“Bids and Scramble”
sounds like a good name for a board game :lol:
IDK “Chutes and Ladders” just came to mind lol
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Global 1940 Second Edition - Balance Mod (with “Vichy France” Rule Set)
Balance Mod Credits: Adam514, aznz, Deathbringer1974, dust, dss85, Gencre, regularkid
REVISIONS
Revised Air Raid Rules: Fighters attack and defend at 2. Strategic and tactical bombers attack at 1.
Revised Capital Capture Rules: The capture of a player’s capital results in the plunder of that player’s PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player’s PUs being destroyed.
New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults; no bonus from artillery); Defend at 2; Can be loaded onto cruisers and battleships (1 to a ship).
Additional National Objectives
Russia
Note: When not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia. Also, when not at war with Russia, Japan may not move its units into any originally Russian territory controlled by European Axis.
Japan
USA
China
UK
�  3 PUs if UK Europe controls all its original territories. (This modifies UK’s “Original Territories” objective).
�  3 PUs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and Allies have at least one land unit in any of these territories.
�  3 PUs if there are no enemy submarines in the Atlantic, excluding szs 112 and 125-127.
�  3 PUs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled.
�  3 PUs for UK Pacific when at war with the Japanese if: (1) British control West India and either Egypt or South Africa; and (2) there are no enemy submarines in the western half of the Indian Ocean (sz71,…,sz81).
Italy
�  3 PUs if Malta, Cyprus, and Crete are Axis controlled.
ANZAC
�  3 PUs if ANZAC is at war with the Japanese and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies (other than the Dutch). (This modifies ANZAC’s “Strategic Islands” objective).
�  3 PUs if ANZAC is at war with the Japanese and Gilbert Islands, Fiji, and Samoa are Allied controlled.
VICHY FRANCE RULE SET
The following rule-set simulates the circumstances and strategic consequences of the Franco-German Armistice, and is intended for play with the G40 Balance Mod.
Game Conditions for Franco-German Armistice
At the beginning of France’s turn, if the following conditions are met, the Franco-German Armistice will occur:
1. Axis has control of both France and Normandy Bordeaux;
2. Axis has never controlled Southern France; and
3. There are no non-French, Allied units in Southern France.
Game Consequences of Franco-German Armistice
French Territorial Control: At the beginning of France’s first turn in which Armistice conditions are met, all originally French territories not already under Axis control immediately change ownership to Pro-Axis Neutrals, except: (1) French Equatorial Africa; (2) New Hebrides; (2) any French territories containing non-French allied units.
With the exception of Southern France (see discussion of “Zone Libere” below), Vichy French territory works the same way as other Pro-Axis Neutral territory–i.e., an Axis player may capture Vichy French territory and commandeer its forces by moving a land unit into the territory during the non-combat phase of his turn.
Fly-over restrictions applicable to other Neutral territories do not apply to Vichy French territory.
Fleet at Toulon: In addition to the change in French territorial control, the Armistice changes control of the the French fleet in sz 93, from French to Pro-Axis neutral. The Vichy French fleet maintains a strictly defensive posture. It may not be moved. It may not be captured by the Axis. The fleet is immediately destroyed if any power, other than the Free French, occupies Southern France
“Zone Libre”: Any Axis occupation of Southern France following the Armistice results in the scuttling of the Vichy French Fleet at Toulon and the disbandment of all remaining Vichy French forces. These forces are removed at the end of the Axis player’s turn in which the occupation of Southern France takes place. Any formerly Vichy French forces that were previously commandeered by the Axis are unaffected by this change.
Armistice’s Effect on National Objectives: Following the armistice, Southern France is considered Axis-controlled for purposes of Italy’s “Roman Empire” objective. Otherwise, the Vichy France arrangement has no impact on National Objectives. Tunisia, Algeria and Morocco must still be directly occupied by Germany or Italy to achieve Italy’s “North Africa” objective. Japanese occupation of French Indo China still negates Japan’s “Trade With America” objective.
Liberation of France: The Allied liberation of France effectively terminates the Armistice. Any territory and forces still under Vichy French control (including any surviving fleet in sz 93) revert back to Free French control. The Vichy French forces in the Southern France and sz 93 will also revert back if Southern France is liberated by the Free French.
Please note that the NOs will not be listed in your “Objectives Panel” (you need a separate download for that), but they are working and the game will automatically keep track of them. Hope ya’ll enjoy!
A&A 2nd Edition OOB National Objectives
GERMANY
SCANDINAVIAN RESOURCES = 5 IPCs
TRADE WITH RUSSIA = 5 IPCs
AFRIKA KORPS = 5 IPCs
- There is at least 1 German land unit in Axis controlled Egypt
LONDON and/or CAIRO = 5 IPCs
CAUCASUS OIL FIELDS = 5 IPCs
LENINGRAD = 5 IPCs
STALINGRAD = 5 IPCs
MOSCOW = 5 IPCs
IRAQ = 2 IPCs
PERSIA = 2 IPCs
NORTHWEST PERSIA = 2 IPCs
SOVIET UNION
11. NATIONAL PRESTIGE = 5 IPCs
12. SPREAD OF COMMUNISM = 3 IPCs
BERLIN = 10 IPCs
JAPAN
14. TRADE WITH AMERICA = 10 IPCs
15. THE OUTER PERIMETER = 5 IPCs
16. SOUTH PACIFIC ISLANDS = 5 IPCs
17. CALCUTTA = 5 IPCs
18. SYDNEY = 5 IPCs
19. HONOLULU = 5 IPCs
20. SAN FRANCISCO = 5 IPCs
UNITED STATES
21. AMERICA = 10 IPCs
22. CENTRAL AMERICA = 5 IPCs
23. ALASKA & THE ISLANDS = 5IPCs
24. THE PHILIPPINES = 5 IPCs
25. FRENCH LIBERATION = 5 IPCs
CHINA
26. THE BURMA ROAD = 6 IPCs (can build artillery)
THE UNITED KINGDOM
27. ORIGINAL TERRITORIES = 5 IPCs
28. KWANGTUNG & MALAYA = 5 IPCs
ITALY
29. THE MEDITERRANEAN SEA = 5 IPCs
30. THE MEDITERRANEAN COAST = 5 IPCs
31. NORTH AFRICA = 5 IPCs
32. IRAQ = 2 IPCs
33. PERSIA = 2 IPCs
34. NORTHWEST PERSIA = 2 IPCs
ANZAC
35. ORIGINAL TERRITORIES & MALAYA = 5 IPCs
36. THE OUTER ISLANDS = 5 IPCs
FRANCE
37. FRENCH FORCES LIBERATED = 12 IPCs (worth of French units / one time)
House Rule National Objectives
UNITED KINGDOM
38. GIBRALTAR, MALTA, EGYPT = 5 IPCs
39. OPERATION ULTRA = 5 IPCs
40. INDIA, MALAYA, NEW SOUTH WALES = 5 IPCs
41. SOUTH PACIFIC ISLANDS = 5 IPCs
GERMANY
42. LONDON = 5 IPCs
43. LONDON = 10 IPCS
SOVIET UNION
44. LEND LEASE ACT = 5 IPCs
45. NATIONAL PRESTIGE = 5 IPCs
JAPAN
46. CHINESE CAPITULATION = 5 IPCs
47. OUTER PERIMETER = 5 IPCs
CHINA
48. THE BURMA ROAD =
While the United States are a neutral power, American warships (not naval transports) must end their non-combat movement phase in one or more of the following sea zones depending on which game round it is:
During round 1: in sea zones 89, 101, 106, 116, 121, and/or 120
During round 2: in any sea zone listed for round 1, plus sea zones 90, 102, 107, 117, and/or 122
During round 3: in any sea zone listed for rounds 1 and 2, plus sea zones 103, 108, 118, and/or 123