Axis & Allies Revised by Avalon Hill. Released in 2004.
Axis & Allies is a classic game of war, economics, and global strategy. Victory goes not only to the team that conquers its opponents on the field of battle, but also to the individual player who seizes the most enemy territory.
- Posts: 13
- Joined: Mon Apr 11, 2005 8:06 pm
Please post all your rules anything that changes the game to add more realisim and fun to the game here.
- Posts: 7
- Joined: Wed Apr 16, 2014 3:37 pm
Ideas to make axis & allies more realistic are making the game more attractive by scaling all naval units to 1/3000, air units to 1/600 and all land units to "N" scale. Doubling up all purchases except naval and installations, for example two tanks, two fighters, two artillery for the same price as one. All hits re-roll for damage under simple, consistence, obvious and sensible conditions such as defending infantry against attacking infantry only. All other non-infantry units re-rolling hits unless against air units, no hits on air units re-roll unless received from a fighter. Therefore fighters are not limited to what they can re-roll hits on except other fighters which to me makes a lot of sense. Naval units remain the same price for the one unit and to even the playing field they get to roll two dice instead of one and re-rolling for hits against other naval units. This causes another stipulation for the sake of balance by allowing all naval units to receive six hits before being completely lost, capital ships however will be twelve hits. Everything else just three hits and because only infantry do not re-roll hits for more damage, infantry and only infantry will be purchased at the same price for ten. Two guys operating a heavy weapon will represent five and a chip under it will make it ten. Individual infantry figures will be removed or replaced to display losses during battle. All the same rules still apply and this can be used on any A&A version; the only stipulations are re-rolling initial hits for more hits except infantry, all land and air combat unit purchases are doubled for the same price, except naval which remain the same. Everything still uses one dice except naval which get two for balance and factory capacity will also need to be doubled depending on which version is played. Problems such as the "infantry push mechanic" are no more and this has been play tested for years by a USMC veteran and his USMC veteran son. Some battles will take a few minutes to resolve but the game is still decided in two hours or two days and the experience is worth it. These ideas have been submitted for copyright ownership but all fans need to start trying this please contact for a few more simple details or questions.
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