@@paulcooverjr.6947 My brother taught me chess, the army taught me Risk, then my cousin's taught me Axis and Allies..1986, I've been a fan ever since, my favorite
Axis and Allies AAA rule (technology levels) 1. OOB rules, I prefer the Global '40, up to 3 dice for each gun, fire first round only + free flyovers 2. Up to 4 dice for each gun, first round only 3. Same as #2 but no more free flyovers, they get fired at now 4. Same as #3 but now fire every round of combat 5. Same as #4 but now hit Armor on a roll of 2, multi role gun. 6. Selective Anti aircraft / Targeted planes...owner no longer gets to choose. * As per normal, no more than one dice per attacking unit. * More interesting, add a $5 minor air unit ($5, attack 1 & defend 1, move 4) to the game, it's basically a half fighter ($10 fighters) & 1/3 bomber ($15 bombers). Now any air hit is reduced by $5, forced to retreat from this battle and a hit fighter now becoming a minor air unit while a hit bomber becomes two minor air units and all are forced to retreat immediately. Spending $5 and having two minor air units in owners factory, a bomber is built, also spending $5 and adding a single minor air unit, a fighter is built. Bombing raids need some recalculating as do fighter interceptor rules * AAA guns cost $5 and can be taken as a casualty * Aircraft carriers hold up to 4 minor air units ($20 total) *Bombers hit and turned into minor air units temporary keep the bombers range until they land (landing must be done before any more dice are rolled) * Defending transport hits against aircraft are only minor air hits...half hits compared to normal rules, same effect as taking damage from AAA fire. * Single round interception combat, all hits are treated as anti aircraft damaged. Fighters defend @ 2 (jets @3), attacking/escorting fighters attack @ 1 (jets 2). Bombers and minor air units only ever hit on a 1. * Tactical air, treat all minor aircraft as tactical air units, paired with a fighter at sea, minor air units hit (attack only ) on a 1 or 2, the "2" hit being attackers choice. Minor air units paired with a tank unit also hit (attack only) on a 1 or 2, the "2" hit also being attackers choice...targeted hits. *$15 bombers can carry one infantry, non combat only, up to 6 spaces. **Late game unit, Fighter bomber, ($15, attack 4, defend 3, range 6 and can land on aircraft carriers, no transport abilities).
Wow lots of good stuff there.🍻 I may have to adopt/adapt...? 🤫erm, okay 'steal' some and try them in a future game. 😁 I particularly like the minor air units idea - not %100 on board with them being tactical-paired and have to see they don't cause a naval battle that blocks amphibious assault bombardment, but as I.C. bombing raid interceptors oh-yes. 👍
@@2orLess thanks, I been working with my smaller A&A customized board and am having crowding issues, I'm adding several unit types, still want my 3 different infantry types but probably not on this board. I had quit using the tactical bombers mostly because of space, but I'm keeping the minor air units and figured I'd have to try combining the two unit types, I haven't tried this $5 tactical minor air unit yet. A $4 (1/2 destroyer) patrol boat becomes important when using the $5 aircraft, attack & defend & move 1, transport technology allowing 2 patrol boats per transport, now the patrol boats keep up with the fleet. (always free technology, one per turn basically, but with lots of technology, buying the technology "tokens" can be incorporated in a couple ways.
@@mikedearing6352 Yeah, territories can still be crowded on the global map. So long as you can keep track of the tech advances and additional unit types, the more you put in the more you get out. 😎
Cool, this is my favorite game
This version is in my top five, too.🍻
@@paulcooverjr.6947 My brother taught me chess, the army taught me Risk, then my cousin's taught me Axis and Allies..1986, I've been a fan ever since, my favorite
Axis and Allies AAA rule (technology levels)
1. OOB rules, I prefer the Global '40, up to 3 dice for each gun, fire first round only + free flyovers
2. Up to 4 dice for each gun, first round only
3. Same as #2 but no more free flyovers, they get fired at now
4. Same as #3 but now fire every round of combat
5. Same as #4 but now hit Armor on a roll of 2, multi role gun.
6. Selective Anti aircraft / Targeted planes...owner no longer gets to choose.
* As per normal, no more than one dice per attacking unit.
* More interesting, add a $5 minor air unit ($5, attack 1 & defend 1, move 4) to the game, it's basically a half fighter ($10 fighters) & 1/3 bomber ($15 bombers). Now any air hit is reduced by $5, forced to retreat from this battle and a hit fighter now becoming a minor air unit while a hit bomber becomes two minor air units and all are forced to retreat immediately. Spending $5 and having two minor air units in owners factory, a bomber is built, also spending $5 and adding a single minor air unit, a fighter is built. Bombing raids need some recalculating as do fighter interceptor rules
* AAA guns cost $5 and can be taken as a casualty
* Aircraft carriers hold up to 4 minor air units ($20 total)
*Bombers hit and turned into minor air units temporary keep the bombers range until they land (landing must be done before any more dice are rolled)
* Defending transport hits against aircraft are only minor air hits...half hits compared to normal rules, same effect as taking damage from AAA fire.
* Single round interception combat, all hits are treated as anti aircraft damaged. Fighters defend @ 2 (jets @3), attacking/escorting fighters attack @ 1 (jets 2). Bombers and minor air units only ever hit on a 1.
* Tactical air, treat all minor aircraft as tactical air units, paired with a fighter at sea, minor air units hit (attack only ) on a 1 or 2, the "2" hit being attackers choice. Minor air units paired with a tank unit also hit (attack only) on a 1 or 2, the "2" hit also being attackers choice...targeted hits.
*$15 bombers can carry one infantry, non combat only, up to 6 spaces.
**Late game unit, Fighter bomber, ($15, attack 4, defend 3, range 6 and can land on aircraft carriers, no transport abilities).
Wow lots of good stuff there.🍻 I may have to adopt/adapt...? 🤫erm, okay 'steal' some and try them in a future game. 😁 I particularly like the minor air units idea - not %100 on board with them being tactical-paired and have to see they don't cause a naval battle that blocks amphibious assault bombardment, but as I.C. bombing raid interceptors oh-yes. 👍
@@2orLess thanks, I been working with my smaller A&A customized board and am having crowding issues, I'm adding several unit types, still want my 3 different infantry types but probably not on this board. I had quit using the tactical bombers mostly because of space, but I'm keeping the minor air units and figured I'd have to try combining the two unit types, I haven't tried this $5 tactical minor air unit yet. A $4 (1/2 destroyer) patrol boat becomes important when using the $5 aircraft, attack & defend & move 1, transport technology allowing 2 patrol boats per transport, now the patrol boats keep up with the fleet. (always free technology, one per turn basically, but with lots of technology, buying the technology "tokens" can be incorporated in a couple ways.
@@mikedearing6352 Yeah, territories can still be crowded on the global map. So long as you can keep track of the tech advances and additional unit types, the more you put in the more you get out. 😎