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Looking for some inspiration for your house rules ? Here’s a few pointers !

If, like me, you’re a huge Axis & Allies 1914, there are some rules you can add to make the game considerably better. I played dozens of games with my friend on this battlefield and, while it is the best AA game out there in my opinion, it has shortcomings. Here’s a few ideas I came up with over time to help improve the game as well as ideas I’m still working on. The implemented changes have been made permanent due to their success.

As a note, we always play with the Russian Revolution optional rule active and the modified rules explained by the game designer here.

You can download the Unofficial House Rules and Variants Guide right here !

Implemented Changes

  • Naval Unit Costs :
    • Submarine cost changed from 6 to 5.
    • Cruiser cost changed from 9 to 7.
  • Trucks :
    • Unit cost of 5.
    • Can carry 2 units (infantry or artillery) or 1 tank across 2 squares. Like Transports, they can move 1 back to grab a unit and move forward 1 to drop the carried units.
    • This unit can bypass the “last unit is an infantry” rule and be alone in a territory.
  • Unrestricted Submarine Warfare :
    • Submarines in zones 2, 7 and 8 now deal 1 IPC of damage for every submarine in these zones instead of rolling for a hit.

Other Changes Upcoming

Unit Abilities

  • Naval Unit Costs :
    • Submarine cost changed to 3.
    • Transport cost changed to 4.
    • Cruiser cost changed to 5.
    • Battleship cost changed to 8.
  • Submarines :
    • Defensive hit die reduced to 1.
    • On the attack, submarines call their target and force the defender to lose specific ships upon rolling a hit. This effect is negated by Cruiser at a 1:1 ratio. This means that each enemy Cruiser in the battle stops one submarine from picking its target (the submarine will still fire and a hit must be deduced from the defender’s ships).
    • When attacked, submarines may choose to dive preemptively. The submarine successfully dives away and cannot be attacked on a roll of 4 or less. On a failed roll, the enemy may attack the submarine. If the attack is unsuccessful, the submarine submerges as per the standard rules and is safely out of the battle. The roll to preemptively dive decreases by 1 for every surface ship in excess of the number of submarines. For example, if there are 3 Subs and 4 surface ships attack them, each Sub must roll a 3 or less to dive away safely.
  • Cruisers :
    • Cruisers can negate the Submarine’s ability to target specific ships on the attack.
    • Attacking cruisers can negate the defensive effect of defending Cruisers.
  • Fighters :
    • Fighter battles now only last one round instead of being to the death.
    • Whichever side which ends up with more fighters gains Air Superiority. This promotes 50% of friendly artillery only.
    • If one side loses all its fighters, the enemy then gains Air Supremacy and all artillery is promoted.

Other Rules

  • Restricted Submarine Warfare :This rule is active at the start of the game and lasts until Unrestricted Submarine Warfare is declared.
    • During this phase, the United Kingdom loses 1 IPC for every submarine that ends its turn in the sea zones that touch the United Kingdom’s main island and, in the Mediterranean, sea zones that touch Egypt.
    • During this phase, France, Russia and Italy also lose 1 IPC for every submarine that end their turn in sea zones that contain a naval base.
  • Unrestricted Submarine Warfare :
    • Add zones 2, 7 and 8 to the warfare areas as per the rules once Unrestricted Submarine Warfare begins.
    • Submarines in those areas attack British and American shipping, causing 1 IPC worth of damage for every submarine in those areas.
  • Artillery Neutralization :
    • This ability starts on turn 4, same turn as the tanks come into play.
    • Attacking artillery may choose to perform neutralizing attacks instead of standard attacks.
    • On a successful roll, the defender must subtract one Infantry unit and one Artillery unit from the attack. They are suppressed and cannot fire back, but are not killed.
    • If there are no more defending Artillery units, each successive neutralization hit suppresses two Infantry units instead.
    • Attacking Artillery still promote attacking Infantry and Tank units.
    • Remaining non-suppressed defenders defend normally. The rest of combat occurs normally.

Other Ideas

Here’s a few ideas you could put into your game with other units available out there.

  • Armored Cars : Use them as mobile units that can target their own victims, bypassing the Infantry walls. Alternatively, make them able to raid the enemy’s rear by destroying units with special attacks.
  • Freighters : Use them to increase Entente trade and bolster your economy. Protect them from the Central Powers !
  • Merchant Raiders : Steal resources from the Entente’s coastal territories and evade their warships.
  • Assault Guns : Support your tanks’ offensive with mobile batteries and punch through the enemy lines with superior firepower !
  • Destroyers : Small escort ships that can bolster your surface fleet, hunt submarines or escort convoys through dangerous waters !
  • Coastal Batteries : Ward enemy ship away from your shores !
  • Fortifications : Protect key areas of your empire with strongholds that are nightmares for your enemy to overcome.
  • Buildings : Boost your economy and add new production centers for your units and help your armies achieve victory !

There’s no limit to what you can do and I challenge you to find new and better ideas ! Use your imagination and don’t be afraid to test it out !