These are some people who I think may be interested or who are interested: @The-Janus @barnee @The-Captain @Matt-Hyra @Cornwallis @SuperbattleshipYamato @crockett36
Ever wanted to play a more in depth, more interesting, and longer A&A North Africa?
Well here it is!
Note: Balancing is still a work in progress and will take a lot of time, also note that A.I. was used for various appropriate reasons to help me write and to find websites about North Africa in 1939. This is not finished yet and will take a lot of work and improvement over the next few years. It is very historically accurate, just not balanced in a fun way to where both sides can still win. Playtesters are wanted! Feedback is also greatly appreciated!
Enjoy the North Africa 1939 variant version 0.1, now on to the good stuff! :)
Introduction
December 31, 1939 — Tensions are at a breaking point.
Poland has fallen after a desperate struggle to resist the German onslaught. Across Europe, the Nazi war machine has unleashed a wave of blitzkrieg, toppling nations with speed and violence. One by one, neutral countries fall or capitulate, and the Axis grip on the continent tightens.
Only two major powers still resist the rising tide of fascism: the British Empire and France. Doom feels inevitable.
Germany cannot yet be stopped in Europe, but a new front is opening — one that could change the course of the war. North Africa, a vast and brutal theater, now becomes a critical battleground. Italy eyes a reborn empire stretching across the Mediterranean, while the Allies scramble to hold vital ports, protect supply lines, and rally their scattered forces.
The fate of Africa — and perhaps the world — now rests in your hands. Will you lead the Axis, beginning with Italy, and eventually commanding Vichy France and Germany? Or will you command the Allies, starting with Britain, then drawing strength from the Commonwealth, the Free French, and eventually the United States?
The desert war begins.
Political situation:
🇬🇧 United Kingdom
The British Empire stands on the brink.
France is deflating, and the German war machine advances unchecked across Europe. With the fall of Poland and much of the continent already under Axis control, Britain is preparing to stand alone — for now.
Though the situation in Europe looks grim, the British Empire maintains strength through its colonies, fleets, and distant allies. In North Africa, however, the situation is dire. Italy threatens to seize control of the Mediterranean and expand its dream of a new Roman Empire.
Britain must rally its global forces — from India, Australia, and beyond — and bring them to bear in the desert sands of Africa.
Can you hold the line and defend North Africa from Axis conquest?
You are at war with no one until round 3 unless attacked. You cannot move into any French territory until Operation Torch.
🇮🇹 Italy
A new empire is within reach.
With Germany sweeping through Europe, Italy turns south. Mussolini dreams of resurrecting the Roman Empire by conquering North Africa and dominating the Mediterranean.
But Italy’s military is ill-prepared. Equipment is outdated, leadership is disorganized, and the desert offers no mercy. Every advance will be hard-fought, and supply lines must stretch across harsh, unforgiving terrain.
Can you overcome the odds, seize control of Africa, and turn Italy into a true global power?
You are at war with no one until round 3 which means you must stay in your own territories. You can choose to declare war early if you wish.
🇫🇷 Vichy France
A fractured nation, bound by uneasy terms.
As Paris fell, many of your best troops were rushed from Africa to defend the homeland. They never returned. Your remaining forces are scattered, poorly equipped, and stretched thin across colonial outposts.
Much of your armor lies rusting or has been destroyed to keep it from Axis hands. Supplies are scarce. Troop morale is low. Yet, you now find yourself in command of a fragile slice of empire — a puppet of the Axis.
Can you maintain control of your sector in North Africa under these challenging conditions?
At war with no one. Acts the same.
🇫🇷 Free France
A divided France fights on.
Though the homeland has fallen, not all Frenchmen have accepted defeat. The Free French, loyal to the Allies, rally under General de Gaulle to continue the fight.
Your numbers are few — scattered remnants of the French military now stationed in the United Kingdom and French Equatorial Africa. But your morale is strong, and your cause is just. You fight not just for France, but for liberty itself.
Can you push back the Axis powers in North Africa and beyond?
At war with the Axis when France falls.
🇩🇪 Germany
Europe falls beneath your boots.
One by one, nations across the continent are crushed under the weight of the German war machine. Blitzkrieg has proven unstoppable. The Reich is rising.
But in Africa, your reach does not yet extend. Italy leads the Axis campaign there — for now. Should your ally falter, it will fall to Germany to intervene and stop the inevitable Allied counteroffensive.
Can you redirect your forces in time to secure North Africa, or will the Allies open a second front that threatens everything you’ve built?
At war with the U.K., Free French, and Commonwealth at round 3, America round 13
🌍 Commonwealth
Australia, New Zealand, Canada, and South Africa answer the call.
Your forces are far from home, drawn into a global conflict by duty to the Crown. Britain needs manpower, and the burden falls to you.
Though your homelands lie far from North Africa, your soldiers will fight and die in its deserts, ports, and skies — to protect British territory and push back the Axis threat.
Your courage is unquestioned. But are you prepared for the harsh war ahead?
At war with the Axis on round 3.
🇺🇸 United States
The war is not yet yours — but it may be soon.
Europe is at total war again. In North Africa, fighting escalates between the Axis and Allies, but the United States remains officially neutral. Still, the signs are clear: tensions are rising, and American involvement seems more likely with each passing month.
For now, you watch. You prepare. And when the time comes, you may be called to act — not just in defense of allies, but to preserve the balance of the world.
At war with the Axis round 9. But attacks round 13.
🇮🇹 Italy
Land Territories
Tripoli (Control Marker – Italy): 3× INF, 1× ART, 1× TNK, 1× TRK, 2× SUP Benghazi (Control Marker – Italy): 3× INF, 1× ART, 1× RECON, 1× FTR, 2× SUP
Tobruk (Control Marker – Italy): 3× INF, 2× ART, 2× SUP, 1× LAND MINE (on Mersa Matruh border)
El Agheila (Control Marker – Italy): 2× INF, 2× SUP
Mersa Brega: 1× INF, 1 SUP
Italy: Naval Port, 1× BOM Sicily: 1 AAA
Sea Zones
SZ 11: 1× Battleship, 1× MINE
SZ 13: 1× Cruiser, Control Marker
SZ 15: 1× Destroyer, Control Marker SZ 10: 1× MINE SZ 16: 1× MINE, 1× Submarine
🇫🇷 France
Land Territories
Algeria (Control Marker – France): 3× INF, 1× ART, 1× TNK, 3× SUP
Tunisia (Control Marker – France): 2× INF, 1× ART, 1× FTR, 2× SUP
Morocco (Control Marker – France): 2× INF, 1× SUP Mareth Control Marker – France): 1× INF, 1× SUP, 1× LAND MINE (on Tripoli border)
Sea Zones
SZ 2: 1× Cruiser
SZ 6: 1× Destroyer
Suez Convoy Zone (Control Marker – France):
Atlantic Ocean Convoy Zone (Control Marker – France):
Indian Ocean Convoy Zone (Control Marker – France):
🇬🇧 United Kingdom
Land Territories
Egypt (Cairo) (Control Marker – UK): 3× INF, 1× TNK, 1× ART, 1× FTR, 1× TRK, 1× MECH, 1× SCOUT, 1× ATG, 5× SUP, 2× LAND MINES (on Mersa Matruh border)
Malta: 1× FTR, 1× AAA, 1× SUP
Gibraltar: 1× FTR, 1× BOM
Sea Zones
SZ 3: 1× Destroyer, 1× MINE
SZ 12: 1× Cruiser, 1× MINE
SZ 31: 1× Battleship, 1× Cruiser, 1× MINE
Suez Canal Convoy Zone: 1× INF, 2× SUP
Atlantic Convoy Zone: 1× FTR, 1× DD, 2× SUP
🇬🇧 Commonwealth
Sea Zones
Indian Convoy Zone: 2× INF, 1× SUP,
Suez Convoy Zone (Control Marker – Commonwealth (represented by Anzac marker):
Indian Ocean Convoy Zone ((Control Marker – Commonwealth (represented by Anzac marker)):
Note: you can always just put a control marker underneath supplies when you get them, you don’t need the markers there the whole game for the Egypt convoy system.
Blanks:
Land Territories
Crete: Grey Chip (Means neutral territory)
Abbreviation Key
INF – Infantry
ART – Artillery
TNK – Tank
TRK – Truck
SUP – Supply
FTR – Fighter
BOM – Bomber
SCOUT – Scout Car
MECH – Mechanized Infantry
RECON – Recon Unit
ATG – Anti-Tank Gun
BB – Battleship
CRU – Cruiser
DD – Destroyer
SUB – Submarine
AAA – Anti-Air Artillery
MINE – Naval Mine
LAND MINE – Land Mine
Special Rules + extra info:
All units can not cross the white line until America invades Vichy France.
The game now lasts 20 rounds. All previous round events like Operation Torch occur 6 rounds later than before. About Operation Torch, the Operation will be delayed one turn for every turn there is an Axis Warship in one of the zones. You must destroy all Axis ships in all of the zones.
Also, the Anzac reinforcement house rule and the tiger tank house rule are now activated. (These are in the back of the out of the box rulebook.) The British can also buy 1 Commonwealth supply each turn.
I know the rulebook now calls IPC’s RP’s but I decided to keep it the same because I didn’t want to go back and change everything.
Italy:
IPC’s: 10
Add one Battleship, and Cruiser into the supply bag.
Round 3: Must attack one British territory or unit (includes islands) if possible and also has to declare war on Britain, Commonwealth and Free France. If they cannot attack yet they lose 3 IPC’s. For every turn they can’t attack after round 3 they lose an additional 3 IPC’s. For example, -3, -6, -9 so on if they can’t attack yet. Italy may only purchase 3 land or sea mines each turn for the whole game.
United Kingdom:
IPC’s: 6
Remove 3 Infantry, 1 Artillery, 1 Truck and 1 Destroyer from the supply bag. Add 2 Cruisers and 3 Mech’s into the supply bag.
On the first 3 turns they only collect half of their IPC’s, round down. (Made to balance.)
France:
IPC’s: N/A (Does not collect any)
Remove 2 Tanks from the supply bad. Add 2 Artillery, 1 Fighter, 1 Cruiser, 1 Destroyer, and 1 Mech into the supply bag.
At the end of Turn 1, France is attacked. Only Free French units can move only after a successful Operation Torch. All other French units cannot move.
You must choose 4 Infantry and 2 supplies to go and fight in the Battle of France.
Turn 3, France Falls. Roll a die for each french armored unit (including sea units)
a roll of 1-3 - fully intact! (Nothing happens…)
a roll of 4-6 - is destroyed so the Germans cannot use it. Simply place this back into the bag.
a roll of 7-10 - This unit must be repaired immediately due to a lack of maintenance. You must spend one supply to repair it. You must roll another dice to see if it is repaired. If it is not repaired, it becomes irrecoverable. Simply place this back into the bag.
a roll of 1-5 Repaired choose the supply closest to the units location. If there is no supply in reach then you may not repair.
a roll of 6-10 Not repaired
All Remaining units become Vichy,
Vichy units can not move, if an Axis unit moves into a land or sea territory containing a Vichy French unit roll a die,
a roll of 1-5 - you must remove all Vichy French units in that zone.
a roll of 6-10 - all armored Vichy French units (including ships) join what every country went into that zone (either Germany or Italy) put the appropriate axis control marker underneath them. Remove all Vichy French Infantry. As for supplies, they become Axis controlled supplies.
Same rules apply when Americans land into their zones but Vichy French will need supplies to fight, if they run out they surrender.
As far as Free France,
Turn 3, Free French forces emerge from London, place 2 × INF, 1× TRK, 1×SUP into the Atlantic Convoy Zone.
Turn 4, French Equatorial Africa becomes Free French (also represents Charles De Gallue), place 2× INF,1× MECH, 1×TNK, 1×SUP Atlantic Convoy Zone.
When the Americans take over French North Africa the Free French will need supplies to attack. The Americans can also choose to put 1 French Artillery, 1 French Supply, 1 French Mech, or 1 French Truck into Oran each turn if they choose. (This still includes the Infantry and Tank buy as well.) You can only purchase two French Units a turn!
America:
IPC’s: 36
Add 2 Scout Cars, and 2 Mech’s into the supply bad.
May now purchase scout cars and cruisers in addition to everything else. Also they land in the same zones but in each zone remove 1 American Infantry and put an Artillery there instead.
Germany:
IPC’s: 25
Add two Tiger Tanks into the supply bag.
Turn 7: Germany enters the African theater. Remove the blank chip from Crete. And place 1 bomber there. Also, the first rounds of purchase add 6 IPC’s to the amount to spend.
Bonus! Rommel and German material arrives to support Italians.
Place 51 IPC’s of equipment (this includes all ground and air units except for Infantry) directly into Tripoli, or El Alamein (Represents the German material sent to the Italians) 2 of the units must be tanks and 1 must be a mechanized infantry. Plus the bonus place 5 Supplies into the zone that contains the must units out of the two. Also, add 1 Tiger tank into the zone that contains the most German units. If any of the zones are above stacking limits you cannot place the units there. Place a control marker in all available convoy zones.If they are equal, choose. (I know it may be a lot but this is supposed to represent the desperate attempt to push back the British offensive and you can’t just buy a bunch of Infantry, armor cost’s more.)
Commonwealth:
IPC’s: Does not Collect any. But, Britain can choose to buy 1 Infantry or Supply each turn. If you wish to simply put him on the side of the game board and on the Commonwealth’s turn place him into the Indian Convoy Zone.
Add 4 Infantry, 1 Artillery, 1 Truck, and 1 Destroyer into the supply bag.
All Infantry units may attack with British forces of Britain’s turn. But, they cannot move during the Commonwealth’s next turn. Simply put them on their side to show they already moved.
Turn 3: Commonwealth reinforcements
Bonus!
Place 2 × INF, 1 × TRK, 1 × ART, 1 × TNK, 1 × DD, 2 × SUP into the Indian Convoy Zone
Turn 7: Commonwealth reinforcements
Bonus!
Place 2 × INF, 2 × SUP into the Indian Convoy Zone
New Turn Order:
Germany, Italy, United Kingdom, Commonwealth, France, United States.
Still some other stuff that is a work in progress.
RESOURCES:
These were used to inform historically accurate unit placement, political alignment, and the realities of logistics and infrastructure in North Africa during the start of World War II
(1939-1940).
Wikipedia (Campaign and Country Entries):Used for initial framing and regional control (e.g., French troops in Tunisia, British presence in Egypt, Italian Libya). - U.S. Army Green Books (CMH.gov): Provided logistics, supply lines, and descriptions of early Allied planning in North Africa.
Osprey Publishing ‘Campaign Series’ (War in North Africa):Source of uniform/vehicle composition, tactical doctrine (esp. Italian weaknesses), and terrain considerations.
Axis History Forum:Details about Italian operations, airfields, and troop numbers. Supported decisions like adding weak tanks and fewer artillery.
WW2DB.com & WWII Order of Battle Sites:Confirmed unit counts, artillery positioning, and whether Free French operated independently.
Historic Maps and Atlases (1939-1940):Ensured correct borders, locations for Tobruk, El Agheila, etc., convoy routes, and natural chokepoints. Axis & Allies Game Sources These official A&A editions influenced unit costs, overall balance structure, and design philosophy.
Design & Development Tools - ChatGPT (OpenAI):
Helped revise rules, draft player briefings, suggest setups, and rebalance factions to reflect historical disadvantages.
Google Docs: Main platform for drafting scenario documents and tracking edits.
Google Sheets:
Used to calculate total IPC values, compare initial unit strengths, and track balance metrics.
PDF Export Tools:To produce printable, professional-looking documents from scenario notes.
Other Info:
Added strategic choke points.
Land Mines: Historical reference to extensive minefields around Mersa Matruh and Tobruk; adapted from A&A North Africa (2024).
Weak Italian Units: Reflected Italy’s real logistical and technological limitations; intentionally added balance pressure on Axis.
Axis Strong Start, Allied Economic Curve: Traditional A&A design principle: Axis has a stronger board position early, but weaker economy over time.
Also thanks to @SuperBattleshipYamato for giving me
Naval-History.net – Royal Navy Order of Battle, 1939Used For:
Accurate British naval placements in the Atlantic, and Mediterranean.
Helped determine realistic ship types in the areas (e.g., destroyers, cruisers, submarines) present near Gibraltar, Suez, and the Indian Ocean. For example, I was thinking of having Carriers on the setup but there were no major Carriers or Carrier task forces at the time according to my research. They also would more than likely not work with the game mechanics.
Informed British convoy zone composition in Beta 0.1 setup.
Naval-History.net – French Navy Order of Battle, 1939Used For:
Determining what ships the French Navy had in North Africa in late 1939 and early 1940.
Guided me to not over place French ships in ancient sea zones to French North African ports. Also, it made me decide to round down on French ships due to most of the Vichy ships being destroyed by the British or failing in combat.
Well that’s it for now, if you have any other websites please tell me!
Adios,
FranceNeedsMorePower