Axis & Allies: 1942 Third Edition


  • These house rules are for players that like A&A Global, but want a more manageable and shorter game. The base game of A&A 1942 and some components from A&A Global are required to play. Anything not mentioned is the same as the OOB A&A 1942 Second Edition.

    Rule Changes

    Industrial Complexes
    Industrial complexes either have a value of 3 or 10. The number corresponds to the number of units that can be produced there per turn. New Industrial complexes may not be built. If an industrial complex is captured, it is damaged to its maximum value.

    Strategic Bombing
    Industrial complexes may be damaged to twice the number on the industrial complex. Bombers roll 2 dice and pick the highest result.

    Fighters may be sent to escort the bombers, and enemy fighters in the territory that is being bombed may intercept. Escorting and intercepting fighters cannot participate in any other battles that turn. Escorting and intercepting fighters hit on a 1, and defending bombers hit on a 1. After any casualties are taken, any remaining bombers are fired on by AAA as normal.

    Island Bases
    Friendly air units on islands may participate in the defense of an adjacent sea zone. Surviving air units return to the island where they originated from and cannot participate in any other battles that turn.

    AAA
    Units with AAA dice fire at the start of a battle on the attack and defense.

    Straights
    Straights are marked on the map by a naval base token in the territory. Naval units cannot move between the sea zones specified unless the territory with the naval base was friendly controlled at the start of their turn.

    Central America
    Prevents enemy naval movement between sea zones 18 and 19.

    Northwestern Europe
    Prevents enemy naval movement between sea zones 5 and 6.

    Gibraltar
    Prevents enemy naval movement between sea zones 13 and 14.

    Turkey
    Prevents all naval movement between sea zones 15 and 16.

    Egypt
    Prevents enemy naval movement between sea zones 17 and 34.

    U.S. Supported Chinese Forces
    During the United States mobilize new units phase, they may place 1 purchased Infantry in each of the territories of Yunnan, Szechwan, Anhwei, and Sinkiang if they are friendly controlled. The territory does not have to have been controlled at the start of the United States turn.

    Unit Changes

    Anti-Aircraft Artillery
    Cost – 3
    Attack – 1
    Defense – 1
    AAA dice – 1

    Mechanized Infantry
    Cost – 4
    Attack – 1*
    Defense – 2
    Move – 2**

    *Attacks at 2 with a paired Tank.
    **Can blitz.

    Mechanized Infantry can be paired with any land unit to give that land unit a move of 2 and allow them to blitz.

    Tank
    Move – 1

    Submarine
    Attack – 1

    May submerge after the first round of combat even if there are enemy Destroyers present.

    Cruiser
    AAA dice – 1

    Aircraft Carrier
    Defense – 1
    AAA dice – 1

    Battleship
    AAA dice – 1

    Damaged Battleships may only be repaired if they are in a sea zone that is adjacent to a friendly industrial complex that is not damaged at the end of their turn.

    Setup Changes

    Soviet Union
    Russia – 10 IC, 1 AAA, 1 Mechanized Infantry, 1 Bomber
    Karelia S.S.R. – 3 IC, 2 AAA
    Caucasus – 3 IC, 1 AAA
    Vologda – 3 IC, 2 AAA

    Germany
    Germany – 10 IC, 1 AAA, 1 Mechanized Infantry
    France – 3 IC, 1 AAA
    Northwestern Europe – NB, 2 AAA
    Finland – 3 IC, 2 AAA
    Italy – 3 IC, 1 AAA
    Bulgaria Romania – 3 IC, 2 AAA
    Ukraine S.S.R. – 3 IC with 6 damage, 2 AAA

    United Kingdom
    United Kingdom – 10 IC, 1 AAA
    Eastern Canada – 3 IC, 2 AAA
    Gibraltar – NB, 2 AAA
    Egypt – NB, 2 AAA
    Union of South Africa – 3 IC, 2 AAA, 1 Mechanized Infantry
    India – 3 IC, 1 AAA
    Western Australia – 3 IC, 2 AAA

    Japan
    Japan – 10 IC, 1 AAA
    Manchuria – 3 IC, 2 AAA, 1 Mechanized Infantry

    United States
    Eastern United States – 10 IC, 1 AAA, 1 Mechanized Infantry
    Central United States – 10 IC, 2 AAA
    Central America – NB, 2 AAA
    Western United States – 10 IC, 1 AAA
    Yunnan – 1 Infantry
    Szechwan – 1 Infantry
    Anhwei – 1 Infantry
    Sinkiang – 1 Infantry

    National Advantages
    Optional.

    Soviet Union
    All land units cost -1 IPC.

    Germany
    Anti-Aircraft Artillery and Tanks get +1 defense.

    United Kingdom
    Aircraft Carriers require 2 hits to kill. Fighters cannot land on damaged Aircraft Carriers, and any fighters on an Aircraft Carrier when it is damaged are destroyed. Damaged Aircraft Carriers and Battleships may be repaired at the end of the U.K. turn if they are adjacent to an original U.K. territory or a friendly industrial complex that is not damaged.

    Japan
    Infantry, Anti-Aircraft Artillery, and Artillery on islands get +1 defense. Destroyers may transport 1 Infantry and follow the same rules as Transports.

    United States
    All air and naval units cost -1 IPC.


  • @Faramir

    Great ideas!


  • Updated.

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