I was wondering if anyone has alternate set ups using the 2nd 1942 board.
Like a 1940, 41, 43, ect…. Thanks.
I have the global 1939 map and I dont really like the 1940 global map so I was looking for alternate sey ups usuing the 1942 board.
Oh my god. That’s a lot to take in. Can you show me your setup and the map you’e using? Thank you!
Now, there are several historical inaccuracies but as it’s not advertised as meant to be accurate, I won’t push this.
Otherwise, it’s an exceptional set of rules and seems well balanced. Can’t wait to see the map and setup! What pieces do you plan for us to use?
I find it ludicrous though that German Type 21 U Boats are available before the V-1.
You are correct sir! The Electro Boats entry was a inadvertent typo. The orders for Speer were to begin completion of about 21 in April 44, but you need time for trials, etc. The first recorded use of a Type XXI was March 16th 1945!
Note the text was corrected and a player aid will be made available so players can readily see all these new units . My intention in this was to create a tool box for 1942.2 players who want different units to suit different player options. To me now after all these years is to cater to them. Player options trumps Historical in a game setting like AA. That may not be the case in some hardcore wargame, but AA is a broad-stroke approach to Historical sensibilities. It is not a daunting set of ideas, rather 90% of players will not build all the types of units, but rather suit the need to their playing style. For example, if the German player prefers a Naval approach he can build lots of subs, if the UK player like to invade alot, he can create Commandos, while the German player can build an Atlantic wall to counter. Russia now has a bomber and that 3rd plane really helps the Soviet options. Germany now saves that bomber that usually gets wiped out before her turn in Ukraine ( why was it ever moved to Ukraine??) Japan has her Yamato, USA the Iowa, Marines, jets, Atomic bombs that don’t ruin the game.
This took a great deal of number crunching to create balance and no its not finished. Look and see some changes at the end (Russian Factories) and on this topic before Germany takes Karelia, Russia can take the factory from Germany and move it to Kazakhstan or whatever to fight the Japanese. Take into account this is 6 pages of rules adding tons of new ideas that will shake up strategies ( for the most part i avoided changes to turn 1- Russia and Germany strategies ( except the bomber can hit Egypt, Gibraltar cruiser, and Russia)
The map is the same except with IPC values for neutrals, but i may add the Azores and the drawback is purists who want an OOB map with no changes…Heavy Bombers can SBR USA if i do add Azores. ( yes another player option.)
Ah, I see. I guess it’ll just take me some time to get used to. Too bad I’m not opening my 1942 game.
Do you think some of these rules will work with Global 1940
@superbattleshipyamato All of them to some extent will work. Russia Factory rule would need adjustment, as others
Thank you for responding!
@superbattleshipyamato alot of new info scrutinized and updated… Cruisers 11 for example, Conversion of some units is 1 not 2.
Great!
Changes and tweaking made to make sense of the document. Check first post.
Question: Does attack factor mean my designation of it as power (like tank has 3 attack factors, infantry have 1)?
@superbattleshipyamato Yes if im hearing you correctly. attack/defense/movement/cost
Thank you!
updated first post, new ideas added for balance.
I like your new additions, here are some suggestions:
It’s “Kido Butai”, not “Kido Batai”. Also, does that rule represent the increased power of carriers grouped together or Japan’s elite pilots? Thank you!
Not sure the “Z Plan” advantage makes sense but the game isn’t historically accurate anyway so whatever.
The other ones are great, especially “Land Movement”. It’s really helpful (and probably is)
@superbattleshipyamato I’m getting tired of these typos. The 1st air fleet had the best pilots in the world, so its modeling better pilots who can actually hit something, but once they are gone no replacements possible.
“Z-Plan: The first two Submarines on any turn Germany builds are for 5 IPC each. Each Battleship, Carrier or Cruiser built each turn is also 1 IPC less.”
The advantage is to promote a German naval solution to the war, but not give them any substantive advantage. Buying 2 subs or a surface warship for 1-2 IPC less will promote buying in 1942. It is also a combination of Admiral Raeders strategy to bring on board alot more U-boats to starve UK and the employment of same. Its a perfect but minor wripple to the game allowing Germany more player options. This module is to insert a toolbox of new ideas, while keeping turn one strategy similar to OOB/Online.
In Chess we have “Fischer Random” which is a random setup of all pieces behind pawns for the purpose of allowing new strategy. This is like that, but i don’t want to throw everything out the window --rather MOST of the typical openings will work but now i added all sorts of new weapons, new defenses. A whole new approach.
Cool idea for Germany to build a navy to win. Plan Z will become reality, a great What If. Perfect for Axis and Allies.
Thanks for clarification on Japanese pilots.
Here is the awaited map file. If you don’t have illustrator, i can provide a PDF
https://www.mediafire.com/file/1izn6408ttw4pk7/1942+2nd+edition+final+print+copy+copy.ai/file
Cool! Weird that Sweden is pro German. I assume being “pro” to a power is different from the Global 1940 rules?
@superbattleshipyamato Sweden supplied Iron ore, pig iron, and other things to Germany. Even let a German Division cross from Norway to Finland during the war. that’s why they give Germany 2 IPC a turn.
Pro means a 5-6 roll once a turn will turn them as allies to the Reich
Giving Germany 2 IPCs per turn is perfect. Just don’t turn the Swedish Army into another Germany Army (like Global 1940). Almost like tribute to the dominating power of ages past.