AXIS & ALLIES ENHANCED REALISM RULES
Entire contents © 1998, 1999, 2000, 2001 by R.D. Baker. Site created: 7-25-98. Our Axis & Allies Gamers Group welcomes players for face-to-face games in the Washington, D.C. area. Email: rdbaker43@starpower.net
INTRODUCTION & OVERVIEW
This is the beta-version of various rules I've worked on for almost ten years. Please note that the website DOES NOT contain the latest versions of these rules, which have been published in a 56-page book (Version 1.2, see below, available directly from us or from amazon.com). Everyone is encouraged to playtest and comment on these rules. It should be noted right away that these rules variants are best played in face-to-face games, rather than PBEM (although a PBEM protocol is under development). Also, PLEASE note that since these rules were first posted on 7-25-98, they have been REVISED several times in MAJOR ways as the result of playtesting feedback. If you have any questions for me about these rules, please e-mail me.
These rule variants are designed to make Axis & Allies more realistic, more historically accurate, and more enjoyable. There's quite a lot of new information here, affecting just about every aspect of the game. For ease of learning, I suggest that players try adding one module at a time to their regular games before moving on to the next highest numbered rule variant. For example, players should read and play Section I: Basic Rule Changes before proceeding to Section II: Artillery. Players should then master the new artillery rules before going on to Section III: Combat Losses, and so on. [However, there ARE rules in Section VIII: History & Politics which players may use, at their option, without necessarily using any of the rules in Sections II through VII].
SECTION I: BASIC RULE CHANGES
These Basic Rule Changes are meant to simplify play (for example, by disposing of the need for an I.P.C. "bank" or other types of record keeping) and to add historical realism. I strongly urge players to use and master all of the Basic Rule Changes before going on to the other sections. Section I: Basic Rule Changes. Last update: 9-4-98.
SECTION II: ARTILLERY
Is there anything more unrealistic than a combat unit that cannot be destroyed? How about a combat unit that only defends, but gets as many dice rolls as there are attacking units? And is less effective on defense than any other unit? The standard Axis & Allies antiaircraft gun rules are perhaps the most unrealistic rules in the whole game. The introduction of these simple artillery rules will drastically alter the course of play (for the better).
Section II: Artillery. Last update: 8-25-98.
SECTION III: COMBAT LOSSES
Another extremely unrealistic aspect of the standard game is the fact that players almost always get to choose their own losses. So the strongest attack units, the ones that historically did most of the fighting and took higher casualties, are the LAST ones lost in standard A&A. This rule set brings a much needed degree of realism and unpredictability onto the battlefield.
Section III: Combat Losses. Last update: 8-25-98.
SECTION IV: ADVANCED AIR POWER RULES
A bomber takes off from England, attacks enemy submarines in the far South Atlantic, and then lands in South Africa? How about a fighter squadron taking off from an aircraft carrier and flying clear across the Pacific Ocean to engage in combat---then when it gets shot down, the carrier (which hasn't moved yet) can blithely sail off in the opposite direction? These and other absurd situations from the standard game are corrected in this rule set. Introduces Air Combat as a separate part of the combat process.
Section IV: Advanced Air Power Rules. Last update: 11-1-98.
SECTION V: ADVANCED NAVAL RULES and ARMY COMBAT
One thing that can be said about the oceans of the world is that they are BIG, especially when compared to the ships that sailed them in World War II. Naval warfare is fundamentally different than land combat, and this rule set addresses some of those differences. Introduces Navy Combat and Army Combat as separate parts of the combat process. Also has optional rules for expanded naval unit types (Destroyers, Light Cruisers, Heavy Cruisers, three sizes of Aircraft Carriers, etc.).
Section V: Advanced Naval Rules. Last update: 02-04-99.
SECTION VI: ADVANCED RETREAT RULES
Why should the attacker be the only one who can retreat from combat? Allowing the defender the choice of retreat drastically affects game strategy, as well as adding historical realism.
Section VI: Advanced Retreat Rules. Last update: 8-25-98.
SECTION VII: INDUSTRIAL CAPACITY & SCENARIOS
Just what is an Industrial Complex? Are they all created equal? Could the warring powers in WWII switch from building all infantry to all tanks to fighters or battleships at a moment's notice? And why does the USSR have a smaller war economy than Germany, when historically the Soviets outproduced the Nazis in almost every area? These rules bring some reason and historical reality to the production and placement of new units, and provides a variety of relative strengths for the different nations.
Section VII: Industrial Capacity & Scenarios. Last update: 11-4-98.
NEW SECTION: ADVANCED WEAPONS DEVELOPMENT
For most of the last ten years, our gaming group hasn't bothered with Weapons Development because it takes the strategy out of playing the game and replaces it with the luck of the dice. Now we've ELIMINATED the randomness of the dice in weapons development, allowing players to BUY and USE the technology they want. Advanced Weapons Development. Added 02-04-99.
NEW SECTION: INDUSTRIAL RESOURCES
Adds a new level or realism to the ECONOMIC aspects of waging World War II. The UK can’t make much use of their vast empire if they can’t get the raw materials to a factory. The Japanese Empire can be strangled by a US submarine campaign. Russia can be saved by Lend-Lease. And more! See Industrial Resources. Added 02-19-99.
SECTION VIII: HISTORY & POLITICS
These rules bring even greater historical and political reality to the game. Most of the rules in this section CAN be used with the rules in Section I: Basic Rule Changes, without using rules in Sections II through VII.
Section VIII: History & Politics. Last update: 9-20-98.
SECTION IX: REVISED ACTION SEQUENCE
Putting all the pieces together. A quick outline and handy reference chart players may consult in playing the Enhanced Realism Rules.
Section IX: Revised Action Sequence. Last update: 8-23-98.
SECTION X: GAME TURN TIME LINE ANALYSIS
Anyone with even a little bit of historical knowledge of World War II realizes the shortcomings of standard A&A as a "history game." Since my primary reason for developing these rules always has been to transform the game into a true historical simulation, this list of benchmark events may help us evaluate the success of these rules.
Section X: Game Turn Time-line Analysis. Last update: 8-16-98.
FREQUENTLY ASKED QUESTIONS ANSWERED
Your email inquiries about the Enhanced Realism Rules answered. Divided into questions about each of the different game sections.
Frequently Asked Questions Answered. Last update: 11-1-98.
AXIS & ALLIES ENHANCED REALISM RULES
Introduction & Overview.
Entire contents © 2001 by R.D. Baker.
Section I: Basic Rule Changes.
Section II: Artillery.
Section III: Combat Losses.
Section IV: Advanced Air Power Rules.
Section V: Advanced Naval Rules.
Section VI: Advanced Retreat Rules.
Section VII: Industrial Capacity & Scenarios.
Section VIII: History & Politics.
Section IX: Revised Action Sequence.
Section X: Game Turn Time-line Analysis.
Advanced Weapons Development.
Industrial Resource Tokens
Real-time Production Rules [Under Construction]
Historical Naval Deployment [Under Construction]
Historical Army & Air Deployment [Under Construction]
Experimental Rules Set [Under Construction]
Frequently Asked Questions Answered [Open and frequently updated].
Designer's Comments [Under Construction]
Bibliography [Under Construction]