The Nazi practice of infiltration of the politics of a neutral they want on their side. They finance, provide support and weapons to overthrow and supplant the existing government.
Yugoslavia
Hungary
Romania
Bulgaria
etc.
second part:
Universal National Advantages:
Procedure: roll D12 or select one NA per turn with each nation choosing a number of them equal to what was agreed by all players.
Historical Suggested starting NA’s:
Germany: Paratroopers, Blitzkrieg, 5th Column, Mechanized Infantry, Mobile Warfare, Total War.
England: Fast Warships, Trained Pilots, Foreign aid, combined forces.
Japan: Dug in Defenders, Trained Pilots
Soviet Union: Mechanized Infantry, Manpower reserves, Total War.
United States: Mechanized Infantry, Total War, Foreign Aid, Combined Forces.
Italy: combined forces
Optional Rules for China:
China is now made up of two military/political entities:
Set up: the starting Chinese units remain in place and are considered KMT. Add one infantry in Chinghai, Ningxia and Sikang to represent CPC units. If the KMT leaves any of their starting territories or is removed from them, the KMT may attack or occupy these by breaking the truce.
Placement change: KMT units are placed at the rate of one infantry per territory under control as long as the territory has a 1 IPC value. The KMT receives additional aid each turn of 1 IPC from USA, USSR, and Germany (3 IPC total) and this money is not subtracted from those nations totals. It can be saved or spent to buy any type of unit and placed in a KMT controlled territory. The KMT conducts its turn functions as per the out of the box rules and is considered the official Chinese player as per the rules. The KMT can attack the CPC and break the truce, but loses its 1 IPC aid from USSR.
KMT/CPC Truce: These entities pledge to avoid combat with each other and fight the common enemy of Japan. Either side may break the truce, or the penalty for each is as follows:
KMT: loses 1 IPC in aid
CPC: Gains 1 IPC in aid from USSR
The US player can always replace the lost Chinese starting fighter if it’s destroyed. They can also fly one bomber to China to be used as needed on the USA turn. No other US/UK forces are allowed in Chinese territories.
The CPC conducts its turn functions during the Soviet players turn.
Greater China: China (both KMT and CPC) may only enter the following additional territories of greater China which consist of French- Indo China, Manchuria, Kwangtung, and Kiangsu.
now i have made cards so when you get technology you get a card to indicate the tech and what it does. The format is Avery labels #8395 which are decals that fit perfectly on EAI education blank playing cards #530658.
these decks cost like $2 bucks each and the decals are sold for a package of 160 badges for about $20 bucks.
18 cards total with extras on sheet 3
sheet 1
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
sheet 2
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
sheet 3
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
I will change the color of the fonts to white eventually but these look fine.
Impressive i love the idea of how that russia units (tanks and infantry decrease in 1 defense value for 1 turn!)
Nice touches seriously
I got some mind blowing ideas developed while sleeping. I cant believe how good they are. Posting them tonight.
good. It is people like you who find out these good ideas to keep the game going
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
here is the new file.
forget the last file.
This is much improved.
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
to lzy cannot look also convoy’s how do they work exactly like do u need to buy stuff for it and put it there?
you need to protect them. each convoy zone can sap up to 3 IPC from the player that owns it. So your fleet will need to be in squadrons around the map and not sitting in one sea zone doing nothing the entire game.
Well this results into less north pacific stand offs until 1 makes the 1st move (lets hope japan does because japan only has an advantage until usa’s economy shows the stuff and pours down!!!)
Anyways these things may make the japanese split there navy when they have an opposing force against them that may threat convoys or japan territories/ipc’s
The idea was also to get away from big stacks and force squadrons of ships patrolling convoy zones all over the map. I hate the one stack vs. other stack thing. worst thing about aa.
OK here is the batch of files for my house rules. This includes maps, score sheet, new tokens,technology cards, and rules. Soon the phase 3 map will be available and i will add event cards but im not sure on this.
Rule set:
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
Phase 1 map:
http://www.mediafire.com/?amzmjhoi5uv
Phase 2 map:
http://www.mediafire.com/?zzmzndttdgj
Tech Cards- sheet 1:
http://www.mediafire.com/?ynningmdojm
Sheet 2:
http://www.mediafire.com/?qntc5gw5o50
Sheet 3:
http://www.mediafire.com/?3majiznzzek
Tokens:
http://www.mediafire.com/?nwzjmmzdjmy
http://www.mediafire.com/?tcygoymajit
http://www.mediafire.com/?a02yn5glzmn
http://www.mediafire.com/?nkmyd0w0xcm
http://www.mediafire.com/?2wcnlzjm241
http://www.mediafire.com/?mlmaigmhwd1
Score sheet:
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
this is the AA50 map with 1941 setup, so just print and you wont need setup sheets anymore.
If you think i should ghost the icons, i certainly can if they bother your eyes
IL - where’s Okinawa and the Caroline Islands? If you are going to include Midway you should include these too. Also I’d like to see a version without the roundels, they seem to clutter up the map and are redundant as the controling nation is the same color.
As for the Phase 2 map - why not include some kind of text as to the value of a convoy route. You could use a roundel here to denote the origional control possibly in a dashed lined box of some other feature to set it off from the seazone?
-Keep up the good work.
where’s Okinawa and the Caroline Islands?
They would be added to phase 2 map. Phase one is only the actual map.
I like the roundels because when you print it out, the roundel on the map is exactly the same size as your token, so when changes occur you just put your token over it. I think its easier to count income the way its set up.
I intend to add the territory thats attached to the convoy zone underneath, so when it changes hands people will know its time to change ownership of the convoy zone.
I am awaiting input on the sea zones from people, but this will come after more games. I dont want to have too many zones or too little. Also, remember they can only be tapped out for 3 IPC max each.
source file for Phase 1:
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
Phase 1 map with 1942 set up included in PDF
http://www.mediafire.com/?sharekey=1719431d339c3594dd8b33b5aa27078d
basic map with some fixes for missing line for sea zone near UK and SZ 6 and 7. most current version for the OOB map.
Due to Axis domination in 1941 and 42 the following new rules apply:
Moscow can place 8 Units, even if it says 6 it can place 8
The Soviet player can move 1 factory each turn once per game
The Soviets get 1 fighter 1 bomber in 1941
they Get 2 fighters 1 bomber in 1942
Starting on turn 2 They get 2 tanks, 2 artillery, 2 Infantry but lose 3 infantry from eastern Russian forces. This represents the Siberian troops.
Infantry in factories in 1941 scenario defend at 3 in the first cycle of combat.
brilliant what about a special thing saying like round 6 that germany gets like 5 free tanks since thats when they really made tanks super good. (while this happens usa or gb gets 1 free fighter and russia gets 2 inf and 2 artillery. 30-28 mmm i like this