Inspired by the recent threads regarding a KISS approach for AA50. I took my own posted ideas from my house rules of 11-8-08 and reduced them into something more simpler. I am sure many of these ideas will work for AA42.
These rules are meant to be used as players may want to pick and choose. You can feel free to add some or all of them for various balancing issues in games or just for more realism. I suggest players use the standard rules together and add optional rules for balancing, strategic options, and increased historical realism. These would also work for AA42.
Standard Rules:
Alternative bidding system: The axis player starts with a cash fund of IPC which grows by the rate of one IPC each turn. It can be used once and when that occurs it’s used in its entirety and the fund stops growing. The fund can be used at any time even if it’s not your turn and you immediately place pieces equal to its value in any controlled territory. Unspent IPC are lost.
Dice challenge: During the course of combat rolls, each side is allowed a number of re-rolls for either a poor dice result as the attacker or defender (costs one point), or a re-roll of an air unit hit from a defending AA (costs two points). The total number of assigned points is to be determined before start of play. Players can choose how they allocate results during each turn. This is done to help alleviate some bad rolls that may occur.
Anti-Air rolls: These are now done according to Low Luck rules with any fraction still being rolled. Multiple AA guns have no effect. AA guns only fire during the combat phase and not during NCM. Only Bombers can be targeted by AA guns.
China: The Soviet player controls China starting with its own turn. The flying tiger’s fighter can be rebuilt if destroyed if the US player spends IPC for this. The American player simply buys a fighter and its placed in China during placement phase. If the total Chinese controlled territories equals an odd number, round up for the purpose of determining the placement of new infantry.
Burma Road: If Yunnan and Burma are under allied control the Chinese gain one additional infantry for free.
New Victory Cities:
Cairo and Polesti are added as Victory Cities. The original VC requirement is still in effect, but these are added to symbolize the strategic and historical importance of these localities.
Infantry Placement at VC: Infantry only may be placed at any originally controlled VC for the cost of 4 IPC each limited to the production value of the territory. Captured VC locations can also produce Infantry, but only one each.
Tanks: All tanks now cost 6 IPC.
Conduct Convoy Disruptions: Each Axis submarine, or surface raider (Battleship or Cruiser) located outside the Baltic and Mediterranean can potentially disrupt Allied shipping. American and British submarines only may disrupt Axis shipping and this requirement would be outside the Baltic.
Procedure: Each submarine or warship that ends its turn adjacent to the enemy controlled land territory can cause damage up to and equal to the total value of the adjacent territories. Submarines cause 1 point of damage, while Surface raiders can cause 2 points of damage. Example: Japan has 3 subs adjacent to India and takes 3 IPC from the British player’s total IPC total.
Revised Tech Tree:
Procedure: Same as AA50 except you assign your researcher to one of the following FOUR categories: Land, Sea, Air and Production. You can only assign up to one researcher per category at a time and no more than two different categories.
Research & Development Sequence:
1. Buy researcher tokens
2. Roll research dice
3. Roll breakthrough die
4. Mark development
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.
Land Technology:
Tier #1:
• Paratroopers- Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
• Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.
Tier #2:
• Self Propelled Artillery- Your Artillery now moves 2 spaces.
Tier #3:
• Heavy Tanks- Tanks attack at 4 on the first combat round.
Sea Technology:
Tier #1:
Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
Tier #2:
• Improved Carriers- Carriers now take 2 hits and have a 3 fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired. They can launch their planes for land attacks only if damaged.
• Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
Tier #3:
• Super Subs- Your subs now defend at 2 and attack at 3.
• AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
Air Technology:
Tier #1:
• Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
• Torpedo Bombers- your tactical-bombers can make a selected first round attack against naval units. If they hit the selected unit is damaged or sunk.
Tier #2:
• Long Rang Aircraft- Aircraft now moves 2 extra spaces.
• Air ASW- Aircraft can now attack submarines without the need for a Destroyer or Cruiser.
Tier #3:
• Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
Tier #4:
• Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
• Rockets- Your antiaircraft guns are now also rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This flak level for this is not regarded and each AA gun gets one roll.
Tier #5:
• Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.
Production Technology:
Tier #1:
• War Bonds- add one die to IPC total each turn.
• Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.
Tier #2:
• Underground factories- SBR hits count at ½ value rounded down.
• Infrastructure Efficiency- (one IPC allocated removes two points of damage)
Tier #3:
• Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
• Total War- The first land or air unit built (by type) costs -1
Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
Eventually, you can get to a tier #3 technology and chose any lower tech.
These are optional rules that apply to Technology:
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.
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.
Optional Rules:
Mechanized Infantry: Any nation can now build Mech. Infantry that attack at 1 or defend at 2, move 2, and cost 4. They are considered infantry for transport purposes. Each Mechanized Infantry paired at 1:1 basis artillery raises its attack value to two.
Tactical Bomber: Any nation can build them for 11 IPC and they attack at 3 and defend at 3 and move 4 spaces. They can be placed on carriers at same capacity as fighters. These have a special ability on attack: If they fight with a tank or another fighter they have a modified attack rating of 4 at a 1:1 basis.
Blockhouse:
It defends preemptively at two rolls of 3. It does not move and costs 8. It must be manned by at least one infantry and this infantry also defends. Only Artillery or Bomber hits can destroy a fortification and the fortification takes 2 hits to kill. Infantry inside cannot be destroyed until the fortification is also destroyed.
Unit Summary:
Unit Move Attack Defend Cost Notes
Mech. Infantry 2 1 2 4 +1 attack w/Art
Tactical-Bomber 4 3 2 8 SB at 50%
Blockhouse - - 3+3 8 Only 1 per space, 1st shot
Minor Factory: These cost 12 IPC and may only be placed in territories with an IPC value of three or higher. They produce only 3 units each turn. You can upgrade a minor factory to a major factory for a cost of 20 IPC. Minor factories cannot be built on Islands with Australia, England, and Japan as exceptions.
Naval Ports: These can be purchased for 8 IPC and placed in your controlled territories that contain a Victory City and is adjacent to a sea zone. They protect ships in port from naval attack, but not from air attack. If air units attack it is for one round and the naval port has an implied defense of 1 against each plane that attacks and this is rolled prior to the first combat round. Loses are removed immediately. If the land territory is captured, the naval units are considered dislodged and must be placed in the sea zone. If any enemy ships pass thru the sea zone adjacent to the port they cannot be intercepted. New units built can also be placed in ports rather than the open sea zone as long as the territory contains a factory. During Strategic Redeployment one naval ship may move from one port to another during NCM.
Soviet-Japanese non-aggression pact: The Soviet player cannot attack Japanese territories until Berlin falls. The Japanese player can do as he pleases. But if he chooses to attack Russia, the Russian player gets an additional fund equal to 50% IPC of the current Soviet production (rounded up) to be used immediately to fight the Japanese. The units chosen may be of any type, but must all defend against the first Japanese attack and can choose if Japan attacks at different locations.
Soviet Factories: The Soviet player can move 1 factory per turn to any other originally controlled territory. The same factory can never be moved more than once per game.
Stalin Xenophobia: NO USA/UK units of any type allowed in Soviet territories. NO mixing of any units with Soviet units (including naval). Soviet Units can liberate Japanese occupied Chinese territories and that’s the only time they can enter China. Soviet units can also ‘liberate’ any Axis occupied territories and keep them as their own even if they were previously owned by Allied nations.
Either player can retreat: Either player can retreat in land combat after any full combat round. Retreat can be in full or in part. The declaration is made before the start of combat. The attackers retreat must be to at least one of the territories the attacker can from. The defender can retreat to any controlled space. If one side causes additional hits on the other, then the additional hit allocations are taken from retreating units. Units that declare retreat at the beginning of the round do not fire in that same round.
Naval Repair: Battleships, or Improved Carriers (with technology) 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. If you have movement points remaining you can continue to move past.
Scorched Earth: A player can destroy a factory after any complete combat round providing he still has units remaining after at least one round of combat.
D-Day: once per game the British and American player can make a joint attack in any one combat situation. It can be during either players turn. On the next UK or USA turn those units will still be able to be moved again.
Axis Aid: Germany gets 1 IPC each from Spain and Sweden while they are neutral.
Turkey: Conquest of Turkey allows a land bridge from Black sea, so land units can move across.
Gibraltar and Malta: Malta is added to the map ( see my files). In both cases they cannot be invaded by the axis. The allies can maintain no more than 2 units of any type on these territories. The allies can build a port but must observe the 2 unit rule at all times. These areas can be attacked only by air.
Denmark/Turkish straights: No naval units can cross unless both sides are under control by the same player or his ally.
Neutral forces: all neutrals have a value of 1 IPC, except the following:
Spain: 3 IPC
Turkey: 3 IPC
Sweden: 2 IPC
Saudi Arabia: 2 IPC
Procedure: roll ONE D6 for each IPC= equals starting forces. Until you conquer the nation it is an ally of your enemy but they don’t collect IPC. Only direct occupation and conquest awards IPC to the player. Each turn these activated nations can build new units according to its own capacity and place one unit of any type per turn.
Note: Sahara, Afghanistan, Mongolia, and Himalayan territitory cannot be entered by any units.
Historical Starting Technology:
Each player starts the game with this tech:
Germany: Paratroopers
Soviet Union: War Bonds
United Kingdom: Radar
Japan: Torpedo Bombers
Italy: Mobile Warfare Doctrine ( if playing AA42, add this to German starting Tech)
USA: Lend Lease