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Axis and Allies - Optional Unit Rules

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1 Axis and Allies - Optional Unit Rules on Wed Sep 06, 2017 12:55 pm

I found a website that sells additional Axis and Allies game pieces so I purchased a few and will be trying out some optional rules. Let me know what you think.


Heavy Tanks Cost – 8 IPC Attack 3 Defense 4 Move 1
Can only be constructed at a Major Industrial Complex. Each nation may only have a maximum of four undamaged heavy tanks at any one time. Take two hits before being destroyed. Damaged Heavy Tanks can be tilted sideways to indicate their damaged status. Heavy Tanks repair themselves during the owning player’s repair unit’s phase. Can be transported similar to medium tanks on transport ships.

Light Tanks Cost – 5 IPC Attack 3 Defense 2 Move 2
Just like a medium tank but with less defense and one IPC less expensive.

Special Forces Cost – 5 IPC Attack 2 Defense 2 Move 1
Each nation may only have a maximum of four Special Force’s units at any one time. These are elite infantry that can also be transported on cruiser. A cruiser may only transport one special force’s unit at a time. A transport may carry only one special force’s unit at a time. A player may have up to four special force’s units in any given sea zone at the same time, but a player may only have one special force’s unit in any given land territory at a time. Except for the foregoing, they are treated as regular infantry units.

Trucks Cost – 2 IPC Attack 0 Defense 0 Move 2
Each truck can transport one infantry, special force’s unit, AA, or artillery. Only units that have not moved yet during the player’s turn may be picked up. Transported units may not move using their own movement in a turn where they are transported. Similar to an AA unit, Trucks may prevent enemy armor from blitzing. In combat, trucks are the last land units, even after AA units, to be counted as casualties by their owner. Trucks that are transporting a non-AA unit may blitz if there is at least a tank AND a mechanized infantry unit for each truck borne unit taking part in the blitzing attack.

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2 Re: Axis and Allies - Optional Unit Rules on Sun Sep 10, 2017 8:43 pm

...made some updates...

Heavy Tanks Cost – 8 IPC Attack 3 Defense 4 Move 1
Can only be constructed at a Major Industrial Complex. Each nation may only have a maximum of four undamaged heavy tanks at any one time. Take two hits before being destroyed. Damaged Heavy Tanks can be tilted sideways to indicate their damaged status. Heavy Tanks repair themselves during the owning player’s repair unit’s phase. Can be transported similar to medium tanks on transport ships.

Light Tanks Cost – 5 IPC Attack 3 Defense 2 Move 2
Just like a medium tank but with less defense and one IPC less expensive.

Assault Guns Cost – 5 IPC Attack 2 Defense 2 Move 2
Just like artillery, but with better movement. Like artillery, they can be paired with an infantry unit and enhance the infantry’s attack value by one. Assault Guns may not blitz on their own, but may blitz if paired with a tank. Each tank may support both a mechanized infantry and an assault gun when blitzing.


Trucks Cost – 2 IPC Attack 0 Defense 0 Move 2
Each truck can transport one infantry, special force’s unit, AA, or artillery. Only units that have not moved yet during the player’s turn may be picked up. Transported units may not move using their own movement in a turn where they are transported. Similar to an AA unit, Trucks may prevent enemy armor from blitzing. In combat, trucks are the last land units, even after AA units, to be counted as casualties by their owner. Trucks that are transporting a non-AA unit may blitz if there is at least a tank AND a mechanized infantry unit for each truck borne unit taking part in the blitzing attack. A given tank and mechanized unit may not support the blitzing of more than one truck.


Special Forces Cost – 5 IPC Attack 2 Defense 2 Move 1
Each nation may only have a maximum of four Special Force’s units at any one time. These are elite infantry that can also be transported on cruiser. A cruiser may only transport one special force’s unit at a time. If a cruiser drops off Special Forces in the combat phase, the cruiser may not conduct shore bombardment during that same turn. A transport may carry only one special force’s unit at a time in addition to one regular infantry unit. A player may have up to four special force’s units in any given sea zone at the same time, but a player may only have one special force’s unit in any given land territory at a time. Special Forces can have their attack value enhanced by either artillery, or a tactical bomber if those units are also involved in the attack. If an artillery or tactical bomber enhances a Special Forces unit, they may not enhance other units that turn.

These units are also airborne trained. If the unit starts its turn from any friendly airbase, they may move up to three spaces during combat movement, including flying over any intervening space just like an aircraft, and land in the third space and conduct combat. If there is an AA unit in the defending territory, before the Special Forces land, the AA unit receives a defensive die roll (hitting on a 1) to attempt to shoot down the attacking Special Forces before they land. If an AA units shoots at a Special Forces unit, the shot attempt counts as one of the AA unit’s three potential shots for that round. Special Forces may not start their turn on an airbase and move (fly) three spaces in non-combat movement. Except for the foregoing, they are treated as regular infantry units.

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3 Re: Axis and Allies - Optional Unit Rules on Sun Sep 17, 2017 9:43 am

Kenji and I did some play testing over the weekend. As such, we made some revisions...

Axis and Allies
House Rules – Rev Sept 17, 2017
Optional Units



Heavy Tanks Cost – 8 IPC Attack 3 Defense 4 Move 1
Can only be constructed at a Major Industrial Complex. Each nation may only have a maximum of four undamaged heavy tanks at any one time. Take two hits before being destroyed. Damaged Heavy Tanks can be tilted sideways to indicate their damaged status. Heavy Tanks repair themselves during the owning player’s repair unit’s phase. Can be transported similar to medium tanks on transport ships. Can be paired with a Tactical Bomber on the attack using combined arms just like a medium tank.

Light Tanks Cost – 5 IPC Attack 3 Defense 2 Move 2
Just like a medium tank but with less defense and one IPC less expensive. Can blitz like a medium tank but are not powerful enough to support the blitzing of a mechanized infantry or truck borne unit. Can support the blitzing of an assault gun. Can be paired with a tactical bomber on the attack to enhance the bomber just like a medium tank.

Assault Guns Cost – 5 IPC Attack 2 Defense 3 Move 2
Just like artillery, but with better movement. Like artillery, they can be paired with an infantry unit and enhance the infantry’s attack value by one. Assault Guns may not blitz on their own, but may blitz if paired with a light or medium tank. Can also be paired with a tactical bomber on the attack to enhance the bomber, but if used in this way, it cannot enhance an infantry unit.

Trucks Cost – 2 IPC Attack 0 Defense 0 Move 2
Each truck can transport one infantry, special force’s unit, AA, or artillery. Only units that have not moved yet during the player’s turn may be picked up. Transported units may not move using their own movement in a turn where they are transported. Similar to an AA unit, Trucks may prevent enemy armor from blitzing. In combat, trucks are the last land units, even after AA units, to be counted as casualties by their owner. Trucks that are transporting a non-AA unit may blitz if they are paired with a medium tank.


Special Forces Cost – 5 IPC Attack 2 Defense 2 Move 1
Each nation may only have a maximum of four Special Force’s units at any one time. These are elite infantry that can also be transported on cruiser. A cruiser may only transport one special force’s unit at a time. If a cruiser drops off Special Forces in the combat phase, the cruiser may not conduct shore bombardment during that same turn. A transport may carry only one special force’s unit at a time in addition to one regular infantry unit. Any number of special force’s units can be in any given sea zone at a time, but each nation may only have one special force’s unit in any given land territory at a time. If paired on the attack with an artillery, assault gun or tactical bomber, Special Forces can have their attack value enhanced using combined arms. If an artillery, assault gun or tactical bomber enhances a Special Forces unit, they may not be paired with other units during that attack round.

These units are also airborne trained. If the unit starts its turn from any friendly airbase, they may move up to three spaces during combat movement, including flying over any intervening space just like an aircraft, and land in the third space and conduct combat. If there is an AA unit in the defending territory, before the Special Forces land, the AA unit receives a defensive die roll (hitting on a 1) to attempt to shoot down the attacking Special Forces before they land. If an AA units shoots at a Special Forces unit, the shot attempt counts as one of the AA unit’s three potential shots for that round. Special Forces may not start their turn on an airbase and move (fly) three spaces in non-combat movement. Except for the foregoing, they are treated as regular infantry units.

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4 Re: Axis and Allies - Optional Unit Rules on Sun Sep 17, 2017 2:36 pm

I feel like the trucks either need to have one more movement or be allowed to carry two infantry units.

What happens if you have four damaged heavy tanks? and then build one more? Do you lose one or does it not repair?

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5 Re: Axis and Allies - Optional Unit Rules on Mon Sep 18, 2017 11:27 am

Hmmm...yep, trucks seem to be a little weak. I'll think about what can be done...

Hvy Tanks...I think the repair units and facilities phase comes before the purchase units phase. So, if at the start of your turn, you have four damaged hvy tanks they will all be full strength at the start of the purchase units phase.

If you purchase say, two additional hvy tanks in the purchase units phase, then during your turn, you make some attacks that involve your hvy tanks and to your surprise you roll really well and none of your four existing heavies have to take a hit. At the end of the turn when you mobilize new units, you have two new heavy tanks but that would cause you to exceed the four undamaged tank limit. Thus, the player has made an illegal buy and per the existing rules, the IPCs related to those units go back to the player's bank, to be used next turn and the illegal units go back to the box.

If the case where say two of the player's existing heavy tanks are damaged, then the player mobilizes new units so they have six heavy tanks total, then during the repair units phase the two damaged heavy tanks would not be repaired as that would put the player over the limit of having only four undamaged tanks at a time. I'm going to say that the player could not choose to start the brand new tanks as damaged so that the damaged tanks at the front line could repair themselves.

Hmmm..maybe just to make it clearer, I'll revise the rule to say, "...no more than four heavy tanks..." removing the word "undamaged".

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6 Re: Axis and Allies - Optional Unit Rules on Fri Sep 22, 2017 7:22 pm

Yeah I think just saying 4 heavy tanks would work fine.

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7 Re: Axis and Allies - Optional Unit Rules on Mon Sep 25, 2017 6:52 am

Okay, removed the word "undamaged" from the Heavy Tank description.
For trucks, what do you think; we let them transport two land units, one of which must be a regular infantry, but we take away their ability to combine with any other unit to enable the truck borne units to blitz. In other words, trucks are now purely transport.

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8 Re: Axis and Allies - Optional Unit Rules on Fri Sep 29, 2017 6:42 pm

I like that. We will have to how it works though.

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