IL's Axis and Allies Global 1939 and 1942 files


  • I understand your point of view IL, I’m also a fan of historical accuracy but I also like to give the opportunity to the player to change the curse of history.
    That why I think war between Russia and Japan must be an option.

    Also, no stupid glitches can occur if Japan decides to attack with Germany, leaving France alone. Japan does not win this way anyway.
    Oh I see, well you can resolve the problem like this: German player must take up France before to attack Russia.

    About French Fleet…
    During WW II, Germany put his hand on a lot small vessel and warship from norway,greece,netherland and others and even France.
    Hitler planned to take french navy warship.
    He has almost succeeded when his troops enter in Vichy.
    After all, the french fleet an important stake for German and UK.

    Siam/Thailand
    I took a look in all my WW II book and Thailand is always mention.
    Where do you found your map? Tintin, Lucky Luck! :evil:

    Well you didn’t really explain your query. Blurt out “For Japan….nothing about marshall island?”
    and i assume you didn’t see it?
    Eniwetok Naval Base was used by Japan since 1914. Everything is fine.

    Sorry I wasn’t clear…


  • I understand your point of view IL, I’m also a fan of historical accuracy but I also like to give the opportunity to the player to change the curse of history.
    That why I think war between Russia and Japan must be an option.

    It is an option starting on turn 4 the Japanese can be stupid enough to attack. The Soviets are not that stupid until Berlin falls, as per rules.

    Also, no stupid glitches can occur if Japan decides to attack with Germany, leaving France alone. Japan does not win this way anyway.
    Oh I see, well you can resolve the problem like this: German player must take up France before to attack Russia.

    No rather if he does it the other way he will lose. He can do anything he wants to lose. He can invade USA as soon as he can get their and ignore France and UK and also LOSE>

    About French Fleet…
    During WW II, Germany put his hand on a lot small vessel and warship from norway,greece,netherland and others and even France.
    Hitler planned to take french navy warship.
    He has almost succeeded when his troops enter in Vichy.
    After all, the french fleet an important stake for German and UK.

    Then I can add a new rule:

    roll one d6 for each french ship

    1 scuttled-remove
    2 interned -remove
    3 interned-remove
    4 interned-remove
    5 Vichy- remains in play and fights anybody who attacks Vichy territories
    6 axis ship ( add to Italian navy)

    Siam/Thailand
    I took a look in all my WW II book and Thailand is always mention.
    Where do you found your map? Tintin, Lucky Luck! evil

    Rand McNally, and others. That WW2 book must be written post 1945. When empires were lost and decolonization occurred the indigenous peoples removed the former names of their nation in order to get respect. I don’t recognize those tricks.

  • Sponsor '17 '13 '11 '10

    IL,
    I like the revisions thus far, been watching the discussion with the French fleet, I think you have a good solution with the dice roll.

    I have been checking into the oil rules, in which I am very glad to see in this game.
    I would like to see the oil moved from Saudi Arabia to Iraq , and since the U.S. Controlled so much oil, maybe have one in the south United States.
    Also since Russia supplied oil to Germany right up to Germany invaded Russia, maybe something added where it does not make things too complicated like the Japanese being supplied also by the U.S. until we saw them as aggressors and stopped.

    I like the progress, you ate on the right track, but we need to be careful not to make the rules too complicated.


  • Also since Russia supplied oil to Germany right up to Germany invaded Russia, maybe something added where it does not make things too complicated like the Japanese being supplied also by the U.S. until we saw them as aggressors and stopped.

    Russia give Germany 1 IPC a turn till at war. Romania is the axis oil source

    Japan has a 4 turn reserve of oil and rolls oil shortage rolls starting on turn 5

    Iraq could have oil, but i don’t want the Saudis to become a skipped area. North Canada is already useless, now that the income went south I don’t like wasted unplayed areas of the map.

    OK I will give Iraq oil as well… but it is too easy for UK. I have to add 1 Inf to their force pool.

    I am trying to avoid this path, by adding all kinds of gimmicks to appease the history peeps and making a dull game. Right now it is very interesting to play.


  • _Then I can add a new rule:

    roll one d6 for each french ship

    1 scuttled-remove
    2 interned -remove
    3 interned-remove
    4 interned-remove
    5 Vichy- remains in play and fights anybody who attacks Vichy territories
    6 axis ship ( add to Italian navy)_

    Much better IL.
    I have done the same rule in my WAW game.
    But on a roll of 6, French ships must become Germany not Italy.

    OK I will give Iraq oil as well… but it is too easy for UK. I have to add 1 Inf to their force pool.
    Petroleum company in Iraq was control by UK company.
    A revolt started in Iraq in 1941 but UK army stop the riot at the right time.


  • 1939 Setups:

    Germany:
    10 Inf, 2 Art, 2 Mech Inf., 2 Tanks, 2 Fighters, 1 Tactical Bomber, 2 Bombers, 1 Major factory, 1 AA gun, 1 Fortification ( on German–Franco border)
    Prussia: 3 Inf, 1 Art, 1 Tank, 1 Fighter
    Slovakia: 3 Inf, 1 Art, 2 Tanks, 1 Tactical Bomber, 1 Minor Factory, 1 AA gun
    Black Sea: 1 BB, 1 CA, 1 DD, 2 SS, 2 AP
    Sea Zones: 3, 6,8,17, 1 Submarine each.
    Sea Zone 11: 2 Submarines

    Italy:
    3 Inf, 1 Art, 1 Tank, 2 Fighters, 1 Bomber, 1 Major Factory, 1 AA gun
    Southern Italy: 2 Inf, 1 Mech, 1 Art
    Sicily: 1 Inf
    Tropolitania: 2 Inf, 1 Art, 1 Mech
    Cyrenaica: 1 Inf
    Italian East Africa: 2 Inf
    Sea Zone 14: 1 BB, 1 CA, 2 DD, 2 SS, 2 AP

    Japan: 
    3 Inf, 1 Art, 1 Mech, 1 Fighter, 1 Tactical Bomber, 1 Major Factory, 1 AA gun,
    Sea Zone 63: 1 BB, 2 CV, (with 1 Fighter and 1 Tactical bomber each), 1 CA, 2 DD, 1 SS, 1 AP
    Manchukuo: 2 Inf, 1 Tank, 1 Fighter, 1 Tactical Bomber
    Hingan: 2 Inf
    Hopei: 1 Inf
    Shantung: 1 Inf
    Anhwei: 2 Infantry, 1Fighter
    Korea: 1 Inf, 1 DD, 1 SS, 1 AP
    Hokkaido: 1 Inf
    Kyushu: 1 Inf
    Iwo Jima: 1 Inf
    Okinawa: 1 Inf
    Formosa: 1 Inf
    Siam: 1 Inf
    Marianas Islands: 1 Inf, 1 BB, 1 CV (with 1 Fighter and 1 Tactical bomber), 1 CA, 1 DD, 1 AP
    Caroline Islands: 1 Inf, 1 Fighter, 1 CA, 1 DD, 1 AP

    France:
    6 Inf, 2 Art, 3 Tanks, 2 Fighters, 1 Minor Factory, 1 Fortification (on Franco-German border)
    Normandy: 1 Inf, 1 Minor Factory, 1 DD, 1 SS
    Vichy France: 2 Inf, 1 Art
    Levant States: 1 Inf
    Morocco: 1 Inf
    Algeria: 1 Inf
    French West Africa: 1 Inf, 1 BB, 1 DD
    French Madagaskar: 1 Inf

    Vichy France: (after surrender all other units are removed)
    Vichy: 2 Inf
    Morocco: 1 Inf
    Algeria: 1 Inf
    French Madagaskar: 1 Inf
    Levant States: 1 Inf

    Free-French forces (British control)
    1 Inf, and 1 Mech (place anywhere in non-vichy areas)

    United Kingdom:
    4 Inf, 1 Art, 1 Tank, 2 Fighters, 1 Bomber, 1 Major Factory, 1 AA gun
    Egypt: 1 Inf,1 Mech Inf, 1 Art, 1 Tank
    Gibraltar: 1 Inf, 1 Fortification
    Malta: 1 Inf, 1 Fighter, 1 Fortification
    Anglo-Egypt Sudan: 1 Inf
    Rhodesia: 1 Inf
    Union of South Africa: 1 Inf
    Rajputana: 1 Inf
    Madras: 2 Inf, 1 Minor Factory, 1 AA gun
    Kwangtung: 1 Inf
    Malaya: 2 Inf, 1 Fortification
    Burma: 1 Inf
    Sea Zone 2: 2 BB, 1 CA, 3 DD, 1 SS, 1 AP
    Sea Zone 12: 1 CV (with 1 fighter and 1 Tactical Bomber), 1 CA, 1 DD
    Sea Zone 15: 1 DD, 1 AP
    Sea Zone 27: 1 CA
    Sea Zone 35: 1 CA, 1 DD, 1 AP
    Sea Zone 37: 1 BB
    Sea Zone 39: 1 DD, 1 AP

    Canada:
    Yukon: 1 Inf
    British Columbia: 1 Inf
    Ontario: 1 Inf
    Quebec: 1 Inf, 1 Tank
    Sea Zone 1: 1 DD, 1 AP

    ANZAC:
    Northern Territory: 1 Inf
    Queensland: 1 Inf
    New South Whales: 3 Inf, 1 Art, 1 Minor factory
    Sea Zone 41: 1 DD, 1 SS, 1 AP
    New Zealand: 1 Inf

    Soviet Union:
    Karelia: 2 Inf
    Archangel: 1 Inf
    Leningrad: 3 Inf, 1 Art, 1 Fighter, 1 Minor Factory, 1 AA gun
    White Russia: 2 Inf., 1 Art, 1 Tank
    Ukrainian: 2 Inf, 1 Art, 1 Tank, 1 Fighter, 1 Minor Factory, 1 AA gun
    Moscow: 2 Inf, 1 Art, 1 Mech, 1 Tank, 1 Fighter, 1 Bomber, 1 Major Factory, 1 AA gun
    Caucasus: 2 Inf
    Stalingrad: 1 Minor Factory, 1 AA gun
    Kazak: 1 Inf, 1 Minor Factory
    Trans- Caucasus: 2 Inf
    Amur: 3 Inf
    Buryatia: 2 Inf, 1 Art, 1 Mech, 1 Tank, 1 Fighter
    Bashkir: 1 Inf
    Sea Zone 4: 1DD, 1 AP
    Sea Zone 5: 1DD
    Sea Zone 16: 1 SS
    Sea Zone 62: 1SS

    United States:
    Northeast USA: 2 Inf, 1 Art, 1 Tank, 1 Mech, 1 Fighter, 1 Major factory, 1 AA gun
    West: 1 Inf
    Midwest: 1 Tank, 1 Major Factory
    Southern States: 2 Inf
    Pacific States: 2 Inf, 1 Mech, 1 Bomber, 1 Major factory, 1 AA gun
    Philippines: 2 Inf, 1 Art
    Central America: 1 Inf
    Panama: 1 Inf
    Hawaii: 1 Inf, 1 Tactical Bomber
    Alaska Range: 1 Inf
    Sea Zone 10: 1 BB, 1 CV (with 1 Fighter, 1 Tactical Bomber), 1 DD, 2 AP
    Sea Zone 19: 1 SS
    Sea Zone 20: 1 DD
    Sea Zone 50: 1 DD, 1 AP
    Sea Zone 54: 2 BB, 1 DD, 1 AP
    Sea Zone 55: 1 SS
    Sea Zone 57: 1 CV (with 1 Fighter, 1 Tactical Bomber), 1 CA, 1 AP
    Sea Zone 58: 1 SS

    China:
    Shan: 1 Inf
    Tibet: 1 Inf
    Sinkaing: 1 Inf
    Ningsia: 1 Inf
    Kokonor: 1 Inf
    Szechwan: 3 Infantry, 1 Art, 1 Fighter
    Shensi: 1 Inf
    Hupeh: 1 Inf
    Fukien: 1 Inf
    Yunnan: 1 Inf

    Benelux ( Dutch) :
    Benelux: 2 Inf
    Sea Zone 38: 1 DD, 1 AP

    Mongolia:
    Tannu-Tuwa: 2 Inf
    Durbet-Kobdo: 1 Inf
    Central Mongolia: 2 Inf
    Khangai: 2 Inf
    Kentai: 2 Inf
    Gobi: 3 Inf

    Minor-Axis Allies:
    Finland: 1 Inf, 1 Tank
    Lapland: 1 Inf
    Viipuri: 3 Inf, 1 Artillery, 1 Fortification (on Finnish- Soviet border at Viipuri)
    Romania: 6 Inf, 1 Art, 1 Mech, 1 Tank
    Bulgaria: 3 Inf, 1 Art
    Hungary: 4 Inf, 1 Art, 1 Tank

    Pro-Axis Neutrals:
    Spain:
    6 Inf, 1 Art, 1 tank
    Spanish Morocco: 1 Inf
    Sea Zone 13: 1 CA, 1 DD, 1 SS

    Argentina:
    2 Inf, 1 Art,
    Sea Zone 25: 2 DD

    Sweden: 3 Inf

    Pro-Allied Neutrals:
    Brazil:
    4 Inf, 2 Art, 1 Minor factory, 1 AA gun
    Sea Zone 18: 1 DD
    Iraq: 1 Inf
    Persia: 1 Inf
    Saudi Arabia: 1 Inf
    Venezuela: 2 Inf
    Colombia: 1 Inf
    Peru: 1 Inf
    Bolivia: 1 Inf
    Baluchistan: 2 Inf

    Neutrals:
    Norway: 1 Inf
    West Poland: 5 Inf, 1 Art, 1 Fighter
    East Poland: 1 Inf
    Yugoslavia: 2 Inf
    Greece: 1 Inf
    Crete: 1 Inf
    Portugal: 1 Inf
    Chile: 2 Inf

    Turkey:
    Western Turkey: 3 Inf, 1 Art, 1 Tank
    Armenia: 2 Inf
    Sea Zone 16: 1 DD


  • Order of Play:
    Germany: collects 21+3+24 IPC in Aid (including Minor Axis Allies)
    France: collects 12
    Soviet Union: collects 20 IPC (neutral till turn 3)
    China: collects 5 Infantry, Plus Burma Road income of 4 IPC
    Japan: collects 17 IPC
    United Kingdom: collects 26 (plus ANZAC 6 IPC and Canada 7 IPC)
    Italy: collects 12 IPC
    United States: collects 20 IPC at start (neutral till turn 4)

    Victory Conditions:
    6 major capitals and 42 strategic cities are represented. Capitals count as 5 points, strategic cites each worth 1 point.

    Axis Requirements:
    Germany and Italy need 24 points and one Capital to win. They have to control the 24 points for a complete turn to win. Germany and Italy have combined victory conditions.

    Japan needs 18 points in any manner. Also complete turn.

    Allied Requirements:
    Soviet Union must take Berlin and a total of 24 points to win. In 1939 they start with 15 points, so Berlin and 4 others

    UK needs to take Rome and 24 Points to win. They also need have either them or USA controlling Paris. They start with 15 points in 1939.

    USA needs Tokyo and 24 Points to win. They start with 7 in 1939.

    Losing your Capital:
    When you lose your capital, you immediately lose IPC equal to the value of the territory from your previously collected income total (it will be reduced even if your capital is retaken by your allies) In addition, the new controlling player receives the income equal to double this value and added to his next turns total ( even if he loses control of this territory on the same turn.

    Unit Changes:
    Mechanized Infantry and Tactical Bombers from AAP40 are standard in this game, however a number of nations have some differences to the unit values:
    • German and American Mechanized Infantry are 2-2-2-4 units
    • Japanese Armor is now a 3-2-2-5 unit.
    • Japanese Tactical Bombers if paired with a Fighter can make one targeted naval attack on the first combat round. If they hit @ 4 or less, the targeted naval unit is damaged or destroyed.
    • German Tactical Bombers if paired with a Fighter can make one targeted ground attack on the first combat round. If they hit @ 4 or less, the targeted land unit is destroyed.
    • Self-Propelled Artillery are now researched (thru technology) 3-2-2-5 units and at any time if in combat and roll a 1, the defender must select a non-infantry land unit (if possible) for his combat loss.
    • Fortifications are now standard units and can only protect one border (or coastline) from enemy attack. These cost 8 IPC and provide a +1 defense to all Infantry and Artillery in combat. Once built they are placed on these borders and cannot move and if captured are destroyed. The defending units can only get the modification against units attacking from the border where the unit is placed. All other attacks proceed normally. If the attack is an amphibious invasion, on the first round all defending artillery gets a free shot (after any Shore Bombardments).
    • Paratroopers and Marines are also featured and receive a +1 attack each combat round when either dropped by a bomber (1 per bomber), or landed as part of an amphibious invasion (2 per transport). Also, for each infantry unit designated as one of these, the owning player pays 1 IPC to the bank (subtracted from the next turn’s budget). Paratroopers: Each bomber can now carry one infantry (they must start together) in combat or two infantry in non-combat and drop those within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit. The bomber can then participate in combat in the targeted space in addition to dropping its cargo.
    • Major Factories: These may build up to 10 units of any type and can take up to 20 damage. Major factories perform in all other respects as they do in AAP40, except they can be upgraded from minor factories only if the territory is worth 3 or more IPC.
    • Minor Factories: These may build up to 3 units of any type and can take up to 6 damage. Minor factories perform in all other respects as they do in AAP40, except they can be up built only if the territory is worth 1 or more IPC.
    • Destroyers and Cruisers (with Technology) negate submarines first strike but only at a 1:1 basis. Additional subs do receive their first strike, unless combat loses reduce them to equal the defending or attacking destroyers.

    Scorched Earth:
    Any territory under attack that contains a factory (either Major or Minor) and/or AA gun and is captured results in the destruction of these units. The new controlling player may build a new factory however. Exception: When France falls if the Normandy factory was not attacked, it becomes the property of Germany.

    Naval Repair:
    Battleships, or Carriers (see technology) are no longer are repaired for free. Repair must be done by moving these units to a sea zone adjacent at any controlled or allied factory. You only have to “touch the sea zone” in order to repair. If you have movement points remaining you can continue to move past.

    Placements of units outside of factories:
    At the start of your turn any territory you control with a strategic city, may build and place one infantry. If you control a capital, you may build and place three infantry. In either case this is in addition to the factory capabilities.

    Special Non-Combat Movement:
    All land and air units that normally may move double movement if moved in non-combat movement ( NCM).

    Xenophobia:
    No USA or UK units of any type allowed in Soviet territories. NO mixing of any Allied units with Soviet units (including naval). Soviet Units can liberate Japanese occupied Chinese territories and that’s the only time they can enter China. Soviet units can also ‘liberate’ any Axis occupied territories and keep them as their own even if they were previously owned by Allied nations. German and Italian land or air units may not enter the same land territory with Japanese forces or vice versa. Soviet Units may not enter British or American territories and vice versa. Neither may liberate any original controlled territory.

    Straights:
    The following straights must be controlled at the start of a players turn before naval passage can occur:

    Denmark (German may cross as long as either Norway or Denmark are neutral or under axis control).
    Bosporus (Neither side may cross as long as Turkey is neutral).
    Gibraltar (Axis naval may not cross if the Allies control Gibraltar).
    Suez (One side must control both sides at start of turn for passage).
    Panama (One side must control both sides at start of turn for passage).

    The Americans and British cannot enter the Baltic with airpower as well unless they control the Danish straights. If the French become Vichy, the Suez Canal is closed to British controlled forces until both the Levant states and Egypt are under British control.

    Impassible Areas:
    Afghanistan, Himalayas, and Sahara Desert are off limits to land units. Air units may pass over them only in NCM phase.

    Scandinavia:
    Attacks against any part of Finland, Norway or Sweden are only for one round of combat due to the rugged nature of the terrain/weather.

    Strategic Centers:
    If you capture an oil center that was originally controlled by another player (except the Dutch), roll one die for each IPC of the territory and the result is income that you gain and that the controlling player loses on his following turn. This is a one time event when these territories are captured. The Dutch have two oil centers, but capturing them while neutral or unoccupied by Allied forces does not result in a loss roll.
        However, if the allies decide to occupy them at any time and the Japanese capture them, then they do get to roll against that allied player.

    All nations must control at least one oil center or capture a neutral that has one.

    The German and Italian players can use Romania as their primary source Japan has a four turn reserve of oil, but on turn 5 must secure at least one oil center or face an oil loss roll each turn until one is secured.

    England has its source at Borneo and if this falls can secure a new oil source by invading a neutral (Persia for example).

    France, China, nor any other minor nation or neutral does not require oil, nor roll for oil loss.

    Special Army Groups:
    Each major nation may form a number of ‘elite’ armies composing of two of the following types of units:

    Armor
    Mechanized Infantry
    Self- Propelled Artillery (with Technology)
    Heavy Tanks (with technology)

    Germans can form a total of 6 Waffen SS representing high echelon Panzerkorps.
    (Not more than 3 on the board at the same time).

    Italy can have one elite army (DAK- “Africa Korps”)

    Japan can have one elite army (Kwangtung Army)

    Soviet Union can form a total of 6 Shock Armies representing high echelon Guard units.
    (Not more than 3 on the board at the same time).

    British can have one elite army (8th Army)

    Americans can have one elite army (3rd Army)

    With each group of units, they fire first in all combat rounds (as either attacker or defender) and loses are removed before enemy units have an opportunity to fire. All nations start with one of these on turn 3 and can designate one new elite unit each turn. If these units are destroyed in combat they may not be brought back. Up to six German and Soviet army groups of these types may be formed in total during the entire game and if they face each other in combat, German, Soviet, Italian, American, Japanese, British, and finally Italian groups fire in this order. Tokens will be used to delineate these units.

    United States:
    United States remains neutral unless attacked until turn 4. Her national production starts at a total of 20 IPC, of which 5 IPC can be spent on Lend Lease to UK. Latter starting on turn 5, the Soviet Union can receive this aid. During her neutrality, Original American pieces remain in setup and cannot be moved. Only newly built units can be moved and only to Sea zones or territories adjacent or within her national tokens as printed on the map. If any Axis player gets within a sea zone adjacent to any US controlled land territory or island, her domestic income can now be diverted to mobilization (US can now build units and research Technology) Once the United States enters the war on turn 4, her income grows each turn, until it reaches a total of 60 IPC. No matter what; the maximum amount of Lend lease support is capped at 15 IPC to both UK and Soviet Union during wartime.

    Summary of Income:
    Turn 1: 15 and no Lend Lease
    Turn 2: 15 and up to 5 Lend Lease
    Turn 3: 20 and up to 5 Lend Lease
    Turn 4: 25 and 10 Lend Lease
    Turn 5: 30 and 10 Lend Lease
    Turn 6: 35 and 15 Lend Lease
    Turn 7+: 45 and 15 Lend Lease

    Lend Lease:
    American aid to UK and/or Soviet Union must go to purchase non-infantry types of units. The money is allocated on the American turn and spent on the following UK or Soviet turn and placed in an off map box known as a lend lease mobilization box. All aid has a one turn delay, so the Soviet Union won’t see any money until her 5th turn. This aid may then be interdicted by German and Italian naval units as follows:

    Each submarine can strip 1 IPC from this total.
    Each Battleship or Cruiser can strip 2 IPC from this total.
    Note: In both cases these units must be located in the Atlantic or the Indian Ocean.

    Soviet Union:
    Until at war the Soviet Union collects 20 IPC a turn on turns 1-2 and can only attack neutrals that are adjacent and only for one round each turn. Soviet Union cannot collect any income from Lend lease until they are at war. One IPC of income goes to Germany (until at war) as aid each turn (not deducted from her income).

    Total War:
    The German war economy increases by 10 IPC starting on turn 4.

    Non-Aggression Pact:
    The Soviet Union and Japan have a special treaty in place. The Soviet player can never attack Japanese territories until Berlin falls. The Japanese player can attack the Soviets as early as turn 4.

    Minor Axis Allies:
    On turn 3 Germany has full use of her minor allies (Finland, Romania, Bulgaria, and Hungary). On turns 1-2 these are considered Pro-axis nations which allow air units to fly over. The German player receives their full value and can purchase German units. The German player can also choose to buy and place minor axis allies, but is restricted in any case of placing no more than one unit per turn in each of her allies (Finland, Romania, Bulgaria, and Hungary) and is also limited by the total IPC value of units not costing more than 10 IPC in these territories. Placement of forces may occur in any of them even if they contain no factory. They play directly with German forces in every other respect and can be moved to any German controlled territory.

    Neutrals:
    Spain, Sweden, and the Soviet Union until at war all contribute 1 IPC each (3 total) to the German treasury starting on turn 1, as long as they remain neutral. German air units may fly over Sweden, Spain, Chile and Argentina as well as the Minor Axis Allies even while neutral. German land units can move into all the minor axis neutrals and this is the only exception.
        The Dutch are pro-allied but start the game neutral until attacked. Allied air units may fly over their territories. Venezuela, Brazil, Saudi Arabia are considered pro-allied. Air units may fly over. Attacks on any neutral immediately make them become allies of the other side. The only way to collect their income is by conquest and occupation. IPC are only awarded to the side that has invaded and defeated them rather than being an ‘ally’. But the exception again is the four German minor allies. Belligerent neutrals cannot leave their home nation nor attack out of it. All they can do is defend home territories, with the exceptions of: Spain, Turkey, Brazil, and Argentina.

    England, ANZAC, and Canada:
    These are controlled by the British player. They are considered British forces for all intents and purposes. They must build and place in their own territories however. British technology developments also affect them as well. If England falls her income is kept in limbo until she upgrades to at least one major factory located in any other controlled territory where such a factory can be built. ANZAC and Canada may still build as usual.

    France, Vichy France and Free French:
    When France falls (when Paris Falls), her remaining territories are divided into Vichy or Free French. Vichy territories are considered pro-axis neutral (planes can fly over) and Free French are totally under British control (they collect the income for these). The forces for each are listed on the set up sheets. Free French territories are counted as British income as soon as Paris falls.
    All remaining French forces that existed when Paris falls, are removed from play except naval.

    French Naval disposition:

    Procedure: Roll one d6 for each French ship

    1 = Scuttled
    2= interned (remove from play)
    3= interned (remove from play)
    4= interned (remove from play)
    5= Vichy Control- remains in play and fights anybody who attacks Vichy territories
    6= German ship

    British Restrictions:
    British controlled units may not enter any French territories, except France proper while France remains unconquered.

    China:
    Every two territories under Chinese control can build one infantry. If they count an odd number, the fraction is lost. Placement follows rules under AA50 (only in territories with less than three units).

    Burma Road:
    This road is outlined on the map. If it remains entirely out of Japanese control, the printed IPC territories on the map (up to 4 IPC) may be used to purchase any type of unit for China.


  • Revised Tech Tree:
    Procedure: Same as AA50 except you assign your researcher to one of the following FOUR categories: Land, Sea, Air and Production. You can only assign up to one researcher per category at a time and no more than two different categories.

    Research & Development Sequence:
    1. Buy researcher tokens
    2. Roll research dice
    3. Roll breakthrough die
    4. Mark development

    Step 1: Buy Researcher Tokens
    Each researcher token costs 5 IPC’s.

    Step 2: Roll Research Dice
    For each researcher you have, roll one die.

    -Success: If you roll at least one “6”, you have successfully made a technological breakthrough.  Discard all your researcher tokens and continue to step 3.

    -Failure: If you do not roll a “6”, your research has failed.  Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.

    Step 3: Roll Breakthrough Die
    If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.

    Step 4: Mark Development
    If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart.  Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology.

    Land Technology:
    Tier #1:
    • Mobile Warfare Doctrine- Infantry matched with a Tank attack at 2 at a 1:1 basis.
    • Logistical efficiency- Total undamaged factory placements: total equals IPC that may be transferred from one original controlled territory to another as long as they are connected by land.
    Tier #2:
    • Self-Propelled Artillery- You may now build these units.
    • Partisans- You may make up to 3 special attacks this turn against an enemy occupied territory, rolling a 1 for a hit. You cannot save up these attacks but you can make all of them in one territory.
    Tier #3:
    • Heavy Tanks- You may now build these as 4-4-2-8 armor units.
    • Prepared Defenses- Artillery rolls first for the defense. If they roll a one, one attacking unit is removed from play and does not fire back. If they roll a two, the hit is allocated in the normal fashion.
    Sea Technology:
    Tier #1:
    • Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions. Both negate at 1:1 basis.
    • AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
    Tier #2:
    • Sonar- Destroyers now have a first strike against subs if subs are present.
    • Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
    Tier #3:
    • Improved Carriers- Carriers now take 2 hits and have a 3 fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired. They can launch their planes for land attacks only if damaged.
    • Super Subs- Your subs now defend at 2 and attack at 3.

    Air Technology:
    Tier #1:
    • Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
    • Naval Radar- At the start of naval combat the defending player who has this technology can attempt to avoid combat and move into an adjacent space. Roll a 1-2= success (your defending ships retreat and no combat occurs), 3-6= failure (combat continues normally).
    Tier #2:
    • Long Rang Aircraft- Aircraft now moves 2 extra spaces.
    • Air ASW- Aircraft can now attack submarines without the need for a Destroyer (or Cruiser with naval ASW technology).

    Tier #3:
    • Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
    • Carpet Bombing- On the first round all air units rolling a one can select defending land units hit. Further combats are handled normally.
    Tier #4:
    • Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
    • Rockets- Your antiaircraft guns are now also rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This flak level for this is not regarded and each AA gun gets one roll.
    Tier #5:
    • Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.

    Production Technology:
    Tier #1:
    • War Bonds- add one die to IPC total each turn.
    • Rosie the Riveter- Every two non-infantry land units bought gets you a -1 IPC discount in cost.
    Tier #2:
    • Underground factories- SBR hits count at ½ value rounded down.
    • Research Talent Pool- Future research costs are now reduced to 4 IPC each.

    Tier #3:
    • Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    • Total War- The first land or air unit built (by type) costs -1

    Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
    Eventually, you can get to a tier #3 technology and chose any lower tech.


  • IL are you going to post pics.


  • I did, check the first post. It has everything you need.


  • http://www.mediafire.com/?cqemtui5gzm

    we played again and made a minor clarification. We are now at 12 playtests.

  • Sponsor '17 '13 '11 '10

    IL,
    I like the idea that you reduced the Japanese tanks since most of the Major Countries had good medium tanks but Japan used them mainly with Infantry support and they were light tanks, especially compared to the others. I am curious why you did not reduce the Italian tanks as well.


  • I like the idea that you reduced the Japanese tanks since most of the Major Countries had good medium tanks but Japan used them mainly with Infantry support and they were light tanks, especially compared to the others. I am curious why you did not reduce the Italian tanks as well.

    Of course it was considered, but Italy at 12 IPC has little room to expand, unlike Japan. The main concern was no more Japanese tank drives to Moscow. This is verboten, though players can still do it, but it adds nothing to japanese victory ( just like it would if it could happen in any universe)

    Italy also benefited from more doctrinal employment of their tanks based on the German model, because frequently these units had German leadership behind it. So their was ‘iron in the glove’ as they say.

    The choices in this game are very interesting. Germany can have very different games if it decides to attack France or Poland first.

    If they attack Poland first, Germany takes ( or not) Benelux, Norway, and Poland. Italy will try to get Yugoslavia and Greece to avoid war. France might build or rather complete the Maginot line and extend it to the border at Benelux, which makes it harder on turn 2. The German counter is to SBR Paris on G1, and knock the French IPC from 12 to below 8, which means both bombers need to be used.  The drawback of this is they often drop paratroopers in Norway on G1 and need to take it on G1, because the British often land in Narvik ( historical).

    Remember attacks against ( into not from) Norway, Sweden, and Finland are only for one round.

    Also, by not attacking France on G1, the French navy can attack the German subs. The Germans play just before France and usually take out the Gibraltar naval squadron.

    Now if Germany takes Paris on G1, Italy is at war and they play after UK, so problems can happen. But the good thing is the Suez closes down because Levant states go Vichy, forcing UK to capture them on her turn.

    But the other thing to remember is if you attack France on G2, your tanks are out of position for Barbarossa on G3.

    The Soviets take east Poland, attack Viipiri ( usually fail), and take the Baltic states. They also sometimes go after Persia so they got some extra money.

    Japan builds up her navy and for 3 turns just goes after China, and this is a big task!  China has alot of forces ( get 5 inf, and 1 art just from builds/Burma road). Japan has less Infantry, but lots of planes, but have to use them wisely. They slowly take China and it is not an ACME wall in the slightest. If Japan does not commit, they will not take China unless they really bring the hardware over.

    USA usually builds Pacific naval and sends all lend lease to UK ( allocated on turn 2 sent to UK on turn 3)  USSR ( allocated on turn 4 sent on turn 5).

    WE have not played with tech.

    Russia likes to build fortifications on the approaches to her oil fields. Losing them is a big deal, and Germany and Romania target the south in many games. We had one game they played out exactly like WW2 ( it was uncanny actually).

    The Soviets are much more fun to play. The lend lease rules require only hardware to be built and this gives the Soviets a real dynamic military force. They don’t just buy infantry and artillery anymore.

    Italy and USSR getting a bomber is very important and unique in this game. Paratroopers are often bought by Germany and marines are often bought by Italians and Americans.

    All the various new ideas in this game provide really good experience, because the economics are in the allies favor, while the Axis get all these interesting units to exploit that advantage ( tactical bombers and mech infantry as well as Waffen SS).

    We had one game where the axis lost, but took UK 3 times with airborne. In that game the axis got to the gates of Moscow and fell short… at Stalingrad of all places ( thats where the Romanian army was and it got crushed!)

    This game is really something special, everyone who saw it were convinced it was Global 1940 or at least some ‘new’ AA product. The players said they enjoyed it much more than AA50 or AA42, which they usually play as well as AAP40.

  • Sponsor '17 '13 '11 '10

    It look great, you really did some good work.
    I know we could all nit pick the game to death, and I do not want to do that.
    I just have some thoughts and ideas from time to time. I appreciate your time with this game.
    I have always wanted a 1939 AAA game.
    I will have my pieces painted by this weekend.


  • sounds good.

    Also, in this for Japan its is not a good idea to attack UK or USA early. Japan needs to really some more naval built and in the Pacific the allies can’t really benefit from moving more units because of Germany. Japan needs to get more Inf in China. China starts with 13 Infantry and then builds 5 more and 1 art BEFORE japan, which has like 9 infantry ( but lots of planes). If Japan started against USA, it would have to divert these planes and risk a Chinese horde coming at her foothold in Asia.


  • New files added (IPC record chart, and chart on unit costs)

    Also, small rules changes after 2 more play-tests ( at 14 now)


  • new map is outstanding!
    why did you do sea zone 14 as one space connecting ITALY to AFRICA? this means ITALY can continuously bridge transports and almost efferlessly flood ITALIAN and GERMAN hardware into NORTH AFRICA. also, 2 spaces from EASTERN U.S. to ENGLAND? leaves no space for a mid-atlantic kill zone for GERMAN U-BOATS. i know U-BOATS can still fire apon enemy ships entering their sea zone, but haveing those ships forced to linger out there for one turn really ups the stakes dont you think? same with sea zone 14.
    what are your thoughts on this?


  • why did you do sea zone 14 as one space connecting ITALY to AFRICA?

    Sea zones except for 2 are exactly like AA50. Those two are a second one for japan ( to protect jap builds) and another one for Carolina islands

    this means ITALY can continuously bridge transports and almost efferlessly flood ITALIAN and GERMAN hardware into NORTH AFRICA.

    Exactly!, In our games Italy goes for Yugoslavia , Greece, Crete, Turkey and Egypt. For the most part they don’t get Egypt until latter in the game if at all. Historical. This version deliberately cuts out all these maxims that people employ for AA global " you must take Egypt on G1" etc… Victory does not rely on this but it can, but its not required.

    also, 2 spaces from EASTERN U.S. to ENGLAND? leaves no space for a mid-atlantic kill zone for GERMAN U-BOATS.

    They soak off income by just ‘floating’ in the Atlantic. check rules. Germany would be happy to avoid direct attacks and try to just post subs like hotcakes if possible. Now in these rules its 1:1 destroyer interactions with subs, so extra subs means the allies need to build more destroyers so they can attack the German subs. One of many ideas to use against the allies.

    i know U-BOATS can still fire apon enemy ships entering their sea zone, but haveing those ships forced to linger out there for one turn really ups the stakes dont you think? same with sea zone 14.

    No need for a kill zone for U-boats. Germany only needs to out-build Allies in destroyers and the excess soaks off income. On turn one the usual play is 2 bombers and subs take out the UK ships off Gibraltar, leaving the Scapa flow fleet just barely enough to plug the hole in north sea to blockade German fleet.  They cant enter Baltic, but they have to keep up the pressure or Germany will break out. Please it out and you will see how brilliant this thing is. It offers alot of new ideas very different than other AA games and models history alot more.
    what are your thoughts on this?


  • makes sense when you look at it that way. ever try reducing ship movement to 1, except for maybe destroyers and cruisers? not to slow them down, but to give a better feel for the vastness of the atlantic and pacific. still give +1 movement for navel bases. how about if sub moves 2 spaces its considered surfaced and ASW could have +1. if sub moves only 1 space, its considered submerged and ASW is as stands. submerged subs could have marker put beneath them.


  • what do you make of these rules for BLOCKHOUSES.
    blockhouse= large cal. fixed artillery cannon to protect against amphibius landings.
    cost:10 ipc. takes 2 hits to destroy. when added to shore defense, subtract 1 from all landing force rolls.multipe blockhouses can be built to defend single shoreline but attacker rolls may never be reduced more than -1. paratroopers may dismantle blockhouses if dropped behind enemy lines at start of attack with successful roll. SB may target blockhouses but at half their attack values due to need for accurate hit needed. blockhouses roll premptive attack with 1d at 4, ( maybe 3, havent decided yet) every round of combat. blockhouses may choose to target amphibous assult forces on beach or may shoot at naval vessels and transports and can switch between ethier or each round of combat. a roll of 1 gives blockhouse choice of causilty. use blockhouse pieces from AnA D-day game. these would be different from the fortifcation pieces and could be used together. great piece for the atlantic wall?

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