• You do realize that these changes:

    1. require all sorts of new pieces

    2. bring marginal fun to the game and perhaps less fun

    3. require wholescale changes to the game

    4. add lots of chrome

    I think keep it simple would be enough of a task. A d12 system could work but not with all sorts of tank models for each nation.

    IMO variants need to have changes that are in the same vein of the OOB rules just a bit more realistic. They have to seem like they would be the OOB rules if the OOB rules were given a bit more reflection.


  • fine, dont like my idea’s

    i am just saying why not leave the half-assed jobs for Larry Harris and Wizards of the Coast

    although your house rules are great they do not attract the “casual” A&A player and leave players who are genuinly interested in World War 2 wanting more. You expect people to pay over a hundered dollars too print out your map so they can play with six pages of additonal rules!

    If your going to go through the trouble of making a great map, make a great game to go along with it

    and i agree 1939 is no fun, put i think an early 1940 setup could make the game a lot more historical and varied. I will explain exactly why if you want.

    In  my opinon A&A should be a six to ten hour game that is highly varied. Alliances should take their turns together and they should be timed. 15 minutes before combat, 10 minutes after.

    c me and my buddy, I have all the good idea’s, he knows all about the magic(he calls it mathimatics) we will post our variant in a few months, you will like it. I promise.

    by the way, why dont you just tell me how to edit your map, then i can stop annoying you.


  • although your house rules are great they do not attract the “casual” A&A player and leave players who are genuinely interested in World War 2 wanting more. You expect people to pay over a hundred dollars too print out your map so they can play with six pages of additional rules!

    well its not just 6 pages its that plus the original rules too. I play with them and to get the majority of people involved you need to appeal to the “hey why the **** do i need 3 new pieces?” type of weirdos. I can gaurantee using these rules will, give enough additional fun and realism.

    If your going to go through the trouble of making a great map, make a great game to go along with it

    Thats map too one day to make. The rules have been tinkering since August 2007. So you see its the other way around.

    and i agree 1939 is no fun, put i think an early 1940 setup could make the game a lot more historical and varied. I will explain exactly why if you want.

    we can make a 1940 scenario with some political rules. I have no problem with that, but i am not into this D12 ( Panzer 1,2,3,4,5 thing)

    In  my opinon A&A should be a six to ten hour game that is highly varied. Alliances should take their turns together and they should be timed. 15 minutes before combat, 10 minutes after.

    Well id like to see it under 4 hours so most people wont have it sitting on the shelf waiting for the next time they can spare a day playing one game.

    c me and my buddy, I have all the good idea’s, he knows all about the magic(he calls it mathimatics) we will post our variant in a few months, you will like it. I promise.

    Im sure i will.

    by the way, why dont you just tell me how to edit your map, then i can stop annoying you.

    LOL well for starters you never asked, and secondly your not annoying me. If you dont have CS3, then get GIMP and try to edit it or give me a list of changes ( must be minor) and ill try to configure.


  • This is my own version of custom rules to make the game more interesting and open up different areas of play (IMHO). I also hope to achieve a bit more historical accuracy. What I need help with primarily, is balancing these rules. I want the Axis to have the advantage earlier in the game, and the Allies to have time on their side, just like the real war.

    I would appreciate any input in helping to balance my version. I would like to do this primarily by adding units at the start of the game as needed vs. changing the rules (though I am open to comments about changing/modifying/adding to the rules/advantages themselves). What do you guys think, do the Allies or Axis need more starting units….How do you think it will play out?

    I would especially appreciate any comments by Cmdr Jennifer and/or Imperious Leader, as you both seem to have a great deal of experience with A&A ☺

    General Rules

    1. No New Factories
    2. No BB bombardment
    3. Fighter escort rules from A&A Europe
    4. Denmark counts as a straight* (However: Subs can still pass in and out)
    5. Subs can fire 1 sneak shot each at enemy units passing through them (Destroyers still cancel this out)
    6. Subs cant kill other subs
    7. Can choose which technology you want to develop, but doesn’t take affect until the following round
    8. Black Sea closed to the Mediterranean
    9. New technology- Heavy Tanks- Defend at a 4
    10. *Note- These rules are not meant to be used with NO’s

    Germany

    1. Upgrade Cruiser to BB
    2. Atlantic Wall- Infantry defends at 3 for first round against amphibious assault in Northwestern Europe, France, and Norway
    3. Starting Sub in SZ 11

    Italy
    1. Destroyer starting with rest of Med. fleet

    Japan

    1. Starting IC in Kiangsu
    2. Lightning Assault for first round of game only- Transports can offload, move, then offload 2nd unit in a different territory

    UK

    1. IC starting in India and Australia
    2. Cruiser starting with BB and Transport

    Soviet Union

    1. Lend-Lease- Can convert any allied Land unit to Russian at beginning of Russian players turn if they start in Russian territory (Tanks, Artillery, Infantry, and AA)
    2. No starting Submarine
    3. Starting Destroyer and Transport in Black Sea

    US

    1. Marines- Attack at 2 during first round of amphibious assault

    China

    1. Receive 1 infantry per territory (Chinese) held at end of turn
    2. 5 Additional infantry at beginning of game
      a. 1 additional in Suiyuan
      b. 1 additional in Hupeh
      c. 1 additional in Sikang
      d. 1 additional in Ningxia
      e. 1 additional in Chinghai

  • General Rules
    1.  No New Factories–This will screw up the game. If you want to go this way allow IC in only specific territories

    2.  No BB bombardment–- i don’t like this because it takes out the fun, but i see thats its not very realistic that a warship will blow up an army

    3.  Fighter escort rules from A&A Europe– that should be standard. Take a look at my modification on that.

    4.  Denmark counts as a straight* (However: Subs can still pass in and out)–-Make it like the canal ( you cant pass unless you control both sides except for Germany( Kiel Canal)

    5.  Subs can fire 1 sneak shot each at enemy units passing through them (Destroyers still cancel this out)–OK this is fine.

    6.  Subs cant kill other subs–- Yes one of the biggest things in the game that should be included
    7.  Can choose which technology you want to develop, but doesn’t take affect until the following round– Yes right.
    8.  Black Sea closed to the Mediterranean– Yes right besides its too powerful for the Italian German attacks on Caucasus
    9.  New technology- Heavy Tanks- Defend at a 4. Get rid of mech infantry and make them a new unit using the bulge trucks
    10.  *Note- These rules are not meant to be used with NO’s

    Germany
    1.  Upgrade Cruiser to BB–ok
    2.  Atlantic Wall- Infantry defends at 3 for first round against amphibious assault in Northwestern Europe, France, and Norway–ok good
    3.  Starting Sub in SZ 11–ok

    Italy
    1. Destroyer starting with rest of Med. fleet—yes right

    Japan
    1.  Starting IC in Kiangsu—they will need this if you give all the infantry to china as you have below.
    2.  Lightning Assault for first round of game only- Transports can offload, move, then offload 2nd unit in a different territory----yes right.

    UK
    1.  IC starting in India and Australia—ok i see what you mean about no new factories, but you may want to give the germans one in france or poland or both
    2.  Cruiser starting with BB and Transport----yes but now the sub wont be enough to kill it on G1, perhaps move a fighter to france from somewhere else or add a german fighter.

    Soviet Union
    1.  Lend-Lease- Can convert any allied Land unit to Russian at beginning of Russian players turn if they start in Russian territory (Tanks, Artillery, Infantry, and AA)----ok standard AAE stuff…fine
    2.  No starting Submarine
    3.  Starting Destroyer and Transport in Black Sea—too much id rather give them a transport off Karelia

    US
    1.  Marines- Attack at 2 during first round of amphibious assault–ok standard AAP

    China
    1.  Receive 1 infantry per territory (Chinese) held at end of turn
    2.  5 Additional infantry at beginning of game—way too much
    a.  1 additional in Suiyuan — too much
    b.  1 additional in Hupeh— too much
    c.  1 additional in Sikang— too much
    d.  1 additional in Ningxia— too much
    e.  1 additional in Chinghai— too much

    perhaps just keep the 1942 set up for both scenarios and move the plane back out of harms way.


  • Here are your new files of course all completed before the game came out and play tested:

    strategy map for 1941 scenario:
    http://www.mediafire.com/?jrfltrddwj2

    strategy map for 1942 scenario:
    http://www.mediafire.com/?yrnntzloydw

    Phase 1 map:
    http://www.mediafire.com/?kn1n3yygqni

    Phase 2 map ( includes additional islands and territories)
    http://www.mediafire.com/?m1jy4wwlynj

    1941 with units set up
    http://www.mediafire.com/?nzn4j1jgvk1

    1942 with units set up:
    http://www.mediafire.com/?cmzwmkujgyd

    Rules:
    http://www.mediafire.com/?thqhyxfnulx
    http://www.mediafire.com/file/ltfzkjyhmgy

    now i have made cards so when you get technology you get a card to indicate the tech and what it does. The format is Avery labels #8395 which are decals that fit perfectly on EAI education blank playing cards #530658.
    these decks cost like $2 bucks each and the decals are sold for a package of 160 badges for about $20 bucks.

    18 cards total with extras on sheet 3

    sheet 1
    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5a…

    sheet 2
    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5a

    sheet 3
    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5a

    I will change the color of the fonts to white eventually but these look fine.

    scoresheet:
    http://www.mediafire.com/?mhdiq4qjiy3

    roundels and tokens:
    http://www.mediafire.com/?nwzjmmzdjmy
    http://www.mediafire.com/?vncw1m2gzmn
    http://www.mediafire.com/?mlmaigmhwd1
    http://www.mediafire.com/?nkmyd0w0xcm
    http://www.mediafire.com/?2wcnlzjm241
    http://www.mediafire.com/?a02yn5glzmn
    http://www.mediafire.com/?tcygoymajit

    and for extra credit here is AARHE the definitive Historical version of Axis and Allies.

    below is just the 1939 map which is what we call phase three.
    http://www.mediafire.com/?mgfmznjnzze


  • http://www.mediafire.com/?nrynnmizwzn

    updated map file for standard OOB map.


  • http://www.mediafire.com/?y3mgy5mymvy

    updated map with charts on side and border


  • Not sure how good these ideas are, but I feel they would add some to the game.  This is for 41 setup.

    Setup Changes
    1- Change German cruiser to BB, add 1 inf to Algeria, 1 inf to Norway
    2- Remove Russian factories from Karelia and Caucasus.  Add 2 inf in Urals
    3- Add 1 transport and 1 destroyer to SZ 62 for Japan.  Add 1 BB to SZ 62
    4- Add 2 UK inf to Egypt, add BB to Indian ocean.  Add 1 DD to SZ 2
    5- Add 2 destroyers to Italian fleet
    6- Add 2 China INF to 3 empty territories
    7- Add 1 destroyer to pearl, add 1 cruiser to LA SZ

    The purpose behind these changes is to reduce the turn 1 annihilation of forces giving players time to react.  I do not like someone being knocked out of a theater of the war on turn 1 or 2 no matter what they do.

    Rule Changes
    1- Nations may deploy inf in the following areas as if they possessed an IC there.
    Germany - Algeria and Finland.
    Russia - Karelia, Caucasus, Yakut.
    Japan - FIC, Manchuria
    UK - India, Canada, Australia, Egypt, SAF.
    Italy - Libya
    US - None

    2- Expendable Transports - all Japaneses transports except the 2 that begin in SZ 62 are removed from the board at the end of J1.

    3- Income is collected at the beginning of your turn.

    4- SZ 5 is considered a strait, no units can enter SZ 15.

    This is to promote global warfare as well as slowing down Japan.  This will also hurt/help the UK in the income department as they will not have 43 IPC to spend on turn 1, hence the extra navy.

    Unit Changes

    1- Naval Costs are reduced
    Transports - 6
    Destroyers - 7
    Cruisers - 11
    AC - 12

    2- Destroyers only allow 1 plane to attack against subs.

    3- Artillery increases one inf to 2 attack, 3 defense.

    4- Inf can be produced at an IC ignoring bombing damage done.  For example, I have a factory in germany with 4 damage, i can produce 4 inf and 6 armor without repairing.

    5- Bombers can land on carriers as well as fighters.  Same limit of 2 planes per carrier.

    6- Naval bombardment removed.  Changed to function similar to artillery, cruisers add 1 to 1 inf attack, battleships add 1 to 2 inf attack.

    NO changes

    Germany - Gain 5 additional IPC if axis control Algeria, Norway, and Finland.
    Russia - Gain 5 additional IPC if allies control France.
    Japan - Gain 5 additional IPC if there are no Japanese units in red territories.
    UK - Gain 5 additional IPC if allies control Algeria.
    Italy - Gain 5 additional IPC if axis control Italy and Balkans
    China - Gain 2 inf if allies control Burma

    Technology

    When buying a researcher you choose what tech for them to research.  At the begining of each round roll 1 die per researcher and apply the value to a tech pool for that tech.  Once the pool equals or exceeds the value of the tech, you gain it and the researchers for that tech are lost.  You can research toward more than 1 tech at a time if you choose.  Values and effect are listed below.

    (10) Improved artillery- each art may now support 2 inf to attack at 2 and defend at 3.

    (20) Rockets- Standard

    (20) Paratroopers - Standard

    (15) Increased Factory Production - Standard

    (10) War Bonds - Standard

    (15) Mechanized Infantry - Standard

    Air/ Naval

    (10) Radar- Standard

    (15) Long-Range Aircraft - Standard

    (25) Heavy Bombers - Standard

    (15) Shipyards- cheaper naval costs (minus one SS, TRS, DD, minus two CA, CV, BB)

    (10) Super subs- Standard

    (15) Jet fighters- The attack value of your fighters is now 4 instead of 3, there defense is 5 instead of 4.

    One thing that I feel would be neat but not sure, reduce transport costs significantly, maybe as low as 3 or 4, but have them destroyed after offloading into an enemy territory, or exceeding a territories IPC value (so if I unload 2 transports with 4 units in Karelia I would lose 1 transport).  I hope maybe there’s a good idea or two in that list heh.


  • Sponsor

    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.


  • Remember that the actual rules are only like 4 pages. The other rules are optional but help one side or the other for balancing and weaker players or people who want something more realistic.

    I will update the file shortly because some new changes have occurred.


  • http://www.mediafire.com/?bhkzwdyen4x

    new file replace old file.


  • http://www.mediafire.com/?zyzitxw0xyq

    with corrected spelling of Afghanistan


  • what if instead of spys players were allowed to roll for resarch where they could only get research the country they have picked has, so if they role for a tech they dont have they rerole until they get a tech of the nation they are spying on?

    just an idea idk if that was very clear the way i said it though.


  • what if instead of spys players were allowed to roll for resarch where they could only get research the country they have picked has, so if they role for a tech they dont have they rerole until they get a tech of the nation they are spying on?

    Im sorry but this is not clear. Make an example.

    Spies: These cost 10 IPC each and can be assigned in secret to any specific enemy player’s technology category (land, sea or air). If that player decides to develop a technology in this category and it succeeds, the spy may be revealed and the spy gets to roll obtaining technology on a roll of 4-6. Note: the Soviet player is the only player that can send spies to his own allies and they cost 5 IPC. Only one spy per technology category.

    Counter Spy: Each player may buy a super spy which can be used to eliminate the enemy spy but this is also assigned to a specific technology category (land, sea or air) to any technologies that can be developed. The counter spy rolls 4-6 and he succeeds and the original spy is removed. If he fails he remains in place. Only one counter spy per technology category can be assigned.

    So you spend 10 IPC and assign the spy to a specific type of technology. If the player develops that specific technology, your spy gets a roll and gets it for your nation of 4-6. Of course the other side may have a counter spy, but he too must secretly be allocated to a SPECIFIC technology section. If he was applied to another section then no roll is even performed to try to eliminate the first spy. Each time a spy succeeds in getting the Tech, he is removed and another must be bought. If the counter spy fails he remains in place.

    IN no cases can the spy or counter spy re reassigned to another technology category.


  • this is a OOB AA50 example but i think it could applies to the house rules

    lets say your Germany and Japan has Rockets, shipyards, and long range aircraft.

    when you make a breakthrough you could decide to roll on breakthrough chart 2 and get what ever you rolled  for, or you could decided to spy on japan and you would roll like regular on breakthrough chart 2 butreroll if you got something japan did not have until you got something japan did have.


  • Well thats how these rules work anyway.  each section has three tiers and you cant move up to a higher tier till you at least develop at least one lower tier first. Second, if you decide to go for a tier and already have one or more of them from before, you just pick one of the other thats available.

    also, the idea of sharing as you point out , probably should not be part of these house rules because it opens too many pandoras box, where US can just pump out all techs and “give” it to their buddies and the game goes out of wack.

    its best to not allow sharing even if historically it did happen. Perhaps the allies get it at a 5-6 rather than 6


  • im not taking about sharing though

    what you doing is rolling on a  tech chart but the only ones you can get are the ones that the country you are spying on has.


  • Yes thats correct the spy can only spy on that segment of tech developed, so to cover everything you need at least one spy for each category…so 3.

    A spy cant be trying to get secrets on everything because service branches are different and it would have to be one hell of a spy to know all a nations secrets.

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