Trisdin’s Axis & Allies House Rules
Baltic Sea
-Surface ships may not pass through the Baltic Sea peninsula without control of Northwest Europe however, submarines and aircraft may pass through.
Nonaggression Pact
-Russia may not attack a German territory until Germany attacks a Russian territory.
Critical Strikes
Critical strikes are the same as suprise attacks or essentially any attack that removes a unit from the board without a cassualty roll.
Coastal Bombardment
During an amphibious assault, battleships and cruisers that are not involved in a sea battle may bombard enemy land units in the first round only, all hits from a bombardment are critical strikes.
Anti-Aircraft Guns
Aircraft may not deploy over territories with an enemy anti-aircraft gun, without being fired upon.
Air Superiority
During land battles all aircraft (bombers incl.) must engage each other in a dogfight before land combat is resolved. Attacking fighters receive a critical strike @1 on defending aircraft (grounded), bombers attack in a dog fight @1 and than may bomb land units @4 if they survive the ariel battle.
The sequence for a dogfight is as follows:
1- Anti-aircraft guns fire on attacking aircraft.
2- Attacking fighters conduct a critical strike (first round only) on all grounded aircraft.
3- Casualties from critical strikes are removed from the board.
4- Remaining aircraft dogfight until one side lose all aircraft or attacking aircraft retreat.
5- Remaining aircraft (attacker or defender) may choose to engage the land battle or pull
out and deploy to a friendly territory (all aircraft must abide by the same choice).
In the case of an amphibious assault aircraft may not participate in a dogfight if they were involved in any sea combat leading up to the landing. The sequence order for an amphibious assault has been modified as follows.
1- Sea combat
2- Coastal bombardment
3- Ariel dogfight
4- Land combat.
Strategic Bombing Raid
Each bomber that successfully drops their payload during a strategic bombing raid may now roll 2 dice than choose the best roll to damage the enemy factory.
Bombers conducting strategic bombing raids may now be escorted by fighters to protect them from enemy aircraft who may now in turn intercept bomber formations.
Bomber Escorts and Interceptors
During a Strategic Bombing Raid, each bomber may be escorted by one fighter.
Conditions for escorting bomber formations are as follows:
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Escort fighters must take off from and land on the same territories as the bomber they are escorting (range for escort fighters is increased to 6).
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Anti-aircraft guns receive 1 bonus dice when firing on escorted bomber formations (ex. 3 bombers with 3 escorts = 4 anti-aircraft dice).
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All casualties from anti-aircraft guns must be applied to bombers first, an anti-aircraft hit after all bombers are destroyed must than be applied to an escort fighter.
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If all bombers are destroyed by anti-aircraft fire, their escorts must endure a round of dog fighting with enemy fighters before returning to a friendly territory no more than 3 spaces away (intercepting fighters may choose to engage a bomber formation or not).
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The nation defending may choose to intercept the bomber formation with any number of fighters positioned on the territory being bombed or allow the bombing without a fight.
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Escort fighters that did not get intercepted by enemy aircraft become unused and may not conduct a separate battle or deploy again within that turn.
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Intercepting fighters and bomber formations may engage in a dogfight for 1 round only.
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The nation bombing may choose the casualties they suffer from enemy fighters.
- When flying home, escorts must land on the same territory their bomber does or if their bombers have been destroyed, escorts must land no more than 3 spaces from the raid. Intercepting fighters must land on the same territory they scrambled from.
- During strategic bombing raids, intercepting fighters receive a defence value of 4 while escort fighters receive an attack value of 3 and bombers receive a defence value of 1 (bombers may defend from intercepting enemy fighters as well as damage factories). Escorting fighters do not get a critical strike on grounded aircraft during a strategic bombing raid (air superiority rule only).
The sequence for strategic bombing raids is as follows:
1- Anti-aircraft guns fire on attacking bomber formations (1 bonus dice when escorted).
2- Casualties from anti-aircraft guns are removed from the board.
3- Intercepting fighters choose to engage and dogfight for 1 round or remain grounded.
4- Casualties from dogfight are removed from the board.
5- Surviving bombers drop their payload (best roll from 2 dice).
6- Surviving aircraft land on friendly territories.
Submarines and Destroyers
- Bombers, fighters and submarines may not attack enemy submarines or be used as casualties from a submarine hit.
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Submarines require only 1 hit to sink enemy battleships and 2 hits to sink heavy battleships. Submarines always determine their enemy’s casualties due to their critical strikes however, destroyers may only be chosen last and not before transports (submarines automatically sink 1 transport per submarine each round before engaging destroyers).
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Destroyers no longer negate a submarines critical strike however, submarines may not submerge in, retreat from or pass through a sea zone containing an enemy destroyer.
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Destroyers receive a critical strike every round when attacking and defending against submarines.
The sequence for submarine vs. destroyer naval combat is as follows:
1- Destroyers (attacking or defending) conduct critical strikes on enemy submarines.
2- Remove submarine casualties from all destroyer critical strikes off the board.
3- Submarines (attacking or defending) conduct critical strikes on enemy ships and dictate all enemy casualties (destroyers to be chosen last).
4- Remove casualties from submarine critical strikes off the board.
5- Resolve combat between all other naval units within the sea zone.
Chinese Conscription
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During set-up, China will receive 1 Infantry to be placed on each Chinese country.
China receives 3 Infantry per round which must be divided among three territories.
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If China has only 2 territories remaining than their infantry production decreases to 2 per round which must also be divided among the last two territories. If China has only 1 territory remaining than their infantry production decreases to 1 per round which must be placed on the last remaining territory.
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Chinese infantry act in defence only and may not move once they have been placed on the board. Chinese Infantry are recruited and placed on the board at the end of each round. The American fighter stationed in China is controlled by the U.S and may deploy to, attack or defend any territory it wishes.
Capital Capitulation
- When a nation has lost their capital in combat, they are no longer required to relinquish all their money, instead they must give to the victors, the total amount of I.PC.’s shown on the capital territory + $5, they may keep the rest.
Shipping Lanes
-American and British transports must ship supply tokens from Eastern America to Britain. British units without supply tokens assigned to them must be removed from the board.
1- During the set-up phase, place 10 supply tokens on the U.K and 15 supply tokens on Eastern U.S.
2- During the game phase, America produces 10 supply tokens each turn and must be placed on Eastern U.S.(before purchasing units).
3- At the Beginning of their turn (before purchasing units), Britain must spend 1 supply token per unit on the U.K (factory not included) and 1 supply token per naval unit in sea zones adjacent to the U.K ( transports not included).
4- Each unit not assigned a supply token must be removed from the board immediately (player’s choice of casualty).
5-British and American transports may transport 5 supply tokens each.
Paratroopers
- Paratroopers are now a normal function in the game and are available to every nation. Each bomber may transport one infantry and drop them into a hostile territory or deploy them on a friendly territory. When dropped into a land battle, paratroopers receive a critical strike (@1) before all other combat begins (first round only). Paratroopers may not retreat and must fight until their death. Paratroopers must originate from the same territory that the bomber transporting them, takes off from.
National Advancement Charts (new tech charts)
Each nation is given 1 research token which allows players 1 free dice to roll a six (before purchasing units) if successful, players than receive a dice to develop an advancement. The number rolled on a development dice will determine the advancement gained from that player’s national advancement chart.
Players may purchase additional research tokens for $10 each (during purchasing of units) in addition to their free token, increasing their chances of rolling a six. Players may purchase as many as they wish including none at all. Regardless of how many 6’s are rolled in 1 turn, players may only apply one. Once a 6 has been rolled on any number of research dice, players must relinquish all previously purchased tokens and start over next turn with 1 free research token however, they may begin to purchase additional research tokens once again during the purchasing of units.
Espionage
- After a successful research roll and before a breakthrough roll, players may choose to pay $5 for 1 spy dice to roll a 6. If successful the player may choose any enemy’s national advancement chart and roll a breakthrough dice. If unsuccessful they must roll a breakthrough dice on their own advancement chart.
Germany Advancement Chart
- The Atlantic Wall
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Germany may multi-purpose anti-aircraft guns positioned on France or Northwest Europe as coastal guns to bombard enemy ships that enter adjacent sea zones. Rules for coastal bombardments function the same as strategic bombing raids (1@1). When an amphibious attack and the Atlantic wall can both bombard, players must roll 1 dice to determine who may bombard first, the player with the highest roll attacks first and if players are involved in a tie, they must reroll. -German infantry on France and Northwest Europe also receive a critical strike (@1)before the first round of an enemy’s amphibious attack.
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Coastal guns receive 1 dice per surface ships including transports (@1)
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The invading player always chooses their own casualties.
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Costal guns also become anti-aircraft guns when enemy aircraft attack.
- V - Rockets
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Germany may launch 1 V-Rocket from each anti-aircraft gun towards an enemy factory no more than 6 spaces away. Rules for V-Rockets function the same as strategic bombing raids.
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Anti-aircraft guns may launch 1 V-Rocket each per round.
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Enemy anti-aircraft guns receive 1 dice per rocket (@1).
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Enemy fighters positioned on the targeted territory receive 1 dice per rocket (@1)
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Successfully rockets may roll 2 dice than choose the best roll to damage factories.
- Wolf Packs
- When 2 or more German submarines attack within the same sea zone, their critical strike increases to 3.
4. Blitzkrieg
- German tanks may pass through an enemy occupied territory without engaging in combat first. If a German tank moves 1 space into a battle they may move 1 space again during the deployment phase also, all German tanks now attack and defend at 4.
5 Jet Fighters
- German fighters attack and defend at 5.
6. Rommel
- The attack, defence and movement capabilities of German land forces in Africa are increased by 1 (aircraft and naval ships not included), German transports operating in the Mediterranean may now carry 1 extra infantry per transport.
Soviet Union Advancement Chart
1.Russian Winter
-For 1 complete round, all enemy units on Russian territories may not move and all enemy units may not deploy into or attack Russian territories. Russian winter begins at the end of the Soviet Union Turn.
2. Industrial Relocation
– Russian factories may move a maximum of 1 territory each during the deployment phase of each round.
- Russian factories must always remain on Russian territories.
- Factories may not be moved if they have been captured by an enemy.
3. Salvage Engineers
– Russia receives 1 free tank per battle won involving enemy tanks being destroyed or (if there are no tanks destroyed) 1 free artillery per battle won involving enemy artillery being destroyed.
- The tank or artillery unit must be placed on the embattled territory immediately after the battle has been won or the enemy has retreated.
4. Russian Spies
-Russia may choose any nation’s advantage chart to roll on (not just their enemy’s).
5.Trans-Siberian Railway
– All Russian infantry, artillery and tanks may move from Russia to any Russian territory in the east.
6 Zubov
– All Russian land forces attack, defence and movement capabilities are increased by 1.
Italian Advancement Chart
1.Political Cooperation
- Italy may place new units in Germany and Germany may place new units in Italy.
2.Advanced Artillery
- All Italian artillery support 2 infantry each per attack. Two infantry coupled with one artillery unit, each have an increased attack @2.
3.Naval Engineers
– Italy receives 1 free cruiser from the French fleet and must be placed in sea zone 13.
4.Production
–Factories may produce two additional units beyond the listed value also, Italy may remove two damage markers at a time for the cost of 1 IPC (half price).
5.Moral
- During the collect income phase, Italy may roll 1d6 to collect that many additional IPC’s.
6.Long Range Aircraft
– The movement capability of all Italian fighters has increased to 6 and all bombers to 8.
United Kingdom Advancement Chart
1.A.S.D.I.C
-All critical strikes conducted by attacking or defending British destroyers against enemy submarines are automatic hits.
2.Food Rations
-Each supply token may now be used to supply two units stationed in the U.K. instead of 1.
3.Lend Lease
-During Britain’s turn when they are purchasing units, they have the choice of receiving 1 of the following for free ( all units are British pieces but must be placed in Eastern U.S ).
1- 1 Infantry, 1 Artillery and 1 Tank
2- 1 Infantry and 1 Destroyer
3- 1 Fighter
4.Radar
-Anti-aircraft guns hit incoming enemy aircraft @2.
-Radar negates all critical strikes by incoming enemy aircraft on British grounded aircraft during a dog fight (any territory).
5.Ace Pilot
-Britain receives 1 free fighter with a national token underneath it, to be placed on the U.K.
-During a dogfight or while escorting a bomber formation in a strategically bombing raid, this fighter receives an automatic critical hit.
6.Montgomery
- The attack, defence and movement capabilities of British land forces in Africa are increased by 1 (aircraft and naval ships not included), British transports operating in the Mediterranean may now carry 1 extra infantry per transport.
Japan Advancement Chart
1.Kamikaze
- All Japanese fighters may sacrifice themselves to sink enemy surface ships.
- Kamikaze fighters may reach battles without needing to reserve a space to land.
- Japan is not required to use kamikazes but must declare it when they wish too.
- Kamikaze fighters attack enemy surface ships in the following sequence.
1- Kamikaze fighters must designate targets (assign each fighter a surface ship).
2- Defending ships fire at kamikaze fighters (ships may only fire at kamikaze fighters designated to them).
3- Kamikaze casualties from defending ships are removed from the board.
4- Kamikaze fighters automatically sink their targets and themselves. (it only takes 1 kamikaze fighter to sink a surface ship however, it takes 2 kamikaze fighters to sink a battleship).
5- All other naval units conduct sea combat.
2.Chinese Surender
- All Chinese and allied Units on Chinese territories are removed from the board. Japan may than place 1 free infantry on territories that just surrendered.
3.Tokyo Express
- All Japanese destroyers may be used as destroyers or transports (Japan must declare what all destroyers will do before their combat phase).
4.Banzai Attacks
- All Japanese infantry attack @2. (3 if supported by artillery)
5.Heavy Battleships
- Japanese battleships must get 3 hits before sinking.
6. Yamamoto
- The attack, defence and movement capabilities of all Japanese naval forces (fighters included) are increased by 1.
- Infantry, artillery, tanks, anti-aircraft guns and bombers are not included as forces under Yamamoto.
United States Advancement Chart
1.Atom Bomb
- 1 American bomber that is stationed on an American factory may transport an atom bomb to drop on 1 enemy territory.
- A bomber transporting an atom bomb must be represented by placing an American token under it.
- A bomber targeting a territory with an enemy factory must abide by all rules of a strategic bombing raid. A bomber targeting a territory without a factory but have defending aircraft must abide by the rules of a dogfight.
- When an atom bomb has been dropped, all units within the bombed territory are destroyed including any factory or anti aircraft gun.
- If the bombed territory was a nation’s capital, that player must relinquish money to the game pool in the amount shown on the territory. Player’s may rebuild their capital’s factory on their next turn however, they may not build units from that factory until it has been there a full round.
2.Mass Production
- During America’s turn when they are purchasing units, they have the choice of receiving 1 of the following for free.
1- 1 Infantry and 1 Cruiser
2- 1 Artillery and 1 Bomber
3- 1 Tank and 1 Fighter
3.Hell Cats
- All American Fighters operating from aircraft carriers attack and defend at 5.
4.Amphibious Marines
- American transports operating in the Pacific (up to India) may carry an extra infantry per transport.
- All Infantry operating in the Pacific (up to India) attack @2 (3 if supported by an artillery).
5.Heavy Bombers
- Each American bomber attacks and defends with 2 dice.
- During a successful strategic bombing raid, American bombers apply both dice to damage enemy factories.
6.Patton
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The attack, defence and movement capabilities of all American forces in Europe are increased by 1.
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Aircraft and naval ships are not included as forces under Patton.
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Russian and British territories are not included as Europe however, Italian territories are.