You need to have like 10 posts to site before you can put anything on. Just go reply to other threads and also here tell us some of the things you have.
You only have 1 post. 9 to go.
Welcome to site. :-)
I have been playing axis and allies for about a year though i dont consider that long compared to these 16 year veteran extremists in the game lol. i assume with every one around their 4-5 game they start thinking about ways to better the game and add on to it thus making it more stratigic and more fun. i play this game more than twice a week in the same game and i play it continuosly with my grandfather. any way i am happy to have found this site and to have found out that these enhancements are what i guess you call house rules.
:roll: ok sorry i didnt finish but any way all i am asking is for some new house rules ideas for the game please post anything you want about house rules and if it is aout another version of AA other than Spring 1942 please stat the version of axis and allies before you start writing thank you. :mrgreen: :-D
okay Turkey, we know what lol means were not stupid, sucked up addicted never quit, losing common sense just because we play the game, any ways I think you could add the tech from the Revised Addition.
1 Jet Fighters
Your fighters are now jet
fighters. Their defense
increases to 5.
2 Rockets
Your antiaircraft guns are
now rocket launchers. In
addition to their normal
combat function, they can
reduce enemy industrial
production.
3 Super Submarines
Your submarines are now
super submarines. Their
attack increases to 3.
4 Long-Range Aircraft
Your fighters are now
long-range fighters, and
your bombers are now
long-range bombers. Your
fighters’ range increases
to 6. Your bombers’ range
increases to 8.
5 Combined Bombardment
Like battleships, your
destroyers now can
conduct bombardment
during an amphibious
assault. (Their attack is 3.)
6 Heavy Bombers
Your bombers are now
heavy bombers. They roll
two dice each in an attack
or strategic bombing raid
but still only a
single die on defense.
at the start of the turn you can buy each dice for 5 IPCS, so you go after a tech, so for example if you want two say you want Heavy Bombers and Long Range Aircraft. You could buy 5 dice any maybe put 2 towards LRA and 3 Towards HB, so if you roll a 6 you get that tech.
For A&A spring 1942 … you will need to use the Tech Developments from A&A 50. both games had the new transport rules, as well as other adjustments. so the Tech developments were designed with those in mind.
for example…
@Dylan:
5 Combined Bombardment
Like battleships, your
destroyers now can
conduct bombardment
during an amphibious
assault. (Their attack is 3.)
doesnt work well because the Battleships and Cruisers already have bombardment… why pay for a destoyer to do this. and a destroyer attacks with a 2 not 3 in this version
Here is a list i came up with based on the A&A 50, various discussions and playtests…
Weapon Developments
Chart 1
1- Adv. Artillery Each Art. Improve 2 Inf.
2- Radar
Radar - AA defend (2) & Hit Rocket Att (1)
3- Paratrooopers
1 Inf. Per Bomber. Must Leave From Same
Territ. Bomber Must Stop In 1st Hostile
Territory in Flight Path. Bomber can Still
Att. (Para. Unit Cannot Retreat)
4- Inc. Factory Production
IC’s in Territories worth 4 or more IPC’s
Mobilize +2 Units above Territ Value, And In
Territories of 3 or Less Mobilize +1 Unit
& 1/2 Cost to remove Damage markers
(Rounded Up)
5- War Bonds
Roll 1d6 (+2) Recieve that many IPC’s At Collect income Phase
6- Mechanized Infantry
Inf. Matched 1/1 with Tank Move 2 Spaces
Chart 2
1- Jet Fighters
Att. = 4
2- Rockets
All AA Gun May Make 1 Rocket Attack On
1 IC (within 3 Spaces) doing 1D6 Damage.
Each Industrial Complex Can Be Hit Only
Once Per Turn From Rockets. Max Damage
= Territory Value Of IPC’s Per Complex
3- Super Submarine
Submarines Attack Increased To 3
4- Long-Range Aircraft
Fighter Range Increases to 6. Bomber Range Increases To 8
5- Improved Shipyards
Cost Of Sea Units Reduced… BB=18, CV=12, CC=10, DD=7, TR=6, SS=5
6- Heavy Bombers
Roll 2 Dice For Att. & for IC Bombing: Roll 1 Di & add 2
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.
You can try these:
For A&A spring 1942 … you will need to use the Tech Developments from A&A 50. both games had the new transport rules, as well as other adjustments. so the Tech developments were designed with those in mind.
for example…
@Dylan:5 Combined Bombardment
Like battleships, your
destroyers now can
conduct bombardment
during an amphibious
assault. (Their attack is 3.)doesnt work well because the Battleships and Cruisers already have bombardment… why pay for a destoyer to do this. and a destroyer attacks with a 2 not 3 in this version
Here is a list i came up with based on the A&A 50, various discussions and playtests…
Weapon Developments
Chart 1
1- Adv. Artillery Each Art. Improve 2 Inf.2- Radar
Radar - AA defend (2) & Hit Rocket Att (1)
3- Paratrooopers
1 Inf. Per Bomber. Must Leave From Same
Territ. Bomber Must Stop In 1st Hostile
Territory in Flight Path. Bomber can Still
Att. (Para. Unit Cannot Retreat)4- Inc. Factory Production
IC’s in Territories worth 4 or more IPC’s
Mobilize +2 Units above Territ Value, And In
Territories of 3 or Less Mobilize +1 Unit
& 1/2 Cost to remove Damage markers
(Rounded Up)5- War Bonds
Roll 1d6 (+2) Recieve that many IPC’s At Collect income Phase6- Mechanized Infantry
Inf. Matched 1/1 with Tank Move 2 SpacesChart 2
1- Jet Fighters
Att. = 4
2- Rockets
All AA Gun May Make 1 Rocket Attack On
1 IC (within 3 Spaces) doing 1D6 Damage.
Each Industrial Complex Can Be Hit Only
Once Per Turn From Rockets. Max Damage
= Territory Value Of IPC’s Per Complex3- Super Submarine
Submarines Attack Increased To 3
4- Long-Range Aircraft
Fighter Range Increases to 6. Bomber Range Increases To 85- Improved Shipyards
Cost Of Sea Units Reduced… BB=18, CV=12, CC=10, DD=7, TR=6, SS=56- Heavy Bombers
Roll 2 Dice For Att. & for IC Bombing: Roll 1 Di & add 2Research & Development Sequence:
1. Buy researcher tokens
2. Roll research dice
3. Roll breakthrough die
4. Mark developmentStep 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.
Tiers? I think you’re thinking of IL’s House Rules tech and not the AE tech
Naw these are not mine. Advanced Artillery is a crock and these look pretty much stock.
@Imperious:
Naw these are not mine. Advanced Artillery is a crock and these look pretty much stock.
I didn’t mean the whole thing; just the part where he talked about tiers
@Imperious:
Naw these are not mine. Advanced Artillery is a crock and these look pretty much stock.
Just interested in your opinion … Why do you think Adv. Artillery is a “crock”?
We have played a few games with it and it worked well for the 1942 board.
ALSO…
We actually play with tech this way with the tech chart above
Research & Development Sequence:
Chose 1 Weapon Tech. (each country can get 2 techs, one at a time, from both charts )
1. Buy researcher tokens
2. Roll research dice
Step 1: Buy Researcher Tokens
Each researcher token costs 5 IPC’s. (For researcher token use a Flag marker)
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.
(You may Attempt to gain another Tech on next or later Turn)
-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.
i’ve been reading through the ideas, i like the navel port idea but now im trying to find a symbol or something to mark the location of the port on the map. any one have any design that i could use?
i’ve been reading through the ideas, i like the navel port idea but now im trying to find a symbol or something to mark the location of the port on the map. any one have any design that i could use?
You could use Naval bases from pacific 1940
i dont have 1940 that the prob. although i am makeing a few of my own…
i dont have 1940 that the prob. although i am makeing a few of my own…
You could use these and paint an anchor on the top.
You could make tanks cost 6.
You could also do the old type of Strategic Bombings, instead of rolling against the factory, your rolling against the IPCS. Say Britain had 26 IPC
s, you bomb then and roll a 5, Britain now has 21 IPC`S
@Dylan:
You could make tanks cost 6.
You could also do the old type of Strategic Bombings, instead of rolling against the factory, your rolling against the IPC
S. Say Britain had 26 IPC
s, you bomb then and roll a 5, Britain now has 21 IPC`S
we actually made a change to bombing and it works well….
… the rules state that a complex can be damaged for 2x the value of the territory… example. caucasus can have 8 damage markers. but further bombing is pointless if they dont repair.
Our change… complexes can recieve damage equal to the IPC value. but, further bombing affects IPC’s (like the old Bombing Rules). example. 3 bombers hit caucasus… Di rolls = 3, 5, 6 … Damage = 3 + 1 then (3 + 4 IPC’s) because its territory IPC value per bomber you cant go higher than 4 on each di roll
thats sound good any more?
Just interested in your opinion … Why do you think Adv. Artillery is a “crock”?
Because it never existed as a technology that could even effect infantry in that manner. Artillery do aid infantry, but not DOUBLE THEIR OFFENSIVE EFFECTIVENESS. If anything planes should aid tanks or men and tanks get the bonus.
Now we get this advanced “thing”: News flash: “…Our fearless leader has introduced this new kind of artillery that makes an army fight three times more effectively and will now turn the tide of the war”. Gee wiz but i never read one book of this development. I wonder if that invention came after Hitler flew to mars to form his new colony of 8 foot SS waffen soldiers? Sorry but i am not buying these technology rules. They are very shallow ideas IMO.
War bonds are not technology either. They are printed pieces of paper that people pay forward to finance the Government outlay to fund the war effort. Its ridiculous to assign this as “technology”
Paratroopers are not technology. You might as put down “you can new build a navy” as a technology.
lol NICE! :lol:
I think advanced economic policy is a technology. Being able to build military equipment on credit is a wonderful thing.
I think they call artillery the queen of the battlefield. I would wager without artillery, infantry would be much less than 50% as effective as they would otherwise be. Now having said this, in the world of AA, making infantry fight on a 3? Am I getting this correct? Cause that just seems a bit too much.
@Imperious:
Just interested in your opinion … Why do you think Adv. Artillery is a “crock”?
Because it never existed as a technology that could even effect infantry in that manner. Artillery do aid infantry, but not DOUBLE THEIR OFFENSIVE EFFECTIVENESS. ……
that makes sense