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Alternative National Advantages and Technologies

The following is an alternative form of National Advantages and Technologies.
 
Seeing that neither the Axis or Allies developed their special weapons overnight it is very unrealistic for players to suddenly aquire Atomic Weapons or Jet Power.  So it is on a graduated scale now.
 
Each country must reach a development level before they aquire the technology.  To progress they must first pay $2 then roll a die that is equivelent to whichever level they are currently at.  For example, if the US is currently at a level 3 for Heavy Transports it must first pay $2 and then roll a 3 or less in order to reach level 4. 
 
Certain countries start at a higher level than others.  Germany starts at level 3 for Heavy Tanks in order to reflect her early disposition to such technologies.

Heavy Tanks- allows country to build heavy tanks.  Cost is +1 than normal.  Attack is +1 and defense is +2.

 

1

 

2

 

3

GR

4

 

Blitzkrieg Tactics- Tanks and mechanized infantry move and attack through a territory just conquered.

 

1

USSR

2

IT, UK, FR

3

US

4

GR

Marines- during an amphibious assault infantry attack on a 2 during the first phase of combat.

 

1

2

UK

3

4

US

Mechanized Infantry- allows your infantry units to move two spaces instead of one.

 

1

UK, FR, IT

2

3

US,GR

4

Tactical Support- when supported by one tank and one fighter infantry and mechanized infantry get a +1 to attack.

1

2

UK, IT

3

US, FR

4

GR

Salvage- you have special equipment to repair one enemy armor.  After the battle for every enemy tank you destroy you receive .5 dollars (Round down).

1

2

3

GR

4

USSR

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Evacuation Drills- you are prepared to retreat onto available transports if attacked.

 

1

2

3

4

UK, FR

Heavy Transports- you have developed transports that can carry an extra infantry on any load.

 

1

2

3

4

US, UK

 
 
 
 
 
 

Submarine Coordination- when you attack with 3 or more submarines they get a +1 to attack.

 

1

2

3

4

GR

Sea Lane Interdiction- you are harassing enemy sea lanes.Your submarines may conduct SBRs on enemy factories.Roll one die to determine damage divided by 2.

1

2

US

3

4

GR

 
 
 
 
 
 

Fast Cruisers- your cruisers may now move 3 spaces instead of 2.

 

1

2

US

3

UK

4

JAP

Fast Battleships- your battleships may now move 3 spaces instead of 2.

 

1

2

US

3

UK

4

JAP

 
 
 
 
 
 

Fast Carriers- your carriers may now move 3 spaces instead of 2.

 

1

2

US

3

UK

4

JAP

Long Range Submarines- your submarines may now move 3 spaces but may not attack on the 3rd.

 

1

2

3

US

4
GR

 
 
 
 
 
 

Convoy Raiders- you have cruisers concealed as transports.  At the beginning of each turn select 2 non – loaded transports to act as a cruiser.

1

2

3

4

GR

Advanced Submarines- your submarines attack at a +1.

 

1

2

3

IT, US

4

GR

 
 
 
 
 
 

Rader- your anti-aircraft guns and fights get a +1 to defense.

 

1

2

3

GR, US

4

UK

Radar Jamming- cancels out enemy rader.

 

 

1

2

GR

3

UK

4

 
 
 
 
 
 

Jet Fighters- your fighters defend at +1

.

 

1

2

UK, GR

3

4

Long Range Fighters- your fighter may now move 6 spaces.

 

1

2

3

US

4

JAP

 
 
 
 
 
 

Long Range Bombers- your bombers may now move 8 spaces.

 

1

2

3

GR, UK

4

JAP, US

Dive Bombers- your fighter may conduct SBRs now.  Roll 1 die and divide by 2 and round up.

 

1

2

3

4

GR,JAP,US

 
 
 
 
 
 

High Altitude Bombers- Bombers may avoid anti-aircraft guns and fighters but attack at -2.

 

1

2

3

4

US

Atomic Bomb- must have heavy bombers

 

 

1

US, GR

2

3

4

 
 
 
 
 
 

Rockets- your artillery may attack industry 3 spaces away. Roll 1 die for IPCs lost.

 

1

2

GER

3

4

Conquest- when you conquer a territory you immediately strip it of its wealth.  You receive 1 dollar immediately.

 

1

2

USSR

3

GER

4

 
 
 
 
 
 
 

Coastal Artillery- your artillery may fire at ships conducting amphibious assaults preemptively.

 

1

2

3

4

ALL

88mm Artillery- your artillery may act as anti-aircraft guns or artillery but not as both in one turn.

 

1

2

3

GR

4

 
 
 
 
 
 

Mobile Industry- your industry may move up to 2 spaces but may not build if they do so.

 

1

2

GR

3

USSR

4

MI-5- you trick the enemy.  Move 3 enemy units within their movement range.  Units may not be in home territories.  May be used 3 times before re-acquiring.

1

US, USSR

2

GR, IT

3

UK

4

 
 
 
 
 
 
 

Double Agents- you determine the enemy’s plans.  They must identify one of their attacks next turn and follow through.  Must be re-acquired.

1

2

3

USSR

4

UK

Enigma- when an enemy attacks you may use this to reinforce from surrounding territories.  Must be re-acquired.

1

GR

2

3

UK, US

4

 
 
 
 
 
 

Colonial Revolts- a revolt strikes in a colonial territory.  Industry may not produce there for 1 turn.  Must be re-acquired.

1

2

UK, GR

3

JAP, US

4

Scorched Earth- you burn everything after you retreat.  Enemy pays 1 dollar to occupy that territory.

 

1

2

3

GR

4

USSR

 
 
 
 
 
 

Arsenal- pick 2 factories in your home territories. All units there cost -1.

 

1

2

3

4

US

Paratroopers- you may purchase airborne infantry +1 more than regular infantry. 

 

1

IT

2

FR

3

USSR

4

GR,US,UK

 
 
 
 
 
 

Kamikaze Attacks- infantry and fighters receive a +1 to their attack but are destroyed immediately afterward.

 

1

2

GR

3

USSR

4

JAP

Midget Subs- once per turn infantry may attack ships in adjacent zones.  Attack and defense are conducted normally.

1

2

UK

3

JAP

4

IT

 
 
 
 
 
 
 

Heavy Bombers- Bombers role two die instead of one. 

1

2

GER

3

UK

4

US

Cruiser Transports- Cruisers may carry and transport one infantry similar to a transport.

1

2

 

3

UK,JAP

4

 

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