@mhal21 I don’t play poison gas warfare for one simple reason. Poison gas was not as much of a thing as people think it was in WWI. Yes it was terrifying and it made the headlines when it happened, but the estimates are that around 150 000 casualties happened due to gas, which is something like 2-3 days of a huge battle on the Western front.
I know some people have dabbled with it so there is stuff out there. You might want to hop on the Axis and Allies Facebook page to ask your question !
Simple things you can expect to see in my house rules.
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In my house rules, I will have hot girls serving me wings and beer in school girl outfits.
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Capitol Ship Repair Rule:
One I kinda liked is that the ship is automatically repaired at the end of EACH turn if, and only if, it was at port (ie, in 1940 that would be a naval base or industrial complex - in versions without a naval base token, only next to territories with a friendly industrial complex.)
That has the added benefit of not having a suicide attack on a BB only to have another country come finish it off and helps the Axis a bit, while also helping the allies (who have or can have conplexes just about anywhere they want to go.)
Just a thought.
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Well, I personally avoid injecting anything else into the box. (because some people might not have AB/NB tokens at their disposal)
There aren’t NB and AB tokens in the box….so any AB or NB rules would be tied to the units themselves, not a separate piece.For instance, Capital ships needing to repair at a sea zone bordering a victory city or factory is really just modifying the rules for capital ships…not adding an airbase.
And for scrambling, it would be limited to 1 plane. And may apply only to territories with a factory or victory city…if scramble is even within the scope of this game.
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I would go with the no factories on islands rule, but given the weakness of japan in the pacific you might not even need it.
For everything else, why not just play global?
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amphibious assaults: Each defending unit defends at +1 during the first cycle of combat (each time it is attacked).Simple, effective and makes amphibious assaults a lot riskier!
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oztea,
I was thinking more globally, like applying it to all games, not just 1942…of course, if you dont have ab/nb tokens, then dont use those. Heck, you could even say you need to move a destroyer (submarine for games without destroyers) to your damaged ship to repair it.
Might get conveluted, but it’s Axis and Allies, it’s SUPPOSED to be conveluted!
Here’s what I am thinking:
A destroyer (or submarine) cannot have moved, must be owned by the player with the damaged warship, and must be able to move too the damaged warship to repair it
else
The warship must be adjacent to a victory city or industrial compled -
Thats a little too bizarre Jen.
I know ships were used to repair other ships, and still are to this day, but the mechanic is that capital ships need to stay close to somewhere they can repair at, so they are kind of limited in their ability to soak wounds.Otherwise, it doesn’t really get us anywhere if the battleship can stay where it is, and you just build a destroyer each turn and sail over to it and repair it.
(or just cram a sea zone full of destroyers and battleships)Actually, im not exactly sure what you are saying on this one.
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THat one was more a “realism” thing…I was thinking a DD to move there and back in a turn to allow the BB to remain on patrol…but I knew from the get go it was a bit too fancy.
I like keeping it in “port” (next to a VC or next to a NB or next to an IC - depending on what flavor of Axis and Allies you are playing) to repair it, or it stays unrepaired.
I also like the idea of paying the higher of 2d6+2 to repair it. (Akin to bomber damage in one of the games.) Max cost would be 8 IPC, way better than buying a new battleship, not as good as just buying a destroyer, minimum would be 3 IPC - the value of an infantry.
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First of all Mallery’s houserule should be a requirement. That said, I think a good house rule would be as long as UK controls India, the US can place 1 free infantry in China each turn. Its to simulate flying supplies over the hump and China’s large population. Strictly speaking burma would be a more realistic requirement but this gives India that much more importance.
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Oh yea, definitely. US being able to bulid an INF in china is crucial.
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Ha, I just now noticed you had the same houserule minus the India requirement. We can’t be the only ones thinking China needs some help
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It will be funny going back to a China that no longer takes over Asia. The good old days!
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Why have the no-ICs-on-islands rule?
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@Cmdr:
I like keeping it in “port” (next to a VC or next to a NB or next to an IC - depending on what flavor of Axis and Allies you are playing) to repair it, or it stays unrepaired.
I used to like the “repair it in port” rule as more realistic, but then you have BBs floating around the board looking silly on their sides, able to coast bombard and fight at full strength. How unrealistic is that? Now I just think of the first hit as “bouncing off” the thick armor and not damaging the ship. That helps me justify turning it upright at the end of a battle. To me it’s a cleaner and simpler rule.
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Yea, but then you end up with fleets with 4 battleships that are damn near impervious to damage.
If you attack it and lose, its back to full strength, and sets sail right for the stuff you just built. -
@Der:
@Cmdr:
I like keeping it in “port” (next to a VC or next to a NB or next to an IC - depending on what flavor of Axis and Allies you are playing) to repair it, or it stays unrepaired.
I used to like the “repair it in port” rule as more realistic, but then you have BBs floating around the board looking silly on their sides, able to coast bombard and fight at full strength. How unrealistic is that? Now I just think of the first hit as “bouncing off” the thick armor and not damaging the ship. That helps me justify turning it upright at the end of a battle. To me it’s a cleaner and simpler rule.
I put a control marker under it to represent damage. Sideways battleships are very silly. ^_^
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Yea, but then you end up with fleets with 4 battleships that are damn near impervious to damage.
If you attack it and lose, its back to full strength, and sets sail right for the stuff you just built.True - realistically they ought to do everything at half strength, including half movement, and cost something to repair, if damaged. But then you have more rules. I used a system for a while where damaged BBs were placed in a “drydock” area made on my reference cards and placed back out at an IC when you paid to fix them, but then there was a problem with then “teleporting” to the reference cards.
Jennifer - I like the marker idea.
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Yea, but then you end up with fleets with 4 battleships that are damn near impervious to damage.
If you attack it and lose, its back to full strength, and sets sail right for the stuff you just built.How about this for a house rule:
When fighting with multiple BBs, hits must always be applied first to
other units or to BBs with one hit. (no putting one hit on five different
BBs) -
1 infantry per turn in China is a great rule. It makes 1942 much better
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Not sure how to handle the Non-Aggression pact yet.