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 Kremlin Rule Set

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Join date : 2010-08-11

Kremlin Rule Set Empty
PostSubject: Kremlin Rule Set   Kremlin Rule Set Icon_minitimeSun Jul 10, 2011 6:50 am

(A) standard Third Edition rules
(B) Restricted Russia
(C) 2-hit battleships
(D) Both IPC Victory on
(E) No Tech until round 5 then....
2 tech rolls per side per turn; until one side gets Heavy Bombers or
Industrial Technology, then unlimited tech rolls are allowed for both
Tech Example- Japan and Germany combined may roll 2 tech dice
per round; UK, USA, and USSR combined may roll 2 tech dice per round.
A capital may not be attacked on round 1: To discourage gambit bonus options and bids.

3 min timer (Negotiable)
select a series of bonus options that add units to the board or take
additonal territory. Players must then decide how the selected bonus
options affect the bid. As long as the bid is positive players must
announce where the bid units will be placed. This no longer applies if
the bid goes negative. Only infantry and armor units may be removed in
a negative bid.


  1. Order of Bonus Options and Bid.

    1. Players will select at least two bonus options each...but if both
      players agree then they may select more.
    2. The lower ranked player decides whether or not he gets to pick first
      or not.
    3. The player who picks first gets to choose for either axis or allies.
    4. Players alternate selections until finished with their agreed number
      of bonus options.
    5. Bidding begins...low bid plays the axis powers.
    6. Similar to Omaha rules, players must declare where the bid units will
      be placed as long as the bid is positive. If the bid goes negative
      players do not have to state what units are being removed from the board.
    7. No units selected with a bonus option may be removed in a negative bid.
    8. Only armor and infantry units may be removed from the board in a
      negative bid.

  2. Bonus options(9 total) are as follows: The same option may not be
    selected twice by the same player...unless the players are choosing over
    nine picks whereupon the rule is in effect for the second set of nine
    picks and so on.

    1. Infantry Placement - Place three infantry on any territory not
      adjacent to one containing enemy units. Infantry must be placed on its
      own territory, for example UK infantry cannot be placed in Novosibirsk..
    2. Neutral Territories - Take over one major neutral power and one minor
      neutral power, you take over their armies as well. (One country does not
      have to take control of both neutrals, for example Germany may take over
      Sweden while Japan may take over Afghanistan)... if a neutral has a submarine
      or a transport place it in the nearest friendly seazone.
      Major neutrals - Argentina(2inf, 1 transport), Saudi Arabia(2 inf, 1 submarine),
      Spain(3inf, 1 armor), Sweden(2 inf, 1 submarine), Switzerland(2inf, 1 fighter),
      Mongolia(2 inf, 1 armor), Turkey(2inf, 1 armor).
      Minor neutrals - (A minor neutral army consists of one infantry unit)-
      Afghanistan, Eire, Venezuela, Peru, Angola, Mozambique, and Rio de Oro.
    3. Transport/Submarine Placement - You may receive two transports, two
      submarines, or a submarine and a transport; they must be placed adjacent
      to its own territory or in a seazone containing other friendly naval
      units but not in the same seazone with enemy units. They may be placed
      in different seazones. Exception- Germany may not place a transport in
      the Baltic Sea.
    4. Fighter Placement - Must be placed on its own territory, for example
      a UK fighter may not be placed in Sinkiang. A fighter may be placed on a
      friendly carrier.
    5. Bomber Placement - Must be placed on its own territory, for example a
      USA bomber may not be placed in Russia.
    6. Factory/AA gun Placement - This factory may only produce as many
      units per round as the IPC value of the territory it is placed in. The
      AA gun must be placed in the same territory as the factory.
    7. Carrier or Battleship Placement - Must be placed adjacent to its own
      territory or in a seazone containing other friendly naval units but not
      in the same seazone with enemy units.
    8. Takeover of enemy held territory - Place two infantry on said
      territory and retreat any enemy forces to the nearest enemy
      territory.(The player who wins the retreating side decides where to
      retreat those units after the bidding process is complete if there is
      more than one eligible territory to retreat to.) A territory that
      contains a factory may not be taken using this option.
    9. Special "What-if" Scenerios ....a scenerio may not be chosen if the
      opposing side has affected a territory or seazone involved in the
      scenerio with a bonus option.


      No Russian Purge...Add three infanty units to Russia and two infantry
      units to Novosibirsk.


      USSR crushes Finland in Winter War...USSR takes Finland/Norway with one
      infantry. Remove two German infantry and tank from Finland/Norway.
      Remaining German forces are retreated to Sweden (2IPC).


      South American Powers join the Axis...Place two german infantry in
      Brazil and Germany also gains control of Argentina(2 infantry, 1 transport, 2IPC)...
      in addition the BB Graf Spee still roams the South Atlantic(place a one-hit battleship in Drake Passage)


      Italian navy does better than historically...UK naval units in
      Mediterranean Sea destroyed, add a submarine to the German Mediterranean


      Germany launches a parachute assault on Syria/Iraq...Germany takes
      Syria/Iraq with one infantry(UK unit destroyed). Germany retains control of
      French Madagascar and Italian East Africa...add one infantry to each territory.
      UK transport in the Bay of Bengal is destroyed.


      Japanese expansion into the SE Pacific doesn't go well...UK holds East
      Indes with 2 infantry and also controls New Guinea, Borneo-Celebes, and
      the Solomon Islands...all Japanese infanty on these islands
      destroyed...In addition the Battleship Revenge still roams the SE
      Pacific(Place battleship in the Java Sea).


      UK fortifies South Africa...UK places additional units in South
      Africa...place three infantry, an armor, factory, and aa gun in South


      UK fortifies Australia...UK places additional units in Australia...place
      two infantry, factory, and aagun in Australia. Place a transport in the
      Southern Ocean. Place one infantry in New Zealand.


      Pearl Harbor goes better than expected...add a submarine to the Soloman
      Seazone...in addition Japan managed to destroy the US carrier group in
      the Pearl Harbor attack(eliminate carrier and fighter from the Hawaii
      Seazone). Japan controls Hawaii as well(US infantry unit stationed in
      Hawaii destroyed).


      Japanese expansion into the SW Pacific goes better than expected...Japan
      takes Australia with two infantry(UK units destroyed)...in addition
      Japan wins the Battle of the Coral Sea (add a carrier and fighter off
      the East coast of Australia.)


      China joins Japan!!! All US infantry in China and Sinkiang are
      destroyed...Japan adds one infantry to each of these territories. US
      fighter stationed in China is retreated to Karelia.


      Japan continues attacks into the Indian Ocean...Japan takes French
      Madagascar with two infantry. Place a transport and two submarines in the
      S. Central Indian Ocean. Remove one infantry from India.


      USA takes the initiative in the Pacific...USA takes Wake Island with two
      infantry, USA holds the Philippines with two infantry...all Japanese
      units formerly on these islands are destroyed except the Japanese
      fighter on the Philippines which is retreated to Japan....Add two
      submarines to the Hawaii Seazone and a transport off Wake Island.


      Early West African landings...USA places two infantry in Algeria and two
      infantry in French West Africa...German forces in Algeria are retreated
      to Libya. USA also gets two extra transports and a submarine off the
      coast of French West Africa.


      USA mobilizes for war earlier than historically...Place two infantry in
      Eastern USA, two infantry and a tank in Western USA, an infantry in
      Brazil, a submarine to the Bering Sea, and a transport to the Gulf of

  3. After both players have picked their bonus options, and the bid is
    complete, the host shall launch the game and edit in the bonus options
    chosen and the bid placement. Remember when starting a new game to hit
    NEW GAME when lauching...don't save the game on the unit edit screen and
    try to load it.


  • A territory or sea zone affected by a bonus option may not be affected
    in following selections by the opposing side.

    Example- If the player selecting the axis bonus options chooses to place
    a fighter on French-Indo China then it would be illegal for the other
    player to takeover French-Indo China.
  • A territory or sea zone affected by a bonus option may be affected by
    other bonus options from that same side.

    Example- Both players agree to play with 4 bonus options...The player
    selecting the axis bonus options chooses to take over Egypt, he may
    place a factory(and aa gun) on Egypt for his second bonus, a bomber on
    Egypt for his third bonus and a submarine and transport in the Arabian
    Sea for his fourth bonus..
  • Bonus selections once made may have an impact on all remaining bonus

    Example- The player selecting the axis bonus options decides to take
    over Argentina and Mongolia as one of his bonus options, USA may not
    place three infantry on Brazil since it is now adjacent to a territory
    containing enemy units
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