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Axis & Allies Enhanced Realism Rules Part One
 
 
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Axis & Allies Enhanced Realism Rules Part One [Paperback]

R. D. Baker (Author)
4.0 out of 5 stars  See all reviews (4 customer reviews)


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Book Description

May 27, 1999
A set of expansion rules for Milton Bradley's AXIS & ALLIES boardgame. Illustrated by John K. Snyder III.

BASIC RULE CHANGES:
Commonsense and realistic revisions to the standard game's rules for aircraft flight ranges, aircraft carriers, income calculation, industrial complexes, creation of new units, retreats, victory conditions, and more.

ARTILLERY:
The standard game's antiaircraft gun rules are 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).

COMBAT LOSSES:
One extremely unrealistic aspect of the standard game is that players 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 the standard game. This rule set brings a much needed degree of realism and unpredictability onto the battlefield.

ADVANCED WEAPONS DEVELOPMENT:
We've eliminated the randomness of the dice in weapons development, allowing players to buy and use the advanced technology they want.

HISTORY & POLITICS:
Introducing Air Transports, Airborne Assaults, Alternate Turn Order, the D-Day Option, Greater China, German Submarine Economic Warfare, Russian-Japanese Non-Aggression Pact, Historical Production and more.


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About the Author

R.D. Baker has over 30 years experience with military history simulation games. He has spent the last 10 years playing and playtesting these alternative rules for AXIS & ALLIES.

Product Details

  • Paperback: 60 pages
  • Publisher: Argonne Hotel Press (May 27, 1999)
  • Language: English
  • ISBN-10: 1887641270
  • ISBN-13: 978-1887641272
  • Product Dimensions: 8.6 x 5.5 x 0.5 inches
  • Shipping Weight: 2.4 ounces
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Best Sellers Rank: #1,974,930 in Books (See Top 100 in Books)

 

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42 of 46 people found the following review helpful:
5.0 out of 5 stars You will regret not buying this one!!!, August 12, 2000
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Five-Time Mom (Raleigh, NC, United States) - See all my reviews
This review is from: Axis & Allies Enhanced Realism Rules Part One (Paperback)
Enhanced Realism is the best game-expansion book I have ever purchased. This book creates such a level of realism it would amaze any World War II buff. I have played more than 500 games of Axis & Allies and this book will have me starting on another 500.

A new turn order in the game allows the US to start in a crushing manner, but Germany, following, then sends the Russians back on their heels. Limiting flight ranges over land and sea makes maintaining a fleet a lot easier and creates new naval stratagies. Artillery become a huge part of the game by being able to fire at all units. Factories are preplaced on the board now with limited unit placement, which becomes a huge challenge. Everyone will enjoy the extra units each country receives at the end of each turn - with all the pieces you can bring in, strategy and game variation will be immense. Still, I have no doubt that anyone not choosing to check out this book will miss out on hours of strategic challenges and fun. You will not regret buying this one.

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42 of 47 people found the following review helpful:
1.0 out of 5 stars So not worth it..., September 2, 2001
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This review is from: Axis & Allies Enhanced Realism Rules Part One (Paperback)
I'm a huge Axis and Allies fan, and I was expecting some great new things to come out of this book. I got it, and I was sorely disappointed. For example, it talks about each country and what they produced such as Germany and subs, America and bombers, etc., and tells you that each country will get free units based on that at the end of each turn. A good idea, but everyone gets almost exactly the same thing! It makes no sense... It goes so far as to include a "Reduced Soviet Effectiveness" rule making all Russian units -1/-1! Infantry that hits on a 0 attacking? Yeah, that's a good one... Sure, the Soviet units were of a lower quality in the war, but they had masses and masses of them to make up for it, which doesn't happen in this game.

This book is frankly just not worth it. You can find thousands of new rules on the internet, and they won't cost you anything...

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19 of 21 people found the following review helpful:
5.0 out of 5 stars Taking Strategy to a New Level, July 18, 2003
This review is from: Axis & Allies Enhanced Realism Rules Part One (Paperback)
This is an excellent enhancement to a great strategy game. There are a lot of new rules in this book, but if you phase them in a few new rules per game it works out great. Gibraltar controls naval movement out of the Mediterranean. Fighters are allowed to intercept and defend navies. Flight ranges are limited to one sea zone in combat, which makes carriers very valuable in the Pacific. German subs in the high seas (outside of the Baltic or the three Mediterranean sea zones) reduce the income of U.S. and Britain. American and British troops are not allowed in Russian territories as long as Russia is in the game... These are just some of the rules that make the game much more realistic. It's a great book! You'll never want to go back to the original rules.
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Inside This Book (learn more)
First Sentence:
Attacking aircraft must land immediately after their battle is resolved, before going on to the next battle. Read the first page
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Greater China, Black Sea, The Zone, Stalinist Paranoia, Capital Ship
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Concordance | Text Stats
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Front Cover | Table of Contents | First Pages | Back Cover | Surprise Me!
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