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Old 05-24-2004, 11:05 PM   #1
halfadimecn
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Disclaimer--This is for players who enjoy house rules to spice up games or to try new things. If you dont like HOUSE RULES or refuse to use them or believe that they are sacrilegious PLEASE do not read further.

Here are some house rule I have done. I believe HOUSE rules allow people to be creative along with fixing what people believe to be broken.

I have taken many of the Ideas from many sources, some being my own and some being from this Web site, magazine articles and even history.

Also I would like to hear/see what others play for House Rules. As a house rules person I have an interest in others options.

Again, if you do not like HOUSE RULES please ignore this post.

Industrial Technologies

Air Technologies
1) Heavy Bombers-Country may now purchase the Heavy Bomber unit.
2) Long Range Aircraft-Aircraft gain +2 movement.
3) Airborne Troops-During the combat movement phase, the player may declare up to 2 infantry as Airborne. These units may be placed in any zone within 3 spaces of their starting zone. Airborne attack at a 2 on the first round of combat and my not be boosted by Artillery.
4) Improved Bomber Escorts-Bombers defend at a 2 or less in normal combat. They may also defend against attacking Interceptors. A roll of a 1 is a hit.
5) Fighter-Bombers-Fighters may perform SBR. Damage is 1d6 halved rounded up. Limited to value of the territory per fighter.
6) Jet Power-Defense is increased by 1 and AA guns must roll 2 dice per fighter. Roll of 3 or less on the 2 die indicates a hit.

Sea Technologies
1) Armored Carriers-Carriers take 2 hits to sink and cost 18 IPCs. Damaged carriers may not have fighters land during the Non-Combat Movement. Player obtaining this Technology must pay 2 IPCs per carrier to upgrade them. This technology does not come into effect until the IPCs have been paid.
2) Large Carriers-Carriers can carry 3 fighters.
3) Shore Bombardment-Destroyers and Cruisers may perform Shore Bombardment.
4) Super Submarines-Submarines gain +1 attack and can not be attacked by planes unless an opposing Destroyer is present.
5) Improved Naval Screening-Transports defend at a 2 or less.
6) Dreadnoughts-Battleships roll 2 dice for attack and shore bombardment.

Land Technologies
1) Mobile Infantry-During the Combat Movement phase, the player may choose up to 4 Infantry to be Mobile Infantry. These infantry’s movement is increased to 2 and they can blitz.
2) Marines-During the Combat Movement phase, the player may choose up to 4 infantry to be Marines. These units attack at a 2 or less on the 1st round of combat during an amphibious attack.
3) Resistance Fighters-Player gains 1 free infantry that can be placed in any territory the country controls during the Mobilize Units phase.
4) Fortifications-Place a Fortification marker on 1 of your original territories. All land units in that zone defend at +1 on the 1st round of combat. The fortification marker is to be taken as the 1st casualty during combat. If the fortification is lost during Opening Fire, the units do not gain the bonus.
5) Heavy Tanks-Player may declare one armor as a Heavy Tank. This unit Attacks at a 4/Defends at a 4/Moves 2. If this unit is destroyed it may be replaced at a cost of 8 IPCs.
6) Shock Troops-During the Combat Movement phase, the player may declare up to 4 units as Shock Troops. These units attack at a 2 on the 1st round of combat. They may not be used in amphibious attacks.
Other Technologies
1) Decode Enemy Codes-Once per game, after combat movement, but before combat, player may move units out of a zone being attacked or move units into a zone being attacked. If moving out of a zone at least 1 unit must remain behind. Other than the timing, the movement must conform to normal movement rules.
2) Radar-AA guns, not Cruisers or Sub-Pens, defend at a 2.
3) Salvage-If you win a combat in one of your original territories and your opponent loses at least 1 armor, then you may place a free armor in that zone.
4) Supreme Diplomat-After your Non-combat movement phase you may attempt to influence a neutral country to join your side. Roll 1d6. A roll of a 2 or less the country joins your cause. Roll a 6 and the country joins the nearest opposing country.
Afgahnistan—1 IPC, 2 Inf
Angola—1 IPC, 2 Inf
Angentina—2 IPCs, 3 Inf, AA gun, and 1 Transport
Eire—1 IPC, 2 Inf
Mongolia—0 IPC, 2 Inf
Mozambique, 1 IPC, 2 Inf
Peru—3 IPCs, 2 Inf
Rio de Ore—1 IPC, 1 Inf
Saudi Arabia—3 IPCs, 3 Inf (if owned by UK qualifies for Mideast Oil)
Spain—2 IPCs, 3 Inf, 1 armor, 1 fighter, 1 DD
Sweden—2 IPCs, 4 Inf
Switzerland—1 IPC, 3 Inf (all Inf gain +1 defense for whole game)
Turkey—1 IPC, 5 Inf
Venezuela—1 IPC, 2 Inf
5) Rockets-1 AA gun per territory may fire rockets for SBR damage at an opposing IC. Limit to 1 rocket attack per IC and damage may not exceed IPC value of the territory. SBR damage is 1d6.
6) Industrial Technology-Units cost less as shown below;
Cost 1-4 = No reduction
Cost 5-8 = .5 IPC reduction
Cost 9-12 = 1 IPC reduction
Cost 13-16 = 2 IPC reduction
Cost 17-20 = 3 IPC reduction
Cost 21+ = 4 IPC reduction

Alternate Technologies—
1) Improved Research-On any further technology rolls on the chart, the Player may add or subtract 1 from the die roll. (ie..On Sea Technologies Player rolls a 4. The player may take Super Subs or subtract 1 from the die to make Shore Bombardment or add 1 for Improved Naval Screening)


Additional Units-
1) Commandos-Attack 2/Defense 1/Move 1/Cost 5
A) Commandos may not capture territories.
B) May move through neutral/impassable territories.
C) May forgo attack to remain undetected in an enemy territory. Make an attack roll, if it is successful the Commando is undetected. If not, all units present may defend against the Commando.
D) If attacking, Commandos first attack is a targeted attack. Only the targeted unit may defend against the Commando. (ie..the Commando and the targeted unit fight a 1 on 1 battle separate from the main battle for the 1st round.)
E) If undetected at an enemy IC, the ICs owner must pay 1 IPC to the back during the Commandos owners Combat Phase.
F) Commandos are limited to 3 per country per game.
2) Blockhouses-Attack 0/Defense 2/Move 0/Cost 5
A) May only be placed in coastal territories.
B) On the 1st round of an Amphibious attack the blockhouse rolls a 1d6 during the opening fire phase. A roll of a 2 or less against a troop making an amphibious landing. This is a bonus shot. The blockhouse may defend normally during the regular combat phase and for the rest of the battle.
C) May be targeted by Shore Bombardment.
3) Cruiser-Attack 3/Defense 3/Move 2/Cost 14
A) Cruisers act as floating AA guns. Any time a plane(s) fly over each Cruise gets 1 shot (not per plane). A roll of a 1 is a hit. The planes owner may decide which unit was hit.
B) Cruisers may not bombard unless they have the Shore Bombardment Technology.
4) Destroyer-Attack 2/Defense 2/Move 3/Cost 10
A) Submarines may not submerge in a zone containing an opposing Destroyer.
B) Submarines may not pass through a zone containing an opposing Destroyer.
C) Destroyers may not bombard unless they have the Shore Bombardment Technology.
5) Q-ship-Attack 1/Defend 2/Move 2/Cost 3
A) Each country is limited to 1 Q-ship in play at a time.
B) Q-ships have the same capacity as Transports.
C) Procedure-When purchased put a Q-ship token/card on the Countrys Reference card. When a transport is involved in combat roll a 1d6, if the roll is a 1 the transport is a Q-ship and place the token under the transport marking it as such. The token remains until the ship is destroyed or until that ship returns to a sea zone adjacent to an IC. If adjacent to an IC the token can be removed and placed back on the Reference card at the end of the Non-combat movement phase. The process then begins again.
6) Minefield-Attack 0/Defense 1/Move 0/Cost 8
A) Only 1 minefield per zone.
B) Minefield must be placed in a zone where a warship (ship with an attack value greater than 0) is present and has not moved this turn.
C) Player rolls a dice for each enemy ship entering a minefield during the opening fire phase or as soon as it occurs during the Non-Combat Movement phase. A roll of a 1 is a hit against the ship.
D) The minefield is destroyed at the end of movement after at least 1 ship was hit.
E) A minefield can be cleared if an opposing warship moves into the zone, is not damaged by the minefield, and makes a successful attack roll.
7) Sub-Pens-Attack 0/Defense 1/Move 0/Cost 7
A) Acts as an AA gun for sea units in the same zone. Any aircraft attacking the protected ships is subject to AA fire rules during the Opening Fire phase.
B) Planes may fly over the sea zone without incurring AA fire if they DO NOT attack any units in the sea zone.
8) Heavy Bombers-Attack 4/Defense 1/Move 6/Cost 20
A) May only be purchased after the Heavy Bomber technology has been obtained by the purchasing county.
B) Heavy bombers use 2 dice when attacking or doing SBR.

Additional/Modified Rules-

1) Interceptors-Each fighter in a zone that aircraft fly over rolls 1d6. A roll of a 1 hits 1 enemy aircraft.
1) CAP fighters-Fighters adjacent to a sea zone and that did not move in either the combat movement or the non-combat movement may be declared as CAP fighters. These fighters defend against any sea units that attempt to move through that zone (except subs because of their special ability). If aircraft move through the zone treat as interceptors above.
1) Amphibious assaults-In the opening fire phase of any amphibious attack, the defender gets 1 free defense roll (this is the prepared defenses, mines, hedgehogs, etc). If this defense roll hits on a roll of 2 or less, then 1 amphibious attacking unit is destroyed.
1) Defensive Retreat-Each country once per game can perform a Defensive retreat. At any retreat or press attack phase after the attacker declares a continuation of the attack, the defender may declare a retreat. For every pair of same units (ie..2 inf, 2 fighters, etc) 1 may retreat. All units must retreat to the same zone, which must be friendly and not have been in active combat this attack turn. (This could be called the Dunkirk maneuver.)
1) Map changes-
A) East Indies is now worth 3 IPCs.
A) Borneo is now worth 3 IPCs.
A) The Solomon Islands is now worth 1 IPC.
A) The Carolina Islands is now worth 1 IPC.
2) National Advantages changes-
A) Japans Kamikaze Attack is now a targeted attack during Opening Fire. The aircraft is an automatic casualty during Opening Fire.
B) Japans Kaiten Torpedoes is now a targeted attack during Opening Fire. The submarine is an automatic casualty during Opening Fire.
C) USAs Superfortresses-AA fire now rolls 2d6, if the result is 3 or less the Superfortress is shot down.

[ May 25, 2004, 02:40 AM: Message edited by: Halfadime ]
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Old 05-24-2005, 01:42 PM   #2
TrimChris
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I guess no one else ever tried this rule set.
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Old 05-24-2005, 04:27 PM   #3
Botider
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My word! That's a lot to try to keep straight, especially all the special units. But it's also a lot of neat ideas ...

You can add a few more to your already impressive list ...

NAs
Russia - 2.5 IPCs for infantry (rounding up)
England - Veteran RAF pilots ... fighterse hit on a 5 when defending tan territories.
Germany - Tiger Tanks ... up to 6 on the board at once, cost 7 IPCs, hit on a 4.
Japan - Torpedo fighters ... a slight mod from the other NA ... for every 2 fighters attacking a sea unit, role one extra die in a targeted attack, hitting on 3.
U.S. - Lend/lease ... another slight mod ... U.S. can give Britain and/or Russia 4 IPCs per turn - either all 4 to one country, or divided between them.

- I like your airborne units ... we require a bomber to be present to act as a transport, subject to AA fire, can't bomb on the same turn.
- Subs can stay submerged except when a destroyer is present. Bombers can't hit subs. Subs can submerge if attacked by fighters (and no destroyer) without fighters getting an opening shot.
- Fighters help defend against SBRs ... if one or more fighters are present in the territory with the IC, you get another shot (in addition to AA) at the bomber(s), hitting on a 1.
- Rockets can miss. Roll 1 die for each rocket fire. Calc distance from AA gun to IC ... distance/die roll for hit = 1 space away/hit on a 5, 2 sp/hit on 4, 3 sp/ hit on 3 ... if you get a hit, you roll damage (1d6).
- Multiple AA guns in a territory (up to 2). Both get to fire at aircraft ... defender can decide whether to roll both dice (guns) in 1st battle cycle, or roll them separately (one each in 1st and 2nd battle cycles).

Anyone, some imaginative stuff there. I just don't think I could keep it all straight.
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