@Radar alt text
Setup complete. Plating against chatgpt now and it made some horrific mistakes. My Italian navy destroyed the British Mediterranean fleet in turn 1 😂
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:
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:
Lots of other changes to create viable 1940 setup:
Addition of Albania (Italy, 1)
Addition of British Guinana (Suriname) (UK, 0)
Addition of **Nigeria Good Coast (UK, 1)
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-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/file
Changelog:
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 the RC was in controlled at the start of the turn (not newly-liberated/captured).
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” if the Allies control every Territory through which it passes.
2.2 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 NON-COMBAT MOVE phase, USSR Infantry units that begin and end their movement on the Railroad may move two spaces instead of one.
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.
5.2 Until the start of the 3rd US Turn, the US income is halved (round down)
5.3 Until the start of the 3rd US turn, US units are restricted in the following ways:
— 5.3.1 US land units may not enter any non-US Territory.
— 5.3.2 US naval units may not move.
— 5.3.3 US air units (except the fighter in China) are restricted to only Territories and Sea Zones that contain US land or naval units.
5.4 If any US units or Territories are attacked before its 3rd Turn, the above rules shall immediately cease to apply.
6.0 Soviet Union
6.1 The USSR’s starting IPCs are halved (round down).
6.2 Until the start of it’s 3rd Turn, the USSR’s income is halved (round down).
6.3 If original USSR Territories are attacked before its 3rd Turn, it’s income immediately reverts to normal.
7.0 France and Vichy/Free France
7.1 While Paris is France-controlled, France is a Major Allied Power, moving last each Round.
7.2 If Paris falls to the Axis, France’s IPCs go to the conquering Power and IPC incomes are adjusted as usual.
7.3 The first time that Paris falls to the Axis, France will fracture and become Vichy France (a minor Pro-Axis Neutral Power controlled by Germany) and a new power— Free France, a new Minor Allied Power— will split off from it. Blue French units will now be Vichy French units; use a distinguishing marker to denote Free French units and Territory control (see below for some Free French Roundels!).
The following special procedure is carried out to split Free France off from [now Vichy] France:
7.4 While Paris remains Axis-Controlled, Free France is a Minor Allied Power controlled by and moving together with the UK, and Vichy France is a Minor Pro-Axis Neutral Power controlled by and moving together with Germany.
Vichy France is subject to the below rules and restrictions:
Free France is subject to the below rules and restrictions:
7.5 When Paris is liberated by the Allies, France immediately becomes whole again and the Vichy and Free French Powers are dissolved back into one France, which reverts to being a Major Allied Power moving last after the US.
Here are some Free French roundels, if you need them:
For getting started with setups and units, I’m considering two separate ideas;
Thoughts for the Axis:
On the Allied side, the game starts grimly indeed.
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 parity with Allied income and/or position.
At this point the game reaches the critical point: will the Allies, through a judicious allocation of combined resources and energies leading up to and especially at this moment, begin inexorably pushing the Axis back? Will the two sides trade advantages to remain poised in perfect balance? Or will the Axis gradually or suddenly push the Allies beyond the point of no return?
ANZAC-ification!
This modular overlay for G40 Lite adds ANZAC as a potentially playable power, giving them three extra IPC to play with for a total of 10:
Preview:
Full overlay download (17MB):
https://www.mediafire.com/view/64s28ot0aw7tusu/G40_Lite_ANZAC.png/file
Analysis and initial thoughts on mechanics/impact:
Playtesting notes…
It’s turn 4 and Game 1 is already turning into a rout in favor of the Axis. Starting Conditions:
Rules for game 1:
3. US starts with 0 IPC, half income until turn 3 or attacked per the above, but also gain half income as one-time bonus when attacked *(we changed this on the fly as their position looks utterly desperate). I wanted their full income as a bonus, but was voted down.
4. USSR as above (starts with half income until turn 3 or USSR is attacked). He attacked me turn 2.
5. We used G40 AAA rules (5 IPC instead of 6, taken as casualties, roll 1@1 up to 3x for each AAA unit, etc.)
6. Battleships repair at the beginning of your turn (instead of at the end). Damaged BB fight at -2/-2.
7. One non-Capital originally-owned TT per turn can be “Developed” at a cost of 5 IPC. Development raises the effective IPC Value of a TT by 1, including for the purpose of placing units there. Only one TT per turn can be Developed, and a TT may only have one Development in it at a time. If the territory is captured, any Development there is destroyed. In our game India was Developed by the UK on turn 1.
Current state: It’s the end of UK4.
Japan is making 40 IPC, has 7(!) carriers in the pacific and is halfway across China and Russia. He neglected the money islands until just last turn and has not threatened India (where UK made an immediate, huge investment), but has a ~200 IPC fleet at Hawaii that dwarfs the US pacific fleet by 2:1.
Germany has 10+ fighters and 40+ infantry on the Eastern Front. G and R are trading Caucasus. R hoping to hold Moscow with UK help (UK invading Scandanavia and coming down from Karelia & up from Iran).
UK is still the income leader (not for long with Japan taking DEI) which has allowed them to fight well on two fronts. They just sunk both the German and Italian navies… but my son rolls ridiculously well (which I publicly decry but secretly enjoy) and both uk fleets (India–>Med and England–>Baltic) took significant losses and may be wiped out in retaliation next turn. They’ve been stymied in Western Europe by a huge luftwaffe and a large German naval investment in the baltic (2 carriers?!) and had to resort to Norway.
US only just lumbering into the war. Feels extremely underpowered with an income in only the high-30s and a roaring japan on the doorstep. We gave the US a half-income war bonus, but that’s 18IPCs of peanuts. I think that for this to work without a bid the US wants an income boost of at least 5 and perhaps a fat bonus when/if attacked as well.
ANZAC in the pacific has done exactly zero except to hold the Australian mainland and vaguely threaten Japan’s far south perimeter, which feels… right.
Vichy vs Free France has been a back and forth, feels very good. At the start the map split 50/50 (expected) but the navy split in the Axis favor with two defections, a couple scuttles, and only a single destroyer joining the Free French.
Italy ignored the European Neutrals and made a big push into Africa instead, quickly swept the UK out of Cairo but have not yet been able to cross Suez (UK holds mideast). The combined Free French and British have also been able to hold them at FEA and Rhodesia while pushing Vichy out of lower Africa. LOVING how Africa has played out so far in this game with landings and battles on both sides up and down the African coast.
Currently the Axis have 12 VCs to the Allies 9 (Rio still Neutral), and halfway though turn 4 are almost in a state of Minor Victory according to my revised victory city chart:
I think the game is playing OK, and it’s always hard to account for the handicap & skill effects of having an 8yo at the helm-- although, if I can brag on my son a bit, he does his own Punch, Count, and Skew calculations before every major attack.
I’ll be curious to see how hopeless the US situation is. If my son’s Japanese can take US territory on the west coast, I think some kind of adjustment is warranted even with his handicaps.
Start of Germany 6 - Moscow has fallen (for good). Paris has been liberated but will be re-taken.
The US fleet was trapped in the north Pacific and then suicided into the Japanese armada. Gave my son a brief and ultimately futile lesson about blockers as mine were at first mocked, then explained, then admired… and summarily swept away.
At the end of J5 he ended up with 4 carriers and a wounded Battleship off the coast of Southwestern US, but no surviving destroyers within 4 Sea Zones… so on US5, instead of staffing transports headed for Germany, I built 7 subs underneath his carriers out of spite and a desire to educate >:)
Italy has been pushed nearly out of Africa and is turtling.
Japan has been pushed almost completely out of China, has 6-7 IPCs in Russia, and is outrageously strong at sea.
UK has remained very strong, which has been extremely fun and unusual.
French/free french struggle was good, although Vichy did not take much action.
ANZAC cat and mouse game with Japan feels great, could see them being a pest for a Japan that goes hard into china/russia/mainland IC.
Russia pathetically weak with no hope of survival, adjustments needed. Maybe start with half income and a 1-turn income delay instead of 3.
US very weak, unable to defend coastline against determined Japan even with 100% pacific investment. adjustments needed. With a slow start and half income with no NOs for help they needs more money on the board, also probably a significant bonus once at war. Not sure how to pull that off in a middleweight map.
Allied surrender looms.
Oh, Canada!
For expediency have Canada be controlled by the ANZAC player, moving together and sharing a turn, but remaining separate Major Powers in every other way (capitals, treasuries, purchasing and placement, etc.).
Similar to adding ANZAC, this has the effect of reducing the British paycheck by 5 and adding 3 IPC to the Allies overall… while also shunting it off into a relatively ineffectual power, again due to concentration of force mechanics. Forces (and limits) investment into a particular area, etc.
Need some roundels? Print these on 4x6 photo paper and stick 'em on extra roundels you have lying around: