Disclaimer:
I believe Imperious Leader put up some very good house rules for A&A:50 at http://www.axisandallies.org/forums/index.php?topic=12316.0
I did find the sheer volume and complexity of Imperious Leader’s rules to be a bit daunting, especially to a casual player like myself.
A&A:50, like all great board games, is not without its faults. But rather than complain about these faults, adamant supporters of the game will look for ways to “fix” them. That’s where House Rules come in.
These House Rules are meant to simplify and make sense of the game, while adding to the game’s balance and enjoyablility. They are not meant to serve the agendas of rules gurus or turn A&A:50 into a bonafide wargame. Finally, these House Rules should strive for historical accuracy, but without specializing Axis and Allied units.
So without further adieu:
Example
Name: New Rule
Description: What New Rule does
Expected benefit: Which side benefits from New Rule? Used for balancing issues.
History: Has New Rule been used before? What was New Rule’s impact?
Credit: Who came up with New Rule?
Additional Rulings: Mainly used for New Rule clarification purposes.
Note: These rules are not meant to be cumulative. In other words, you can mix and match these House Rules at your leisure.
1941 Scenario
Note: These House Rules seek to balance the alleged Axis advantage of the 1941 Scenario
Non-Aggression Pact
Description: Japan cannot attack Russia until Washington or London falls to the Axis. Russia cannot attack Japan until Berlin falls to the Allies.
Expected benefit: Japan can no longer open a second front on Moscow. Russian player benefits.
History: Not tested
Credit: Cmdr Jennifer
1941 Modified Turn Order
Description: Turn order of the 1941 Scenario is changed to Russia, Germany, UK, Italy, Japan, USA. Turn order is kept for the duration of the game.
Expected benefit: Allies benefit from Russia and UK going ahead of Germany and Japan, respectively.
History: Not tested.
Chinese Infantry
Description: China receives 1 Infantry per territory during the mobilization phase (instead of 1 Infantry per every 2 territories).
Expected benefit: Allies benefit due to greater volume of Chinese infantrymen per turn.
History: Not tested
Credit: Imperious Leaader
Technology
Modified Heavy Bombers
Description: Whether attacking or defending, roll two dice for each bomber and pick the best result. In an SBR, add one to the resulting number.
Expected benefit: Axis advantage. Allies are more likely to roll for tech and build bombers.
History: Tested and Sanctioned by LHTR
Credit: Krieghund
Navy
**Revised Destroyers **
Description: Destroyers’ ASW capabilities cancel submarines’ specials abilities at a 1-to-1 ratio. For every destroyer present, one sub loses it’s opening fire/submerge/submersible abilities. ex. If you attack a fleet with 3 subs and they have 1 destroyer, 2 subs still get opening fire.
Expected benefit: Makes submarines more playable. Hurts transport reliant powers (ie UK/USA in the Atlantic, Japan in the Pacific).
History: Not tested.
Credit: Bridger
Revised Cruisers
Description: Cruisers now have ASW capabilities identical to submarines.
Expected benefit: Make cruisers more playable. Helps Navy reliant powers (ie UK/USA in the Atlantic, Japan in the Pacific).
History: Not tested
Additional Rulings: You may also want to implement the 1-for-1 Crusier/Submarine canceling premise seen in Revised Destroyers.
**Production **
Unlimited ICs
Description: More than one industrial complex (IC) may be built in each territory. For each IC beyond the first, the production capability of that territory is doubled. The cost of each additional IC is 15 IPCs and is represented by a chip underneath the starting IC.
Expected benefit: About equal to each side, though Germany, Japan, and Russia need the extra IC the most.
History: Not Tested
National Objectives (NOs)
Full Round National Objectives
Description: NO income is collected only after players hold their NOs for a full round. All players receive IPCs based on NOs at the beginning of their turn (minus the first).
Expected benefit: NOs benefit the Axis powers the most, making FRNO harder for the Axis player to achieve.
History: Not Tested
Credit: Admiral_Thrawn
US National Objective Errata
Description: USA’s first NO is changed to “Gain 5 IPCs if the Allies control at least 4 of the following territories: West US, Central US, East US, Alaska, and/or Hawaii”
Expected benefit: Axis advantage, making this NO more difficult to obtain.
History: Not Tested
Credit: FieldMarshallGames
Victory
12 Victory Cities for Victory
Description: Capture of 12 Victory Cities (VCs) is required for victory, down from the original 15 VCs.
Expected benefit: The capture of 12 VCs should benefit the Axis.
History: Not Tested
Held Victory Cities
Description: Victory is determined when one side holds the allotted number of Victory cities for 1 full turn. ex. If the UK takes Warsaw for 15 VCs, the Allies have to hold 15 VCs until the UK’s next turn.
Expected benefit: Held VCs are more difficult to obtain, which should benefit the Allies.
History: Not Tested
Credit: Zephaus
No Special Capture Capitol Rules
Description: Capture Capitol Rules are no longer in effect. ie. The attacking player does not receive the defender’s IPCs. The defender retains his IPCs, continues earning income based on held territories, and may produce units at other ICs (if possible).
Expected benefit: About equal, with NSCCR most likely to affect Berlin, Rome, and Moscow.
History: Not Tested
Credit: Bridger