Axis And Allies 1940 Europe Rules Pdf

axis and allies 1940 europe rules pdf

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Published: 03.12.2020

It only takes a minute to sign up. A house rule I sometimes play is paratroopers.

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Europe 1940 Rules PDF

It only takes a minute to sign up. A house rule I sometimes play is paratroopers. A bomber can load up an infantry and drop it in a friendly or hostile territory. Here is a link to their forums. Apparently I dont have enough rep to post more than one link but you will be able to navigate your way around Im sure. Here is the link to their variations section.

And another link to their house rules section. The essence of the IPM is that Germany and Russia should buy only infantry until the late game, after they have fortified their borders with infantry and established dead zones in Eastern Europe. IPM works because the opportunity cost of all units is higher than infantry's i. Cheap means they are the only units you can ever afford to leave in a dead zone i.

Their effective defense means they are most valuable in large stacks that can devastate an attacking force with insufficient "cannon fodder".

This change takes some getting use to, but after only a game or two becomes second nature and dramatically changes the game for the better. What was once a defensive stalemate becomes a furor of attack and counter attack. All of these factors bias the game just enough in favor of the attacker to prevent large stacks of infantry from materializing.

This change also makes a fighter-only vs. I don't mind letting the Russians attack even in Manchuria just don't want Axis fighters killed off in the process. And my preferred strategy is to play a defensive Russia and not attack, because the Axis can now counterattack advantageously in either case, assuming average die rolls.

No factories in landlocked territories basically China, Sinkiang, and some Russian territories. In the real war, the "industrialization" of China was about the only thing the Allies failed at. It's hard enough to build factories on the coast without shipping materials inland.

And in "Sinkiang? For conventional combat, attacker gets two dice, but hits only with six rolls instead of four. For heavy bombing, if the roll is , attacker gets to roll second die and add the two range of outcomes is , for an average of 5. Bomber transport: A carrier can carry one bomber in lieu of two fighters like a transport can carry one armor in lieu of two infantry.

Kamikaze rule: Japan and Japan only , can launch kamikaze air attacks where planes don't have enough range to return. Japan did so in real life. Paratrooper unit per suggestion above. Has a combat factor like infanty but costs 12 IPCs to build like a fighter. Special movement feature; with a complement of its own planes, can move two spaces to a friendly or unoccupied enemy territory e. If enemy territory is occupied, treat as "amphibious" landing. Is identifiable as a "specially trained" unit, not just a generic infantry on a bomber.

Economic victory for Axis: As a practical matter, the Axis would have won World War II if they had ever accumulated one-half of the world's industrial capacity, unless the Allies had some offsetting technological advantage such as the atomic bomb.

In this game, that's only 74 IPCs because the U. But 74 IPCs could represent a "tipping point," especially in conjunction with either of the following:. The resulting coup d'etats puts one pro-Axis infantry unit in each country as total of 11 IPCs , and U. If the Axis reach 74 without any of these territories, the switch of 11 IPCs brings their total to 85 unless the U.

The bar for economic victory has been raised from 74 to 79 5 IPCs. Here's a set of house rules that fixes the two main problems with the 2nd Edition rules I haven't played the newer versions as much so perhaps others can elaborate :. Tech is too hard to get. That is, you have to spend too much money, on average, to get any tech at all, and a tremendous amount to get a specific advance. The opportunity cost of a tech in terms of foregone tanks and infantry is too high for even a player with a moderate risk profile and an absolute no-go for anyone who wants to win consistently.

The advances, if they are ultimately achieved can be complete game breakers. Heavy bombers is a great example as every country can use them to devastating effect, but 2 IPC infantry are also too powerful, as are most of the other advances under slightly more restricted circumstances. The Variant we came up with was the SS. They cost 1 more IPC each than the regular variant but had 1 more attack and defense factor. Limiting the amount they could purchase evened things out.

Super balanced the game as prior to that without some turn 2 do or die charge into karelia the German could be combo killed by the ally before the Japanese could bite hard enough to take the pressure off. Here's a great idea. I have been playing Triple A, which actually turns into a somewhat boring game with the Infantry Push Mechanic. You just have stacks of infantry creating dead zones. Seriously, is the game that fun if you just build all infantry and some artillery?

One of the most recent changes made are AAA fire of up to 3 dice per gun. Therefore 2 guns defend with up to 6 dice, 3 guns with up to 9 dice, limited by the number of attacking air units. The same concept could be applied to defending infantry only, so huge stacks of infantry are limited to total number of attacking units.

Sign up to join this community. The best answers are voted up and rise to the top. Ask Question. Asked 10 years, 4 months ago. Active 1 year, 2 months ago. Viewed 17k times. Here are the variants I've played with - always looking for new suggestions! Russia cannot attack on first turn. Personally, I don't consider this a rule variation because I only play games where this is enforced. Bidding system for choosing Axis player s. Namely, the unit of currency is decided - IPCs or infantry or tech rolls - and then each player writes down how much of the currency they'd need to play Germany or Japan after which all players reveal their bids.

The lowest bidders are awarded the Axis power s and are given their compensation, either before the game begins or at the start of their first turn. No economic victory for Axis. No new factories. This variation makes life very tough on Japan, especially if she has some poor luck in the Pacific to start the game off. Free weapons developments for Axis powers. Every country must spend exactly 5 IPC per turn to do weapons development. A somewhat silly variation, but invariably adds some twists to the game.

Two hit battleships. This variation makes for an interesting opening game, strengthening the UK Sea Zone fleet, making it harder for the Allies to take out the German Mediterranean fleet, and giving Japan a little more of an edge in the Pacific. Are there any other variations you've played with that you'd recommend? Improve this question. Scott Mitchell Scott Mitchell 2, 2 2 gold badges 20 20 silver badges 30 30 bronze badges. Why no economic victory and no new factories?

You want the two sides to battle it out, right? Tom: No new factories is an interesting twist that can be fun to play if Japan is a very strong player. Although I've noticed that most highly skilled Japanese players only buy factories very late in the game, anyhow. With the 2nd fewest IPCs, Japan can't afford a factory early in the game. It's only late in the game, when Japan has a line of something like India, Sinkiang, Yakut that it makes sense for Japan to build a factory closer to the front.

But maybe Japan has captured an allied factory in the former two in the meantime; which may be why the ALLIES also should be prohibited from buying factories. Tom: The no new factories variation applies to all players - Axis and Allies alike. My preferred version of this rule is "only" two factories per country. Show 2 more comments. Active Oldest Votes. Interesting variations you listed. Will be hard to find more hardcore fans so it would be worth while to poke around there.

Improve this answer. Would you mind posting a link to those listing variations on the axisandallies. I marked your answer as THE answer, thanks for adding the link. Maybe when your rep is higher you can come back and provide some more links and descriptions. I was hoping to see some variants listed like I listed mine - basically a name followed by a short description.

Add a comment. Adam Wuerl Adam Wuerl 5, 5 5 gold badges 33 33 silver badges 51 51 bronze badges. Great suggestion! I added a new rule variant for Infantry defense at 1 and am interested to give it a try.

Custom Rules-Global Crisis I (Download)

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Since the players control the nations involved, the war can change in unexpected ways and play out a variety of scenarios. What if Japan captured Pearl Harbor and went on to attack the west coast of the U. What if Britain had fallen under Germany's assault? What if Russia invaded Japan? The game was originally designed by Larry Harris in the s under the name "

This is an expansion kit of optional rules. No additional pieces are needed. If you choose to use rules 10 Major Cities and 20 Economic Investment, you will need paper, pencil and pennies. This booklet is a collection of optional rules.

Axis & Allies Rules, Resources, & Downloads

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Bradley M.


Axis & Allies Europe can be played by up to five players. When the rules refer to the “original controller” of a territory, they mean the power whose.

Diane M.


Rules for Axis & Allies Europe Second Edition. Commenting has been disabled. Please enable JavaScript to view comments.

Ahmed L.


Axis & Allies Global rundown, including full rule books, links to forums, game You simply buy the separate Pacific and Europe versions and [PDF]; Global (Second Edition) Rules (most rules listed; mobile friendly).