Saturday, March 7, 2015

Axis and Allies 1941 House Rules, version 1

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.

New Mobilization Chart and Unit Prices

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
5
2
-
1
Destroyer
7
2
2
2
Aircraft Carrier
10
2
1
2
Battleship
14
2
4
4




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