Well they would be counters for each nation in a cup that you draw randomly. say 1 inch wooden chits with a decal on it. Icons of say a tank or Battleship if the commander effects those. If you draw a chit and don’t own that piece, you just lost that advantage that turn. The next turn you draw another chit. The used chits stay out of the jar, so the design features will balance in total for both Axis and Allies…or not. Depends on the game played…
AA50: House Rules
-
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 SZThe 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 - None2- 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 - 122- 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 BurmaTechnology
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.
-
http://www.mediafire.com/?mwxmmzzvt3h
updated map file
-
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.
-
@Imperious:
http://www.mediafire.com/?zyzitxw0xyq
with corrected spelling of Afghanistan
Yes, but Afghanistan is still shaped like Texas. :-D
-
How do you represent communist Chinese? Do you use regular Russian troops, or do you have a custom piece for it?
-
Caesar miniatures makes Chinese in blue in 1/72 scale.
-
You spoke about decals for $30. What are they for? Who do I buy them from?
-
Decals? huh?
-
@Imperious:
House Rules:
These are printed in the most current form as the last post to make it easier to locate.
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/?jrfltrddwj2strategy map for 1942 scenario:
http://www.mediafire.com/?yrnntzloydwPhase 1 map:
http://www.mediafire.com/?kn1n3yygqniPhase 2 map ( includes additional islands and territories)
http://www.mediafire.com/?m1jy4wwlynj1941 with units set up
http://www.mediafire.com/?nzn4j1jgvk11942 with units set up:
http://www.mediafire.com/?cmzwmkujgydRules:
http://www.mediafire.com/?thqhyxfnulx
http://www.mediafire.com/file/ltfzkjyhmgynow 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/?mhdiq4qjiy3roundels 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/?tcygoymajitand 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/?mgfmznjnzzeHere’s where you mention it.
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.OK, so they were $20 bucks.