandos 4 IPCs
A2 D1 M1.
They function as regular infantry in all respects.
Special capability: Commando raids–Can move 1 plus free sea zone to get to a target territory and perform a raid (somewhat same as a strategic/tactical bombing raid). After the raid is complete, they have the option to remain in the territory if captured that turn, or get same move 1 + sea zone to return to a friendly territory, in the non-combat movement phase…
Raid procedure: Each raiding commando targets a base or complex. Each target gets 2 defense rolls, 1 before, 1 and 1 after; in an originally controlled territory 1-2 to kill; any other territory 1 to kill. Surviving commandos roll 1D6 for damage on the facility.
Italy - Decima Flottiglia (Italian Frogmen) 4 IPCs
A1(amph 2) D2 M1 see special ability below for naval attack
The Decima Flottiglia MAS (Decima Flottiglia Mezzi d’Assalto, also known as La Decima or X MAS) (Italian for “10th Assault Vehicle Flotilla”) was an Italian commando frogman unit of the Regia Marina (Italian Royal Navy) created during the Fascist regime. Decima MAS was active during the Battle of the Mediterranean and took part in a number of daring raids on Allied shipping. These operations involved surface speedboats (such as the Sinking of HMS York), manned torpedoes (the Raid on Alexandria) and Gamma Frogmen (against Gibraltar). During the campaign Decima MAS took part in more than a dozen operations which sank or damaged five warships (totaling 72,000 Gross Register Tonnage) and 20 merchant ships (totaling 130,000 GRT).
Special capability: Decima Flottiglia acts the same as Marines with the addition of being able to have a one-time attack on Naval Vessels per round, on a coastal sea zone adjacent to the unit.
Raid Procedure: A d6 roll of 1 will score a direct hit. However, if this unit is unsuccessful the target will roll a d6 to determine their fate, 1-2 to kill.
Germany Fallschirmjager 4 IPCs
On paratroop missions(2rounds) A2 D3 M1 All other missions A1 D2 M1
Fallschirmjager is the German word for paratroopers. They played an important role during World War II, when, together with the Gebirgsjager they were perceived as the elite infantry units of the German military. After World War II, they were reconstituted as parts of postwar armed forces of both West and East Germany, mainly as special ops troops.
1. They are paratroopers and all rules governing paratroopers apply.
2. In addition, they attack at a 2 provided they are conducting a paratroop mission. Then, for the next round only, they will defend at a 3. While moving in normal land combat they will be considered regular infantry.
Japan - Banzai Attacks
This is not a special unit but a special attack that can be applied to all Japanese Infantry Units per the rules below.
A frequent battle-cry of attacking Japanese troops was “Banzai!” meaning “May you live for 10,000 years”.
When you move infantry into a contested space during the combat move phase, you may at that time declare the intended attack to be a banzai attack (for an amphibious assault you may also include offshore bombardment support). If you do so, all those infantry attack on a 2 for the first round only. You may not withdraw from any banzai attack, regardless of whether it is amphibious or not.