TheBeast TheBeast
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arrrhJust a few crazy ideas to make the game more realistic and interesting without burdening it with too much complexity..

Cut Throat: USSR plays for its own Victory, separate from the Allies. USSR units cannot mix with British, Chinese or American units and are in fact hostile to them: USSR and Allied units fight as enemies when they collide in the same territory or zone.

German and Japanese units cannot mix and are hostile to each other. If they attack the same territory or sea zone, one must agree ahead of the attack ti withdraw from the space after a victorious combat.

USSR Production is half its face value if 1) there are no enemy units or enemy control markers in territories or zones controlled at start by USSR, and 2) there are no enemy units nor enemy control markers in Belarus, West Russia, Ukraine, and Eastern Europe.

China has a separate economy but is American controlled. Japan is at war with China at start. Chinese Infantry cost only 2 IPC each.

America in Peacetime has half its face value IPC income. America in Peacetime or war can give 8 IPC of its income away each turn to any Powers except the USSR when it is at half production. These IPC become available in the Powers' respective Collect Income Phases. American produced Technologies are available to Britain and China even if America is at Peacetime, and vice versa, British and Chinese Produced Technologies are available to America.

America goes to war when:
A) It is the Summer 1942 turn, or
B) whenever it is attacked, or a Power declares war on it, or
C) when Germany captures a British Victory City, or
D) when Japan attacks a British territory, or
E) when six or more territories which were controlled by Russia or China at start are German or Japanese controlled.

Players & the Six Powers
Two Player Game: 1) *America-*Britain-*China-USSR, 2) Germany-Japan.
Three Player Game: 1) *America-*Britain-*China, 2) USSR, 3) Germany-Japan.
Four Player Game: 1) *America-*Britain-*China, 2) USSR, 3) Germany, 4) Japan
Five Player Game: 1) *America-*China, 2) *Britain, 3) USSR, 4) Germany, 5) Japan.

*America, Britain and China are "Status Quo Powers." The Victory City requirements are not as heavy on Status Quo Powers as on Revisionist Powers.

The Map at Start, pre-Barbarossa Scenario, Summer 1941.
--Philippines are American, not Japanese. ("Wake" should really be the Gilbert and Marshall Islands, and so left Japanese.)
--Borneo, East Indies, New Guinea, Solomon Islands are British, not Japanese..
--Iran, Iraq-Syria, French West Africa, and Madagascar are Neutral, not British.
--Algeria is Neutral, not German.
--Eastern Europe, Ukraine, Belarus, and West Russia are USSR, not German.
Only Japan can raise IPC in Philippines, Borneo, French Indochina, East Indies, New Guinea,

At Start Summer 1941 Income, Not Including Possible Blockade Effects
Germany: 29 IPC.
Britain: 26 IPC.
Japan: 15 IPC.
USA: 19 IPC, China 4 IPC,

Check for Victory at the end of each Calendar Turn. To win, a Revisionist Powers Player must control all his Powers' at-start Victory Cities. Also, a Revisionist Powers Player must
--gain 6 Victory Cities (VC) if he is Germany, or Japan, or USSR.
--gain 8 VC if he is Germany + Japan or USSR + China.

To win, a Status Quo Powers Player, or, the America-Britain-China-USSR Player, must control all his Powers' at-start Victory Cities. Also, he must
--gain 4 Victory Cities (VC) if he controls Britain.
--gain 5 VC if he controls America + China.
--gain 7 VC if he controls America + China + Britain.
--gain 9 VC if he controls America + China + Britain + USSR.

If no Player has won by the end of Turn 11, then the Player closest to achieving his Victory City objectives wins. (Example: the USSR Player with a net gain of 3 Victory Cities is within 3 of achieving his objective, so he wins over the America-Britain China Player with a net gain of 4 Victory Cities, who is within 4 Victory Cities of his objective.) If two Players are equally close to their objectives, the tie is broken in favor of Player controlling fewer Powers. If still tied, the tie is broken in favor of the Player who started with less IPC income.

These 5 Capitals are each worth 2 VC: Moscow, Berlin, Tokyo, Washington, London.

Western Europe is worth 2 VC to the Player who controls Britain.

Add These Victory Cities:
Russia: add Caucasus (Baku), Eastern Europe (Vilnius), Ukraine (Kiev).
Germany: add Southern Europe, Balkans (Ploesti), Scandinavia.
Britain: add Eastern Canada (Montreal), Australia (Sydney) and Union of South Africa (Capetown), East Indies (Jakarta).
Japan: add Manchuria (Harbin).
America: add Sinkiang (Lhasa), Hawaii (Honolulu), Alaska (Anchorage), and Brazil (Rio de Janeiro), Philippines (Manila).

Middle East: control of Egypt and all four of these at-start Neutrals: Turkey,Iraq.Syria, Iran, Arabia, is worth a Victory City. The British Player, if playing alone as a fifth Player, gets 2 VC for the entire Middle East, or 1 VC for three of the five Middle East countries.

Note: Germany and USSR can win without fighting each other. Japan also has more paths to victory.

--The German Player in a 4-player game takes Britain (2), Brazil, South Africa, India, Middle East. +6 VC.
--The USSR Player takes Manchuria, India, Kwangtung, Sinkiang, Middle East, and South Africa, +6

Other Examples:
--The America-Britain-China-USSR Player in a 2-player game takes Germany (2), Balkans, Western Europe (2), Southern Europe, Manchuria, and Japan (2). +9 VC, historical outcome,
--The German-Japanese Player takes Ukraine, Eastern Europe, Karelia, Caucasus, India, East Indies, Philippines. +7 VC. Historical strategy.
--The USSR Player takes Germany (2), Balkans, Manchuria, India, and Kwangtung. +6
--The USSR Player takes Balkans, Southern Europe, Middle East, Manchuria, Sinkiang, Shanghai. +6 VC.
--The Japanese Player in a 4-player game takes Sinkiang, East Indies, Philippines, India, Australia, and either South Africa, Hawaii or Alaska. +6 VC.
--The British Player controls Western Europe (2), Southern Europe, and either the Middle East (2), Scandinavia or Balkans. +4 VP.
==The USA-China Player controls Kwangtung, Japan (2), Western Europe, Scandinavia. +5 VP,

Calendar & Weather --Territories/zones touching the northern map edge in Winter, and zones touching the southern map edge in Summer may not be the site of Amphibious combat, nor the site of Transports unloading for Amphibious combat. Aircraft Carriers and Aircraft lose 2 points of combat strength in zones and territories affected.

1. Summer 1941
2. Winter 1942
3. Summer 1942
4. Winter 1943
5. Summer 1943
6. Winter 1944
7. Summer 1944
8. Winter 1945
9. Summer 1945
10. Winter 1946
11. Summer 1946.

Power Sequence
1. USSR when Neutral
2. Revisionist Powers
3. Status Quo Powers

Note: This will speed a multiplayer game. Strengthening of China, Soviets in the Far East, and Germany in the west & Atlantic is needed to balance it. If it's a two player game there's no advantage in this.

Turn Sequence
1. Collect Income. Deduct IPC losses due to present Blockade by an enemy player in his previous turn. Add IPC income sent by America in America's previous turn.
2. Purchase Units and Techs, or bank IPCs, or (America only) send up to 8 IPC maximum to China, Britain, and/or USSR when USSR is at full production.
3. Combat Movement
4. Fighter CAP Movement, Battleship, Carrier, Cruiser CAMP Movement, Tank Reserve Movement.
5. Combat. A. Naval & Strategic Bombing. B. Land Combat.
6. Non-Combat Movement
7. Place New Units at Industrial Complexes.
8. Check for Victory.

CAP Movement: Combat Air Patrol Movement. See Fighter Unit Descriptions.

CAMP: Counter Amphibious Movement. See Battleship, Carrier, and Cruiser Unit Descriptions..

Note on Air Movement Over Sea Zones.
In both the Combat Movement and Non-Combat Movement Phases, Aircraft pay 2 movement points per sea zone they enter, except for the very first sea zone they enter. This limits Aircraft to more realistic striking distances across water. E.g., No longer can a Fighter take off from Eastern USA, attack in the Atlantic, and land in United Kingdom, as this would require 6 movement points (1+2+2+1),

Naval Combat Sequence, Round 1
1. Subs Announce Whether They'll Fight. If not, they may not fire and are vulnerable only in Round 1, and only Fighters and Bombers may fire at them.
2. Aircraft Carriers (CV) and Fighters fire. Firing CV and Fighters fire only at each other, with the hit receiver picking the units hit. If not matched 1:1 by an equal number of enemy units of the same types, CV and Fighters fire preemptively -- any unit receiving a hit from such surplus CV or Fighters may not fire. On a roll of "1," preemptively firing CV and Fighters may name the unit they hit, including Subs which decline combat.
3. Bombers fire at Subs, hitting on a 1 or 2.
4. Subs and Destroyers fire at each other. Subs which are not matched at least 1:1 by enemy Destroyers get a preemptive shot; Subs firing at enemy Transports which are not protected at least 1:1 by enemy Destroyers fire @ 5 at the Transports. Subs may not fire at Subs. Destroyers in excess of the total of enemy Subs in the combat are free to fire in 6) below.
5. Battleship Long Range Gunnery. Each Battleship fires one-at-a-time, picking a BB, CA, or DD as its target. It may pick a CV if no BB, CA, or DD is available, Long Range Gunnery hits on a "1." If a CA, DD, or CV is hit the hit is preemptive, and the hit unit is removed from play immediately, without firing..
6. Battleships (@4-4), Carriers (@1-3), Cruisers (@3-3) and Destroyers (@2-2) now fire. Units may choose to fire "ASW" @1 at Subs. .
7. Subs leave the combat by submerging.
8. Attacker may elect to retreat.
9. Defender may elect to retreat.
10. If neither side retreats, resume combat, with all units firing simultaneously in Round 2 and later rounds.

Naval Retreat is not allowed into a zone from whence attacking enemy surface naval units (SNUs) entered the battle which was lost. Transports may not retreat, Retreat to embattled zones is possible but the retreating units may not fight in the battle. If the battle in the embattled zone of retreat is lost, or if retreating units retreat to a zone containing only hostile units, all hostile units there get a free shot at the retreating forces, which must then retreat again.

Land Combat Sequence, Round 1
1. Aircraft Fire. Attacking Fighters and Bombers which elect "Air Supremacy Attack" fire in Round 1 only, then return to a Base. They may fire only at enemy Aircraft. Hit receiver picks the Aircraft unit hit. Fighters fire @ 3-4 and Bombers fire @ 4-1,
2. Fighters and Bombers not matched 1:1 by enemy Fighters fire. All hits are preemptive. On a "1" they pick their targets. They may target attacking BB, CA, CV, DD, TT which are participating in an Amphibious Attack on the defended territory. Preemptively hit units are removed and may not fire.
3. Attacking, then defending Artillery must elect whether to fire in the Gun Duel Phase, or in the Barrage Phase.
4. Gun Duel Phase. Tanks may pick enemy Tanks, Artillery, or AAA as their targets, but may not pick Artillery or AAA until all enemy Tanks have been hit. Artillery may pick Artillery, Tanks, or attacking Cruisers, Destroyers, or Transports as their targets. Artillery may not target attacking Transports until all attacking Cruisers and Destroyers have been hit. If and only if an Cruiser or Destroyer is targeted by defending Artillery, may then any/all attacking Battleships and Cruisers join the Gun Duel, targeting any Artillery which fired at Cruisers or Destroyers. (Note, Destroyers do not fire in Gun Duels, they only absorb hits.) Firing ships may not have fired in Naval Combat in the same Combat Phase. All Fire is Simultaneous.
5. Barrage Phase: Attacking and defending Artillery, and attacking BB and CA which did not participate in the Gun Duel Phase, may now Barrage enemy Infantry.
6. Infantry (@ 1-3) and AAA (@ 0-3) Fire.
7. Attacker May Retreat With All Attacking Units.
7. Aircraft and Tanks May Retreat; Reserve Moving Tanks may arrive for Round 2

Infantry cost 4 IPC. Infantry attack @ 1, defend @ 3, move 1.

Vulnerable to Counterattack: When victorious Infantry move into a newly conquered territory, place an enemy control marker under them (Yes!). This control marker is removed by the Infantry's owner at the beginning of his next turn. The marker indicates that these Infantry only defend at 2, as they have not yet had time to dig-in at their newly captured territory, and so are vulnerable to a quick counterattack.

Reason: An army of mostly Infantry was no pushover. This makes the wild back and forth exchanges of territory typical of A&A but not typical of the real war less likely.

Artillery cost 6 IPC. Artillery attack @ 2, defend @ 2, move 1.
Gun Duel or Barrage: After Air combat in the territory, first the attacking then the defending Artillery must elect either to fire in the Artillery Barrage Phase or to fire in the Gun Duel Phase. In Gun Duel Phase, Artillery fires @ 2 and may pick its target, which may include enemy Artillery, Tanks, Infantry, Barraging Cruisers, or Amphibiously attacking Transports.

Barrage: In Round 1 only, on either attack or defense, Artillery may fire by Barrage at enemy Infantry. (Exception: Amphibiously attacking Artillery may not Barrage.) Barraging Artillery fire one-unit-at-a-time. Each Artillery throws dice in number up to the number of enemy Infantry units. On the attack Artillery throws a maximum of 4 dice. On the defense no Artillery throws a maximum of 5 dice. Each die hits on a "1." A hit removes an enemy Infantry preemptively, before it gets a chance to fire. The Artillery's handler may cancel the barrage and choose instead to fire it normally.

Example: 5 attacking German Artillery Barrage 6 Russian Infantry. The first German Artillery rolls four dice and gets lucky, scoring two hits. The second German Artillery's Barrage of four dice scores one hit, reducing the number of defending Russian Infantry to 3. The third German Artillery's Barrage rolls only three dice, as there are now only three Russian Infantry remaining. It misses. The fourth German Infantry also rolls three dice, as there are still three Russian Infantry. It hits, The fifth German Artillery rolls 2 dice. It misses.

Example: 6 Russian Infantry attack 5 German Artillery. The first German Artillery rolls 5 dice, scoring 1 hit. The second rolls 5 dice, scoring one hit. The third German Artillery rolls 4 dice, as there are now only 4 attacking Russian Infantry. .

Reason: this counters the tendency to turtle up with big Infantry stacks./i]

Tanks cost 5 IPC. Tanks attack @ 3, defend @ 3, move 2.

[i]Tank Battles:
A Tank can demand that a hit it scores be placed on an enemy Tank or, if no enemy Tank is available, on an enemy Artillery or AAA.

Blitzkrieg: Attacking Tanks may move through an adjacent enemy controlled territory, taking control of it and moving to a second enemy controlled territory, if there is no combat in the adjacent enemy territory, or, if the territory falls in just one round of combat.

Reserves: After enemy Combat Movement, your Tanks may move to any adjacent embattled territory which you control. Tanks may not Reserve Move if they are "pinned" in their territory by matching enemy Tanks and enemy aircraft in excess of the friendly aircraft in the Reserve Tank's territory.

Tank Retreat: Tanks may retreat to a friendly controlled adjacent territory after any round of defensive combat. They cannot fight to defend the retreat territory, and are destroyed if it falls.

Reasons: this is to prevent the gamey tactic of taking and retaking territories with just one Infantry.

AAA-Antiaircraft Artillery cost 4 IPC. Attack at @ 0 and defend @ 1. AAA cannot Combat Move. AAA can Noncombat Move 1 territory.

Defense of Territory in Combat: Defending a territory, in each round, an AAA can either roll one die, hitting on a 1 like weak Infantry.

Non-Capture: AAA are never captured. They may be removed to satisfy losses in combat.

Repel Aircraft Combat Movement: Each AAA rolls one die against each enemy Aircraft which Combat Moves into its territory, repelling the Aircraft (sending it back to base) on a roll of 1. No one AAA may roll more than six dice, but there is no limit to the number of AAA which can fire in a given territory. AAA have no effect on enemy Aircraft Non-Combat Movement.

Example: 5 Fighters, then 2 Bombers, Combat Move into a territory containing 2 AAA. The first AAA rolls 5 dice for the Fighters, sending one back to its base, but misses with the one die it has left for the Bombers. The second AAA rolls 4 dice for the remaining Fighters, sending one back to its base, and rolls 2 dice for the Bombers, missing.

Fighters cost 12 IPC. Fighters attack @ 3, defend @ 4, and move 4.
Dogfights: Fighters which score a hit can demand the hit be put on an enemy aircraft, if one is available.

Strategic Air Defense: Each Fighter defending an Industrial Complex from Strategic Bombing rolls one die before the bombing and on a roll of 2 repels, and on a roll of 1 shoots down one Strategic Bomber or Bombers' Fighter escort. Place a control marker under a Fighter so used. Its movement allowance is reduced to 2 in its following move, at the end of which the control marker is removed.

Combat Air Patrol: After enemy Combat Movement, Fighters which are not pinned in their territory by an equal number of attacking enemy aircraft may move to a friendly controlled embattled space and defend it with a strength of 3. They must land if victorious at the territory whence they originated, and are eliminated if they cannot there land.

Air Superiority at Sea: In Naval Combat,Fighters not matched 1:1 by an equal number of enemy aircraft may target and fire preemptively at any enemy naval unit of their choice.

ASW--Antisubmarine Warfare: Fighters and Bombers are the only units which can kill a Submarine which does not want to fight. They may target enemy Subs with ASW, killing the Sub on a roll of 1 in Round 1 of a Naval Combat.

Air Bases: No more Aircraft may end a Non-Combat Move or Retreat in a territory than twice its IPC income value. A territory with no IPC income can base one Aircraft.

Retreat: Fighters may retreat to a friendly controlled adjacent territory after any round of defensive combat. They cannot fight to defend the retreat territory, and are destroyed if it falls.

Bombers cost 12 IPC. Attack @ 4, defend @ 2. Move 6.
Naval Combat and ASW Combat: Bombers attack surface naval units and Submarines alike @ 2.

Strategic Bombing: Bombers can use either Precision or Area Bombing.

Area Bombing. Damage IPC income in any territory. AAA and Fighter Interceptors cannot fire at Area Bombers. Each Bomber, one-at-a-time, rolls one die for each undamaged point of productive capacity in an ICX, hitting a point on each roll of 1 or 2 (or of 1, 2, or 3 if the ICX is only 2 movement points away.) After all bombing is done, subtract 1 points of damage for each defending AAA and Fighter in the territory.

Example: Two German Bombers attack the United Kingdom's Industrial Complex from Western Europe. There is one defending AAA and two defending Fighters. The first Bomber rolls 8 dice, scoring 4 hits on the Industrial Complex. The second Bomber rolls 4 dice, because there are now only 4 undamaged points, and the second Bomber scores 2 hits. Total 6 hits to IPC. Subtract 1 point from this total for the AAA gun and the two Fighters. Total 3 hits to IPC.

Precision Bombing. Same Situation as above, except the attacker throws in a Fighter Escort. Two defender Interceptors roll 2 dice, each hitting @2, and score one hit. The Bomber and the Escort each roll one die, hitting @1, and score no hits. The Attacker puts his hit on the Escort. The Bomber rolls one die, adding one to it because he is Precision Bombing from only two spaces away and carries a heavier Bomb load. The AAA gun subtracts 1 from the die roll, so the Bomber rolls at par. The Bomber rolls a "4," inflicting 4 hits on the Industrial Complex. Bombing hits on an Industrial Complex cost 2 points to repair, so this repair will cost Britain 8 IPC.

Battleships: cost 20 IPC. Attack @ 4, defend @ 4, move 2.
Critical Hits: In Round 1 of Naval Combat, each Battleship rolls a die aiming for a lucky "Critical Hit" of "1" against an enemy Battleship, Cruiser or Destroyer (your choice). If you score a Critical Hit on a Battleship, it still gets to roll for a Critical Hit, then suffers its Critical Hit. If you score a hit on a Cruiser or Destroyer, it is removed from play immediately without firing.

Two-Hits to Sink: You may put a hit on a Battleship by tipping it on its side. The Battleship is destroyed only when it receives a second hit. The first hit is repaired only when the Battleship is adjacent to an Industrial Complex of the same nationality in the Battleship's "Place New Units at Industrial Complexes" Phase. The repair costs no IPC but does count as the equivalent of building a unit at the Industrial Complex. Battleships with hits have a Combat Movement allowance of 1 and a Non-Combat Movement allowance of 3.

Cruisers cost 10 IPC. Cruisers attack @ 3, defend @ 3, and move 3.
Blockade: Cruisers have a special "Blockade" ability. They subtract 2 from the IPC income of any enemy territory which is adjacent to their sea zone. No more than one Cruiser per sea zone can inflict this penalty. The maximum Blockade penalty is 2 per blockaded zone, so one Cruiser suffices to inflict this penalty.

Critical Hits: In Round 1 of Naval Combat, each Cruiser rolls a die aiming for a lucky "Critical Hit" of "1" against an enemy Cruiser or Destroyer (your choice). If you score a Critical Hit on a Cruiser, it still gets to roll for a Critical Hit, then is removed from play. If you score a hit on a Destroyer, it is removed from play immediately without firing.

Destroyers cost 8 IPC. Destroyers attack @ 2, defend @ 2, and move 2.
Escort Duty: Any friendly Transport not matched 1:1 by a friendly Destroyer is subject to a devastating Preliminary Fire Step attack by an enemy Submarine or Destroyer at strength 5. (As before, a Destroyer present in a sea zone deprives enemy Subs of their First Strike,)

Submarines cost 6 IPC. Subs attack @ 2, defend @ 2, move 2.

Submarines only fire in one round of Naval Combat, after which they submerge.

Only attacking aircraft may force defending Subs to fight. Otherwise, if attacked, Subs can declare they are not firing and not defending their zone at all, in which case they cannot be hit. Attacking firing units must declare a special "ASW" (Antisubmarine Warfare) roll to hit a Sub at all. All ASW rolls hit at 1.

Sub Strike at Unprotected Transports: During the Preliminary Fire Step, Subs can target an enemy Transport not protected by a 1:1 match of Destroyers to:Transports, and strike at it at a strength of 5.

Limited Control of Sea Zone: Unless the Sub's owner waves them through, enemy warships cannot move through a Sub's zone if the Sub elects to defend the zone, unless one Destroyer is left behind to fight in the zone for each Sub in the zone.

Blockade: Subs Blockade in the same manner as Cruisers, but only subtract 1 IPC from the blockaded enemy territory. Two Subs in a zone inflict the maximum penalty of 2 IPC per blockaded zone.

Aircraft Carriers cost 14 IPC. Attack @ 5, defend @ 5, move 3. Unlike in previous versions of A&A, Carriers carry no Fighters. They may bombard in support of an amphibious invasion in the same manner as a Battleship or Cruiser. Aircraft Carrier Blockades in the same manner as a Cruiser. On a roll of "1" an Aircraft Carrier not only scores a preemptive hit, but can hit any naval unit of its choice.

Industrial Complex (ICX):
Building ICX: New ICXs cost five times the IPC income of their territories, up to a maximum cost of 20 IPC.
Maximum Damage: the maximum damage which can be done to an IPC by combat or Strategic Bombing is equal to its territory's IPC income.
Capturing ICX: ICX captured without fighting by Blitz suffer no damage. An ICX captured after fighting has maximum damage.
Repairing ICX: One point of damage on an ICX costs 2 IPC to repair.
Building Limits: No more units can be built at an ICX than its territory's IPC income. Battleships and Carriers can be built only at ICX's in territories of 4 IPC income value or more. ICXs at territories of 1 IPC income can build only Infantry.

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