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Axis and Allies - The Original Game
New Inventions and Technologies

- by Steve Maurer -

Introduction

I have noticed that Axis and Allies has only a very restricted set of inventions. To make things more interesting, I decided to add a few more. Not all of these are "inventions" per se, many are innovations or significant successes.

The Rules

Each country gets to buy 1 die a turn at a reduced price of 3 IPCs. The remaining dice for that turn cost 5 IPCs each.
Roll a White die, and a Red die. Compare to the table below.

Inventions & Technologies

ROLL / Name / Description

1,1 Mechanized Infantry: Your infantry movement is now 2. Infantry may not "blitz" through enemy controlled territory unless accompanied by at least one tank.

1,2 Heavy Artillery: When attacking, tanks hit on a 4 or less.

1,3 Special Forces: Once per player turn (including yours), you may add 1 to the attack roll of any single unit (not type of unit -just one piece of plastic) for the duration of a single combat. A Bomber unit may not get this bonus.

1,4 Pillage: Your troops have become expert in pillage. You gain money for any unoccupied (enemy held) territory adjacent to any of your land units

1,5 Paratroops: You have a paratroop corps. As an attack, your bombers may change the allegiance of any one unoccupied territory within their range. No infantry counters are actually       transported, and the bomber may not land in the just captured territory.

1,6 Elite Troops: For each IPC you spend, you may "promote" one infantry to attack on a 2 or defend on a 3 for the duration of any one combat (you give them superior weapons and ammo).  You may promote as many infantry as you have IPCs.

 

2,1 Destroyers: Transports attack on a 1 and defend on a 2. Destroyers may not participate in shore bombardment.

2,2 Heavy Battleships: Every battleship gets three attacks on a 4. This includes shore bombardment

2,3 Super Subs: Choose either: A - attacking on a 3 or less, or B - submarines may retreat from combat before an attack is rolled (subject to normal retreating rules).

2,4 Night Shipping: You may transport land units across 1 sea sector. Both the sea and destination sectors must be unoccupied by enemy units (but may be enemy controlled, in which case this is an attack). No transport units are involved.

2,5 Covered Ports: Naval units are protected by land sectors containing your industrial complexes. No attack may be directed against your ships unless a simultaneous attack is made against the land sector.   In this case, all units (land and naval) defend as one army.

2,6 Shore Guns: "Anti-aircraft" applies to all enemy shipping involved in an invasion.

 

3,1 * Partisans: For 1 IPC per turn, you may roll 1d6 IPC damage. Max 1d6 per turn. Can't reduce IPC below minimum IPC value of victim's uncaptured industrial sectors (example: if Germany holds Southern Europe, then can't reduce it below 16 IPC).

3,2 * Guerrillas: On all enemy turns, you may prevent one enemy infantry or armor unit from moving.  You may not prevent movement to or from his industrial complexes, or naval transport.

3,3 * Commando Strike: Right now you may remove a single unit from one enemy country, your choice.   You may not take home country industrial complexes, and enemy planes on an aircraft carrier do not sink with the carrier (they move normally on the victim's turn, and die unless they can land).

3,4 * Technical Conference: You may give one invention of your choice to one of your allies. You must presently possess the invention. Innovations labeled with a star '*' and atomic bombs       may not be given.

3,5 * Propaganda:  You persuade a neutral country to join your side (your choice). The neutral sector has a productivity of 2, and starts with 2 Infantry and 1 Armor on that sector.

3,6 * Spies: Your spies steal one invention/idea of your choice from an enemy. Innovations labeled with a star '*' may not be stolen.  If no enemy has an invention you don't have, tough luck. This may be rerolled.

 

4,1 Radar: Your anti-aircraft units get +1 to their attack strength for the rest of the game. This may be rolled again giving your anti-aircraft additional bonuses.

4,2 Decoys: Pay only 1/2 IPC losses from Industrial Bombing and Rocket attacks (round down). No effect vs Partisans.

4,3 Bomb Sights: Bombers hit on a 5 or less when attacking.

4,4 Jet Power: Fighters hit on a 5 or less when defending.

4,5 Heavy Bombers: Bombers roll twice when attacking.

4,6 Long Range Aircraft: Fighters have a range of 6, Bombers have a range of 8.

 

5,1 Rockets: Your anti-aircraft attacks doing 1d6 IPC. It must be within 3 of an enemy industrial center.

5,2 Exceptional Recon: In one attack per turn (your turn only), on the first round of combat, you specify one enemy piece which the defender(s) must take as part of their losses (not in addition to normal losses).   If you don't hit at least once, it doesn't work.

5,3 Strategy: Only 1 unit must occupy a sector when an attack is completed. Units in a withdrawn attack may split up into different friendly sectors.

5,4 Industrial Technology: All units cost 1 IPC less.

5,5 Lend Lease: You may build one unit a turn for your ally (you build units of his color). They appear on his industrial complex ready for use in his turn.

5,6   * Patriotic Fervor: Once, now or in the future, you may add 15 infantry to your build. These must appear in your home square. This may be rerolled.

 

6,1 Tactical Genius: Your military officers are superior.  Land units may choose to withdraw after combat, even when on the defensive. The attacker chooses whether to call off the attack before you choose to withdraw.   You may not withdraw from a called off attack.

6,2 * Foreign Legion: You may build 1 Infantry per turn on sectors that do not contain Industrial Complexes as long as they have at least a productivity of 2. Just captured territories may not be used for this purpose.

6,3 Plane Bombs: Your fighters may attack on a 5, but if they do, they die at the end of combat (you may use them as casualties in the combat normally).   Fighters attacking in this manner may be used on one-way missions (no need to land).

6,4 * Peasant Uprising: All sectors captured from you, and presently unoccupied by enemy troops, revert to you.  This may be rolled more than once.

6,5 Night Fighters: Your fighters may attack enemy bombers performing nighttime Industrial Bombing Raids. Each fighter unit gets a single attack vs the enemy bomber which flies over the territory. This takes place before anti-aircraft.

6,6 Atomic Bomb: A single bomber unit is now atomic. It gets 6 attacks per round on a 5 or less, but must withdraw as soon as it misses even one attack (due to lack of bombs) - the rest of your units may continue to fight. A territory is reduced 1 productivity whenever the atomic bomber is used
in it.   Atomic bombers do 6d6 Industrial damage, but must always be taken as the first bomber casualty if hit by anti-aircraft fire (atomic bombers are bulky and easily hit).   Atom Bombs may not be the first invention you roll; if this is your first, reroll.


This set of rules first appeared in rec.games.board April 28 1989: "New inventions for Axis and Allies".

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