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Some Axis & Allies Conversions I worked up!
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Raven!
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PostPosted: 11-Feb-2003 21:27    Post subject: Some Axis & Allies Conversions I worked up! Reply to topic Reply with quote

Alternative Technology Production List
======================================

This list is designed to represent alternative technology production for the game of Axis & Allies. Players are encouraged to use both lists during the game for maximum effect of all the technologies that were produced during World War II. To do this, simply roll after you buy tech rolls: 1 - 3 = Original List; 4 - 6 = New List.

1) Sub Pens - Costs 6 IPCs. Fighters and Bombers cannot damage Submarines
2) Radar - Fighters can block bombers with AA Guns on SBR. Only one round of combat.
3) Sonar - Subs loose ability to First Strike and Submerge against BShips, Subs, Destroyers.
4) Machine Pistols - Infantry Attack at 2.
5) AT Guns - Roll attack against tanks as if they were fighters for AA Gun. Can't do both.
6) Repair Yards - BattleShips get 2 hits. Battleship can be repaired for 5 IPC at Factory.

New Units
=========

These are a list of Units that we developed which we thought added some charm to the game. Following the unit list will be if and where units go at the starting deployment. This was done with some sense of balance in mind.

Ground:
Artillery AT2 DF1 MV1 IPC5
-- When attacking with infantry, one infantry for each Artillery piece attacks with an additional 1 on their AT. Treat as armor for transport.

Mechanized Infantry AT2 DF1 MV2 IPC5
-- Mechanized infantry can blitz like tanks. They also have the ability to withdraw like submarines on any turn. If on an island, they cannot withdraw. If surrounded, they cannot withdraw. Treat as infantry for transport. Cannot be used as paratrooper.

Trooper AT2 DF3 MV1 IPC5
-- Heavy Infantry. Represents units like the Marines, Waffen SS, and British Commandoes. Just very tough.

Air:
Air Transport AT0 DF1 MV6 IPC8
-- Can carry two infantry into combat as paratroopers. Cannot land on carriers. Can be shot at by AA Guns. If hit, infantry in plane are destroyed too.

Light Fighters AT2 DF2 MV4 IPC12
-- Light Fighters are small planes, usually older models from the 20's and 30's that can land in newly conquered territory. These older model planes are mobile, but not as effective. They do make good support for infantry invasions.

Sea:
Destroyer AT2 DF2 MV2 IPC12
-- A destroyer can bombard like a BattleShip. Can carry sonar if that technology is rolled.

Light Carrier AT1 DF2 MV2 IPC12
-- Can only carry one fighter. Treat as Carrier otherwise.

Merchant Marine AT0 DF0 MV2 IPC4
-- Basically a half price transport. Needs escorts if you wish to keep it alive. Can carry two infantry, or one tank.

Super Carrier AT2 DF3 MV2 IPC24
-- Capital Ship. Can get Two Hits and Repair feature if that Technology is rolled. Can carry 3 fighters, or 1 Bomber and 1 Fighter.

New Starting Units in Game
==========================

USSR: (+30 IPCs worth of Units)
Russia - 2 Troopers
Karelia S.S.R. - 1 Mechanized Infantry, 1 Artillery
Yakut S.S.R. - 1 Mechanized Infantry
Soviet Far East - 1 Trooper

Germany: (+36 IPCs worth of Units)
Germany - 2 Troopers
Ukraine S.S.R. - 1 Trooper
Southern Europe - 1 Artillery
Western Europe - 1 Artillery
Algeria - 1 Light Fighter

United Kingdom: (+32 IPCs worth of Units)
UK - 2 Troopers
India - 1 Trooper
Union of South Africa - 1 Mechanized Infantry
Anglo-Egypt Sudan - 1 Light Fighter

Japan: (+32 IPCs worth of Units)
Japan - 2 Troopers, Destroyer
Manchuria - 1 Trooper
French Indo-China Burma - 1 Mechanized Infantry

United States: (+37 IPCs worth of Units)
Eastern U.S.A. - 2 Troopers
Western U.S.A. - 1 Mechanized Infantry
China - 1 Light Fighter
Sinkiang - 1 Light Fighter

This adds some tiny bit of flavor to the game, making it far more interesting.

Adding More Players
===================

There are three ways to add more players, and all three can be used at once. Most of these come from alternative sources, but we used them as follows:

Italy:
Add a new Axis power: Italy! Southern Europe becomes the Italian Capital. Algeria and Libya also belong to Axis Italy. However, Germany cannot win the game loosing axis to 8 IPCs on round one, nor can it win without the IPCs of Africa. So follow my advice on land redistribution:

Add three to Western Europe and Germany. Egypt becomes a 3 valued territory, as does Syria-Iraq. Now, both Germany and Italy can fight over Africa!

Italy becomes worth 10, Libya becomes worth 3 and Algeria becomes worth 3. Italy begins with the following:

Italy - 4 Infantry, 2 Tanks, 1 Submarines, 2 Transport
Algeria - 2 Infantry
Libya - 1 Mechanized Infantry
Eastern Europe - 2 Infantry, 1 Artillery

Germany keeps its sea fleet. All German units however, are moved. All African units are moved to Western Europe. All Southern Europe units are moved to Eastern Europe. Italy's first move should be to build a factory in Libya. Attack with the sub against the English sub and attack Egypt. If unsuccesful, Germany will have to seize Egypt (which is what happened). Italy's navy is also very weak. In 1942, attacks by the Free French and British had so hurt the Italians that they were very weak in the mediterian. It took German intervention to save them.

Italy moves at the same time as Germany.

China:
Add a new Allied power: China! China gets China and Sinkiang as its intial territories, and the Infantry and Fighter plane there (not to mention what I added above: 2 Light Fighters). Both become worth 3 IPCs. China can only build infantry. You cannot blitz through China. You only have one round to fight the Chinese. If you do not wipe them all out that round, then the rest of the army fades away. You "capture" the territory, however, you cannot collect IPCs from it, and your next turn you must either fight or withdraw. China can place its two infantry a turn in either territory, even if fully captured! If left undefended, this will take the territory back. China can only invade into Manchuria and Kwangtung. If it captures a Factory it can produce other units.

China moves at the same time as the United States.

Neutral Nations:
This can actually be more then one power if it is wanted. However, the neutral nations end up looking something like this:

South American/Spanish Alliance ~
Venezuela-Columbia: 2 IPC
-- 2 Infantry
Peru: 1 IPC
-- 2 Infantry
Argentina-Chile: 2 IPC
-- 2 Infantry, 1 Tank
Spain: 4 IPC
-- 5 Infantry, 1 Tank
Rio de Oro: 1 IPC
-- 1 Infantry

European Neutral Powers ~
Eire: 2 IPC
-- 1 Infantry, 1 Tank
Sweden: 6 IPC
-- 5 Infantry, 2 Tanks, 2 Fighters
Switzerland: 2 IPC
-- 6 Infantry, 2 Tanks

Free Ottomon Empire ~
Turkey: 4 IPC
-- 4 Infantry, 2 Tanks
Saudia Arabia: 4 IPC
-- 2 Infantry
Afghanistan: 2 IPC
-- 4 Infantry

African Nations ~
Angola: 2 IPC
-- 1 Infantry
Mozambique: 1 IPC
-- 1 Infantry

The Mongolian Empire ~
Mongolia: 3 IPC
-- 3 Infantry

These are just possible alliances that work. The two neutral African Nations, and Mongolia are really really really in trouble, and should stay neutral, however, the other groups actually have a tiny bit of influence. Turkey controls access to and from the Black Sea, for instance, and can become costly for Axis powers trying to invade Russia through the straights. Other nations can declare war for either side, or stay neutral. I put them in groups of ten IPCs to show what would happen if they declare war.

In the event that a group of neutral nations go to war:
1) Pick a capital. That location gets a factory and AA gun.
2) Deploy all forces in your group of nations.
3) Take your turn after the United States.

If you're spliting up the nations for multiple players, each player goes after the last one to declare war.

These nations can charge 3 IPCs to use their air space. They can also charge to house ground troops. Neutral nations can begin military build up. However, after five turns of production, they are automatically "at war" against their nearest neighbor. If their are two near by neighbors, player gets to pick. If a nation is captured, add its IPC value to that conquerer. If a capital is captured, the player can still fight with its other territories, but is no longer able to collect income. Territories that are liberated by allies revert to the neutral player. Neutral player capitals do not count towards winning the game.
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Jade_Dragon
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PostPosted: 12-Feb-2003 10:28    Post subject: RE: Some Axis & Allies Conversions I worked up! Reply to topic Reply with quote

It would be interesting to try this stuff out to say the least.

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Raven!
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PostPosted: 12-Feb-2003 11:28    Post subject: RE: Some Axis & Allies Conversions I worked up! Reply to topic Reply with quote

It has been interesting. I use the alternative infantry the most. Mechanized infantry is fun.

Raven!
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Jade_Dragon
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PostPosted: 12-Feb-2003 11:40    Post subject: RE: Some Axis & Allies Conversions I worked up! Reply to topic Reply with quote

I am thinking that the Destroyers and Merchant Marines would greatly aid the US and Japan in the Pacific.

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Raven!
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PostPosted: 12-Feb-2003 14:07    Post subject: RE: Some Axis & Allies Conversions I worked up! Reply to topic Reply with quote

Actually it works very well for the Japanese early on, allowing them to make a cheap bridge to Manchuria, and even a cheap invasion of Alaska, however, it can be a SEVERE liability if your opponent puts out even one transport or destroyer or something. no DF or AT.

Destroyers I sometimes. They are cheaper then battleships, but still are fairly good against enemy units, sort of like subs but with bombardment. However, subs are cheaper and have that great first strike.

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