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Yardstick
03-25-2004, 11:32 AM
Is anyone planning to use the revised A&A rules in A&AE? For example, 3/3 tanks, 16 IPC ACs, 10 IPC fighters, the new Weapons Developments, and so on? Personally, I think that my gaming circle will. I'd like to know your opinions regarding whether or not you think this is a good idea or not.

playa1
03-25-2004, 05:28 PM
YO YW!!
I plan on doing this. I went through the Revised Rules and the Europe and Pacific rules. I pulled out the rules from Revised that would fit into Europe and Pacific. This is not hard to do. However, I have not played it this way yet. I am wondering whether or not this will change the balance of the game. I am assuming that the original rules to Europe and Pacific (with the FAQ changes) are the best to play by since most experienced players arguably believe the games are fairly balanced. If you want details of what I did just respond.
Peace. smile.gif

minus1
04-06-2004, 08:30 PM
On the one hand- totally sweet idea, and I'm eager to try it.

On the other- How does Russia deploy any kind of reasonable number of forces with limited-production IC's?

Yardstick
04-12-2004, 08:10 AM
Hi Minus1,

The Russians are forced to spread production equally between cities: I already played this way in A&AE, and it wasn't that bad. Russians build a few more tanks than usual, but with 3/3 tanks in effect this is actually quite good for them. If you're really worried you can play with the movable factories USSR national advantage from the new optional rules, which allows your industrial complexes to move to more IPC-rich soils.

And questioneer,

Sorry about the long time for reply. D-Day and Revised boards are boiling over with posts. I'd really like to hear which rules you kept and which you scrapped in order to make a coherent set. Let me know if you get the time.

-YW

minus1
04-12-2004, 04:07 PM
Well, if you say it can be done I'm willing to give it a shot smile.gif

Off the top of my head, I would guess that the big decisions to be made would be whether to allow nations to tech, use escorts on sbr's, and/or build IC's (as they're not allowed in AA:E as I recall). In the case of that last one who, if anyone, would be allowed to construct IC's in the Middle East?

Yardstick
04-13-2004, 06:09 AM
With the new cheap fighters I would allow--nay, highly encourage--SBR escorts, which become more feasible than ever before. The A&A Revised national advantages need to be redone somewhat, as some don't apply to A&AE and some are stronger/weaker than they should be here (write back if you're interested in seeing my adaptation of these). New ICs are allowed for all players, but only Germany could build factories in the Middle East: UK & USSR are only 'house-sitting' there, not occupying for profit.

playa1
04-13-2004, 07:52 AM
This is for anyone interested in some guidelines for Revised Rules adapted to Europe and Pacific. In my findings, these rules did not drastically change the Europe and Pacific games. In fact, they made it a lot more enjoyable. If either Europe or Pacific gets unbalanced just add Weapons Development or National Advantages (those that can apply) to balance the sides out again. This works fantastic. I added the paratrooper rule just to spice things up. Copy this and add and delete what you like. Tell me what you guys think. Enjoy: smile.gif

A&A EUROPE AND A&A PACIFIC REVISED RULES
(UNOFFICIAL)
(from Axis and Allies Revised Edition)
The purpose of these rules is to be able to apply the New Axis and Allies Revision Manual (an upgraded, quality set of rules for easier and balanced play) to the Europe and Pacific games. The following are the rules from A&A-Revised that can apply to Europe and Pacific without changing the specialty for which these games were made. Please keep reference with all A&A game manuals and use the A&A-Revised manual as the main manual and the A&A Europe and A&A Pacific manuals as secondary manuals.

New Action (Turn) Sequence- refer to Revised edition for details:
1. Develop weapons
2. Purchase Units (also CAP landing for Pacific)
3. Combat move
4. Conduct combat
5. Noncombat move (also CAP takeoff for Pacific)
6. Mobilize new units
7. Collect Income

New Combat Sequence- refer to Revised edition for details:
1. Place units on battle board
2. Conduct opening fire
3. Remove opening fire casualties
4. Attacking units fire
5. Defending units fire
6. Remove casualties
7. Press attack or retreat
8. Capture territory

Other rules that apply (refer to Revised edition for details):
10 IPC fighter plane
16 IPC aircraft carrier
3-3 tank
All new sea unit rules (including submarine and transport) on movement, combat and interaction with other pieces
All new air units rules (including carrier interaction)
All new land unit rules (including AA gun and Industrial Complex)
Destroyers bombard at 2 (from Europe/Pacific) and defender doesn’t return fire (from Revised)
Keep fighter escorts with SBR's
Paratrooper Rule (for ALL versions)- 1 infantry per bomber, follow transport rules.
No Weapons Development or National Advantages for Europe and Pacific.

playa1
04-13-2004, 07:56 AM
I forgot to mention, these rules are the only changes I made for bringing Revised Rules to Pacific and Europe. This also assumes that you keep things like "the Special Cash Advance Rule" (Europe) and "CAP's planes" (Pacific) etc. etc.

playa1
04-13-2004, 10:53 PM
What the heck are you talking about GRO Nads? :confused:

Zero Pilot
04-13-2004, 11:16 PM
"Bump" means to kick the topic back to the top of the page for more views. ~ZP

minus1
04-15-2004, 04:19 PM
'think it would be too crazy if Allies would be allowed to build IC's in the MidEast? 'would allow for the much-talked about British IC.

Yardstick
04-20-2004, 08:15 PM
If the UK wants a factory down south, I think that the 12 initial placement Allied IPCs should be used for Egyptian infantry/artillery, and then a push should be made for Libya. A factory could then be dropped there, on ex-Axis soil, on the second turn.

The problem with the Brits (or the Soviets for that matter) building factories in the Middle East is that (in A&A Europe at least) they're not gaining any IPCs from the territory because they don't actually own it. And no player (as an important rule) can build factories on territories they don't own. I think to avoid confusing rules questions (i.e., "if no one owns the factory, can everyone build on it?"), it's best to simply stick with UK factories being built on ex-Axis soil. In other words, territories they are entitled to own and collect revenue from.

[ May 01, 2004, 06:05 PM: Message edited by: Young Wittgenstein ]

destroyer666_2003
07-02-2004, 01:33 PM
I am working on my own super revised map, rules, and extra optional rules. If anyone is interested, please say so.