• Optional Rules for China:

    China is now made up of two military/political entities:

    1. The Nationalist Kuomintang- KMT
    2. The Communists- CPC.

    Set up: the starting Chinese units remain in place and are considered KMT. Add one infantry in Chinghai, Ningxia and Sikang to represent CPC units. If the KMT leaves any of their starting territories or is removed from them, the KMT may attack or occupy these by breaking the truce.

    Placement change: KMT units are placed at the rate of one infantry per territory under control as long as the territory has a 1 IPC value. The KMT receives additional aid each turn of 1 IPC from USA, USSR, and Germany (3 IPC total) and this money is not subtracted from those nations totals. It can be saved or spent to buy any type of unit and placed in a KMT controlled territory. The KMT conducts its turn functions as per the out of the box rules and is considered the official Chinese player as per the rules. The KMT can attack the CPC and break the truce, but loses its 1 IPC aid from USSR.

    KMT/CPC Truce: These entities pledge to avoid combat with each other and fight the common enemy of Japan. Either side may break the truce, or the penalty for each is as follows:

    KMT: loses 1 IPC in aid
    CPC:  Gains 1 IPC in aid from USSR

    The US player can always replace the lost Chinese starting fighter if it’s destroyed. They can also fly one bomber to China to be used as needed on the USA turn. No other US/UK forces are allowed in Chinese territories.

    The CPC conducts its turn functions during the Soviet players turn.

    Greater China: China (both KMT and CPC) may only enter the following additional territories of greater China which consist of French- Indo China, Manchuria, Kwangtung, and Kiangsu.


  • recent updates to these rules.

    Axis and Allies Anniversary Edition ( AA50) House Rules:

    Alternative bidding system: The axis player starts with a cash fund of IPC which grows by the rate of one IPC each turn. It can be used once and when that occurs it’s used in its entirety and the fund stops growing. The fund can be used at any time even if it’s not your turn and you immediately place pieces equal to its value in any controlled territory. Unspent IPC are lost.

    Bidding system option #2: The Italian player can control a number of German units equal to the bid amount expressed in IPC. The Italian player can use these German units in any manner of his choosing and if some of these units are lost in combat, new forces up to the bid amount in IPC can be reallocated. Procedure: German player moves the forces in Italian controlled territories and on Italy’s turn they can be used as needed.

    Russia Restricted: ON the first turn of each scenario Soviet infantry defends at 1 for the first round of combat. Soviet tanks defend at 2 if attacked.

    Soviet Winter: Once per game the Soviets can declare a sever winter just prior to the German player rolling for attacks and it effects the game as follows: All Soviet land units defend at +1 for the first round of combat, and all German units rolling a 5 or 6 must withdraw from further combat that turn.

    Both players can retreat: Either player can retreat after any full combat round. Retreat can be in full or in part. The attackers retreat must be to at least one of the territories the attacker can from. The defender can retreat to any controlled space.

    Partisans: If the German or Italian player controls soviet territories but does not garrison them with at least one land unit, Partisans can attempt attacks on the IPC value as follows: For each un-garrisoned territory the German player rolls one D6 1-2= 1 IPC lost, 3-4= 2 IPC lost 5-6= 3 IPC lost.

    Mechanized Infantry as standard pieces:  Any nation can now build Mech. Infantry that attack or defend at 2, move 2, cost 4. They are considered non-infantry for transport purposes.

    Dogfights: When planes fight in land battles they now are rolling against each other and allocating other air units as hits before land units can be hit. AS such they have different dogfight values as follows:

    Fighters: 3
    Fighter- Bomber: 2
    Bomber: 1
    Heavy Bomber: 2
    Jet fighters: 4

    Fighter Defense/Escort: During SBR attacks the defending player can bring in planes to fight against bombers defending at a 2. The attacker can bring in escorts to escort his bombers and they attack at 1. Only one round of air combat occurs prior to SBR rolls. Note: The AA gun rolls only against the bombers and not against the escorting fighters.

    Fighter-Bomber/ Interceptor as standard pieces: Any nation can build them for 8 IPC and they attack at 3 and defend at 2 and move 4 spaces. They can be placed on carriers at same capacity as fighters. These have a special ability on defense. If they are adjacent to attacked land territories they may assist in combat starting on the first combat round. They can retreat with other defending units after any complete combat round.

    Strategic Movement: Each player’s capital territory has a value equal to half its IPC value, which can facilitate additional movement of a players land forces. Every time the Home territory is bombed by SBR the total movement of Strategic Movement is reduced one point for every 2 points of damage to the home factory. For example: Germany has 5 SR points because it has a 10 IPC home territory. If it was bombed for 5 points of factory damage, it could only now move 2 units by strategic redeployment. Procedure: after placement move one land unit a total of 2 spaces for each SR point. Units moved can be new created units or units involved in combat or any unit whether it moved already or attacked. Units can even move across one sea zone to another controlled territory as long as you control the sea zone with one warship.

    Cruisers: These units can attack subs and are considered full ASW units (they also negate subs first strike just like Destroyers).

    Wolf pack rule: 2+ German subs attacking together gain a +1 attack modifier for the first round of combat.

    Convoy Zones: Each nation begins in control of specific sea zones that can be attacked by enemy naval forces or bombers. When the listed territory is occupied by the opposing side the convoy center is replaced with a new convoy token of the controlling player. Anytime the enemy enters this sea zone with a warship (not transport) they roll one D6:
    1-2= 1 IPC lost, 3-4= 2 IPC lost, 5-6= 3 IPC lost. The convoy zone can only be attacked up to the full value of 3 IPC per turn. The following convoy centers are in the game:

    Germany:
    Sea zone #5-Convoy removed if Germany loses two of the three: Sweden, Finland, or Norway.

    Italy:
    Sea Zone #14- Convoy removed if Italy loses Libya or Balkans.

    Japan:
    Sea Zone #62- Convoy removed if Japan loses Manchuria.
    Sea Zone #36- Convoy removed if Japan loses French-Indo China.

    Soviet Union:
    Sea Zone #4- Convoy removed if Soviets lose Karella S.S.R.

    United Kingdom: 
    Sea Zone #8- Convoy removed if UK loses any part of Canada.
    Sea Zone #2- Convoy removed if UK loses England.
    Sea Zone #33-Convoy removed if UK controls less than 6 IPC in Africa.
    Sea Zone #35-Convoy removed if UK controls loses India.
    Sea Zone #12-Convoy removed if UK controls loses Gibraltar.
    Sea Zone #39-Convoy removed if UK controls loses Australia.
    Sea Zone #38-Convoy removed if UK controls loses East Indies or Borneo.
    United States:
    Sea Zone #10- Convoy removed if USA loses Eastern USA.
    Sea Zone #50- Convoy removed if USA loses Western United States.
    Sea Zone #54- Convoy removed if USA loses Alaska.
    Sea Zone #56- Convoy removed if USA loses Philippine Islands.
    Sea Zone #65- Convoy removed if USA loses Hawaii.

    Note: In each case when the sea zone is occupied a new convoy zone is established by the side that captures the listed territories and the new player can now be attacked in the same manner.

    Chinese forces: Chinese forces are rounded up for placement determination. Example: If China has 3 territories it may place 2 infantry rather than 1.

    Stalin Xenophobia: NO USA/UK units of any type allowed in Soviet territories. NO mixing of any units with Soviet units (including naval). Soviet Units can liberate Japanese occupied Chinese territories and that’s the only time they can enter China. Soviet units can also liberate European Axis occupied nations and keep them as their own even if they were originally UK owned.

    Lend Lease: US player rolls 2 D6 = result equals IPC that can be sent to Russia. (I recommend you use coins) Procedure: place whatever you rolled under transports and each transport can carry up to 6 IPC. The transports are allocated for lend lease are ones located in the Eastern USA SZ. The transports allocated for Lend Lease then just move immediately to the Soviet Lend lease box located in Sea Zone # 4. These can be subject to attacks and should be protected. The following Soviet turn the IPC are added to the Soviet player’s treasury. On the following American players turn, they are returned to Eastern USA Sea Zone #10

    Neutral forces: all neutrals have a value of 1 IPC, except the following:
    Spain: 3 IPC
    Turkey: 3 IPC
    Sweden: 2 IPC

    Procedure: roll ONE D6 for each IPC= equals starting forces. Until you conquer the nation is an ally of your enemy, but the enemy does not gain income.

    Income collection changes for western allies: Axis players keep income for neutral conquests, but the western allies do not collect when they liberate, the Soviet player does collect for ‘liberated’ territories. Example: British player captures France and the IPC is subtracted from German totals and not added to British total. The Allies do not gain from taking territories.

    Axis Aid: Germany gets 1 IPC each from Spain and Sweden if they are neutral.

    Soviet-Japanese non-aggression pact: The Soviet player cannot attack Japanese territories until Berlin falls. The Japanese player can do as he pleases. But if he chooses to cross into Russia, the Russian player gets a fund of up to 12 IPC to be used immediately to place forces adjacent to Japanese and this fund is subtracted from the Russian players next turns income.

    Turkey: Conquest of Turkey allows a land bridge from Black sea, so land units can move across.

    D-Day: once per game the British and American player can make a joint attack in any one combat situation. It can be during either players turn. On the next UK or USA turn those units will still be able to be moved again.

    Denmark/Turkish straights: No naval units can cross unless both sides are under control by the same player or his ally.

    Naval Ports: These can be purchased for 6 IPC and placed in your controlled territories adjacent to a sea zone. They protect ships in port from naval attack, but not from air attack. If the land territory is captured, the naval units are considered dislodged and must be placed in the sea zone. If any enemy ships pass thru the sea zone adjacent to the port they cannot be intercepted. New units built can also be placed in ports rather than the open sea zone as long as the territory contains a factory.

    National Unit purchase changes:
    • Germany: Can build one sub for 5 IPC per turn or 2 Infantry for 5 IPC.
    • Soviets: Can build two tanks for 8 IPC once per turn or two Mechanized Infantry for 6 IPC each turn. Must be bought as a pair.
    • Japan: They can build one fighter or Destroyer for two IPC less per turn.
    • Italy: They can build two Infantry for 5 IPC.
    • UK: They can build one Destroyer, Cruiser or fighter for 1 IPC less each turn.
    • USA: They can build one Transport for two IPC less or two Mechanized Infantry for 6 IPC each turn.

    Tech Tree:
    Procedure: Same as AA50 except you assign your researcher to one of the following three categories: Land, Sea or Air. Further, you can only assign up to one researcher per category at a time. Germany and USA can assign up to two researchers per category. All other OOB rules are in effect.

    Land Technology:

    1. Radar- AA guns fire at planes at 2.
    2. War Bonds- add one die to IPC total each turn
    3. IC Repair- ( one IPC allocated removes two points of damage)
    4. Underground factories- SBR hits count at ½ value rounded down.
    5. Elite Armor- You can form elite armor forces by converting one tank each turn for 1 IPC or build one from scratch for 6 IPC attack at 4 and defend at 5, move 2

    Sea Technology:

    1. ASW- your fighters and bombers can now negate the submarines first strike capability and also attack these units w/o having a Destroyer or Cruiser present.
    2. Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    3. Super subs- Your subs now defend at 2 and attack at 3.
    4. Improved Carriers- if you pay 4 IPC per carrier they now take 2 hits, plus have a 3 fighter capacity. New Carriers of this type can also be created and they costing 4 IPC extra to purchase.
    5. Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
    6. AA cruisers, your cruisers get an AA roll if any planes attack hitting at 1 prior to the first round of combat. Each plane is rolled and if hit is removed before shooting back.

    Air Technology:

    1. Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls.
    2. Long Rang Air- fighters and bombers now move 2 extra spaces.
    3. Rockets- Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This attack does 1d6 damage to that complex.
    4. Jet Fighters- The attack value of your fighters is now 4 and the defense is 5, also they don’t get rolled at by defending AA guns.
    5. Heavy Bombers- roll one die= lost IPC, roll second die= damage to factories capacity to place new units.
    6. Atomic Bomb- one bomber per turn can perform one SBR run where the damage is permanent reduction in capacity to place units. The first turn this can be developed is turn 7.

    Spies: These cost 10 IPC each and can be assigned in secret to any specific enemy player’s technology category (land, sea or air). If that player decides to develop a technology in this category and it succeeds, the spy may be revealed and the spy gets to roll obtaining technology on a roll of 4-6. Note: the Soviet player is the only player that can send spies to his own allies and they cost 5 IPC.

    Counter Spy: Each player may buy a super spy which can be used to eliminate the enemy spy but this is also assigned to a specific technology category (land, sea or air) to any technologies that can be developed.

    Universal National Advantages:

    Procedure: roll D12 or select one NA per turn until the chosen number is reached.

    1. Paratroopers: Each Bomber can now carry one infantry from the territory it started movement from to any friendly or enemy controlled territory. If dropped in hostile land zone the unit attacks at 2 and must fight to the death.
    2. Fast Warships: Carriers and Cruisers now move 3 sea zones.
    3. Blitzkrieg: Your Armor units moving one space in combat movement and successfully clearing the enemy land zone can perform either: A) attack a new enemy territory from the captured territory, or B) retreat to an adjacent territory during NCM and avoid possible enemy counterattack.
    4. Dug in Defenders: You infantry in originally controlled land territories surrounded by water defend at 3. Note: includes all small islands plus Japan, England and New Zealand, but not Australia.
    5. 5th Column: Convert one neutral per game in the future by rolling a D6= number of turns you wait before conversion (keep roll secret).
    6. Mechanized Infantry: You may freely replace one infantry with a mechanized infantry each turn.
    7. Manpower reserves: You may build infantry for 2 IPC for one turn in the game, but any infantry built after costs 4 IPC.
    8. Total War: you may elect to build one factory for free per game, or destroy one enemy factory, or move one factory to another originally controlled territory.
    9. Trained Pilots: your original fighters you start the game with attack at 4 for the rest of the game, but once each is destroyed, it cannot be replaced. (Write T on chip to designate them.
    10. Foreign Aid: one ally can loan another up to what you roll on a D6 each turn.
    11. Mobile Warfare: Your fighters attacking with Armor or Mechanized Infantry boost these units +1 each combat round at a matching 1/1 basis.
    12. Combined forces: Once per game you and one ally can make your turn together performing movement, combat and non-combat together. The player moving up does not buy or place new units, and he still gets his own turn, so it’s essentially a double movement and combat action. This would be in addition to the D-Day  rule.

    Optional Rules for China:

    China is now made up of two military/political entities:

    1. The Nationalist Kuomintang- KMT
    2. The Communists- CPC.

    Set up: the starting Chinese units remain in place and are considered KMT. Add one infantry in Chinghai, Ningxia and Sikang to represent CPC units. If the KMT leaves any of their starting territories or is removed from them, the KMT may attack or occupy these by breaking the truce.

    Placement change: KMT units are placed at the rate of one infantry per territory under control as long as the territory has a 1 IPC value. The KMT receives additional aid each turn of 1 IPC from USA, USSR, and Germany (3 IPC total) and this money is not subtracted from those nations totals. It can be saved or spent to buy any type of unit and placed in a KMT controlled territory. The KMT conducts its turn functions as per the out of the box rules and is considered the official Chinese player as per the rules. The KMT can attack the CPC and break the truce, but loses its 1 IPC aid from USSR.

    KMT/CPC Truce: These entities pledge to avoid combat with each other and fight the common enemy of Japan. Either side may break the truce, or the penalty for each is as follows:

    KMT: loses 1 IPC in aid
    CPC:  Gains 1 IPC in aid from USSR

    The US player can always replace the lost Chinese starting fighter if it’s destroyed. They can also fly one bomber to China to be used as needed on the USA turn. No other US/UK forces are allowed in Chinese territories.

    The CPC conducts its turn functions during the Soviet players turn.

    Greater China: China (both KMT and CPC) may only enter the following additional territories of greater China which consist of French- Indo China, Manchuria, Kwangtung, and Kiangsu.


  • Italian Surrender:
    If the Italian player’s land forces are removed from Africa and at least one other territory they roll a die each turn and surrender on a roll of 6. If that happens, the Italian player removes his fleet and air forces and the remaining Land units are split equally along IPC costs and the German player chooses how this is done. Lastly, the German player replaces his Italian units with his own color, and the balance of these forces becomes under allied control as independent Italian forces. If surrender occurs when the axis control the territory of Italy, consider the territory split in 2 parts ( north and south) and allow opposing sides to coexist. No IPC are awarded until the territory is under the control of one side and the other side is destroyed.


  • WAAHHHHHHHH i though then the italians could switch sides like in 1943 come on man swicth that


  • There are no set turns… Italy didn’t wait till 43 to surrender, instead the allies too Libya, Sicily, and the southern half of Italy and the king asked Il Duce to leave and they reformed the government. These rules model this in a very simple way.


  • after italian surrender i beleive that italiasn may use ther elike 6 incoem from italy + 4 and fight germany (this can be taken away if italy becomes dumb and make a massive army and takes ipcs away from the westerna llies/russia

    @italiansarecoming:

    WAAHHHHHHHH i though then the italians could switch sides like in 1943 come on man swicth that


  • They do they use whatever they occupy as IPC to buy Italian units to fight germany.


  • O ok then i am more happy and italy is 6 ipc’s plus lybia 1 ipc and greece if taken so italy would get at least 6 ipcs plus how many other territories it gets!


  • Upgraded after playtests and commentary- NOte new tech changes and sub interactions similiar to AARHE but streamlined.

    Axis and Allies Anniversary Edition ( AA50) House Rules:

    Alternative bidding system: The axis player starts with a cash fund of IPC which grows by the rate of one IPC each turn. It can be used once and when that occurs it’s used in its entirety and the fund stops growing. The fund can be used at any time even if it’s not your turn and you immediately place pieces equal to its value in any controlled territory. Unspent IPC are lost.

    Bidding system option #2: The Italian player can control a number of German units equal to the bid amount expressed in IPC. The Italian player can use these German units in any manner of his choosing and if some of these units are lost in combat, new forces up to the bid amount in IPC can be reallocated. Procedure: German player moves the forces in Italian controlled territories and on Italy’s turn they can be used as needed.

    Russia Restricted: ON the first turn of each scenario Soviet infantry defends at 1 for the first round of combat. Soviet tanks defend at 2 if attacked.

    Soviet Winter: Once per game the Soviets can declare a sever winter just prior to the German player rolling for attacks and it effects the game as follows: All Soviet land units defend at +1 for the first round of combat, and all German units rolling a 5 or 6 must withdraw from further combat that turn.

    Both players can retreat: Either player can retreat after any full combat round. Retreat can be in full or in part. The attackers retreat must be to at least one of the territories the attacker can from. The defender can retreat to any controlled space.

    Partisans: If the German or Italian player controls soviet territories but does not garrison them with at least one land unit, Partisans can attempt attacks on the IPC value as follows: For each un-garrisoned territory the German player rolls one D6 1-2= 1 IPC lost, 3-4= 2 IPC lost 5-6= 3 IPC lost.

    Carriers: These units now attack at 0 and defend at 2. No other changes from standard rules.

    Mechanized Infantry as standard pieces:  Any nation can now build Mech. Infantry that attack or defend at 2, move 2, cost 4. They are considered non-infantry for transport purposes.

    Dogfights: When planes fight in land battles they now are rolling against each other and allocating other air units as hits before land units can be hit. AS such they have different dogfight values as follows:

    Fighters: 3
    Fighter- Bomber: 2
    Bomber: 1
    Heavy Bomber: 2
    Jet fighters: 4

    Fighter Defense/Escort: During SBR attacks the defending player can bring in planes to fight against bombers defending at a 2. The attacker can bring in escorts to escort his bombers and they attack at 1. Only one round of air combat occurs prior to SBR rolls. Note: The AA gun rolls only against the bombers and not against the escorting fighters.

    Fighter-Bomber/ Interceptor as standard pieces: Any nation can build them for 8 IPC and they attack at 3 and defend at 2 and move 4 spaces. They can be placed on carriers at same capacity as fighters. These have a special ability on defense. If they are adjacent to attacked land territories they may assist in combat starting on the first combat round. They can retreat with other defending units after any complete combat round.

    Strategic Movement: Each player’s capital territory has a value equal to half its IPC value, which can facilitate additional movement of a players land forces. Every time the Home territory is bombed by SBR the total movement of Strategic Movement is reduced one point for every 2 points of damage to the home factory. For example: Germany has 5 SR points because it has a 10 IPC home territory. If it was bombed for 5 points of factory damage, it could only now move 2 units by strategic redeployment. Procedure: after placement move one land unit a total of 2 spaces for each SR point. Units moved can be new created units or units involved in combat or any unit whether it moved already or attacked. Units can even move across one sea zone to another controlled territory as long as you control the sea zone with one warship.

    Cruisers: These units can attack subs and are considered full ASW units (they also negate subs first strike just like Destroyers).

    Wolf pack rule: 2+ German subs attacking together gain a +1 attack modifier for the first round of combat.

    Naval Ports: These can be purchased for 6 IPC and placed in your controlled territories adjacent to a sea zone. They protect ships in port from naval attack, but not from air attack. If the land territory is captured, the naval units are considered dislodged and must be placed in the sea zone. If any enemy ships pass thru the sea zone adjacent to the port they cannot be intercepted. New units built can also be placed in ports rather than the open sea zone as long as the territory contains a factory.

    Submarines:  Submarines mat move into or pass any groups of enemy ships and attack any sea zone in range. ON the first round of combat they can make a preemptive strike on enemy surface units. Subs can’t never attack or be attacked by other submarines. After making the attack any surviving Destroyers or Cruisers ( hereafter referred to ASW) can attempt to locate the submarine with each rolling a d6 and getting a ‘1’ result has located any subs in the sea zone. Note: with advanced technology this is increased to a ‘2’ and all planes can also participate in search/attack. If the search is successful then all surface ships can conduct attacks on the subs using their attack factor. (Planes cannot attack unless they have ASW technology).
    If the ASW search is unsuccessful the submarine can either submerge or retreat or conduct another round of combat, but doing this makes ASW search automatic, allowing for full retaliation.  If the submarine elects to end combat, then no further action takes place. Destroyers and Cruisers (and latter carrier based planes) do not negate the subs first strike until the second round of combat.

    When you decide to attack enemy subs on your own turn, you use eligible ASW units to do this in the same manner as before, with the sub still having the ability to submerge or retreat. Submarines no longer block movement of surface naval units, except for transports. In combat with subs and other naval units, submarines are not involved. That’s to say they now perform as totally independent forms of naval combat. Once the surface naval combat is resolved, further combat with submarines can occur.

    Convoy Zones: Each nation begins in control of specific sea zones that can be attacked by enemy naval forces or bombers. When the listed territory is occupied by the opposing side the convoy center is replaced with a new convoy token of the controlling player. Anytime the enemy enters this sea zone with a warship (not transport) they roll one D6:
    1-2= 1 IPC lost
    3-4= 2 IPC lost
    5-6= 3 IPC lost.

    The convoy zone can only be attacked up to the full value of 3 IPC per turn. The following convoy centers start in the game:

    Germany:
    Sea zone #5-Convoy removed if Germany loses two of the three: Sweden, Finland, or Norway.

    Italy:
    Sea Zone #14- Convoy removed if Italy loses Libya or Balkans.

    Japan:
    Sea Zone #62- Convoy removed if Japan loses Manchuria.
    Sea Zone #36- Convoy removed if Japan loses French-Indo China.

    Soviet Union:
    Sea Zone #4- Convoy removed if Soviets lose Karella S.S.R.

    United Kingdom:  
    Sea Zone #8- Convoy removed if UK loses any part of Canada.
    Sea Zone #2- Convoy removed if UK loses England.
    Sea Zone #33-Convoy removed if UK controls less than 6 IPC in Africa.
    Sea Zone #35-Convoy removed if UK controls loses India.
    Sea Zone #12-Convoy removed if UK controls loses Gibraltar.
    Sea Zone #39-Convoy removed if UK controls loses Australia.
    Sea Zone #38-Convoy removed if UK controls loses East Indies or Borneo.
    United States:
    Sea Zone #10- Convoy removed if USA loses Eastern USA.
    Sea Zone #50- Convoy removed if USA loses Western United States.
    Sea Zone #54- Convoy removed if USA loses Alaska.
    Sea Zone #56- Convoy removed if USA loses Philippine Islands.
    Sea Zone #65- Convoy removed if USA loses Hawaii.

    Note: In each case when the sea zone is occupied a new convoy zone is established by the side that captures the listed territories and the new player can now be attacked in the same manner on your own next turn.

    Convoy Raid Attack: Submarines can elect to attack these convoys in addition to other attacks in the same sea zone if other ships are also present.

    Following the Convoy Raid each submarine has the option to attack enemy ships located in the sea zone.

    Chinese forces: Chinese forces are rounded up for placement determination. Example: If China has 3 territories it may place 2 infantry rather than 1.

    Stalin Xenophobia: NO USA/UK units of any type allowed in Soviet territories. NO mixing of any units with Soviet units (including naval). Soviet Units can liberate Japanese occupied Chinese territories and that’s the only time they can enter China. Soviet units can also liberate European Axis occupied nations and keep them as their own even if they were originally UK owned.

    Lend Lease: For each transport in the Atlantic the US player rolls one d6 = result equals IPC that can be sent to Russia and deducted from US IPC total. (I recommend you use chips) Procedure: place whatever you rolled in the Soviet Lend Lease box. The convoy box can be subject to attacks and should be protected. The following Soviet turn the IPC generated is added to the Soviet player’s treasury.

    Neutral forces: all neutrals have a value of 1 IPC, except the following:

    Spain: 3 IPC
    Turkey: 3 IPC
    Sweden: 2 IPC

    Procedure: roll ONE D6 for each IPC= equals starting forces. Until you conquer the nation is an ally of your enemy, but the enemy does not gain income.

    Income collection changes for western allies: Axis players keep income for neutral conquests, but the western allies do not collect when they liberate, the Soviet player does collect for ‘liberated’ territories. Example: British player captures France and the IPC is subtracted from German totals and not added to British total. The Allies do not gain from taking territories.

    Axis Aid: Germany gets 1 IPC each from Spain and Sweden if they are neutral.

    Soviet-Japanese non-aggression pact: The Soviet player cannot attack Japanese territories until Berlin falls. The Japanese player can do as he pleases. But if he chooses to cross into Russia, the Russian player gets a fund of up to 12 IPC to be used immediately to place forces adjacent to Japanese and this fund is subtracted from the Russian players next turns income. The Japanese player also receives a bonus of 5 IPC for each turn he does not attack.

    Italian Surrender: If the Italian player’s land forces are removed from Africa and at least one other territory they roll a die each turn and surrender on a roll of 6. If that happens, the Italian player removes his fleet and air forces and the remaining Land units are split equally along IPC costs and the German player chooses how this is done. Lastly, the German player replaces his Italian units with his own color, and the balance of these forces becomes under allied control as independent Italian forces. If surrender occurs when the axis control the territory of Italy, consider the territory split in 2 parts ( north and south) and allow opposing sides to coexist. No IPC are awarded until the territory is under the control of one side and the other side is destroyed.

    Turkey: Conquest of Turkey allows a land bridge from Black sea, so land units can move across.

    D-Day: once per game the British and American player can make a joint attack in any one combat situation. It can be during either players turn. On the next UK or USA turn those units will still be able to be moved again.

    Denmark/Turkish straights: No naval units can cross unless both sides are under control by the same player or his ally.

    National Unit purchase changes:
    • Germany: Can build one sub for 5 IPC per turn or 2 Infantry for 5 IPC.
    • Soviets: Can build two tanks for 8 IPC once per turn or two Mechanized Infantry for 6 IPC each turn. Must be bought as a pair.
    • Japan: They can build one fighter or Destroyer for two IPC less per turn.
    • Italy: They can build two Infantry for 5 IPC.
    • UK: They can build one Destroyer, Cruiser or fighter for 1 IPC less each turn.
    • USA: They can build one Transport for two IPC less or two Mechanized Infantry for 6 IPC each turn.

    Tech Tree:
    Procedure: Same as AA50 except you assign your researcher to one of the following three categories: Land, Sea or Air. Further, you can only assign up to one researcher per category at a time. Germany and USA can assign up to two researchers per category. All other OOB rules are in effect.

    Research & Development
    In this phase, you may attempt to develop improved military technology.  To do so, you buy researchers that give you a chance for a scientific breakthrough.  Each researcher token will grant you one die that provides a chance for a breakthrough.

    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 IPCs.  Buy as many as you wish, including none.

    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 all your researcher tokens and continue to the Purchase Units phase of the turn.

    Step 3: Roll Breakthrough Die
    If you rolled a “6” on any research die, choose one of the two breakthrough charts and roll a die to see which technological advance you get.  You can only receive one advance each turn.  If you have already received the same result on a previous turn, reroll until you get a new technological advance.  Once you have received all the advances on a chart, you cannot gain any more advances from that chart.

    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.

    Land Technology:
    Tier #1:
    • Radar- AA guns fire at planes at 2.
    • Elite Armor- You can form elite armor forces by converting one tank each turn for 1 IPC or build one from scratch for 6 IPC attack at 4 and defend at 5, move 2
    Tier #2:
    • War Bonds- add one die to IPC total each turn
    • IC Repair- (one IPC allocated removes two points of damage)
    Tier #3:
    • Underground factories- SBR hits count at ½ value rounded down.
    • Heavy Artillery- Your artillery rolling a 1 can choose the land target on either attack or defense.

    Sea Technology:
    Tier #1:
    • ASW- your fighters and bombers can now negate the submarines first strike on the second round, plus perform ASW search and attacks. They can also attack subs without having a Destroyer or Cruiser present.
    • Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    Tier #2:
    • Improved Carriers- if you pay 4 IPC per carrier they now take 2 hits, plus have a 3 fighter capacity. New Carriers of this type can also be created and they costing 4 IPC extra to purchase.
    • Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
    Tier #3:
    • Super subs- Your subs now defend at 2 and attack at 3.
    • AA cruisers: your cruisers get an AA roll if any planes attack hitting at 1 prior to the first round of combat. Each plane is rolled and if hit is removed before shooting back.

    Air Technology:
    Tier #1:
    • Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls.
    • Long Rang Air- fighters and bombers now move 2 extra spaces.
    Tier #2:
    • Heavy Bombers- roll one die= lost IPC, roll second die = damage to factories capacity to place new units.
    • Rockets- Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This attack does 1d6 damage to that complex.
    Tier #3:
    • Jet Fighters- The attack value of your fighters is now 4 and the defense is 5, also they don’t get rolled at by defending AA guns.
    • Atomic Bomb- one bomber per turn can perform one SBR run where the damage is permanent reduction in capacity to place units. The first turn this can be developed is turn 7.

    Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.

    Spies: These cost 10 IPC each and can be assigned in secret to any specific enemy player’s technology category (land, sea or air). If that player decides to develop a technology in this category and it succeeds, the spy may be revealed and the spy gets to roll obtaining technology on a roll of 4-6. Note: the Soviet player is the only player that can send spies to his own allies and they cost 5 IPC.

    Counter Spy: Each player may buy a super spy which can be used to eliminate the enemy spy but this is also assigned to a specific technology category (land, sea or air) to any technologies that can be developed.


  • second part:

    Universal National Advantages:

    Procedure: roll D12 or select one NA per turn with each nation choosing a number of them equal to what was agreed by all players.

    1. Paratroopers: Each Bomber can now carry one infantry from the territory it started movement from to any friendly or enemy controlled territory. If dropped in hostile land zone the unit attacks at 2 and must fight to the death.
    2. Fast Warships: Carriers and Cruisers now move 3 sea zones.
    3. Blitzkrieg: Your Armor units moving one space in combat movement and successfully clearing the enemy land zone can perform either: A) attack a new enemy territory from the captured territory, or B) retreat to an adjacent territory during NCM and avoid possible enemy counterattack.
    4. Dug in Defenders: You infantry in originally controlled land territories surrounded by water defend at 3. Note: includes all small islands plus Japan, England and New Zealand, but not Australia.
    5. 5th Column: Convert one neutral per game in the future by rolling a D6= number of turns you wait before conversion (keep roll secret).
    6. Mechanized Infantry: You may freely replace one infantry with a mechanized infantry each turn.
    7. Manpower reserves: You may build infantry for 2 IPC for one turn in the game, but any infantry built after costs 4 IPC.
    8. Total War: you may elect to build one factory for free per game, or destroy one enemy factory, or move one factory to another originally controlled territory.
    9. Trained Pilots: your original fighters you start the game with attack at 4 for the rest of the game, but once each is destroyed, it cannot be replaced. (Write T on chip to designate them.
    10. Foreign Aid: one ally can loan another up to what you roll on a D6 each turn.
    11. Mobile Warfare: Your fighters attacking with Armor or Mechanized Infantry boost these units +1 each combat round at a matching 1/1 basis.
    12. Combined forces: Once per game you and one ally can make your turn together performing movement, combat and non-combat together. The player moving up does not buy or place new units, and he still gets his own turn, so it’s essentially a double movement and combat action. This would be in addition to the D-Day  rule.

    Historical Suggested starting NA’s:
    Germany: Paratroopers, Blitzkrieg, 5th Column, Mechanized Infantry, Mobile Warfare, Total War.
    England: Fast Warships, Trained Pilots, Foreign aid, combined forces.
    Japan: Dug in Defenders, Trained Pilots
    Soviet Union: Mechanized Infantry, Manpower reserves, Total War.
    United States: Mechanized Infantry, Total War, Foreign Aid, Combined Forces.
    Italy: combined forces

    Optional Rules for China:

    China is now made up of two military/political entities:

    1. The Nationalist Kuomintang- KMT
    2. The Communists- CPC.

    Set up: the starting Chinese units remain in place and are considered KMT. Add one infantry in Chinghai, Ningxia and Sikang to represent CPC units. If the KMT leaves any of their starting territories or is removed from them, the KMT may attack or occupy these by breaking the truce.

    Placement change: KMT units are placed at the rate of one infantry per territory under control as long as the territory has a 1 IPC value. The KMT receives additional aid each turn of 1 IPC from USA, USSR, and Germany (3 IPC total) and this money is not subtracted from those nations totals. It can be saved or spent to buy any type of unit and placed in a KMT controlled territory. The KMT conducts its turn functions as per the out of the box rules and is considered the official Chinese player as per the rules. The KMT can attack the CPC and break the truce, but loses its 1 IPC aid from USSR.

    KMT/CPC Truce: These entities pledge to avoid combat with each other and fight the common enemy of Japan. Either side may break the truce, or the penalty for each is as follows:

    KMT: loses 1 IPC in aid
    CPC:  Gains 1 IPC in aid from USSR

    The US player can always replace the lost Chinese starting fighter if it’s destroyed. They can also fly one bomber to China to be used as needed on the USA turn. No other US/UK forces are allowed in Chinese territories.

    The CPC conducts its turn functions during the Soviet players turn.

    Greater China: China (both KMT and CPC) may only enter the following additional territories of greater China which consist of French- Indo China, Manchuria, Kwangtung, and Kiangsu.


  • now i have made cards so when you get technology you get a card to indicate the tech and what it does. The format is Avery labels #8395 which are decals that fit perfectly on EAI education blank playing cards #530658.
    these decks cost like $2 bucks each and the decals are sold for a package of 160 badges for about $20 bucks.

    18 cards total with extras on sheet 3

    sheet 1
    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d

    sheet 2
    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d

    sheet 3
    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d

    I will change the color of the fonts to white eventually but these look fine.


  • Impressive i love the idea of how that russia units (tanks and infantry decrease in 1 defense value for 1 turn!)

    Nice touches seriously


  • I got some mind blowing ideas developed while sleeping. I cant believe how good they are. Posting them tonight.


  • good. It is people like you who find out these good ideas to keep the game going



  • forget the last file.

    This is much improved.

    http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d


  • to lzy cannot look also convoy’s how do they work exactly like do u need to buy stuff for it and put it there?


  • you need to protect them. each convoy zone can sap up to 3 IPC from the player that owns it. So your fleet will need to be in squadrons around the map and not sitting in one sea zone doing nothing the entire game.


  • Well this results into less north pacific stand offs until 1 makes the 1st move (lets hope japan does because japan only has an advantage until usa’s economy shows the stuff and pours down!!!)

    Anyways these things may make the japanese split there navy when they have an opposing force against them that may threat convoys or japan territories/ipc’s


  • The idea was also to get away from big stacks and force squadrons of ships patrolling convoy zones all over the map. I hate the one stack vs. other stack thing. worst thing about aa.

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