Axis & Allies Wiki
(yechezkiel){| align="center" style="border-collapse:collapse;border-spacing:0px;font-size:inherit;"

| style="margin:0px;padding:0px;"|[1] | style="margin:0px;padding:0px;"|[2] | style="margin:0px;padding:0px;"| |}  

A&A2.0 is a good fix to the original game's issues, but if you want to use the national advantages to switch things up, some of them need changing because they, well, suck.

Why even play with national advantages? The problem is, if you play with a group of really good players (like I do), the game is even, but largely comes down to luck once everyone masters "best case" moves for each side. Playing with the national advantages (we always roll for two) helps make each game play differently. However, some of the advantages as written are weak, if not outright nonsensical (Fast Carriers, anyone?).

Here are some of the fixes we use (they're all very well tested) and a few "global rules" we sometimes employ. 

Soviet Advantages

1. Russian Winter: --This needs to come back into effect every four turns after the first time it is used.

5. Lend-Lease: --Too strong as written, Lend-Lease should only be able to be used on land units on territories with a Russian factory.

German Advantages

They're all good as written. It seems plenty of thought was actually put into these.

UK Advantages

2. Joint Strike --Hard to use and somewhat weak as written, we modified it to being a Lend-Lease for England for all American planes that start on England during the 2nd or 3rd turns.

3. Enigma Decoded --UK ships can retreat from naval battles they are defending in after each round of combat (but not before the first round!).

5. French Resistance --Also works for French Indo-China.

Japanese Advantages

2. Kamikaze Attacks --Before the first round of combat, fighters acting as kamikaze may roll two dice against a selected target (which must be a sea unit), then are destroyed. 

3. Kaiten Torpedoes --They don't have to be sacrificed.

US Advantages

5. Fast Carriers --This rule is a joke as written. We modified it to where carriers attack at a 2, which still makes it one of the weaker rules, but not useless like the original.

6. Superfortresses --This rule had to have been designed by someone who had never played the game. We played with it once, and modified the rule mid-game to prevent the game from being any less fun, America simply bombed Germany into the stone age while Russia and England quickly took it. Instead of being as-written, US bombers may now, instead of attacking, drop off one infantry unit on any space. This isn't weak, either, and if Island Bases are rolled, the US can fight the Pacific War on bombers and men alone. One of my favorite rules, now.

Here are a few of the global rules we play with on occasion:

1. Sea Mines --Before the game begins, each side secretly chooses a sea space bordering one of their territories to be mined. (Write it down on a piece of paper, or use the honor system.) Every time an enemy or allied unit enters the space (other than one of your own), the mines "go off". Roll two dice for each ship, if a "2" or "1" is rolled, the ship is lost.

2. Changing Borders --Before the game begins, each player secretly chooses one of two options: 1) They take one single neutral country and make it theirs (it produces no IPCs) or 2) They take one single territory of theirs and make it neutral, forfeiting the IPCs the territory offers and placing all units on it on their capital. If any two players choose option #1 for the same country, they must secretly choose a new option, both forfeiting the original one they chose. 

This rule can alter the game significantly, and in exciting ways. Last time we used it, it so changed the game that we played for seven hours with no end to the contest in sight. 

3. Pawning --Each nation may remove up to 15-20IPCs (decide before play) of units off the board at the beginning of the game and replace them with 20IPCs worth of units in any other space where they control units. 

I hope you all find these rules helpful!