IL's Axis and Allies Global 1939 and 1942 files


  • 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?


  • I like the rules as they are because it is KISS.

    Play test and you will see it. Its perfect. Nothing needs to be added.

    Also, don’t like changing ship speeds. it is not adding anything to the game to just invest all sorts of rules that don’t add flavor. It bogs the game. These ideas are the upper limit of what should be done. The impression you get is a fixed and reconfigured AA50 based on what many have posted they wanted in the global AAG40.


  • SHOT DOWN IN FLAMES!
    wasnt trying to reshape your game. i cant wait to play it. ive been playing your deluxe world at war 39 to 45 tile system map for the last 2 years with the 12d system. i highly respect your opinion and wanted to bounce a few rules around to make a more interesting game. maybe i posted this in the wrong topic,my bad. yeah the 1 space movement on ships would not really work, but the sub idea could be the best way of simulating submerged subs in the game without actually removing the subs from the board and keeping track on paper,(which is to slow and confusing, i tried it many times). no matter what, my blockhouse rules kick ass. especially for the ATLANTIC WALL sinarios. please try them in test play one day. ive been following and incorperating your great ideas for years.


  • Yes that game of mine is really an old concept. It was created about 2000-01

    Thanks for playing it. I can tell you this is the real deal. The best i can offer in terms of fun factor and something that might look like a production game but void of many historical inaccuracies you may find in AA.


  • i havent purchesed AAP40 yet. if i go with this new map and your rules, what else would i need to play this game? seems like if i go this way their really would not be a need to get AAP40 or the upcoming AAE40. seems like you fixed and steamlined everything before A.H. even has gottin around to AAE40. i have accumulated hundreds of peices over 28 yrs of play, especially after playing your deluxe 39 to 45 last couple of years.


  • by the way, still waiting for your take on my blockhouse rules. keeps u.s. and britain from walking right into france that easily. once german gets tangled up in russia, western france becomes very difficult to hold. a real well fortified atlantic wall is the only way germany can hold the allies off long enough to really damage russia.especialy with 2 sea zones between eastern us and britian. i know your take is to stop this thru sub convoy economic attacks.this gives germany another option incase those attacks dont work out the way germany expects. again im not trying to rewite your rulebook, i know how much you put into it. this rule might not work for what you got going for this particulair game, but the grin on your face when you let those blockhouses fire apon the us and brits as they try to grab a foothold is pricless.


  • i haven’t purchased AAP40 yet. if i go with this new map and your rules, what else would i need to play this game? seems like if i go this way their really would not be a need to get AAP40 or the upcoming AAE40. seems like you fixed and streamlined everything before A.H. even has gotten around to AAE40. i have accumulated hundreds of pieces over 28 yrs of play, especially after playing your deluxe 39 to 45 last couple of years.

    You can use what you got. My suggestion was to get AAp40 because it included the tactical bombers and mech infantry.  You don’t need a thing if you played one of my games.


  • still waiting for your take on my blockhouse rules. keeps u.s. and britain from walking right into france that easily. once german gets tangled up in russia, western france becomes very difficult to hold. a real well fortified atlantic wall is the only way germany can hold the allies off long enough to really damage russia.especialy with 2 sea zones between eastern us and britian. i know your take is to stop this thru sub convoy economic attacks.this gives germany another option incase those attacks dont work out the way germany expects. again im not trying to rewite your rulebook, i know how much you put into it. this rule might not work for what you got going for this particulair game, but the grin on your face when you let those blockhouses fire apon the us and brits as they try to grab a foothold is pricless.

    Are you talking about my game " deluxe ww2" or this new game concept… Global 1939?

    All i can say is play the rules as they are and see how this idea works for you. If you feel after playing you got a better concept, then tell us about that.

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