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Axis and Allies

Modifications for the Axis and Allies strategy game, plus tactics on how each nation can win the game.

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Rule Variants

Battleships

Battleships can now bombard a coastal or island territory without supporting infantry. This takes the battleship's turn. Should the entire garrison of the territory be destroyed by the battleship or fleet, it is not conquered by the fleet and remains in the hands of the person whose garrison was just destroyed.

EX- The United States sends 2 battleships to bombard Okinawa. It is defended by 1 Japanese infantry. The infantry is destroyed. Okinawa remains unconquered and the United States must bring a transport with infantry or armor to capture it.

Production Centers

    Production Centers build on a turn may be used instantly and can build infinite units (not just the number of their income level).

    Units are purchased and build at the end of a turn, not purchased at the start and built at the end.

    Panama Canal is one sea zone only to the person controlling the nation of Panama.

    Once a nation's capital falls, it is out of the game permanently. Its units remain in the territories that they are in. Even if the capital is retaken by an ally, the nation cannot return to the game.

    Selling

    Buildings and technologies can be sold off for the price paid for them. You cannot, however, sell off “New Research” technologies. Selling is done at the beginning of a turn. You may not sell units.

    Destroyers

    Destroyers are an added piece to the game. Each faction receives six, and their characteristics are:

    1. Cost=10
    2. Move=2
    3. Attack=2
    4. Defense=2

    Destroyers also have a special ability. Once per tern, while on defense, destroyers can designate “Targeting Aircraft.” This means that if the destroyer hits, an enemy fighter or bomber must be lost. This gives the destroyer a defense level of 3 instead of 2.

    New Research

      You may now research a “unit upgrade” instead of normal research. This adds one to the cost of building each unit and costs one dollar instantly for each unit on the field. As soon as the research is complete, you must pay one dollar for each unit. If you cannot pay, the research is lost and must be researched again.

      Research Process

      1. Pay 5 dollars for each die
      2. Designate “new research.”.
      3. Each six that you roll represents a research breakthrough. Roll these dice again for the specific research.
      4. Die rolls of 1 or 6 are Land breakthroughs, 2 and 5 are Sea, and 3 and 4 are Air
      5. After rolling for the category, roll again. Under Land, 1 and 2 are Infantry, 3 and 4 are Armor, and 5 and 6 are Anti-Air Cannon or Transport.*.
      6. Under Sea, 1 and 2 are Battleship, 3 and 4 are Submarine, and 5 and 6 are Transport or Destroyer.*.
      7. Under Air, 1 and 2 are fighter, 3 and 4 are bomber, and 5 and 6 are Aircraft Carrier

      *If Destroyers are in the game, they are the 5 and 6 rolls under Sea, and Transports are 5 and 6 under Land. There are then no upgrades for Anti-Air Cannon.

      The upgrades of units are as follows:

      Land

      1= Infantry. Attack +1

      2=Infantry. Move +1

      3=Armor. Defense +1

      4=Armor. If no enemy armor present, may withdraw from a defensive battle.

      5=Anti-Air Cannon. Defense +1

      6=Anti-Air Cannon. May fire twice per battle

      Sea

      1=Battleship. Defense +1 (cost +2)

      2=Battleship. Can bombard twice when accompanied by Land units

      3=Sub. Move+1

      4=Sub. Defense had “First Shot” ability

      5=Transport. Defense +1

      6=Transport. May carry 3 Infantry

      Air

      1=Fighter. Move +2

      2=Fighter. Attack +1

      3=Bomber. Defense +1

      4=Bomber. Attack +1

      5=Carrier. Attack +1

      6=Carrier. Holds 3 Fighters OR 1 Bomber

      *5=Destroyer. Defense +1 (Designate Air remains at 3)

      6=Destroyer. Attack gains “Designate Air” level 3.

      Tactics

        Allies in General

        The object of the Allies is basically to hold the Germans back and allow the United States to get into the conflict. The US has the highest monetary income, and if they can enter the war with the Germans still below them, they can cripple the Japanese and move through Russia into Germany.

        Keeping the US intact involves a lot of risk. First, Japan must be curtailed. Russia can do this. If they can take Manchuria and mass an army there, Japanese presence on the mainland will be threatened. Also, Great Britain needs to move the Transport from India to Australia. This allows the 2 Infantry there to threaten French Indochina-Burma. At the start of the game, India and FICB have equal armies. However, if the 2 Infantry from Australia join the British Army, the Japanese will lose another major territory. These 2 moves will keep China in US hands and possibly stop the attack on Pearl Harbor.

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