Top Document: Axis & Allies FAQ v1.4 Previous Document: *14. Are there any good house rules available? Next Document: 16. How do I calculate the probability of units hitting or missing? See reader questions & answers on this topic! - Help others by sharing your knowledge Total Victory: In the normal rules, a military win occurs when either side captures two enemy capitals, but with the Total Victory rule, it is also a requirement that you and your alliance's capitals cannot be in enemy hands. Basically this may prolong the game, and perhaps a wise opponent may use this rule to throw a small wrench into what may seem to be an easy victory. Placing Your Naval Units in Enemy-Occupied Sea Zones: With this new rules variation, you may place new naval units in *enemy-occupied* sea zones adjacent to industrial complexes you have owned since the beginning of your turn. It is up to your enemy to either retreat from the sea zone or attack your ships. This changes the game a fair amount, although no side can claim an unfair advantage. In the normal rules, placing your ships in enemy zones in effect constitutes a naval blockade and shutdown of enemy shipyards. The optional rule neutralizes this tactic, and allows full use of all shipbuilding potential. I would be interested to hear what experiences you have had with this rule in the short-term, say the first 2 or 3 turns. The next three optional rules weigh the advantage towards the Axis alliance. The second rule, Restricted Attack, seems to be the most popular, judging strictly by what I've read on the net. I don't believe that Milton Bradley suggests using all three at once; I would think that the Restricted Attack rule would give the most advantage, then the Weapons Development Benefits, then the least advantage to the Axis would be the No New Complexes optional rule. This FAQ is open to a change of opinion on this, and if you're looking for something to do, play a couple of games using each of the three last optional rules to see which made the most difference. Weapons Development Benefits: This rules variation gives the Germany player Jet Power and the Japan player Super Submarines at the start of the game. Super Subs would help Japan decimate the American Pacific fleet and keep the Pacific for itself, and cheaply! German Jet Power may not be as useful to Germany as Subs to the Japanese, since Jet Power is a defensive capability; and Germany needs more offense than it does expensive defense. Restricted Attack: The USSR player is not allowed to attack until the second turn, which in effect gives Germany a great opportunity to set the tone of the European theatre, and it also denies the vulnerable USSR time to prepare a defensive posture. It is a far-reaching optional rule. No New Complexes: Only industrial complexes placed at the start of the game are used. If you are a player that likes to set up a new factory in India or Finland-Norway, you will have to change your style. If you rarely build new complexes, this rule will not make much difference. As previously stated, though, this is a controversial rule. The point is that Japan not being able to build a new complex in Asia is a greater detriment to the Axis than the Allies. User Contributions:Top Document: Axis & Allies FAQ v1.4 Previous Document: *14. Are there any good house rules available? Next Document: 16. How do I calculate the probability of units hitting or missing? Single Page [ Usenet FAQs | Web FAQs | Documents | RFC Index ] Send corrections/additions to the FAQ Maintainer: pgoudswa@jumppoint.com
Last Update March 27 2014 @ 02:11 PM
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