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Axis and Allies Europe

- March 2001 -

VICTORY/SURRENDER:

Allied Victory The Axis surrenders if Germany is controlled for one complete turn.

German Victory Germany wins if it either controls all red-Russian areas for one complete turn or if it controls the USA for one complete turn. Allied Surrender The UK and USSR do not surrender if their capitals are captured. They continue to play normally.

SPECIAL RULES:

Neutral USA The USA did not enter WWII until December of 1941. This game begins in Spring of 1941.

The USA is neutral the first turn. It may not move, attack or build the first turn unless attacked by Germany. British naval units may not enter a space with US units on the first turn.

Capital Capture While still major setback, the loss of a capital is not as severe. Capture of a capital causes that player to lose 25% of money to bank and 25% of money to opposing player. Player may continue to play normally including purchasing units and placing them at another friendly factory even if their capital is enemy controlled.

Special Cash Advance No historical basis. Deleted.

Soviet Patriotic Rule The logic behind this rule is satisfied with the Soviet Convoy. Deleted.

PRODUCTION:

Capital Production Factories located on capitals provide unlimited production to the original player only.

Siberia also provides unlimited production for Russia.

Limited Production All other factories may only produce a # of units equal to their printed value.

Axis Oil Simulates the significance of the limited resources available to Germany. Germany must control either Rumania or Caucasus or Iraq. If not, all German units have movement values reduced by one per turn (1 space is the min).

Iraqi Factory Naval units may be placed next to Iraq (Persian Gulf). The next turn they may be placed next to Egypt (Red Sea). The next turn, if Egypt is friendly controlled, the naval units may enter the Med.

MOVEMENT:

Rail Movement Players may move up to 2 units per turn through any friendly connected areas.

Blitzkrieg Tanks which expend only one movement point during combat movement are not required to end their turn in the newly conquered area if at least one attacking unit remains in the conquered area. Eligible tanks may return to there original starting area. If the attack is successful, at least one attacking ground unit must stay in the newly conquered area. Units may not retreat during the battle; they may only retreat after the battle.

Airfields Air units may land in newly captured territories. Suez Canal The player who controls Egypt may move naval units between the Eastern Med. and the Red Sea. This costs one movement point.

Strait of Gibraltar Gibraltar was the key to the western Med. Surface naval units may only pass through these straits if Gibraltar is friendly or following a successful amphibious attack. The straits may be considered two sea zones (for naval units only) in some cases.

Strait of Messina Land units may move and combat between Sicily and Southern Italy.

NAVAL:

Battleships Now a worthwhile investment. BB’s roll two dice in combat, only if the opposing player has surface ships in the battle.

Destroyers Allow aircraft to hit subs. Aircraft must have 1:1 ratio with DD’s to hit subs in combat. DD’s cancel a subs first-shot attack at a 1:1 ratio.

Submarines May avoid battle Subs may try to submerge before combat by rolling a 1 or 2. Submerged subs do not control the sea area. Subs may not hit opposing subs.

Ports Allow naval units to avoid naval combat. Units in port are safe from attack by enemy naval units. Units in port cannot defend their territory or adjacent sea from attack. Units in port are placed partially on land and partially in the sea zone where they are in port. Movement into port is a non-combat move. Enemy air units may still attack naval units in port. Any defending air units in an area under port attack must commit to defending the units in port or the land area if it too is under attack. AA guns also defend naval units in ports. If a territory is captured which had naval units in port, the naval units are destroyed along with any air units who were also defending the port. Ports exist on every territory that has a coastline. More than one port may exist within an area (England has 4 ports).

Battle of the Atlantic (convoy boxes) Forces Allies to defend convoy boxes. When combat units move into/through an unoccupied convoy box, roll 1 die per unit. The # rolled is the # of IC’s lost by the owning player (not to exceed the total value of the convoy). Determine income lost at the end of combat movement. When attacking an occupied convoy box, determine any applicable convoy losses if all Allied combat units have been destroyed or submerged.

Amphibious Operations DD’s and BB’s provide amphibious support shots with ground units at a 1:1 ratio. If enemy naval units are blocking an amphibious invasion, the attacker may designate some naval units to attack the blocking units. The remaining friendly naval units may support the invasion. If the blocking enemy naval units are not removed, the invasion forces are returned to their starting locations.

AIR:

Strategic Bombing Factories located at a nation’s capital are extremely vulnerable. Bombers may roll 2 dice when attacking the U.S., U.K., Germany and Siberia (not Moscow). Use 1 dice for all other areas.

Dogfights The number of fighters brought into battle assumes greater importance. In battles where both sides have air units present, all air units participate in a one round air battle. Attacking fighters hit on a 1. Defending fighters hit on a 2. Although attacking and defending bombers may not participate, they are vulnerable and may be hit. After the dogfight, proceed with at least one round of combat.(dogfights are n/a for strategic bombing raids)

Combat Air Patrol (CAP) Allows fighters to defend a sea area against naval units. During non-combat movement, players may establish a CAP with any fighter that has not moved that turn. The fighter may move to an adjacent sea zone and remain there until the start of that player’s next turn. It can defend in any combat and it stops enemy surface ships from passing through the zone. Enemy subs and air units may still move through an area solely defended by a CAP.

HISTORICAL SETUP: Provides for a more historical Spring 1941 setup.

Russia Place factory and AA gun in Siberia. Place a destroyer in the Baltic Sea. Remove Archangel factory and AA gun.

U.S. Add 1 destroyer to the U.S. Eastern Coast.

U.K. Place a factory in Iraq. Place an inf in Malta and Gibraltar. Place an a/c and fighter in the South Atlantic. Place a sub in the Central Med.

Germany Remove the sub from the Bay of Biscay and the South Atlantic. Replace a sub in the Danish Sea with a destroyer. Move inf from Morocco to Sicily. Move the following units to Poland…1 inf & 2 armor from Netherlands, 1 inf from France, 1 inf from Norway, 3 inf from Eastern France, 1 arty from Austria. Move the following units to Germany…1 armor from N. Italy, 1 armor from France.

Map Change Provides depth to the Eastern Front. The territories of Belo-Russia, Ukraine, Russia Turkestan and Causasus are divided in two.

OPTIONAL RULE Soviet Far Eastern Reinforcements

At the end of the Russian players first turn, add 5 additional infantry to Siberia.

These rules first appeared at grognard.com. I don't know the name of the creator of this set of rules.

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