@8d88 if you think that the USSR is too weak, just give them a Bomber in Russia. It opens up a few more options for them.
Posts made by Faramir
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RE: [1942 SE] Balancing the game suggestion
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RE: [Global 1940] Changing AA in the game
Cost 3
Attack 1
Defense 1
Gets 1 shot vs air at 1. -
Transport vs Sub
Can a transport make an amphibious assault where there is an enemy submarine if an air unit escorts the transport?
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RE: [1942 2nd ] Submarine/Air Unit rule actually a drawback?
@Megatron it is a large drawback, which is why subs are the cheapest naval unit.
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RE: [1942 SE] Balancing the game suggestion
@willdan5 1942 SE with the tournament setup is pretty balanced. Germany will defeat Russia 1v1, but it isn’t a 1v1 game.
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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 – 1Mechanized 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 – 1Submarine
Attack – 1May submerge after the first round of combat even if there are enemy Destroyers present.
Cruiser
AAA dice – 1Aircraft Carrier
Defense – 1
AAA dice – 1Battleship
AAA dice – 1Damaged 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 AAAGermany
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 AAAUnited 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 AAAJapan
Japan – 10 IC, 1 AAA
Manchuria – 3 IC, 2 AAA, 1 Mechanized InfantryUnited 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 InfantryNational 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. -
RE: Factories in AA 1914?
#2, plus I have been thinking about making factories the only place where tanks, airplanes, and all ships except transports can be made from. The Ottoman Empire would not have any.
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RE: [Global 1940] First round no combat. Theory to alternate bid
@Caesar-Seriona I know, it is just that some people were saying that it was not a good idea because then Germany could not conquer France G1.
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RE: [Global 1940] First round no combat. Theory to alternate bid
Would France really be able to hold out? Germany also gets 1 turn to bring more units in range of France and build more units that can attack immediately.
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RE: Wait a second… can't we just replace the multicolored stackables with pieces?
@Imperious-Leader said in Wait a second… can't we just replace the multicolored stackables with pieces?:
Yep replace with painted pieces, sell or store original. Ill bet the pieces will sell this moment due to anticipation factor
I would be interested in the plastic pieces and stickers if you decide to sell them for a fair price.
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RE: UK as one economy
I think this would balance the game so there would be no need for a bid and make it simpler. Have the U.K. as one economy with the capital in London. Downgrade the factory in India to a minor factory. Remove ANZAC and add them to the U.K.
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RE: tanks in A&A 1914 - What is the value?
If you would have had 46 more infantry instead of 23 tanks, you would have had 46 dice hitting at a 2, which is better than 23 dice hitting at a 3. And if you were attacked instead, you would have had 46 more infantry hitting at a 3 instead of 23 tanks hitting at a 1.
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RE: tanks in A&A 1914 - What is the value?
30 infantry will beat 15 tanks. So no they are not worth it.
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RE: tanks in A&A 1914 - What is the value?
Tanks are not worth it. They can block a hit, but you can buy 2 infantry for the price of a tank, and 2 infantry are much better than 1 tank.
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1914 House Rules
These house rules are meant to make the game more realistic while staying as simple as possible.
Battleships cost 14 IPCs. They cost 1 IPC to repair.
Switzerland has an IPC value of 4.
The U.K. can only produce up to 4 units per turn in India. If India is captured by the Central Powers, the Central Powers cannot produce units there.
If a capital is captured, the IPCs are discarded and not taken by the capturing power.
Neutral territories that are not home territories still get units if invaded.
Sea units, except submarines, must end their movement when they enter a sea zone with enemy mines.
Units that retreat from a contested territory cannot move into another contested territory. They may move into any adjacent friendly territory.
There is a combat move and a non-combat move. During the combat move, units can move into neutral, contested, and enemy territories. The non-combat move comes after combat. During the non-combat move, units that did not move during the combat move and did not conduct combat can move into friendly territories. Land units can move an unlimited number of territories during the non-combat move within their original territories.
Optional Manpower Rule
Keep track of the infantry that are destroyed for each power. If a power has had 2x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect half of the total IPC value of their territories when they collect income (rounded up). If a power has had 4x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect the IPC value of their capital territory when they collect income.
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RE: 1942 Second Edition House Rules
I am trying to make it slightly more realistic while still trying to keep it as simple as possible. I am still open to changes as I get more games in with these rules and see what works and what does not.
The extra starting units is meant to balance the start and eliminate the need (or want) for a bid.
Giving AAA an attack and defense value makes them feel like a unit and makes them more useful for 5 IPCs.
Giving transports defense is more realistic as they would have had some weaponry or escort. They still have to be taken last as casualties.
Lowering Bombers and fighters stats makes ships more relevant.
No new industrial complexes makes it harder for Japan to go for Moscow, and just makes the game feel more realistic in general.
Loosing your money when your capital is captured was gamey. Now you can still produce units as long as you control an industrial complex.
Producing infantry was meant to be if you no longer controlled any industrial complexes. All the rules of industrial complexes still apply (you cannot produce more than the territory’s value, and you cannot produce on territories that you just captured that turn.