Second post from me trying to adapt Kaiserreich into an Axis and Allies board game(sorry for the delay, when I posted it on r:axis and allie I forgot to post it on r:kaiserraich too).
How I did it: I used these rules https://www.reddit.com/r/Kaiserreich/s/h3yAv8O86h
my first develog https://www.reddit.com/r/AxisAllies/comments/1swgmr7/firt_post_of_me_try_to_adapte_kaiserreich_into_a/
and made some changes such as:
Blitz: Now, when one or more tanks are in a battle that lasts a round and/or the attacker has suffered no losses, the tank(s) can blitz.
Trans-Saharan train: If a faction controls Algeria and West Africa (I don't remember the exact names of these regions), it can, like a transporter, transport two infantry units or one infantry unit and one non-infantry unit from Algeria to West Africa and vice versa.
Persia is pro-Cairo Pact.
During setup, in addition to the 10 points you can allocate, you can pay 5 to get 1 additional point (repeatable operations). Also, before and after civil wars, each player rolls the dice in each country in civil war and then adds the value of the dice as points.
Capital: The third international league has two capitals, Paris and London. If one of the capitals is taken, the one that the capital took only half the money rounded down and the third international wins half less rounded down. Also, the money in the capital can only be taken once. After that, if the occupier is repelled and the ennemie retake the capital, they burn the money instead of stealing it.
American Civil War: It is now possible to invade the United States when they are in a civil war. When the Western, Central, or Eastern United States are taken, the United States can move units and counterattack. For each turn a territory is occupied, this delays the end of the American Civil War by one turn.
Territory: Korea is no longer adjacent to Amur.
Naval: Cruisers now have an anti-aircraft capability, and when attacking, they also benefit from this capability, but they re-roll each successful attack roll (but not a defense roll), thus reducing the chances of success for anti-aircraft attacks. Furthermore, battleships now have 5 defense and 5 attack against destroyers.
Game 1 (I will describe my game later, I'm tired)
Conclusion of game 1: GERMANY IS TOO STRONG, so it must be weakened by removing economic bonuses and granting national advantages to the Moscow Agreement: 5 IPC per turn when the West of Ukraine is taken and Ukraine is taken. 5 ipcTurn when the Baltic states, Belarus, Poland, eastern Poland, and Bessarabia are taken. Also, the civil wars are too unbalanced in favor of Germany, thus it is twice as expensive (10) to be able to add extra points. Finally, Austria-Hungary rejoins the war on the 3rd turn, or if the two reasons that in version 0.1 cause it to rejoin the war are met the it's un the 2nd turn.
see you in 2 weeks.