From: oberland@vax.sonoma.edu
Newsgroups: rec.games.board
Subject: Re: A&A House Rules
Date: 8 Apr 92 10:45:20 GMT
Article-I.D.: vax.1992Apr8.024520.1
Organization: Sonoma State University

I just thought of two things:
1:why not use a d-12?
If you want to add some/change the tech rolls, why not add them all?
12 Choices= 1d12.

2:why not post a synopsis of said rules/what's in the magazine.  I am 
sure that you could either ask the publisher for permission, or ask 
them if reprints are available, and post their address/etc.
My experience is that most publishers are very obliging IF YOU ASK, 
esp. if it is out of print/no reprints are available.

Oh, btw, I like the Carrier/Battleship switch for the US, and the 
Carrier-Based bombers.  I have used the first before, but the second 
is a GREAT idea.  So is the defense of your ports by fighters.
BOTH happened in WWII, and the game would be more realistic.  It also 
would give Brit. and Germany a better chance for their navies.
I have also tried the following myself:
Add to taste:
8-)
1:Add a fighter in Hawaii, apply Battleship mod., and port defense.  
NOW pearl harbor is realistic. Carrier is in West US, safe, but no 
plane on it.
2:add roll to subs when they get "trapped" by planes. roll seperate die if it 
survives the first attack by plane(s), roll die. if roll 2 or better, 
sub submerges to a deep enough depth to stay alive/not be killed.  
Attack by plane unsuccessful.  Works ONLY when plane alone attacks or 
plane and transport.  DOES NOT WORK WITH BOMBER
reason:bombers/battleships/carriers can depth-charge. subs can attack 
as usual.  Fighters and transports cannot depth-charge.
3:add Russian infantry to empty territories.  Except for Africa, 
which is very far from Brit., Most spots controlled by countries have 
men/something on them.  Add 1 infantry to "blank"Russian areas.
Helps russia defend against Japan. 
4:Add German Battleship to Germany sea area.  This is where the 
BISMARK originated, afterall.
5:you can sink your own ships/scuttle them.
reason:move a flak onto a transport, sink it ONE TURN LATER.(NOT same turn)
This makes flak more valuable.
6:you can destory any factory you want, provided it is not one of the 
original ones, and it is yours.  This helps anyone being overrun, and 
is realistic. Cost to do so=3
7:Allow kamakazi(sp?) attacks.  WWII was like this, and I have two choices:
  A:allow it as usual  B:allow the planes to attack at 5, but loose 
  them in said attack after 1 round of combat. (ifyou want really 
  vicious realism, raise attack to 6, and follow rule B)
8:THE BOMB
  Add d-12 to tech rolls, and a 12 means Atomic weapons.
  all else(7-11 don't do ANYTHING). Player chooses which type of die 
  to roll if they get a tech. improvement.  Atomic weapons:
      Need a bomber.  Flak gets 2 rolls if plane carryimg bomb is 
      alone Hit=Same as usual.  If it is in a group of planes, any hit by 
      flak takes out the bomb(NOT the bomber-ie:heavy flak, target lost),but
      only one flak per plane.  Bomber with bomb MUST be launched from Capital.
      It can carry the bomb indefinitely, but CANNOT attack unless it wants to
      use the bomb.  Bombers attack as usual when they attack.
      Bomb MUST originate in captial again/bomber return if unused.
      EXCEPTION:ONE bomb per country at a time, heavy bombers do not attack
      with 3 bombs.  Heavy bombers DO NOT Have above rules for flak, though.
      The bomber that has the bomb MUST BE CHOSEN.
      Said bomber is turned upside-down.
      
      Effect of bomb:kill all enemies in territory.  Territory 
      unuseable by attacker/cannot move into it.  Use by owner next turn as
      usual, except that forces from both sides MUST roll as if there was a  
      flak for EVERY piece, ground or air, for the next 2 turns, due to
      radiation.
9:Add propaganda to tech rolls.  Allows user to target up to 3 
teritories per turn.  Said territories must take a "flak role" for 
every enemy piece, due to third-collumn action.
10:Every country gets 1 free tech. roll per turn, TO BE USED FOR, AND 
ONLY FOR THIS PURPOSE.  Use D-12/12 different tech's rule.  If d-12 
is used, choice for atomic bomb is a d-20, 13-19 being nothing.
11:Give everyone three tech breakthroughs at beginning. 
   Tech rolls afterwards cost 10.

Well, these are the house rules where I play.  Sometimes we use 
them/one/some of them, and sometimes we don't...
I am VERY interested in any other rules you may have.
Joe