Axis and Allies Revised- Italy

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.
rawdawg
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Axis and Allies Revised- Italy

Post by rawdawg » Sat Jul 08, 2006 7:51 pm

>Italian Setup: You can use the Japanese pieces from Axis and Allies: Pacific or you can use a marker and color in UK pieces from Pacific or Europe. Take the markers for the countries and make an Italian flag on the back of them. Place all the markers on Italian home territories explained in the map change topic. Italy’s starting income is 15 IPCs.


>German Setup: Germany has the same setup except for Southern Europe, Libya, Algeria, and Sea Zone 14. Do not setup any German units in these areas. Increase Berlin’s IPC value to 14. Raise Balkans to 4, and Bellorussia to 3. Germany’s new starting income will be 38 IPC’s.

>Map Changes: Southern France, with a value of 3ipc, will be south of Western Europe. Make a line from Switzerland to Spain (closer to sea zone 7, but not touching it) Split Southern Europe into 2 by making a line at the top of the boot and call it Eastern Italy, value of 2 IPC, and neighboring Balkans. Change Libya and Algeria IPC values to 2 a piece. Southern Europe will be your capitol. UK starts with an Industrial Complex in South Africa.

Southern France- 2 Infantry
Italy- 3 Infantry, 1 Artillery, 1 Armor, 1 Fighter, 1 IC, 1AA
Western Italy- 2 Infantry, 1 Artillery
Libya- 1 Infantry, 1 Artillery
Algeria- 2 Infantry, 1 Artillery, 1 Armor, 1 Fighter
SZ14- 1 Battleship, 1 Destroyer, 1 Transport
SZ12- 1 Submarine

>Turn Rotation: Italy’s turn will be after USA and before Russia.


National Advantages:


>The following are national advantages for Italy:


>Overloaded Transport: Transports may double capacity to 2 infantry and any 2 other land units while bridging.

>Higher Grounds: Your artillery defends at a 3 on home and captured Italian territories.

>Ranged Artillery: If a friendly territory bordering a territory you have artillery in is attacked, your artillery can make an opening shot at the attackers targeting any land units at a 1. Any casualties are removed immediately.

>Funds Requisition: Before the purchase units phase, Germany may give Italy up to 10 IPCs.

>Attacking Anti-Aircraft: Your anti-aircraft may participate in an attack as they would if they were defending.

>Joint Strike: Once in a game, Italy may declare a joint strike and make non-combat movements. On Germany’s turn, the German player may make combat movements and conduct combat with Italian pieces.
"Every man dies, not every man really lives"
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Post by Imperious leader » Sun Jul 09, 2006 12:17 am

nice varient! The extra IPC's the axis are getting should be offset to give the allies something? Under what our team has struggled with was to offset the additional income with lend lease credits for the allies to counterbalance. However, this money can be intercepted by German subs.


heres some of the ideas we came up with on this:

Italy is a new nation ( the 6th player)

All German units located in Southern Europe, Balkans and Libya is now considered Italian and those territories can be used to purchase only Italian units (light Grey). That gives them a starting IPC value of 10. When choosing NA’s the Italian player can pick 4 NA’s that only affect these units. The Italian player plays following Germany’s turn. The territory of Germany itself has a new value of 20 so their income is not affected.

Lend lease payments
The US player receives 10 extra IPC per turn that can only be sent to either UK or the Soviet Union to represent lend-lease payments during the war. They can also be saved and sent on a latter turn. However, these must be carried on a transport and sent to sea-zone 4 or 34. Up to 10 points of lend lease can be carried on a single transport. This process can be intercepted be any axis player (who has units in range) and the transport (along with its lend lease cargo) can be sunk.

Italy National Advantages

1. Piggyback Tech: On the turn after Germany obtains a given technology, Italy gets it also (if Germany gets Heavy Bombers in G2, Italy has it in I3).

2. Mediterranean Express: allows Italy to move 1 infantry to Libya during non-combat movement.

3. Desert Tracks: Allow Italian armor to move through Sahara. They must both enter and leave Sahara in same turn and cannot retreat into this territory. (Any Italy units in Sahara at end of Italy's turn die).

4. Afrika Corps: Allow any German units sent to Africa to become Italian upon landing, and be immediately usable by Italy.

5. Untrained Forces: The first time Italian forces meet a given Allied nation in battle, the Italians choose the order of loss for the Allied forces (this is designed to foster a "Kasserine" style result in Italy's first encounters with enemy forces).

6. Axis Pact: Allows any German forces that end their turn in an Italian held territory to be used by Italy in THEIR attack, even if the German forces were used during Germany's turn. Aircraft so used MUST return to the there starting point (where they were when Germany ended their turn) at the end of battle. All such forces revert to German control at the end of Italy's turn.

7. Frogmen: Would allow 1 infantry to attack 1 Allied naval unit that is adjacent to an Italian held territory-containing infantry (Italy specifies targets). Infantry rolls normal attack (1 in 6) and if successful sinks 1 allied ship. Such attack precedes normal attack round. Failure is loss of Italy infantry.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

rawdawg
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Post by rawdawg » Sun Jul 09, 2006 9:58 am

The lend lease is a great Idea, I like a couple of those NAs also.
"Every man dies, not every man really lives"
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squirecam
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Post by squirecam » Sun Jul 09, 2006 9:22 pm

Squirecam's Axis Italy Mod for A&A revised.

Version 2.0 (input wanted)

Italy plays as a distinct "sixth" country in this mod. With the exception of the rules listed below, Italy is considered a distinct country, controlling only its own units and gaining its own IPC.

Italy has an IPC value of 8. (Reduce Germany by 2). Germany is now worth 8, 30 IPC overall. Italy is worth 8, 10 IPC total.

There are three options for IC production (Germany chooses between A or B:

Option A - Both Germany and Italy can produce units in Italy. (This represents the heavy German influence in Italy, and use of their bases)

Option B - Only Italy can produce units in Italy. Germany can be given a complex in France to compensate. If so, the UK is given a free complex (as per its national advantage) as compensation.

Option C - All countries have unlimited production for initial complexes.

Italy plays FIRST.

Units in Italy, Africa, and the med fleet are considered Italian units.

Germany or Italy does not surrender while the other is active. A government in exile is formed. (Hitler merely flees to Rome and vice versa). However, Italy cannot not receive IPC while Italy is in allied hands. However, any IPC in conquered Italian countries revert to German control. Germany recieves the IPC of such countries until Italy is reconquered (or "liberated" for you axis types. [img]smile.gif[/img] )

Prior to the start of the game, Italy can designate the air unit in the Balkans as Italian. That unit can remain there or be placed in Italy.

National advantages:

a) Mountain Defenders - Infantry defending Italy roll a 3.

b) Lend Lease - Italy is able to call for German "help" during its production phase. Italy can use up to 6 German IPC to build Italian units. Italy merely takes up to 6 IPC from German money to use, adds it to its IPC, and purchases builds with the combined income.

c)Transport - Italy can transport 1 infantry and 1 other land unit to Algeria, Lybia or Egypt if German or Italian controlled (but not Japanese) each turn w/o a transport unit. This NA would represent Italy's ability to ship 90% of their cargo to Africa despite the allies clear shipping superiority.

d) D-Day Delay - Until Italy is conquered, Allied amphibious invasions of France are at half strength. All infantry attack at a 1, regardless of the presence of Allied Artillery. Battleships (or destroyers if applicable) bombard at half strength.

e) Coastal Defense - When Allied ships pass by Italy, the Italian AA gun can attack the allied coastal ships. A ship is sunk for every "1" rolled. In amphibious assaults upon Italy, The AA gun attacks any Allied BB prior to the BB's support shot.

f) Explosive motor boats - Any Italian transport can be converted into an "EMB". Once converted, the EMB can travel up to 3 sea zones (representing the one way journey of the craft) and attack on a "3". On a succesful hit, Italy determines the unit sunk, although Italy must predetermine which EMB will attack what craft (i.e. sending 1 boat at AC and 1 at DD, or 2 at the AC). If the first EMB hits, the second one self destructs and cannot be used against another target.

Squirecam

rawdawg
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Post by rawdawg » Sun Jul 09, 2006 10:36 pm

I made things a certain way because of the Allies outweighing the Axis. The starting IPCs, Italian strength, and turn rotation are suppose to balance it a little more. This formula could also work, but if someone is only playing as the Italians, it could prove to be very boring do to having insufficent IPC and not much land. It could though, be good if the German player is also controlling Italy.
By altering the map, you give Italy more land, and a little more territory to protect. If you give Western Europe an IC, it becomes absolute priority for the Allies to take and hold, and would pull very valuable resources from Russia, giving the Allies the upper-hand.
Iteresting NAs though...
"Every man dies, not every man really lives"
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squirecam
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Post by squirecam » Mon Jul 10, 2006 2:24 pm

rawdawg wrote:I made things a certain way because of the Allies outweighing the Axis. The starting IPCs, Italian strength, and turn rotation are suppose to balance it a little more. This formula could also work, but if someone is only playing as the Italians, it could prove to be very boring do to having insufficent IPC and not much land. It could though, be good if the German player is also controlling Italy.
By altering the map, you give Italy more land, and a little more territory to protect. If you give Western Europe an IC, it becomes absolute priority for the Allies to take and hold, and would pull very valuable resources from Russia, giving the Allies the upper-hand.
Iteresting NAs though...
My NA's were all historically based. For instance...

6) Explosive motor boats

(from http://www.comandosupremo.com/EMB.html)

Explosive Motor Boats were the most famous of Italian assault crafts. These vessels, as well as the Torpedo Boats, were used extensively by the 10th Light Flotilla. They were found as far east as the Black Sea during World War Two. EMB's were designed for one way missions against enemy vessels. The "Kamikaze's of the seas" so to speak. The pilot of the small craft would aim his boat at an enemy vessel, accelerate to full speed, lock his rudder in place and jump overboard before impact against the keel of the enemy ship. As shown below, the navigator is held afloat by the boats backrest, which is designed as a life raft. He would either be picked up by other Italian vessels or attempt to swim to shore.

The crafts proved to be invaluable to the Regia Marina. The screw and rudder could be lifted out of the water to clear harbor nets and their impact against the enemy ships keel caused a devastating chain reaction. A ring of explosives separated the fore and aft section of the hull. The fore section held a large keg of explosives which sank to a predetermined depth. Once this occurred, the water pressure would cause a detonation. The detonation would form a vacuum and the result would be a huge hole torn through the side of the enemy ship below the water line. Most EMB's were 19 feet long, held 660 pounds of internal explosives and could reach speeds in excess of 27 knots.

Any Italian transport can be converted into an "EMB". Once converted, the EMB can travel up to 3 sea zones (representing the one way journey of the craft) and attack on a "3". On a succesful hit, Italy determines the unit sunk, although Italy must predetermine which EMB will attack what craft (i.e. sending 1 boat at AC and 1 at DD, or 2 at the AC). If the first EMB hits, the second one self destructs and cannot be used against another target.


See this thread. http://boards.avalonhill.com/showthread ... xth+player


If you or IL or anyone else likes and wishes to adopt any of my NA's, feel free to do so.

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Post by Imperious leader » Mon Jul 10, 2006 3:36 pm

ok very well.. at axis and allies.org were trying to make a revised historical edition featuring new player aids , map ( you have the file) new pieces, italian decals etc... all free for download... it cant get much better than that. If you want you can help our team and gain part authorship of project.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

rawdawg
Posts: 39
Joined: Mon Jun 05, 2006 11:10 am
Location: Massachussetts

Post by rawdawg » Mon Jul 10, 2006 4:54 pm

I am actually quite interested in that. My knowledge of world war 2 and other wars are quite extensive. I am also into making boardgames and variants for existing ones. Sign me up!
"Every man dies, not every man really lives"
William Wallace

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