@lt-dan well if you have any interest in adding the fascist Italy symbol and city territories later to create a new additional map let me know! I will likely grab your G40 board but would be interested in a hbg 36 style board but for g40 if you decide to make one.
[AA50/Anniversary] — "G40 Lite" Setup with France, Aligned Neutrals, and Map Modernizations
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Hi all, my first draft map for an AA50/Anniversary-based 1940 Setup (including France and Aligned Neutrals) is ready to rock. G40 Lite, anybody?
This idea was born and first discused two years ago in my “[AA50/Anniversary] Modular Map Overlays” thread. Because this is a whole new kettle of fish, I am splitting this idea off into it’s own thread here for further discussion, new rules, setup charts (oof), and of course playtesting/refinement.
Backstory:
My indomitable son, lover of the color blue and of Axis and Allies— and therefore of France, bless his mistaken 8yo heart— has worked his way up to playing Anniversary with me. With a few house rules and handicaps he makes for a ferocious opponent indeed, and has yet to be defeated by his father. He grieves, however, for the neglected G40 French soldiers sitting in their box. And so in his honor I’ve attempted to tackle the creation of a plausible Middle-weight 1940 setup based on an enhanced AA50 map; one that includes the glorious French Empire and his precious blue troops.Objectives:
- Placate my child and get some blue units and TTs on the map!
- K.I.S.S. Add choices/fun, but maintain middle-weight status.
- Maintain loose tether to historical reality… meaning I need more or less 1940 borders.
To pull this off I need both map changes and rules changes for France and Neutrals in particular. Let’s get going!
The initial release contains:
The French Empire c. ~spring 1940:
- France proper split into Northern (capital) and Southern 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 (remains ahistorically merged with Thailand, but 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:
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Addition of Albania (Italy, 1)
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Addition of British Guinana (Suriname) (UK, 0)
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Addition of **Nigeria Good Coast (UK, 1)
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Splitting Iraq (2, pro-Axis) off from Trans-Jordan (0, UK)
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IPC-ifying of many “True” (or game-functionally true) Neutrals:
– Sweden
– Turkey
– Saudi Arabia
– Spain
– Argentina Chile
– Afganistan
– South American amalgamations
– Angola
– Mozambique -
De-possessification of various “Aligned” Neutrals:
– Finland (pro-axis)
– Romania Bulgaria (pro-axis)
– Iraq (pro-axis)
– Brazil (pro-allies)
– Yugoslavia (pro-allies)
– Greece (pro-allies)
– Persia (pro-allies)
– Eire (pro-allies) -
Many new features carried over from my latest enhanced AA50 map, including:
– Upgradeable Recruitment Centers (scattered across the globe in strategic, historical locations
– 4 additional VCs (Singapore, Cairo, Cape Town, and Rio de Janiero) in far-flung, southern locations to encourage nontraditional lines of play and a more truly global war.
– The Trans-Siberian Railroad and Burma Road
– A more ganular China designed to protract the Sino-Chinese War
– A subdivided, richer Australia and Dutch East Indies, designed to make this part of the world as dynamic and enticing as it was to the actual historical powers.
– An empowered Italy with more economy and Territory, and an thus an actual role to play in the struggle over the Mediterranean -
Finally, a couple of changes unrelated to 1940 but nice to have:
– In China, split off “Jehol” (1, Japan-occupied, China Roundel) from Manchuria (3)
– The addition of missing “Impassible” text to a few important regions: Sahara, Himalaya, Mongolia (functionally), and Switzerland (functionally).
Below are a couple preview images as well as the link to the full file.
Full Size Download (latest version):
https://www.mediafire.com/view/h2ctcn5ahox4r7q/AA50_1940ed_v0.7.png/fileChangelog:
- v0.5 initial release
- v0.6 fixed busted medditeranean SZ
- v0.7 fixed missing Burma Road
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V vodot referenced this topic
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Now for some Very Simple Rules™ for “G40 Lite” …or whatever this is called. Note that sections 1-3 below have nothing to do with this 1940 setup and simply catch up to a couple of the new (an totally optional) features on this and my other AA50 map overlays: Recruitment Centers, the Burma Road, and the Trans-Siberian Railroad.
0.0 Starting Assumptions
0.1 Unless directly contradicted by the following, all rules for Axis and Allies: Anniversary Edition (with errata) shall apply with precedence.1.0 Recruitment Centers
1.1 Recruitment Centers count as eligible Territories for the placement of newly-purchased Infantry units (only), as long as it was not newly-conquered/liberated this turn.
1.2 The Production Capacity for Infantry units at a Recruitment Center is the IPC value of the territory.
1.3 Recruitment Centers may be “upgraded” into Industrial Complexes. The cost to build an Industrial Complex in any territory with a Recruitments Center is reduced by 5 IPCs. Recruitment Centers that are upgraded in this way cease to have any function.
1.4 Captured Recruitment Centers in non-neutral territories cannot be used by the capturing power. Captured Neutral Recruitment Centers may be used and/or upgraded by whoever controls them.2.0 The Burma Road
2.1 The Burma Road shall be considered “Open” only if the Allies control every Territory through which it passes.
2.2 When placing Chinese units at the end of the US turn, if the Burma Road is “Open” up to one new Chinese Infantry unit may be placed as an Artillery unit instead.3.0 The Trans-Siberian Railroad
3.1 During the USSR’s NON-COMBAT MOVEMENT phase, USSR Infantry units may move two spaces instead of one, provided that they begin and end thier turn on in a Territory containing the Trans-Siberan Railroad.4.0 Neutral Territories
4.1 Neutral Territories (unless marked “Impassible”) are now legal playing spaces on the map, subject to the following rules.
4.2 Neutral Territories have a Standing Army equal to a number of Infantry twice the IPC value of that Territory (e.g. a Territory worth 2 IPCs has a Standing Army of 4 Infantry). This Standing Army is placed on the map immediately the first time the Territory is invaded, and is never placed again.
4.3 Neutral Territories may have one of three Alignments which appear immediately below the Territory name on the map: Pro-Axis, Pro-Allies, or Unaligned (if there is no alignment text below the Territory name).
4.4 Neutral Territories of any alignment may be invaded by any Power during that Power’s COMBAT MOVEMENT phase.
4.5 If the invading Power’s Alliance matches the Alignment of a Neutral Territory (e.g. an Allied Power invading a Pro-Allied Neutral), that Territory immediately joins that Power. Place a Roundel belonging to that Power in that Neutral Territory and adjust that Power’s IPC income accordingly, and place that Neutral’s Standing Army in the Territory as Infantry units belonging to the invading Power.
4.6 If the invading Power’s Alliance does not match the Alignment of a Neutral Territory (e.g. an Allied Power invading an Unaligned or Pro-Axis Neutral), that Territory’s Standing Army is placed in the Territory in the form of Infantry belonging to a Power of the opposing Alliance’s choice, and a Battle will occur here in the CONDUCT COMBAT phase of the Turn.- 4.6.1 If the invading Power is victorious, place a roundel belonging to that Power in the Territory and adjust the IPC Income of that Power accordingly. If the invading player retreats or is otherwise defeated, leave any remaining Standing Army units in the Territory. They may not leave the Territory until it is invaded and controlled by a Power matching their Alliance.
4.7 Each time an Unaligned Neutral Territory is invaded, other Unaligned Neutral Territories may align against the invading Power.
- 4.7.1 For each other remaining Unaligned Neutral Territory, the invading Power may pay 1 IPC. If they do not, roll one d6. On a roll of 3 or less, that Territory remains Unaligned. On a roll of 4 or more, that Territory aligns against the invading Power (it is now considered “Pro” that Power’s opposing Alliance) for the rest of the game.
5.0 United States
5.1 The United States begins the game with 0 IPCs. Until the start of the US 3rd Turn:- 5.1.1 The United States’ income is divided in half (round down).
- 5.1.2 US units outside of China may not enter any non-US Territory.
- 5.1.3 US naval units may not move at all.
5.2 If the US is attacked in any way before its 3rd Turn, the above rules shall immediately cease to apply.
6.0 Soviet Union
6.1 The USSR begins the game with 0 IPCs.
6.2 Until the start of it’s 3rd Turn, the USSR’s income is divided in half (round down).
6.3 If the USSR is attacked before its 3rd Turn, it’s income immediately reverts to normal.7.0 France
7.1 While Paris is France-controlled, France shall be considered a Major Allied Power, moving last each Round.
7.2 When Paris falls to the Axis, France’s IPCs go to the victorious Power and IPC incomes are adjusted as usual. The first time that Paris falls to the Axis, the following special procedure is then carried out:- 7.2.1 If Algeria is not already controlled by an Axis Power, immediately place a German roundel there and adjust IPC incomes accordingly. Remove any Allied units in the Territory and place 1 [additional] German Infantry unit there. Axis aircraft can land here this Turn.
- 7.2.2 If Southern France is not already controlled by an Axis Power, immediately place a German roundel there and adjust IPC incomes accordingly. Remove any Allied units in the Territory and place one [additional] Italian Infantry and two [additional] German Infanty and one German AAA Gun there. Axis aircraft can land here this Turn.
- 7.2.3 For each other French-controlled Territory on the map, roll one d6. On a roll of 3 or less, the Territory and any units present in that Territory remain French-controlled (they join Free France). On a roll of 4 or greater, the Territory sides with Vichy France and joins the Axis. If the Territory is West of India place a German roundel there, or if East of India place a Japanese roundel there. In either case, adjust IPC incomes accordingly and replaced any French units there with German or Japanese versions of the same units as appropriate. Any other Allied units that were in these Territories must be immediately relocated by their owner to an adjacent Allied-controlled Territory if possible, or be destroyed.
- 7.2.4 For every individual French Ship on the map, roll one d6 re-rolling any ones. On a roll of 2 or 3, the ship remains French (it joins Free France). On a roll of 4 or 5, the ship sides with Vichy France and joins the Axis. On a roll of 6, the ship is scuttled - remove it from the map.
- 7.2.5 The UK Player now chooses one France-controlled Territory to become the Capital of Free France. Place one [additional] French Infantry and one French AAA Gun in this territory.
7.3 Whenever Paris is Axis-Conrolled, Free France is a Minor Allied Power with the Capital selected by the UK player per the above, controlled by and moving together with the UK in the same way that China is controlled by the US.
7.4 If the Free French capital is captured by the Axis, the UK player may choose a new capital for Free France at the start of its next Turn.
7.5 Free France collects no income and makes no purchases, instead placing new Infantry at the end of the UK Turn in a similar way to China at the end of the US Turn: one Free French Infantry for every two Territories it controls. Up to one of its new Infantry units may always be placed as an Artillery unit at its capital instead.
7.6 The first time Paris is liberated by the Allies, place two French Infantry there after the battle. If Free French units were part of the battle to liberate Paris, place four French Infantry there instead. -
For getting started with setups and units, I’m considering two separate ideas;
- First, a setup that could arrive at the proven AA50 1941 setup of the game after a couple turns with low-luck and nominal purchases and strategy.
- Second, a setup that closely mimics G40.2, with or without the rebalancing efforts/“G40.3” improvements that have been suggested here over the years.
Thoughts for the Axis:
- Germany starts the game with the world as its oyster. In the West, it should comfortably take France and expand into pro-axis neutrals turn one, while laying the ground work for overall strategy next. A slow-starting USSR means that aggressive early pushes into Russia could yield incredible gains, but the lack of pressure from the East also means that a decisive win in the Battle of the Atlantic, Operation Sealion, or a huge Southeast Europe/Mediterranean presence are all possible.
- An empowered Italy can meaningfully aide Germany in a couple theaters but as always can easily become overly stretched; Western Europe defense, North Africa, the Middle East, Southeastern Europe, or the Atlantic. Three new victory cities (Cairo, Cape Town, and Rio de Janiero) all within Italy’s grasp should greatly expand her strategic options.
- Japan also has a larger range of options but also stronger foes: both China and Australia are much more lucrative but also tougher. There is much more money in the Pacific in general- at least 10 IPCs, depending how you count- and then there are the Aleutians to suddenly threaten the US. A quiet start for the USSR and especially the US gives the Japanese player a full couple turns to start the steamroller with only the UK in opposition.
On the Allied side, the game starts grimly indeed.
- For the UK, things are promising at first- more money to start and more flexible, capable options around the Empire; South Africa, India, and Australia which each have Recruitment Centers that can be quickly scaled up into regional power centers or at least fully staffed to resist Axis expansion. Hoever, Japan will be unopposed in the Pacific if the UK pulls out entirely or too early, and an empowered Italy is simultaneously much more threatening to Africa and the Middleast. There’s also the sideshow struggle of the Free French to consider, which depending on how the Vichy rolls and gameflow go could be a worthwile investment or a pointless distraction. All this while a slumbering US slowly awakens, likely to find a huge Japan growling at the door.
- For the USSR, a slowed start coupled with initial frontline weakness means an open-door invitation to the Germans. Huge territorial losses are likely until the reinforcements start arriving to stem the tide… unless Germany turns its gaze or finds ahistorical success elsewhere. Looking eastward the Soviets also have more options to train infantry or even create new factories East of the Urals to take the fight more directly to Japan.
- Finally, the US will need several turns to get going, unable to affect the starting course of the war at all. When they do enter the game in earnest, it is likely to be immediately after some crippling surprise attack that sets them back even further. The US will face the immediate urgent choice of which coast to invest in first, or perhaps will attempt to do something in both major theaters of war.
In any case, the aim of the setup is to achieve the dramatic scenario below:
The Allies begin in control of the vast majority of Territories and with far-superior income, but the Axis have the initiative, multiple viable attack vectors, and vastly superior starting unit counts. Assuming they apply all three advantages well, they will quickly take significant territory and, sometime around turn 4, will reach (or nearly reach) parity with Allied income or position.
At this point the game reaches the critical point, wherein the Allies, through a judicious allocation of combined resources and energies leading up to and especially at this moment, will either begin inexorably pushing the Axis back, or else trade advantages to remain poised in perfect balance, or else be gradually or suddenly pushed beyond the point of no return.
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V vodot referenced this topic