1942.2 House Rules Draft 1.1


  • 1942.2-- House Rules
    New Units:
    Paratroopers: Bombers can pick up one Infantry unit and drop off (within flight range but not more than 2 spaces from a friendly land unit) and this Airborne unit may attack at Three the 1st round, then Two 2nd round, then One after that. Bomber may still perform other functions in addition to this.

    Note: Bomber may also carry 2 Infantry during non- combat within flight range.

    Light Tanks: 2-2-2 costing 5 ipc

    Heavy Tanks: 4-4-2 costing 8 ipc

    Tank Destroyer: 3-3-2 costing 7, if it rolls a 1 another enemy Armor/Mech/Artillery must be removed if available

    Volkstrum/Conscript Units: 1-1-1 costing 2 ipc. Up to six Soviet or German infantry of this type can be on the board at any time. (use a different sculpt or place a token to indicate this unit). May be only be built starting when the enemy gets within one space of their capital.

    Waffen SS Panzercorps: 4-4-2 costing 8 or convert one Armor for cost of 2 ipc. The German player can have no more than 6 of these at any one time and the presence of each one allows the re-roll of one miss in combat.

    Fortifications: May be built at the cost of 3 ipc for the first level and 2 ipc each additional level and limit on build to the IPC of the territory (example: France at full capacity will be 6 levels costing 12 ipc.)

    Effect: Fires at 3 preemptively and takes one hit for each level. When hits reach its level, the fort is destroyed and can be rebuilt.

    Light/Escort Carriers: 0-1-2 costing 10, carries one plane

    Battlecruisers: 4-4-2 costing 15, Shore Bombard at 4, takes one hit

    Mechanized Infantry: As per OOB

    Fighter-Bombers: As per OOB-Tactical Bombers

    Technology:
    Radar: Up to 3 Fighters or Fighter-Bombers may scramble to any adjacent areas under attack either on land or at sea.

    Super Subs: Your subs now defend at 2, costing 7. Instead of combat and while adjacent to an enemy territory may perform an economic disruption attack by rolling two or less and if succeed, they cost the player 1 ipc. The attacks are capped by the ipc value of the area.

    Long Range Aircraft: All aircraft now move two extra spaces.

    Underground Factories: When your factories are bombed, count all hits half rounded down.

    Rockets: These cost 2 ipc each and have a range of 3 spaces and are only directed against enemy Factories. Once used they must be replaced. Effect: cost the enemy 1 ipc minimally, but potentially can cost them either 2 or 3 ipc. Roll a D6 1-2=1 ipc lost, 3-4=2 ipc lost, 5-6= 3 ipc lost.

    Heavy Bombers: 4-2-6 costing 15 ipc. These can SBR with a bonus of +2 ipc lost for each successful bombing run.

    Jet Fighters: 4-5-4 costing 15. These units can

    Mobile Warfare Doctrine: Each Armor unit matched with one Infantry or Mechanized Infantry boosts the latter +1 on the attack.

    Convert a Neutral: select one Neutral, the following turn it is under your control and you control the ipc’s and its army is converted to yours.

    Lend Lease: Roll one D6 before build phase, Effect result of die roll is immediately deducted from your treasury and the result is added to your Allies treasury for use on his turn.

    Naval Radar: Your carriers may scramble their planes in defense if they are 2 sea zones away. Your battleships may fire first preemptively in any combat.

    Atomic Bomb: If you already have Heavy Bombers, and Long-Range Aircraft, your bombers can carry one such bomb per turn for 12ipc cost. During an SBR (Note: they must survive AA fire or the bomb is lost) they drop this and it permanently reduces the IPC value of the territory for the duration of the game equal to the result of a D6 roll. Example: Russian Bombers drop on Berlin and roll a 5 and Germany can only place 5 units for the rest of the game. Keep in mind you need the aforementioned two techs.

    Other Rules:
    Moving Factories: The Soviet player can move one factory per game to any other area, during his turn. Place a “moved” token over the old factory if the map has it printed.

    Setup Changes: Under LHTR “Gen Con Setup” Move the German Bomber to France.

    Commanders: Each player receives one commander. In one attack each turn, you may designate the commander to be “in a battle”. Effect: Hits are calculated based on Low Luck each round until combat conclusion. Create a cardboard chit or sculpt so everyone can know where it is at all times. At the end of the combat you can place him in any area you control guessing he may be used for defense from enemy attack. This includes land or sea.

    Neutrals: Some nations have their own military forces and economic value in terms of ipc. A list is provided below:

    Spain: Territory= 3 ipc. Forces:5 Infantry, 1 Armor, 1 Mechanized Infantry, 2 Artillery,1 Fighter, 1 Destroyer, 1 Transport.
    Turkey: Territory= 3 ipc. Forces: 5 Infantry, 1 Armor, 2 Artillery, 1 Fighter, 1 Destroyer, 1 Transport. Note: control by any player allows travel to or from Turkey and Southern Europe/Bulgaria-Rumania.
    Sweden: Territory= 3 ipc. Forces: 3 Infantry, 1 Armor, 1 Artillery, 1 Fighter, 1 Destroyer, 1 Transport.
    Argentina: Territory= 2 ipc. Forces: 3 Infantry, 1 Armor, 1 Artillery, 1 Cruiser, 1 Transport.
    All other areas place 2 Infantry


  • I think that so far, so good, for your proposed rules. I really like some of these ideas. I really appreciate the way these rules provide more options for each player.

    That said, I will again beat the drum against the idea of using bombers as planes for paratroopers to jump out of. WWII paratroopers did not jump out of any strategic bombers and the planes that WWII paratroopers did jump out of were never used as strategic bombers during the war.

    I find this way of thinking especially pernicious as there are readily-available alternatives. On HBG alone you can find acrylic markers for Airfields, two different WWII aircraft in white (for use by any power) (yes, one option would be a re-purposed bomber), and nation-specific WWII transport aircraft (C-46 Commandos (for ANZAC, France, UK, and USA), Ju-52 Iron Annies (for Germany and Italy), Ki-57 Topsy’s (for Japan), and Yak-6s (for USSR)).

    So, as for those HBG acrylic Airfield markers, I was thinking that you could use them in conjunction with the Axis & Allies Global 1940 Second Edition rules for the “Paratrooper” technology. And for refresher, those rules are:

    “Up to 2 of your infantry units in each territory with an air base can be moved to an enemy-controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.” (Source: Axis & Allies Europe 1940, Second Edition, Rule book, page 40.)

    I would allow players to either buy them permanently (and get all the bonuses attached to them in Global '40) or pay 5 IPCs to get the use of up to 2 infantry as notated in the Global '40 rules above.

    The transport planes (either the neutral white ones or the nation-specific models) could be used either way - permanently, for better or worse, or pay 5 IPCs to get the use of up to 2 infantry as notated in the Global '40 rules above.

    I’m just saying, we have options for moving airborne infantry around that don’t use the wrong type of places.

    -Midnight_Reaper


  • As far as the airborne question, I don’t like the idea of dedicated transport planes, rather dropping one in combat or 2 in NCM is a fair solution to cover this. Alot of sitting around for dedicated planes that have no other purpose in the combat phase. Remember strategic Bombers could also include all the other types of planes ( not fighters) that would cover transports. If i was to add yet another plane, i suppose 8ipc planes moving 4 spaces and having no values in combat and cant be soaked off ( like transports) is the way to do it.

    I also feel the 1940 paratrooper rules are too strong. Dont like bringing in airbases into this game either. I do like the idea of dedicated units for airborne and will revise that part. And 5 for a transport plane is way too low a figure!


  • @Imperious-Leader said in 1942.2 House Rules Draft 1.1:

    1942.2-- House Rules
    New Units:
    Paratroopers: Bombers can pick up one Infantry unit and drop off (within flight range but not more than 2 spaces from a friendly land unit) and this Airborne unit may attack at Three the 1st round, then Two 2nd round, then One after that. Bomber may still perform other functions in addition to this.

    Note: Bomber may also carry 2 Infantry during non- combat within flight range.

    Light Tanks: 2-2-2 costing 5 ipc

    Heavy Tanks: 4-4-2 costing 8 ipc

    Tank Destroyer: 3-3-2 costing 7, if it rolls a 1 another enemy Armor/Mech/Artillery must be removed if available

    Volkstrum/Conscript Units: 1-1-1 costing 2 ipc. Up to six Soviet or German infantry of this type can be on the board at any time. (use a different sculpt or place a token to indicate this unit). May be only be built starting when the enemy gets within one space of their capital.

    Waffen SS Panzercorps: 4-4-2 costing 8 or convert one Armor for cost of 2 ipc. The German player can have no more than 6 of these at any one time and the presence of each one allows the re-roll of one miss in combat.

    Fortifications: May be built at the cost of 3 ipc for the first level and 2 ipc each additional level and limit on build to the IPC of the territory (example: France at full capacity will be 6 levels costing 12 ipc.)

    Effect: Fires at 3 preemptively and takes one hit for each level. When hits reach its level, the fort is destroyed and can be rebuilt.

    Light/Escort Carriers: 0-1-2 costing 10, carries one plane

    Battlecruisers: 4-4-2 costing 15, Shore Bombard at 4, takes one hit

    Mechanized Infantry: As per OOB

    Fighter-Bombers: As per OOB-Tactical Bombers

    Technology:
    Radar: Up to 3 Fighters or Fighter-Bombers may scramble to any adjacent areas under attack either on land or at sea.

    Super Subs: Your subs now defend at 2, costing 7. Instead of combat and while adjacent to an enemy territory may perform an economic disruption attack by rolling two or less and if succeed, they cost the player 1 ipc. The attacks are capped by the ipc value of the area.

    Long Range Aircraft: All aircraft now move two extra spaces.

    Underground Factories: When your factories are bombed, count all hits half rounded down.

    Rockets: These cost 2 ipc each and have a range of 3 spaces and are only directed against enemy Factories. Once used they must be replaced. Effect: cost the enemy 1 ipc minimally, but potentially can cost them either 2 or 3 ipc. Roll a D6 1-2=1 ipc lost, 3-4=2 ipc lost, 5-6= 3 ipc lost.

    Heavy Bombers: 4-2-6 costing 15 ipc. These can SBR with a bonus of +2 ipc lost for each successful bombing run.

    Jet Fighters: 4-5-4 costing 15. These units can

    Mobile Warfare Doctrine: Each Armor unit matched with one Infantry or Mechanized Infantry boosts the latter +1 on the attack.

    Convert a Neutral: select one Neutral, the following turn it is under your control and you control the ipc’s and its army is converted to yours.

    Lend Lease: Roll one D6 before build phase, Effect result of die roll is immediately deducted from your treasury and the result is added to your Allies treasury for use on his turn.

    Naval Radar: Your carriers may scramble their planes in defense if they are 2 sea zones away. Your battleships may fire first preemptively in any combat.

    Atomic Bomb: If you already have Heavy Bombers, and Long-Range Aircraft, your bombers can carry one such bomb per turn for 12ipc cost. During an SBR (Note: they must survive AA fire or the bomb is lost) they drop this and it permanently reduces the IPC value of the territory for the duration of the game equal to the result of a D6 roll. Example: Russian Bombers drop on Berlin and roll a 5 and Germany can only place 5 units for the rest of the game. Keep in mind you need the aforementioned two techs.

    Other Rules:
    Moving Factories: The Soviet player can move one factory per game to any other area, during his turn. Place a “moved” token over the old factory if the map has it printed.

    Setup Changes: Under LHTR “Gen Con Setup” Move the German Bomber to France.

    Commanders: Each player receives one commander. In one attack each turn, you may designate the commander to be “in a battle”. Effect: Hits are calculated based on Low Luck each round until combat conclusion. Create a cardboard chit or sculpt so everyone can know where it is at all times. At the end of the combat you can place him in any area you control guessing he may be used for defense from enemy attack. This includes land or sea.

    Neutrals: Some nations have their own military forces and economic value in terms of ipc. A list is provided below:

    Spain: Territory= 3 ipc. Forces:5 Infantry, 1 Armor, 1 Mechanized Infantry, 2 Artillery,1 Fighter, 1 Destroyer, 1 Transport.
    Turkey: Territory= 3 ipc. Forces: 5 Infantry, 1 Armor, 2 Artillery, 1 Fighter, 1 Destroyer, 1 Transport. Note: control by any player allows travel to or from Turkey and Southern Europe/Bulgaria-Rumania.
    Sweden: Territory= 3 ipc. Forces: 3 Infantry, 1 Armor, 1 Artillery, 1 Fighter, 1 Destroyer, 1 Transport.
    Argentina: Territory= 2 ipc. Forces: 3 Infantry, 1 Armor, 1 Artillery, 1 Cruiser, 1 Transport.
    All other areas place 2 Infantry

    Ahhh these rules are very familiar. lol

    Your Bomber is a strong piece now when it can do SBR attack or combat plus drop a paratrooper. Like this. Since this game is on a smaller scale then the games that I’ve played.
    Yes this does represent all types of planes.
    I think Midnight is making the cost of Air Transport 5 icps is to get them in game more at a lower cost.
    If anything I’d give each country a Air Transport plane on setup for starters.
    Yes cost should be 8-10 based on scale of game if you want them.

    I see you got your Paratrooper rule in there. A3 FSR is strong but is good. Then drop each round.

    Your Neutral Tech choice. Have you play tested this yet ? Not a fan of all countries having the chance to get Spain or Turkey etc…

    Nice to see these 39 40 game rules outside of G40 getting into these smaller games piece wise.

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    Well i can increase bomber to 15, but that will gimp the allies who like to bomb. or just make the transport plane dedicated. Playtested the other rules, not Neutrals. I know its kind of an issue, i like the tech to get a free neutral and hate the “attack one-at war with all rule” I might just increase the army to buffer against USA landing in Spain thing that went on in Milton Bradley. Increase the Infantry by 2 in each category of major neutrals

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    No. Leave it. See how it tests out. Does Italy need a bomber or they have one on setup ?


  • Spain: Territory= 3 ipc. Forces:7 Infantry, 1 Armor, 1 Mechanized Infantry, 3 Artillery,1 Fighter, 1 Destroyer, 1 Transport.
    Turkey: Territory= 3 ipc. Forces: 6 Infantry, 1 Armor, 3 Artillery, 1 Fighter, 1 Destroyer, 1 Transport. Note: control by any player allows travel to or from Turkey and Southern Europe/Bulgaria-Rumania.
    Sweden: Territory= 3 ipc. Forces: 5 Infantry, 1 Armor, 2 Artillery, 1 Fighter, 1 Destroyer, 1 Transport.
    Argentina: Territory= 2 ipc. Forces: 4 Infantry, 1 Armor, 1 Artillery, 1 Cruiser, 1 Transport.
    All other areas place 2 Infantry


  • Maybe if the Allies invade Turkey or Spain, the other side gets to pick one neutral for free


  • Hows if allies attack Spain or Turkey other side gets the other neutral not being attacked ?


  • Sweden does look juicy though.

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    @GEN-MANSTEIN said in 1942.2 House Rules Draft 1.1:

    Paratroopers: Bombers can pick up one Infantry unit and drop off (within flight range but not more than 2 spaces from a friendly land unit) and this Airborne unit may attack at Three the 1st round, then Two 2nd round, then One after that. Bomber may still perform other functions in addition to this.
    Note: Bomber may also carry 2 Infantry during non- combat within flight range.

    OK:

    New units
    Transports plane 0-0-4 costs 8 ipc takes one paratrooper in combat phase or two infantry in ncm. paratroopers are a new dedicated infantry type ( can be boosted by artillery and tanks) The drop can be no more than 2 spaces from your land units and can be over oceans. If transports are attacked, they cannot be taken as a causality until the last defending unit is removed ( Not dissimulator from transports). They cannot block a tank blitzing or any land unit moving 2 spaces.

    Airborne Infantry (3)(2)(1)-2-1 cost 6 Note: attack 3 in the 1st round, 2 in the 2nd, and 1 in the third and latter, place HBG markers under these. Cannot have more than 6 airborne units at any one time.

    Airborne might need to change into a tech, looking at that now. Yea i will scrap lend lease and add them. Lend lease was always kinda overpowering over time


  • With the benefit of mulling all of this over last night into this morning, I hope you find these new critiques of mine to be helpful.

    @Imperious-Leader said in 1942.2 House Rules Draft 1.1:

    1942.2-- House Rules
    New Units:
    Light Tanks: 2-2-2 costing 5 ipc

    I would ask that you consider applying the “Cavalry Withdrawal” rules that Ralph Boerke dreamed up in the '90s to your Light Tanks:

    [Light Tank] Withdrawal: After one round of battle the Defender may withdraw one surviving Light Tank unit to any adjacent friendly territory. The Defender may continue to withdraw one surviving unit per round of battle so long as the battle continues. It is always allowed to take its defensive shot before it withdraws. If it is to withdraw, then it must do so before the Attacker starts the next round of battle.

    This rule would help your Light Tanks work more like armored scouts, in my opinion. Whether you want your Light Tanks to work that way and whether the above rule is how you would do so is certainly up to you.

    Fortifications: May be built at the cost of 3 ipc for the first level and 2 ipc each additional level and limit on build to the IPC of the territory (example: France at full capacity will be 6 levels costing 12 ipc.)

    If the first level of a fortification costs 3 IPCs, wouldn’t fortifying France to six levels cost 13 IPCs?

    Also, is there a limit on how quickly a territory can be fortified? Say, only 1 or 2 levels of fortification per territory per turn? In real life, the Atlantic Wall wasn’t built in just 3 months.

    Technology:
    Super Subs: Your subs now defend at 2, costing 7. Instead of combat and while adjacent to an enemy territory may perform an economic disruption attack by rolling two or less and if succeed, they cost the player 1 ipc. The attacks are capped by the ipc value of the area.

    If your Super Subs have a different defense value and a different cost, should they be distinguished in some fashion from your regular subs? Perhaps with a special marker (maybe using HBG’s Sub Propulsion Markers) as opposed to a dedicated piece?

    Heavy Bombers: 4-2-6 costing 15 ipc. These can SBR with a bonus of +2 ipc lost for each successful bombing run.

    Again, if your Heavy Bombers have a different cost, a different defense value, and different SBR damage, should they be distinguished in some fashion from your regular bombers?

    Jet Fighters: 4-5-4 costing 15. These units can

    This rule appears to have not fully joined us today. Also, differing values and price, should they be distinguished as well?

    Other Rules:
    Setup Changes: Under LHTR “Gen Con Setup” Move the German Bomber to France.

    Does this mean that your rule set uses the LHTR “Gen Con Setup” for setup other than the above listed change?

    Also, there are a number of places where you designate that players, “Cannot have more than 6”, of a certain type of unit at any one time. While I have no problems with piece limits in general or with a limit of 6, I would consider lowering the limit to 5. I suggest 5 instead of 6 not for game balance but because HBG sells markers and pieces in sets of 5 instead of 6.

    Players encouraged to maximize their opportunities may have to choose between buying too many or having too few of something when the limit is 6. I acknowledge that 6 sets of 5, split 5 ways, give all player 6 markers each. I would also point out that if players purchase nation-specific pieces, they would be back to having to choose between 5 and 10 for 6. I will concede that if you are buying sets of nation-specific pieces or markers for your A&A gaming then you might consider buying 10 of something anyways.

    My 2 IPCs,

    -Midnight_Reaper


  • @Imperious-Leader said in 1942.2 House Rules Draft 1.1:
    {snip}

    New units
    Transports plane 0-0-4 costs 8 ipc takes one paratrooper in combat phase or two infantry in ncm. paratroopers are a new dedicated infantry type ( can be boosted by artillery and tanks) The drop can be no more than 2 spaces from your land units and can be over oceans. If transports are attacked, they cannot be taken as a causality until the last defending unit is removed ( Not dissimulator from transports). They cannot block a tank blitzing or any land unit moving 2 spaces.

    Airborne Infantry (3)(2)(1)-2-1 cost 6 Note: attack 3 in the 1st round, 2 in the 2nd, and 1 in the third and latter, place HBG markers under these. Cannot have more than 6 airborne units at any one time.

    Airborne might need to change into a tech, looking at that now. Yea i will scrap lend lease and add them. Lend lease was always kinda overpowering over time

    I like this new set of suggested rules. Transport Planes instead of Bombers, with the transport planes being useless for anything other than moving Infantry. Airborne Infantry units that work the way you prefer them to work. With the Airborne ability locked behind a technology Germany (or any other power) won’t be able to parachute into an undefended territory from the start of the game.

    Of course, now that I’ve had a night to mull this over as well, I have a new idea for what I think would be a more streamlined implementation of airborne infantry / paratroopers. This idea requires the use of neither bombers nor transport planes to get airborne infantry into battle. I will admit from the start that while these rules might be more straight forward they are almost certainly a step or two up in complexity.

    My suggestion would be to have airborne infantry / paratroopers be locked behind a technology and then once a power has that technology I would have it work this way:

    Airborne Infantry This is a unit upgrade that is purchased on the turn it is to be used. The upgrade costs 1 IPC and may only be applied to Infantry units that start their turn in a territory with planes (fighters, fighter bombers, or bombers) of that power. Not more than 1/2 (rounded down) of Infantry in a territory may be upgraded to Airborne Infantry. A power may not purchase more than 6 (or 5) airborne unit upgrades in a turn.

    Infantry are upgraded to Airborne Infantry during the Purchase Units phase and must be marked in a unique way, either by marker or piece. This marker or piece can be generic, as no unit remains Airborne Infantry after the powers’ turn. During a movement phase (either Combat Move or Noncombat Move), an Airborne Infantry unit may move as if it were a plane unit, with the exceptions of a limit of 2 space movement and no requirement for return movement. Any remaining Airborne Infantry are turned into normal infantry in the Mobilize New Units phase of the owning power.

    Stats: Attack: (3)(2)(1)* Defence: 2 Move: 2* Cost 1* Notes:

    • Airborne Infantry are noted as such in a unique way.
    • *Attack Value: 3 in the 1st round, 2 in the 2nd round, and 1 in the third and later rounds.
    • *Movement: this unit may move as if it were a plane unit with a move of 2 and the exception of no requirement for return movement.
    • *Cost: This is a unit upgrade instead of a new unit. The upgrade costs 1 IPC but requires an available Infantry unit to recieve said upgrade.
    • Airborne Infantry may also be boosted by artillery and tanks, in the same manner as normal Infantry.

    These would be rules for an airborne infantry / paratroopers unit that can’t be used at the beginning of the game, doesn’t use plane pieces to move around, can’t be used willy-nilly, and can be used as a mobile strategic reserve for either attack or defense.

    I think that this would have a greater “rules overhead” than simply using transport plane units to move airborne infantry units around. I also think that this is closer to what I think was your original idea for paratroopers, upthread.

    My 2 IPCs,

    -Midnight_Reaper

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    1942.2-- House Rules: Using the Larry Harris Tournament setup

    New Units:
    Paratroopers: Bombers can pick up one Infantry unit and drop off (within flight range but not more than 2 spaces from a friendly land unit) and this Airborne unit may attack at Three the 1st round, then Two 2nd round, then One after that. Bomber may still perform other functions in addition to this.
    Note: Bomber may also carry 2 Infantry during non- combat within flight range.

    Light Tanks: 2-2-2 costing 5 ipc
    Special rule: After one round of battle the Defender may withdraw one surviving Light Tank unit to any adjacent friendly territory. The Defender may continue to withdraw one surviving unit per round of battle so long as the battle continues. It is always allowed to take its defensive shot before it withdraws. If it is to withdraw, then it must do so before the Attacker starts the next round of battle.

    Heavy Tanks: 4-4-2 costing 8 ipc

    Tank Destroyer: 3-3-2 costing 7, if it rolls a 1 another enemy Armor/Mech/Artillery must be removed if available.

    Volkstrum/Conscript Units: 1-1-1 costing 2 ipc. Up to six Soviet or German infantry of this type can be on the board at any time. (use a different sculpt or place a token to indicate this unit). May be only be built starting when the enemy gets within one space of their capital.

    Waffen SS Panzercorps: 4-4-2 costing 8 or convert one Armor for cost of 2 ipc. The German player can have no more than 6 of these at any one time and the presence of each one allows the re-roll of one miss in combat.

    Transport plane 0-0-4 costs 8 ipc takes one Airborne unit in the combat phase or two infantry in non-combat movement. Airborne Infantry are a new dedicated infantry type (can be boosted by artillery and tanks) The drop can be no more than 2 spaces from your land units and can be over oceans. If transports are attacked, they cannot be taken as a causality until the last defending unit is removed (just like transports). They cannot block a tank blitzing or any land unit moving 2 spaces. In those cases, they can be overrun by advancing tanks.

    Airborne Infantry (3)(2)(1)-2-1 cost 6 Note: attack 3 in the 1st round, 2 in the 2nd, and 1 in the third and latter, place HBG markers under these. Cannot have more than 6 airborne units at any one time.

    Fortifications: May be built at the cost of 3 ipc for the first level and 2 ipc each additional level and limit on build to the IPC of the territory (example: France at full capacity will be 6 levels costing 13 ipc.)
    Effect: Fires at 3 preemptively and takes one hit for each level. When hits reach its level, the fort is destroyed and can be rebuilt. Chips are paced under the fort to indicate strength of level.

    Light/Escort Carriers: 0-1-2 costing 10, carries one plane

    Battlecruisers: 4-4-2 costing 15, Shore Bombard at 4, takes one hit

    Mechanized Infantry: As per OOB

    Fighter-Bombers: As per OOB-Tactical Bombers

    Technology:-Done the same way under Axis and Allies 1940 12 Technologies and listed in order-
    Radar: Up to 3 Fighters or Fighter-Bombers may scramble to any adjacent areas under attack either on land or at sea.

    Super Subs: Your subs now defend at 2, costing 7. Instead of combat and while adjacent to an enemy territory may perform an economic disruption attack by rolling two or less and if succeed, they cost the player 1 ipc. The attacks are capped by the ipc value of the area. Use HBG markers of alternative submarine sculpts for these.
    Long Range Aircraft: All aircraft now move two extra spaces.

    Underground Factories: When your factories are bombed, count all hits half rounded down.

    Rockets: These cost 2 ipc each and have a range of 3 spaces and are only directed against enemy Factories. Once used they must be replaced. Effect: cost the enemy 1 ipc minimally, but potentially can cost them either 2 or 3 ipc. Roll a D6 1-2=1 ipc lost, 3-4=2 ipc lost, 5-6= 3 ipc lost.

    Heavy Bombers: 4-2-6 costing 15 ipc. These can SBR with a bonus of +2 ipc lost for each successful bombing run. Use alternative sculpts for these.

    Jet Fighters: 4-5-4 costing 15. These units can be used on Carriers. Use HBG sculpts for these.

    Mobile Warfare Doctrine: Each Armor unit matched with one Infantry or Mechanized Infantry boosts the latter +1 on the attack.

    Convert a Neutral: select one Neutral, the following turn it is under your control and you control the ipc’s and its army is converted to yours.

    Lend Lease: Roll one D6 before build phase, Effect result of die roll is immediately deducted from your treasury and the result is added to your Allies treasury for use on his turn.

    Naval Radar: Your carriers may scramble their planes in defense if they are 2 sea zones away. Your battleships may fire first preemptively in the attack.

    Atomic Bomb: If you already have Heavy Bombers, and Long-Range Aircraft, your bombers can carry one such bomb per turn for 12ipc cost. During an SBR (Note: they must survive AA fire or the bomb is lost) they drop this and it permanently reduces the IPC value of the territory for the duration of the game equal to the result of a D6 roll. Example: Russian Bombers drop on Berlin and roll a 5 and Germany can only place 5 units for the rest of the game. Keep in mind you need the aforementioned two techs.

    Other Rules:
    Moving Factories: The Soviet player can move one factory per game to any other area, during his turn. Place a “moved” token over the old factory if the map has it printed.

    Setup Changes: Under LHTR “Gen Con Setup” Move the German Bomber to France.

    Commanders: Each player receives one commander. In one attack each turn, you may designate the commander to be “in a battle”. Effect: Hits are calculated based on Low Luck each round until combat conclusion. Create a cardboard chit or sculpt so everyone can know where it is at all times. At the end of the combat you can place him in any area you control guessing he may be used for defense from enemy attack. This includes land or sea.

    Neutrals: Some nations have their own military forces and economic value in terms of ipc. A list is provided below:
    Spain: Territory= 3 ipc. Forces: 7 Infantry, 1 Armor, 1 Mechanized Infantry, 3 Artillery,1 Fighter, 1 Destroyer, 1 Transport.
    Turkey: Territory= 3 ipc. Forces: 6 Infantry, 1 Armor, 3 Artillery, 1 Fighter, 1 Destroyer, 1 Transport. Note: control by any player allows travel to or from Turkey and Southern Europe/Bulgaria-Romania.
    Sweden: Territory= 3 ipc. Forces: 5 Infantry, 1 Armor, 2 Artillery, 1 Fighter, 1 Destroyer, 1 Transport.
    Argentina: Territory= 2 ipc. Forces: 4 Infantry, 1 Armor, 1 Artillery, 1 Cruiser, 1 Transport.
    All other areas place 2 Infantry

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    OK version 2.1

    1942.2-- House Rules: Using the Larry Harris Tournament setup

    New Units:

    Paratroopers: Bombers can pick up one Infantry unit and drop off (within flight range but not more than 2 spaces from a friendly land unit) and this Airborne unit may attack at Three the 1st round, then Two 2nd round, then One after that. Bomber may still perform other functions in addition to this.
    Note: Bomber may also carry 2 Infantry during non- combat within flight range.

    Self-Propelled Artillery: 3-3-2 costing 8 If they roll a one during combat, they can choose the land unit that is hit. These are new units featured in the technology chart.

    Light Tanks: 2-2-2 costing 5 ipc
    Special rule: After one round of battle the Defender may withdraw one surviving Light Tank unit to any adjacent friendly territory. The Defender may continue to withdraw one surviving unit per round of battle so long as the battle continues. It is always allowed to take its defensive shot before it withdraws. If it is to withdraw, then it must do so before the Attacker starts the next round of battle.

    Heavy Tanks: These are 4-4-1-9 units. During combat, they roll first and loses are taken before the defender has any chance to counterattack. These are new units featured in the technology chart.

    Volkstrum: The German player may recruit these 1-1-1-2 infantry units each time they first lose an originally controlled Victory City. The quantity of these builds is limited to the current count of originally controlled victory cities. One Volkstrum unit is placed on each originally controlled victory city during the placement phase. Use markers to indicate these units.

    Conscripts: The Soviet player may recruit these 1-1-1-2 infantry units each time they first lose an originally controlled Victory City. The quantity of these builds is limited to the current count of originally controlled victory cities. One Conscript unit is placed on each originally controlled victory city during the placement phase. Use markers to indicate these units.

    Waffen SS Panzercorps: 4-4-2 costing 8 or convert one Armor for cost of 2 ipc. The German player can have no more than 6 of these at any one time and the presence of each one allows the re-roll of one miss in combat.

    Transports plane: 0-0-4 costs 8 ipc takes one Airborne unit in the combat phase or two infantries in non-combat movement. Airborne Infantry are a new dedicated infantry type (can be boosted by artillery and tanks) The drop can be no more than 2 spaces from your land units and can be over oceans. If transports are attacked, they cannot be taken as a causality until the last defending unit is removed (just like transports). They cannot block a tank blitzing or any land unit moving 2 spaces. In those cases, they can be overrun by advancing tanks.

    Airborne Infantry (3)(2)(1)-2-1 cost 6 Note: attack 3 in the 1st round, 2 in the 2nd, and 1 in the third and latter, place HBG markers under these. Cannot have more than 6 airborne units at any one time.

    Light/Escort Carriers: 0-1-2 costing 8, carries one plane

    Battlecruisers: 4-4-2 costing 15, Shore Bombard at 4, takes one hit

    Mechanized Infantry: As per OOB

    Fighter-Bombers: As per OOB-Tactical Bombers

    Technology:

    Research & Development Sequence:

    1. Buy researcher tokens
    2. Roll research dice
    3. Roll breakthrough die

    Step 1: Buy Researcher Tokens**
    Each researcher token costs 5 IPC’s.

    Step 2: Roll Research Dice
    For each researcher, you have, roll one die.
    -Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.

    -Failure: If you do not roll a “6”, your research has failed. Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.

    Step 3: Roll Breakthrough Die
    If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.

    Step 4: Mark Development
    If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology.

    Radar: Up to 3 Fighters or Fighter-Bombers may scramble to any adjacent areas under attack either on land or at sea.

    Super Subs: Your subs now defend at 2, costing 7. Instead of combat and while adjacent to an enemy territory may perform an economic disruption attack by rolling two or less and if succeed, they cost the player 1 ipc. The attacks are capped by the ipc value of the area. Use HBG markers of alternative submarine sculpts for these.

    Long Range Aircraft: All aircraft now move two extra spaces.

    Underground Factories: When your factories are bombed, count all hits half rounded down.

    Rockets: These cost 2 ipc each and have a range of 3 spaces and are only directed against enemy Factories. Once used they must be replaced. Effect: cost the enemy 1 ipc minimally, but potentially can cost them either 2 or 3 ipc. Roll a D6 1-2=1 ipc lost, 3-4=2 ipc lost, 5-6= 3 ipc lost.

    Heavy Bombers: 4-2-6 costing 15 ipc. These can SBR with a bonus of +2 ipc lost for each successful bombing run. Use alternative sculpts for these.

    Jet Fighters: 4-5-4 costing 15. These units can be used on Carriers. Use HBG sculpts for these.

    Mobile Warfare Doctrine: Each Armor unit matched with one Infantry or Mechanized Infantry boosts the latter +1 on the attack.

    Convert a Neutral: select one Neutral, the following turn it is under your control and you control the ipc’s and its army is converted to yours.

    Lend Lease: Roll one D6 before build phase, Effect result of die roll is immediately deducted from your treasury and the result is added to your Allies treasury for use on his turn.

    Naval Radar: Your carriers may scramble their planes in defense if they are 2 sea zones away. Your battleships may fire first preemptively in the attack.

    Atomic Bomb: If you already have Heavy Bombers, and Long-Range Aircraft, your bombers can carry one such bomb per turn for 12ipc cost. During an SBR (Note: they must survive AA fire or the bomb is lost) they drop this and it permanently reduces the IPC value of the territory for the duration of the game equal to the result of a D6 roll. Example: Russian Bombers drop on Berlin and roll a 5 and Germany can only place 5 units for the rest of the game. Keep in mind you need the aforementioned two techs.

    Other Rules:

    Rail lines: These costs 3 IPC each and provide a land movement bonus along a continuous chain of built Rail lines. The limit of this movement is the starting IPC value of the territory they began movement from. The ‘chain’ of build rail lines can be broken by a Tactical or strategic Bomber performing a SBR against the rail.

    Spy: during Research and development phase, a player may purchase them for 12 IPC each. They can only develop Technology from enemy nations that they themselves have developed. On a roll of 4-6 results in successful development of that weapon. Only one spy can be used at a time and is removed from play if successful.

    Tankograd: The Soviets have a special factory that may produce one tank per turn without need for a factory at a reduced rate of 4 IPC. This Tank is placed in Vologda, and if captured ignore this rule.

    Archangel Rule: The Soviets have a special aid that allows the building of one mechanized infantry or artillery at a reduced cost of -1, and this is placed in Archangel. If Archangel is enemy occupied, ignore this rule.

    Denmark Straights: The western allies cannot enter the Baltic with any unit unless they control both Denmark and Norway at the start of their turn.

    Generals: Each major nation can have one General to aid in one combat situation. The first round gets +1 for all land or sea units in one battle per round. The General may also be used in aiding the defense again for that first combat round. Procedure: The unit is placed in the battle during your turn and then moved in an area you expect an attack to be made until it’s your next turn.

    Fortifications: Each player may build these units at 12IPC each and place them freely in any controlled territory. They attack at two rolls of 3 or less and must be manned by any land unit to work. They take up to three hits (mark hits with chips). The 4th hit wrecks the Fort. If they are not wrecked, they may repair automatically if not under attack at the start of the turn.

    Strategic Oil Centers:
    Some players start with areas that include an oil icon. If you capture an oil center that you did not begin the game with you may roll a D6 and collect that amount of IPC each turn you occupy them.

    Placements of units outside of factories:
    During the unit’s placement phase of your turn, you may place in addition to where a factory is located, one infantry type of unit that you bought in each controlled Victory city you own.

    Minor Axis Allies:
    The German player may place one infantry or artillery without the need of Factory in one of the following: Romania and Finland

    Naval Repair changes:
    Battleships and Carriers are no longer are repaired for free. Repair must be done by moving these units to a sea zone adjacent at any controlled or allied factory. You only have to “touch the sea zone” in order to repair. Roll a D6 the result is the cost of repair paid on your next turn. Note: If you have movement points remaining you can continue to move past the point of repair.

    Scandinavia:
    Attacks against any part of Finland, Norway or Sweden are only for one round of combat due to the rugged nature of the terrain/weather.

    Moving Factories: The Soviet player can move one factory per game to any other area, during his turn. Place a “moved” token over the old factory if the map has it printed.
    Setup Changes: Under LHTR “Gen Con Setup” Move the German Bomber to France.

    Neutrals: Some nations have their own military forces and economic value in terms of ipc. A list is provided below:
    Spain: Territory= 3 ipc. Forces: 7 Infantry, 1 Armor, 1 Mechanized Infantry, 3 Artillery,1 Fighter, 1 Destroyer, 1 Transport.
    Turkey: Territory= 3 ipc. Forces: 6 Infantry, 1 Armor, 3 Artillery, 1 Fighter, 1 Destroyer, 1 Transport. Note: control by any player allows travel to or from Turkey and Southern Europe/Bulgaria-Rumanian.
    Sweden: Territory= 3 ipc. Forces: 5 Infantry, 1 Armor, 2 Artillery, 1 Fighter, 1 Destroyer, 1 Transport.
    Argentina: Territory= 2 ipc. Forces: 4 Infantry, 1 Armor, 1 Artillery, 1 Cruiser, 1 Transport.
    All other areas place 2 Infantry

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    OK i think this is the final version of the rules, cleared up typos and other things…

    1942.2-- House Rules: Using the Larry Harris Tournament setup

    New Units:
    Self-Propelled Artillery: 3-3-2 costing 8 ipc. If they roll a one during combat, they can choose the land unit that is hit. These are new units featured in the technology chart.

    Light Tanks: 2-2-2 costing 5 ipc Special rule: After one round of battle the Defender may withdraw one surviving Light Tank unit to any adjacent friendly territory. The Defender may continue to withdraw one surviving unit per round of battle so long as the battle continues. It is always allowed to take its defensive shot before it withdraws. If it is to withdraw, then it must do so before the Attacker starts the next round of battle.

    Heavy Tanks: These are 4-3-2-9 units. During combat, they roll first and loses are taken before the defender has any chance to counterattack. These are new units featured in the technology chart.

    Volksstrum: The German player may recruit these 1-1-1-2 infantry units each time they first lose an originally controlled Victory City. The quantity of these builds is limited to the current count of originally controlled victory cities. One Volkstrum unit is placed on each originally controlled victory city during the placement phase. Use markers to indicate these units.

    Conscripts: The Soviet player may recruit these 1-1-1-2 infantry units each time they first lose an originally controlled Victory City. The quantity of these builds is limited to the current count of originally controlled victory cities. One Conscript unit is placed on each originally controlled victory city during the placement phase. Use markers to indicate these units.

    Waffen SS Panzercorps: 4-4-2 costing 9 or convert one Armor for cost of 3 ipc. The German player can have no more than 6 of these at any one time and the presence of each one allows the re-roll of one miss in combat.

    Transports plane: 0-0-4 costs 8 ipc takes one Airborne unit in the combat phase or two infantries in non-combat movement. Airborne Infantry are a new dedicated infantry type (can be boosted by artillery and tanks) The drop can be no more than 2 spaces from your land units and can be over oceans. If transports are attacked, they cannot be taken as a causality until the last defending unit is removed (just like transports). They cannot block a tank blitzing or any land unit moving 2 spaces. In those cases, they can be overrun by advancing tanks.

    Airborne Infantry: attack from 3-1, defend at 2, move 1, and cost 6 Note: attack 3 in the 1st round, 2 in the 2nd, and 1 in the third and latter, place HBG markers under these. Cannot have more than 6 airborne units at any one time.

    Light/Escort Carriers: 0-1-2 costing 8, carries one plane

    Battlecruisers: 4-4-2 costing 15, Shore Bombard at 4, takes one hit

    Mechanized Infantry: 1-2-2 costing 4

    Fighter-Bombers: 3-3-4 costing 11

    Technology:
    **Research & Development Sequence:

    1. Buy researcher tokens
    2. Roll research dice
    3. Roll breakthrough die**

    Step 1: Buy Researcher Tokens
    Each researcher token costs 5 IPC’s.

    Step 2: Roll Research Dice
    For each researcher, you have, roll one D12.
    -Success: If you roll at least one “12”, you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.

    -Failure: If you do not roll a “12”, your research has failed. Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.

    Step 3: Roll Breakthrough Die
    If you succeed on any research die, you roll D12 to determine technology and some require prerequisite Technologies before you can obtain them.

    Step 4: Mark Development
    If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology. The order below is what must be rolled on D12.

    1. Mobile Warfare Doctrine: Each Armor unit matched with one Infantry or Mechanized Infantry boosts the latter +1 on the attack.
    2. Self-Propelled Artillery: 3-3-2 costing 8 ipc. If they roll a one during combat, they can choose the land unit that is hit.
    3. Heavy Tanks: These are 4-3-2-9 units. During combat, they roll first and loses are taken before the defender has any chance to counterattack. These are new units featured in the technology chart.
    4. Underground Factories: When your factories are bombed, count all hits half rounded down.
    5. Naval Radar: Your carriers may scramble their planes in defense if they are 2 sea zones away. Your battleships may fire first preemptively in the attack.
    6. Radar: Up to 3 Fighters or Fighter-Bombers may scramble to any adjacent areas under attack either on land or at sea.
    7. Long Range Aircraft: All aircraft now move two extra spaces.
    8. Super Subs: Your subs built from this point now attack at 3 and defend at 2, costing 8. Instead of combat and while adjacent to an enemy territory may perform an economic disruption attack succeed by rolling three or less and they cost the opponent the amount rolled. The attacks are capped by the ipc value of the area. Use HBG markers of alternative submarine sculpts for these.
    9. Jet Fighters: 4-5-4 costing 15. These units can be used on Carriers. Use HBG sculpts for these.
    10. Rockets: These cost 2 ipc each and have a range of 3 spaces and are only directed against enemy Factories. Once used they must be replaced. Effect: cost the enemy 1 ipc minimally, but potentially can cost them either 2 or 3 ipc. Roll a D6 1-2=1 ipc lost, 3-4=2 ipc lost, 5-6= 3 ipc lost.
    11. Heavy Bombers: 4-2-6 costing 15 ipc. These can SBR with a bonus of +2 ipc lost for each successful bombing run. Use alternative sculpts for these.
    12. Atomic Bomb: If you already have Heavy Bombers, and Long-Range Aircraft, your bombers can carry one such bomb per turn for 12ipc cost. During an SBR (Note: they must survive AA fire or the bomb is lost) they drop this and it permanently reduces the IPC value of the territory for the duration of the game equal to the result of a D6 roll. Example: Russian Bombers drop on Berlin and roll a 5 and Germany can only place 5 units for the rest of the game. Keep in mind you need the aforementioned two techs.

    Other Rules:

    Convert a Neutral: select one Neutral, pay three times it’s IPC value and roll 6 and the following turn it is under your control and you control the ipc’s and its army is converted to yours. If you fail you get another roll each turn (no money needs to be spent).

    Lend Lease: Roll one D6 before build phase, Effect result of die roll is immediately deducted from your treasury and the result is added to your Allies treasury for use on his turn. Either faction can use this.

    Spy: during Research and development phase, a player may purchase them for 12 IPC each. They can only develop Technology from enemy nations that they themselves have developed. On a roll of 4-6 results in successful development of that weapon. Only one spy can be used at a time and is removed from play if successful.

    Tankograd: The Soviets have a special factory that may produce one tank per turn without need for a factory at a reduced rate of 4 IPC. This Tank is placed in Vologda, and if captured ignore this rule.

    Archangel Rule: The Soviets have a special aid that allows the building of one mechanized infantry or artillery at a reduced cost of -1, and this is placed in Archangel. If Archangel is enemy occupied, ignore this rule.

    Denmark Straights: The western allies cannot enter the Baltic with any unit unless they control both North Western Europe and Norway at the start of their turn.

    Generals: Each major nation can have one General to aid in one combat situation. The first round gets +1 for all land or sea units in one battle per round. The General may also be used in aiding the defense again for that first combat round. Procedure: The unit is placed in the battle during your turn and then moved in an area you expect an attack to be made until it’s your next turn.

    Fortifications: Each player may build these units at 12IPC each and place them freely in any controlled territory. They attack at two rolls of 3 or less and must be manned by any land unit to work. They take up to three hits (mark hits with chips). The 4th hit wrecks the Fort and it is unable to fire. If they are not wrecked, they may repair automatically if not under attack at the start of the turn.

    Strategic Oil Centers:
    Some players start with areas that include an oil icon. If you capture an oil center that you did not begin the game with you may roll a D6 and collect that amount of IPC each turn you occupy them.

    Placements of units outside of factories:
    During the unit’s placement phase of your turn, you may place in addition to where a factory is located, one infantry type of unit that you bought in each controlled Victory city you own.

    Minor Axis Allies:
    The German player may place one infantry or artillery without the need of Factory in one of the following: Bulgaria-Romania and Finland

    Naval Repair changes:
    Two hit warships are no longer are repaired for free. Repair must be done by moving these units to a sea zone adjacent at any controlled or allied factory. You only have to “touch the sea zone” in order to repair. Roll a D6 the result is the cost of repair paid on your next turn. Note: If you have movement points remaining you can continue to move past the point of repair on that same turn.

    Scandinavia:
    Attacks against any part of Finland, Norway or Sweden are only for one round of combat due to the rugged nature of the terrain/weather.

    Moving Factories: The Soviet player can move one factory per game to any other area, during his turn. Place a “moved” token over the old factory if the map has it printed.

    Setup Changes: Under LHTR “Gen Con Setup” Move the German Bomber to France.

    Neutrals: Some nations have their own military forces and economic value in terms of ipc. Attacks upon them do not affect relationships of other neutrals. A list is provided below:

    Spain: Territory= 3 ipc. Forces: 7 Infantry, 1 Armor, 1 Mechanized Infantry, 3 Artillery,1 Fighter, 1 Destroyer, 1 Transport.

    Turkey: Territory= 3 ipc. Forces: 6 Infantry, 1 Armor, 3 Artillery, 1 Fighter, 1 Destroyer, 1 Transport. Note: control by any player allows travel to or from Turkey and Southern Europe/Bulgaria-Romania.

    Sweden: Territory= 2 ipc. Forces: 5 Infantry, 1 Armor, 2 Artillery, 1 Fighter, 1 Destroyer, 1 Transport.

    Argentina: Territory= 2 ipc. Forces: 4 Infantry, 1 Armor, 1 Artillery, 1 Cruiser, 1 Transport.

    All other areas place 2 Infantry


  • working on a new setup that includes the new non tech units, whereas some units will replace existing units ( very minor)


  • Panzer Grenadiers: 3-2-2 costing 5 ipc. Germany can have no more than 6 of these at any time.

    Super Battleships: 5-4-2 costing 24 ipc and takes 3 hits to sink. They fire preemptively each round (losses are applied and do not get a chance to return fire) Cannot be built until turn 3.

    Heavy Carriers: 2-3-2 costing 18 ipc and takes 2 hits to sink. Three planes can be carried, and while damaged they cannot launch planes. Cannot be built until turn 3.

    Q-ships: 1-1-2 costing 10, these are armed transports and can be used to take combat losses like any other warship. They carry the same cargo as regular Transports.

    Optional starting Technologies: UK gets Radar, Germany and USSR gets Self Propelled Artillery, Germany starts with Mobile Warfare Doctrine, USA gets Naval Radar on turn 3.

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