I have been playing around with different configurations for a custom table and wanted to note some things I’ve landed on that I really like. A main one thing is having the map mounted so that it can slide around as needed on top of a bigger playing area. My table is 65” x 95” in total with a 5.5” arm rest around the outside and the middle is a recessed neoprene surface. I have the OOB Global map mounted on 1/2” rigid foam with a 1/2” aluminum frame around it. This allows the map to slide up close to whoever’s turn it is, but then be in the middle so both players can roll dice In front of them without disturbing the map and in easy view of the other player. (Plus we like lots of room to roll the bones). This ability to adjust the surface along with a standing height, makes it comfortable for long uses because you can move around more and don’t feel as tied down.
Things I’ve learned and changed from original design - I originally used too big of a frame for the map and mounted it on too high of a foam block (you can see these pictures at the bottom) - it made it hard to see the other player’s dice and the big frame took up too much real estate. My global map is mounted on much thinner foam (the framing is bad, you can see if you look closely) but I also used much thinner aluminum angle for the frame. This gives just enough grip when needing to move the map around (I use furniture slides on the bottom, which glide very nicely on the neoprene) but doesn’t make the whole thing too bulky. Having it an inch or so off the surface keeps the dice off, but isn’t so heigh that you can’t see the other player’s dice rolls. When playing other versions (such as Zombies) the board is much smaller, but it can easily swap in and out on the same table since it can move around where ever it is needed or be pushed aside.
I originally made it normal table height, but found long reaches while sitting were harder and it just felt cramped. Standing height with a bar stool is a great way to have the best of both worlds.
The 5.5” rim around the table itself gives you a nice arm rest that doesn’t interfere with the gaming surface. I’m playing with how to best add some cushion to this part - open to suggestions. Sometimes I just lay a piece of leftover neoprene on it.
Dice bounce nice on the neoprene and stay off the floor. It also feels nice and has enough give to allow things to slide but be picked up easily. Wouldn’t definitely go with neoprene again as a surface covering.
I made the drawers open to the inside of the table so you can stay hunched over the action while accessing and stowing stuff away. 50/50 on whether I would keep this if I were to do it again. If I were doing it again, I might try to build customer drawers form scratch using actual drawer glides, but that was beyond my ability when I first did this, so I just used clear plexiglass boxes with aluminum pulls mounted on them. It’s nice having them clear, and I was happy with how the pulls came out, but without glides they can be a little fussy sliding in and out of their slots.
I originally designed the table so that I could put a cover surface back on top when not in use, but find I don’t really ever do that, so if I were to do it again, I might not mess with that part (I never even finished staining those as you can see in the pictures).
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[AA50/Anniversary] Modular Map Overlays - Splitting Australia, the Balkans, and Sea Zones; adding Cairo, Malaya, Singapore, Rio, Cape Town, Recruitment Centers and tons more!
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@Argothair, thank you, very valid points and philosophy. I fully agree.
- Gold Coast makes an allied territory bordering SZ 17 in case FWA is Vichy (and plays the role Bathurst (in Gambia) played in the Battle of the Atlantic)
- Syria can be given back to free France without cutting UK from the Mediterranean (if Egypt is lost)
- Thailand can work as the “initially controlled by Japanese” territory for NO, when FIC and Malaya obviously don’t
But these are very weak arguments, and probably off the scope of this post (which was proposing minor enhancements to the original map).
This will definitely fuel my thoughts, thanks !
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@Azimuth @Argothair
Love the discussion & would love to look at a French recolor on some TTs and some splits per your ideas, Azimuth, to both enhance vanilla and also potentially accommodate the addition of France. Like Argo says I’m skeptical it’s possible in a way that retains middleweight status while adding strategic options and fun, but let’s find out!That balance is crazy difficult to achieve and I think AA50 pulls off something of a unicorn in accomplishing it. Want to keep this thread firmly in that worldview.
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@vodot One thing to keep in mind while considering which French territories to add is what kind of role you envision for France in your game.
Is the narrative focused on Free France and its small but cumulatively important efforts to build up from a colonial remnant and turn into a force that can potentially liberate part or all of metropolitan France? If so then you need some kind of reasonably secure rear area (e.g. French Equatorial Africa) that’s not too far aways from some relatively soft Axis targets (Vichy Algeria, Italian East Africa, etc.).
Or, is the point of France to create a neutral or pro-Axis “buffer zone” that deemphasiszes the western Med in the middlegame by nudging most of the territories and sea zones in the region toward neutrality? If so then you might want to carve out a neutral territory in southern France, but you probably don’t care much about French possessions in Africa.
You can have both in the same game if you insist, but I’m skeptical that France is interesting enough to justify both sets of changes in a mediumweight map. Better to save some ammo for other ideas, imo.
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@vodot Sir, this is brilliant! I always though the Dutch East Indies looked ugly on that map. So with these overlays, not only does it look so much better, there’s more territories for more strategies! Also, this fixes my biggest problem with 50th: Italy. Italy originally only had three territories, and was overall irrelevant to the game as a whole. But here, There’s more territories for them, and a new pair of frontlines with IEA. Australia is improved too, which is a welcome quality-of-life addition.
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Hey @vodot , first of all: amazing work you have done there!! I am a big fan of having many of your changes in Anniversary.
I took the liberty to change some of these things so that it still feels pretty much like the base game but hopefully better. In my opinion, giving Italy 7 more IPCs is a bit too much and almost doubles their IPC count.
I will upload my map for everyone that is interested, but these are the changes I implemented:
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The Sea Zone surrounding Japan is split (to avoid easy attacks from Carriers near the US West Coast and Japan, similiar to the change in 1942 2nd Ed.)
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Australia is split BUT it only yields 2 IPCs in total (as was the case in the OOB edition)
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Malaya is a new territory now BUT only yields 1 IPC
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The Money Islands have been split so that there are 4 of them and they all have their own Sea Zone BUT they are all worth only 2 IPCs except from Borneo, which is worth 3 IPCs (since it provided more benefit for Japan resource-wise in WW2 than the other islands). Other yields would have given Japan way too much income IMO.
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Italian East Africa is now Italian
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The line between Sea Zone 65 and 56 has been redrawn. Before that, you could shuffle fighters from the sea Zone bordering Morocco Algeria to the US West Coast which was almost half the map. That was a bit too much so I changed this.
I have also made new National Objectives and some setup changes regarding China. You can find these in House Rules and I will probably also do some more to cater for the changes on this map. Overall, it should be pretty balanced. Yes, the Axis get a slight IPC advantage now (by conquering Malaya, having Italian East Africa and the Money Islands yielding 9 IPCs), but Japan also has to send more transports to the Money Islands now and they are harder to defend since there is more space now.
I hope you enjoy!

Here is a link where you can download my map… since it is 390 MB, it is too big to upload it here:
EDIT: Please check my newer post for a new link that contains a better adjustment of the map.
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@cloud7707 I’m glad to see ongoing interest in this mod and that you are creating your own content, but I disagree with several of your changes; I think they make the game both less fun and less historical.
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The Doolittle Raid scared the heck out of Japan very early in the war and prompted them to keep significant naval forces near the home islands for years to come. As long as you keep 3-4 units in SZ 62, it’s safe enough; fighters alone are not a great attacking unit and it will rarely pay for the US to launch a serious attack directly from SZ 56 (or vice versa). The game is already a little artificial in terms of sending everything to the front lines with zero garrisons, because there is no fog of war and no paratroopers – I would not want to move things even further in that direction by killing off the reason for US & Japan to garrison their home sea zones.
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Australia was a major contributor to the war effort, both in terms of high-quality infantry that fought in the middle east and india, and in terms of providing subs, destroyers, and cruisers that fought in the south Pacific. By making both Australian territories worth only 1 IPC, you destroy the possibility of an Australian factory – or really any south Pacific factory until the game is basically over and you are just building factories in, e.g., Borneo or the Philippines in order to ‘win more’ after Japan has already been decisively pushed back. This makes the already-weak “Kill Japan First” strategy basically impossible.
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Since each game turn represents at least four months, I see no reason why the US shouldn’t be able to transfer fighters directly between the west coast and the coast of Morocco. There are very rarely any sea battles in SZ 56 or SZ 12 once the US has carriers in play that could enable those transfers, so we’re really talking about a non-combat redeployment of forces, and four months is plenty of time to get those planes across the world even if you have to ship them in crates and reassemble them at the end.
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@cloud7707
First, thanks for the encouragement, and I’m glad you’re using the project as a baseline for your own ideas! Keep going! :)Second, RE: this quote from your post:
…giving Italy 7 more IPCs is a bit too much and almost doubles their IPC count.
+7 IPC for Italy would be a lot - But even my “Kitchen Sink” version only intentionally adds +4 IPC to Italy:
- +1 for splitting the Balkans (was 3) into Balkans (2) + Greece (2)
- +1 for Sicily
- +1 for Sardinia
- +1 for Italian East Africa (assuming it starts the game under Italian ownership rather than British)
I think these bumps for Italy are not only needed in general to make Italy more fun to play (particularly if Cairo is sitting there as a VC), but are also offset by increases to Italy’s great adversary the UK in Malaya, Australia, Ceylon, and the like; and also by the fact that Sicily’s territory is carved out from and adjacent to the Italian mainland, making Italy much more vulnerable to a protracted [historical] amphibious invasion.
Regarding your other changes I mostly agree with @Argothair. While I’m personally in favor of the SZ62 split we see in AA42.2, I do feel very strongly about making Australia in particular (and the money islands by extension) a much more interesting part of the game. Splitting AUS into two 1 IPC territories is a step in the wrong direction, as Argothair says, making them impossible to build from and inconsequential to attack - the exact opposite of both history and, more importantly, fun Pacific games!
EDIT 1: I should clarify that I cordially dislike National Objectives, both philosophically (don’t force my strategy, bro!) and mechanically (they’re a balance crutch and they add a whole meta-layer of complexity). I almost never play with them, so that does have an impact on how I think about espeically Italy’s pathetic income without her NOs. I mostly teach and play with groups that include newbies, so things need to be as WYSIWYG and straightforward as possible.
EDIT 2: In that vein I think the “minimalist” board changes from OOB to instantly improve Italy and the AUS/Pacific game without NOs or any fuss would be:
- Increase AUS to 3 (+1 UK), no split
- Add Sardinia and make Italian Africa… Italian (+2 Italy), no Sicily
- Add Singapore and Cairo as VCs
You can make the above changes to an OOB board in about 10 minutes with some sharpies - use blue tape to make it reversible - and I think you’ve instantly made AA50 more interesting and fun :)
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Hey guys, thank you so much for your input.
And yes, you are correct when it comes to Australia being worth 2 IPCs in one territory to allow for an IC there. That makes perfectly sense.
I am still a bit undecided on this possible shuffle from Africa to US West Coast in one turn. True, one turn represents 4 months, but I think it is the nature of the game to not being able to move units right to the frontlines or immediately from A to B. But I will think about this.
I also still think that splitting the money islands and giving them a lower yield will not benefit Japan. Yes, it will take a bit longer for the US to liberate them, but it will also slow down Japan in the first two or three rounds because they have to split their transports even more. There are just so many possible targets now (money islands/ philippines, Australia, mainland China, India, Hawaii,…).
Yes, making it so that these islands yield more IPCs would make Britain’s economy stronger - but only in the first or second turn. Although these are crucial turns, in the long run, these increases in yield will only benefit Japan. It is so much easier for them to capture and defend them than for the British Player.
I might do some test games on my current board and see how they go!
EDIT: This is the link for the same map as before but without the altered Sea Zone on The US West Coast and East Australia being worth 2 IPCs. https://www.dropbox.com/scl/fi/4aog2fx8fse0n8k442i3k/MODDED-2-AA_Anniversary_OOB_gimp.png?rlkey=5k4lcgbthv8tekdmg8pct5jb6&st=o91gy2zu&dl=0
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Seeing this topic started up again I decided to post some pictures from my 3’ x 6’ printed map based on version 5. I haven’t made any adjustments to the map (love it as is). You’ll notice all the units are placed based on the OOB anniversary 1941 version with small additions here and there for balancing. I also made my own NO’s for further balancing (you can see them on the 3rd picture bottom left on the whiteboard). Unfortunately my flash drive with all the saved files stopped working so I lost all the files (set up charts, NO chart, victory cities chart etc.). The good news is I have hard copies of the files so I can make them again sometime. Play tested this about 10 times and it’s very interesting and fun. Seems balanced but much more playtesting needs to happen.

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Hey guys, some days ago, I posted some changes I’d like to implement (mainly splitting islands in the pacific, giving Italian East Africa to Italy)… And what shall I say? I edited the Triple A WW2v3 map so that you can play the game as i proposed some days ago! I combined this with my Progressive Objectives Scenario (which provides more balanced NOs and incited the US to actually engage in the Pacific, same goes for Japan; you can find it under House Rules). You can download it via my Dropbox link.
I am not that great at editing Triple A. I still have to create semi-transparent names for the new countries and also some Relief Tiles… But I hope it will suffice for now if you are keen on trying this one out!


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@cloud7707 awesome!
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Hey sweet ! I like the colors you used for the Objectives :)
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@cloud7707 Thank you for sharing this! I am inspired by your work to try to develop a ‘Deluxe Anniversary’ edition that includes many of the changes proposed by @vodot, some of your changes, and even a playable France.
I am experimenting with an October 1941 start date – it has always bothered me that Germany’s invasion of Russia (June 1941) and Japan’s attack on Pearl Harbor (December 1941) both happen on turn 1 of a standard Anniversary game. By starting the game in October 1941, I hope to make a J1 Pearl Harbor attack (and the explosive expansion to Singapore, the Philippines, the East Indies, etc.) feel more natural. I also hope players will find it interesting to consider how Germany can/should continue its invasion of Barbarossa – the G1 turn in standard Anniversary feels pretty scripted to me by now, so this will be a fresh puzzle, of sorts.
As you say, coding in TripleA is challenging and there is much work to do, but here are some early screenshots:


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Beautiful work @Argothair and @cloud7707
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@vodot Very cool customisations you did for the original map! Love your creative take on the different areas.
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UPDATE: Added an overlay that redraws the border between sea zone 37 and 38, uniting the Andaman Sea and the Malacca Strait and causing SZ 37 to border Sumatra for the first time.

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Now that my indomitable son-- lover of the color blue and therefore of France, bless his mistaken heart-- has worked his way up to playing Anniversary with me, I’m finally going to tackle the addition of France and the creation of a plausible 1940 setup. I’m reviewing our years-old now discussion about France on a middle-weight map and hope to land somewhere constructive in the end.
Objectives:
- Placate my child and get some blue units and TTs on the map!
- K.I.S.S. Add chioces/fun but maintain middle-weight status.
- Maintain loose tether to historical reality.
Project has three areas of focus:
- France-related map updates
- France-related rules updates
- Neutrals updates
Map updates:
- For France we need… erm… France, so:
– Recolor & roundel France. Split France? Maybe.
– Split off, recolor & roundel Syria
– Split, Recolor & roundel French African colonies/protectorates
– Recolor & roundel French Indo-China Thailand
– New Calendonia/Hebridies for flavor? - Other updates:
– Japan '40 vs '41 ownership changes
– Correct & Recolor Italy’s borders & possessions for 1940 (Border with France, Yugoslavia, Albania, Greece)
– Finally roll in Tjoek’s latest base map updates (mainly name centering, the IPC tracker, and a slight color shift.)
Rules updates:
- We need some Very Simple Rules™ for the inexorable fall of Paris and the subsequent creation of Vichy and Free France
– I like GW36’s dieroll mechanic wherein you roll for TT + contents and individual ships to see what happens
– “Vichy France” simply becomes German
– For FF, UK commands like how US commands China, placing one new FF INF for every two FF TTs like China?
Neutrals updates: So many.
- Assign IPC values to relevant ‘True Neutral’ TTs
– Sweden
– Turkey
– Saudi Arabia
– Spain
– Argentina Chile
– Afganistan - Create Very Simple Rules™ for Neutrals ala simplified G40/AA1914:
– Neutrals have 2x IPC number of units defending, all INF except for 1 ART.
– Aligned Neutrals join you, others you must attack and defeat
– Invading True Neutrals requires paying IPC fee for each other True Neutral, or else they become enemy-aligned. - Recolor/de-roundel Aligned Neutrals as required for 1940 setup:
– Finland (pro-axis)
– Bulgaria Romania (pro-axis)
– Iraq (pro-axis)
– Yugoslavia (pro-allies)
– Greece (pro-allies)
– Persia (pro-allies)
Finally, TT unit setup details and balance.
- Carve out Albania and give Italy units to occupy Balkans
- Pull German units back into Germany and give add’l units to invade & hold France
- Pull Japanese units out of FICT
For historical references I’ll use some close to hand websites:
WW2 Day by Day:
https://www.openculture.com/2022/11/watch-world-war-ii-unfold-day-by-day-an-animated-map.htmlFrench Empire in 1945 (and 1939):
https://mapoftheday.quickworld.com/posts/the-french-colonial-empire-in-1945French Empire Year by Year:
https://www.youtube.com/watch?v=v6CV6K0qNX8 -
WIP.


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Alright, my first draft map for an AA50 1940 + France Setup (v0.6) is ready to rock. G40 Lite, anybody?
Becuase this is a whole new kettle of fish I will split this one off into it’s own thread for further discussion, new rules, setup charts (oof), and of course playtesting/refinement. The idea was born and first discussed here, however, so I’ll leave the inital release preview and the link to v0.6 below.
Details for v0.6:
The French Empire, c. ~spring 1940:
- France proper split into Northern (capital) and Southern (becomes Vichy) France
- Six discrete French African colonies and protectorates
– Morocco
– Algeria
– French West, Central, and Equatorial Africa (which gets RC and becomes capital of Free France)
– Madagascar - Syria (maybe relevant with pro-axis Iraq next door?)
- French Indochina (Frenchified; remains ahistorically merged with Thailand; no game-reason to split them)
- French Guiana (maybe relevant now that we have a VC-posessing pro-allied Brazil?)
- New Caledonia in the South Pacific …mostly for flavor/possible IPC balance
Lots of other changes to create viable 1940 setup:
- Addition of Albania
- Addition of British Guinana (Suriname)
- Splitting Iraq (2, pro-Axis) off from Trans-Jordan (0, UK)
- IPC-ifying of many “True” (or game-functionally true) Neutrals:
– Sweden
– Turkey
– Saudi Arabia
– Spain
– Argentina Chile
– Afganistan
– South American amalgamations
– Angola
– Mozambique - De-possessifying of various “Aligned” Neutrals:
– Finland (pro-axis)
– Romania Bulgaria (pro-axis)
– Iraq (pro-axis)
– Brazil (pro-allies; drops to 2 IPC, a Neutral VC? Whaaat?)
– Yugoslavia (pro-allies) (no more “Balkans”)
– Greece (pro-allies)
– Persia (pro-allies)
– Eire (pro-allies)
And finally, some unrelated changes that potentially improve any AA50 setup (and therefore actually belong in this thread):
- In China, split off “Jehol” (1, Japan-occupied, China Roundel) from Manchuria (3)
- Addition of “Impassible” to a few important regions:
– Sahara
– Himalaya
– Mongolia (functionally)
– Switzerland (functionally) - …and probably many other changes I’ve forgotten.
Below are a couple preview images as well as the link to the full file.


Full Size Download (v0.6):
https://www.mediafire.com/view/l61zki2myh8b1cw/AA50_1940ed_v0.6.png/fileDiscussion thread here! https://www.axisandallies.org/forums/topic/41968
For fun, here’s a look at all of the changes that have gone into this version of the map!

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V vodot referenced this topic on
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Here are the modules from the “G40 Lite” release that can be used with any AA50 map. They have also been posted to the first post in this thread.
- Jehol (1) split off from Manchuria (3)

- “Impassible” text added below Mongolia, Switzerland, Sahara, and Himalaya, which becomes important if playable Neutrals are used.

- Playable IPC-ified Neutrals:
– Sweden (2)
– Turkey (2)
– Saudi Arabia (2)
– Spain (2)
– Afganistan (1)
– Northern South America (2)
– Peruvian Central [South America] (1)
– Argentina Chile (2)
– Angola (1)
– Mozambique (1)






