Axis and Allies
House Rules – Rev Jan 16, 2018
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 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 as long as the owning player still controls their capital. Can be transported by themselves on a transport ship, no other unit (except a truck – see truck below) may ride with them. 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 and can be paired with a mechanized infantry or 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 and better defense. Can be paired with an infantry unit or mechanized infantry 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 be paired with a tactical bomber on the attack to enhance the bomber, but if used in this way, it cannot also enhance the attack value of an infantry unit in that combat round.
Trucks Cost – 2 IPC Attack 0 Defense 0 Move 2
Each truck can transport two land units; one (or two) infantry, special force’s unit, AA, or artillery. If a truck is transporting two units, one unit must be a regular infantry. 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 by a truck. Similar to an AA unit, Trucks may prevent enemy armor from blitzing. In combat, similar to transport ships, trucks are the last land units to be taken as casualties by their owner. Trucks cannot blitz, and trucks cannot capture enemy territories unless the truck moved into the enemy land territory at the start of the attacking player’s combat movement phase, transporting a friendly land unit that has an attack value (e.g. if a truck transports an infantry into a territory with one enemy infantry and both infantry eliminate each other in the same round and only the truck remains, the attacking player captures the territory). Trucks may not transport other trucks. Each transport ship may transport one truck in addition to the transport ship’s normal load.
Special Forces Cost – 5 IPC Attack 2 Defense 2 Move 1 (3 under certain conditions*)
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.
Last edited by Teramotos on Tue Jan 16, 2018 8:57 am; edited 2 times in total (Reason for editing : Rev'ed up to 16 Jan 2018)
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