I have created the following house rules for my Axis and
Allies 1941 game. These rules are in flux.
Land Units
Infantry:
For an additional 1 UPC a player can add a machine gun to
their infantry unit. A machine gun adds 1 to their attack and defense value. The
machine gun stays with an infantry unit as long as there is an infantry unit in
play. Once the last infantry unit is out of play the machine gun is eliminated
from play.
Tanks:
Attacks with Tanks accompanied with at least 2 infantry get
a 1 added to their attack and defense values. If either of the infantry is
removed from play the tank reverts to their standard attack and defense values.
Air Units
Bombers:
A bomber must be accompanied by at least 1 fighter and must
withdraw after delivering its payload. A bomber gets a 1 added to their defense
if accompanied by least one fighter, another 1 if they have 2 fighters. The bomber still must resolve any defensive
actions from the defender before withdrawing. On sites of industrial complexes the defender
may roll 1 die after the bomber delivers their payload. A roll of 1 scores a
hit on a bomber. Any defending fighters also get their turn at the attacking a
bomber before it withdraws.
1 fighter must accompany the bomber back to its base.
Additional fighters may choose to stay behind after the bomber withdraws. If
there are no fighters left, then the bomber must go back alone. If the bomber overflies
an enemy territory with an industrial complex and without a fighter as an
escort the controller of that territory gets to fire its anti-aircraft gun once
at the aircraft. If roll a 1 scores a hit on the bomber.
Sea Units
Transports:
Transports must be accompanied by at least one surface
escort ship (submarines do not count as surface ships). Transports now have a defense of 2, but still
have an attack value of 0. This defense value does not count toward submerged
submarines, just surface ships.
If escort ships are eliminated instead of transports the
transport can choose to continue to travel to their discharge point or withdraw
from the conflict after resolving any attack rolls from the defender. Transports
can now carry 2 infantry, 1 tank or 4 infantry or 2 tanks.
Aircraft Carriers:
An Aircraft Carrier must not enter a conflict zone without a
surface escort ship. If an Aircraft Carrier no longer has an escort it must
disengage from the battle. If it has fighters still out on a mission it can
either wait for the fighters to land or let the fighters fend for themselves.
Battleships:
Battleships may not enter a conflict zone without at least
one destroyer as an escort ship. If a Battleship is without an escort it must
withdraw. A Battleship may fire its guns from a range of two spaces. It cannot
fire through another ship or land mass.
Here is a new mobilization chart indicating new costs for
individual units.
Mobilization Zone
|
||||
UNIT STATS
|
Cost
|
Move
|
Attack
|
Defense
|
Land
Units
|
||||
Infantry
|
2 for 5
OR
3 a piece
|
1
|
1
|
2
|
Tank
|
5
|
2
|
3
|
3
|
Air
Units
|
||||
Fighter
|
8
|
4
|
3
|
4
|
Bomber
|
10
|
6
|
4
|
1
|
Sea
Units
|
||||
Submarines
|
6
|
2
|
2
|
2
|
Transport
|
2
|
-
|
1
|
|
Destroyer
|
7
|
2
|
2
|
2
|
Aircraft Carrier
|
10
|
2
|
1
|
2
|
Battleship
|
14
|
2
|
4
|
4
|
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