Axis & Allies Enhanced Realism Rules Part One

Axis & Allies Enhanced Realism Rules Part One
by R. D. Baker

Axis & Allies Enhanced Realism Rules Part One
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Book Summary Information

Author: R. D. Baker
Edition: Paperback
Audio: English (Published)
Published: 1999-05-27
ISBN: 1887641270
Number of pages: 60
Publisher: Argonne Hotel Press

Book Reviews of Axis & Allies Enhanced Realism Rules Part One

Book Review: You will regret not buying this one!!!
Summary: 5 Stars

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.

Summary of Axis & Allies Enhanced Realism Rules Part One

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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