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First, it is not particularly clear that A&A 1940 was balanced WITH all the rules - the changes in the second edition (unless you were referencing that) do in most people's opinions contribute to balance (VCs for Axis and setup changes). Even with that, though, the NOs do contribute to game balance pretty greatly. Note that they are not symmetric - the ...


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The guidance from the updated 2005 Europe rules almost assuredly applies. You MAY take losses on allied units even when on the attack, and furthermore, MUST take them if there are not enough attacking units to take all the losses. Allied subs may NOT submerge as they never rolled dice. Quote below: When German subs are attacked in a zone that contains ...


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After an attack on a true neutral country, allow your opponent to choose true neutrals to become pro-them equal to twice the IPC value of the violated neutral. E.g. If Germany attacks a neutral worth 3 IPCs, the allies may choose 6 IPCs of neutrals to become pro-allies. This significantly reduces the negative consequences of violating neutrality while ...


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Axis and Allies when played with many players (one player per nation, usually this means five) can be a long game with a lot of down time between turns. A house rule we have used when we have a player for each nation is to rearrange the turn order so that allies move together (all the Axis, then all the allies). Yes, this does affect the game, some ...


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Basically, you can build a ship in any sea zone adjacent to a "factory" owned by your country. In the beginning of many versions of the game, Russia has two factories, one in the Moscow zone, and one in Karelia (Leningrad), but none in the Caucasus. Russia needs first to build a factory in the Caucasus (or some Middle Eastern square adjacent to the Caspian ...



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