I thought super subs only increased the attack power.
The tank armor is waaaaaay overpowered. So if you had 10 tanks, it would take 11 hits to kill 1? That’s crazy, man, you need to modify that.
Battleships (sounds like you’re talking AAR) cost 24. Tanks cost 5.
That one’s a bigger game-breaker than 3 dice heavy bombers!
Chemical Weapons
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Has anybody considered alternate rules, to go down a darker road in axis and allies?
Imagine a unit (a canister) that moved with your units like an AA gun. Before an attack, or on defense, you could “choose” to use it. It would preemptively roll against up to 5 infantry.
3 or less is a kill.
One catch… roll five dice. If you roll any one’s, you botched, and one of your OWN men, faces the Gas. LOL.
What about Biological?
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Yes.
In my rules, Japan may used chemical weapon against China. But only China.
Ona roll of 2 or less, Chinese player must remove 1 infantry without counter attack.
One shot per turn. -
For discussion as per Axis and Allies DARK SIDE rules package.
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The chem/bio unit would be a very powerful weapon of mass destruction and the cool thing is that it would create a real THREAT. How many IPCs would it cost to build one? Would you lose a war crime point just for mobilizing it? How many war crime points would you lose for actually using it? I like the part where your own guys get gassed.