@superbattleshipyamato The control markers (AKA roundels because at the time of writing I forgot) are now also the extended supply lines out of your homeland territories. I will have to clean up the text because I used supply lines and the control markers sorta interchangeably.
Posts made by All Encompassing Goose
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RE: G40 - Supply Hubs and Line of Supplyposted in House Rules
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RE: G40 - Supply Hubs and Line of Supplyposted in House Rules
@superbattleshipyamato I can’t think of a better way to do the supply lines without it being scripted. I could make getting oil a higher priority but then it only allows that one strategy
You can use monopoly pieces as supply hubs lol
Or HBG stuff. -
G40 - Supply Hubs and Line of Supplyposted in House Rules
V1.0.1:
I just came up with an idea. According to many historians, Germany lost in Barbarossa due to overextended logistics, harsh weather, and of course the waves of Russian troops and equipment that kept coming and coming. Why not simulate that in the game by adding “Supply Tokens”? It will be an abstract of logistics and set up for a German advance to Moscow to halt, possibly balancing the game.
Let’s say each nation has a supply hub as long as there are friendly/neutral (neutral: no enemy units inside area, completely empty) sea/land areas connected to the troops then they will be in supply. Japan will be in Japan (Tokyo), Italy will be in Southern Italy, Germany will be in Western Germany (that is where the bulk of their industry is located), France will be in France (Paris), EUK will be in both United Kingdom (London) and Union of South Africa, PUK will be in India (Calcutta), ANZAC is in New South Wales, America will be in Central USA. Soviet Union will be in Novosibirsk and Archangel. China is an exception, they will have no supply center.
If your units are in a friendly home country’s territory (the ones colored on the map at the 1940 start date) then they are automatically in supply as long as the supply hub is not controlled by the enemy. Once armies start branching out, the countries’ control marker on enemy territory means they now control the supply in that province, reverting back to the friendly supply hub. If you capture an unfriendly country’s supply hub, it does not apply to you. So technically, the Axis and the Allies have their own separate supply system.
If there are foreign friendly units (eg. a UK tank in France aka Paris) then they will be supplied by the French supply hub. If there is a UK artillery in Normandy Bordeaux on round 2 while the Germans have captured France aka Paris then the supply line automatically goes to the UK supply hub(s) as long as there are a line of supply.
The control markers and the supply hub can now be strategically bombed. If you bomb a control marker, you roll for 1 AA. They can take 3 points of damage until it’s incapacitated. You cannot go any further than 3 points of damage. If you bomb a supply hub, you roll for 3 AA and they can take 8 points of damage until it’s incapacitated. You can continue taking off damage until a maximum of 16 damage is reached. This will make strategic bombing much more worth it for the Allies. A damaged supply hub will disrupt the entire supply system belonging to the country that controls that supply hub: After one turn if it is not brought back to working capacity, all control markers belonging to the country will be considered unsupplied. The homeland areas will be considered still in supply.
(This also means Germany cannot use Italy’s supply hub if their own is damaged (but if they are both undamaged then they can use both as they belong in the Axis))ADDITIONAL RULES AND CLARIFICATIONS:
- If Southern Italy is captured by the Allies, all other Italian territories still under Axis control will be under the German supply hub.
- Japan cannot connect supply hubs with Germany + Italy
- 1 German tank will automatically be added in Libya on Germany’s turn on round 2 and 3 as long as Libya is controlled by Italy.
So what happens when a group of LAND units are unsupplied? For each turn the supply is cut off, the units will receive attrition meaning they will have to roll 1 d6. If the player rolls 1,2, or 3 then that many units will be removed (player’s choice). If the player rolls 4,5, or 6 then all tanks, aircraft (NOT on a aircraft carrier), and mech infantry will go down -1 movement until they are able to go back in friendly supply. This will continue until the units have 0 movement.
Nothing happens to naval units if they are unsupplied, even in loaded transports until they are landed on shore. Naval units still support a supply line for land (and air) units.Checking supply will be done at the start of each country’s turn. If the country has units unsupplied, they have to roll the attrition die.
OPTIONAL:
- The Soviet Union, after 2 rounds of combat on the defensive side can retreat.
EVERYTHING HERE IS UNTESTED. PLEASE LEAVE YOUR FEEDBACK IN THE COMMENTS. See how this affects the balance of the game.
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RE: [Global 40] Grand Strategy Game Modeposted in House Rules
@superbattleshipyamato The armies team would absolutely crush the navy team
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RE: [Global 40] Grand Strategy Game Modeposted in House Rules
@superbattleshipyamato Not sure XD I think it’s up to the players to decide
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RE: Axis and Allies North Africa announced!posted in News
@imperious-leader I don’t think it would work very well with base A&A mechanics because it would majorly be decided on dice rolls, right?
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RE: [Global 40] Grand Strategy Game Modeposted in House Rules
@superbattleshipyamato I already said the starting unit changes… The neutrals are individual powers not played by anyone and be invaded individually. Countries can share units with eachother if they delcare they are allies. I guess it makes sense then to add a rule where if you are allied with someone, you have 1 turn of peace between each other (if you wish to declare war) so that you can’t randomly declare war on your ally and take all their unguarded territories.
I can see Germany being stuck in France but they do have a bigger economy making them be able to produce the units they need in 4 tounds if they decide to all move into Paris round 5. As Germany I would ally with France though because the EUK would be a very strong threat as the German army tries to recover. Planes will be a rarity and I can only really see those being viable in the middle to endgame.
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[Global 40] Grand Strategy Game Modeposted in House Rules
Remove all units on the map (keep facilities) and give every nation 4 rounds to build up their forces. All national objectives are disabled. Round 5 is when the peace period is over and now every country can go to war with each other. There is some diplomacy to this because you don’t start off at war or aligned with any power. All axis, allied neutrals are independent and can be invaded (without the others joining against you.)
Exceptions:
Japan gets a free minor industrial complex in Kiangsu on round 1
China will start with 9 infantry and 1 fighter in round 4 to place wherever they want. They do not get to do anything in the peace period.
Mongolian rules do not apply
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RE: Best infantry-heavy equipment ratio?posted in Axis & Allies Global 1940
@bootsontheground Statistically, a 1:3 ratio is the most balanced.
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[Global 1940] Boots in Canada Strategyposted in House Rules
As the US, declare war on the UK round 1 (epic strat, I know) and then invade all of Canada, also sink the fleet on sz 106. Not only this strategy increases your income by 7 but also removes a EUK bonus. If Japan hasn’t done their J1 turn yet, speak some sense into the player (using your fist) to not go into the money islands in exchange for “free reign in China or something.”
This strategy gives the Axis powers a chance of invading the British isles (this strategy had become obsolete since 2010 so I am doing them a favor) and then as the US you invade Eire (pro-allies) and build a space colony there Round 3-4. Not only is this a very important strat but by building a space colony there (you can find a piece for it on HBG) you will be able to use a satellite laser to destroy the stack in Paris, landing in Normandy and completely blockading the British Isles.
Of course the Axis are going to stop playing for food and so you play your special move: “starve them out” and then immediately capture the British Isles and getting back London. Call the UK player on your cell phone and tell them to come back to the den because the war is about to become intense. Now then, Russia is struggling because they wanted to “play fairly.” They are your little cousin afterall. Italy. Italy has free reign over Africa but not for long. French support! Build 3 foreign legions in French West Africa and steamroll the Italians turn-by-turn using Sahara Desert bypass hacks.
THE ENDSIEG: So now that Japan has quit the game, you launch a coup forcing Japan into a civil war. You control the Japanese home islands, Korea, and Manchuria while the German player is controlling the rest of China (that didn’t work too well I’m sorry guys :c) Use your income to stomp the rebellion round 7 and then invade into the weakened Soviet Union (they spilt apple juice on Russia so it’s impossible for their massive stack to move or for the Germans to take it) It will cost 20 IPC’s but it’s worth it… India UK Pacific has fallen to the US because of the UK player is back and gave their land to the US!!! Germany leaves the game :( They don’t want to play anymore
Tell me if you have any awesome and effective A&A G40 strategies!
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RE: Best infantry-heavy equipment ratio?posted in Axis & Allies Global 1940
@superbattleshipyamato 3:1. For every 3 infantry, have 1 artillery/tank. It depends on your situation though.
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RE: Noooooo!posted in Axis & Allies Global 1940
@superbattleshipyamato The real mystery here is the spinning top UAP on the top of the screen
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RE: Axis and Allies North Africa announced!posted in News
@superbattleshipyamato Where can I find news on this?
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RE: AI-Generated Axis & Allies Variants Using Hypo Chat by Hypotenuse.aiposted in Other Axis & Allies Variants
Barring the western navy in sz 127 and stuff like that it would be fun to try it in TripleA to see the madness
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RE: AI-Generated Axis & Allies Variants Using Hypo Chat by Hypotenuse.aiposted in Other Axis & Allies Variants
United States:
Starting Income: $52 (+5 national objective bonus income)
Western United States: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Central United States: 1 infantry, 1 aa gun
Eastern United States: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Alaska: 1 infantry, 1 aa gun
Hawaii: 2 infantry, 1 fighter, 1 tactical bomber, 1 aa gun, 1 naval base, 1 air baseSoviet Union:
Starting Income: $37 (+5 national objective bonus income)
Russia: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 2 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
Belarus: 4 infantry, 1 tank, 1 fighter, 1 aa gun
Ukraine: 3 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
Baltic States: 2 infantry, 1 aa gun
Eastern Poland: 3 infantry, 1 aa gun
Bessarabia: 2 infantry
Karelia: 2 infantry, 1 aa gun
Vyborg: 1 infantry
Amur: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 1 aa gun, 1 factory
Sakha: 6 infantry, 1 artillery
Siberia: 6 infantry, 1 aa gun
Soviet Far East: 2 infantryCommunist-Aligned:
Starting Income: $18
East Germany: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun, 1 factory
Poland: 4 infantry, 1 tank, 1 fighter, 1 aa gun, 1 factory
Czechoslovakia: 3 infantry, 1 artillery, 1 fighter, 1 aa gun
Hungary: 3 infantry, 1 tank, 1 aa gun
Romania: 3 infantry, 1 tank, 1 aa gun
Bulgaria: 2 infantry, 1 aa gun
Yugoslavia: 2 infantry, 1 aa gun
Albania: 1 infantry, 1 aa gunChina:
Starting Income: $20
Szechwan: 3 infantry, 1 artillery, 1 fighter
Yunnan: 3 infantry, 1 artillery
Chahar: 2 infantry
Anhwe: 2 infantry
Hunan: 2 infantry
Kweichow: 2 infantry
Shensi: 2 infantry
Sikang: 1 infantryWestern-Aligned:
Starting Income: $35 (+5 national objective bonus income)
Germany:
Western Germany: 3 infantry, 3 mechanized infantry, 2 tanks, 2 artillery, 3 fighters, 3 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
Greater Southern Germany: 2 infantry, 2 tanks, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory
Germany: 3 infantry, 3 mechanized infantry, 2 artillery, 2 fighters, 2 tactical bombers, 1 aa gun
United Kingdom:
United Kingdom: 2 infantry, 1 mechanized infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Scotland: 1 infantry, 1 aa gun, 1 air base
Quebec: 1 infantry, 1 aa gun
India: 3 infantry, 1 artillery, 1 fighter, 1 aa gun, 1 factory
Malta: 1 infantry, 1 aa gun
Gibraltar: 1 infantry, 1 aa gun, 1 naval base
Egypt: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
France:
France: 6 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun, 1 factory
Normandy/Bordeaux: 1 infantry, 1 aa gun,Here is the naval setup for each power:
United States:
Starting Income: $52 (+5 national objective bonus income)
Sea Zone 10: 1 destroyer, 1 cruiser, 1 battleship, 1 aircraft carrier (with 2 fighters and 2 tactical bombers), 1 transport
Sea Zone 26: 2 submarines, 1 transport
Sea Zone 101: 1 cruiser, 1 destroyer
Sea Zone 102: 1 transportSoviet Union:
Starting Income: $37 (+5 national objective bonus income)
Sea Zone 115: 1 submarine, 1 destroyer, 1 cruiser
Sea Zone 127: 1 submarineCommunist-Aligned:
Starting Income: $18
Sea Zone 115: 1 transport
Sea Zone 125: 1 submarine
Sea Zone 137: 1 destroyerChina:
Starting Income: $20
Sea Zone 20: 1 destroyer, 1 transport
Sea Zone 19: 1 submarineWestern-Aligned:
Starting Income: $35 (+5 national objective bonus income)
Sea Zone 91: 1 destroyer, 1 cruiser, 1 battleship, 1 aircraft carrier (with 2 fighters and 2 tactical bombers), 1 transport
Sea Zone 106: 1 destroyer, 1 transport
Sea Zone 109: 1 submarine, 1 transport
Sea Zone 110: 1 destroyer, 1 transport
Sea Zone 111: 1 destroyer, 1 transport
Sea Zone 119: 1 cruiser, 1 transport
Sea Zone 120: 1 submarine
Sea Zone 124: 1 transport
Sea Zone 125: 1 destroyer, 1 transport
Sea Zone 126: 1 cruiser, 1 submarine
Sea Zone 127: 1 cruiser, 1 battleship, 1 aircraft carrier (with 1 fighter and 1 tactical bomber), 1 transport
Sea Zone 128: 1 destroyer, 1 transport
Sea Zone 129: 1 transport
Sea Zone 135: 1 destroyer, 1 transportThere are a few additional rules that need to be known for this variant:
The Communist-Aligned power is not allowed to attack the Soviet Union or any other Communist-Aligned countries.
The Western-Aligned power is not allowed to attack the United States or any other Western-Aligned countries.
The United States and the Soviet Union are not allowed to form an alliance with any other power.
The Communist-Aligned power can only declare war on the Western-Aligned power if the United States or the Soviet Union has been attacked first.
The Western-Aligned power can only declare war on the Communist-Aligned power if the United States or the Soviet Union has been attacked first.
Victory is determined by the total number of victory cities controlled by a power at the end of a round. Victory cities are Washington, D.C., London, Moscow, Berlin, Paris, Rome, Tokyo, and Shanghai.
The game ends after a set number of rounds or when one power controls all victory cities on the board.
Here are the national objectives for each power:
United States:
Collect 10 IPCs if the United States controls all of its original territories.
Collect 5 IPCs if the United States is at war and has at least one land unit in France.
Collect 5 IPCs if the United States is at war and has at least one land unit in the Philippine Islands.
Collect 5 IPCs if the United States controls all of the following territories: Midway, Wake Island, Guam, and the Hawaiian Islands.
Collect 5 IPCs if the United States is at war and has at least one land unit in any two of the following territories: Normandy/Bordeaux, Holland/Belgium, Southern France, and Western Germany.
Soviet Union:
Collect 5 IPCs if the Soviet Union is at war and controls any three original Axis territories.
Collect 5 IPCs if the Soviet Union is at war and controls all of its original territories.
Collect 2 IPCs per territory if the Soviet Union controls Novosibirsk, Russia, and any other four of the following territories: Archangel, Baltic States, Belarus, Karelia S.S.R., Kazakhstan, Soviet Far East, Ukraine, and/or West Russia.
Communist-Aligned:
Collect 5 IPCs if the Communist-Aligned power controls all of its original territories.
Collect 2 IPCs per turn if the Communist-Aligned power is at war and controls at least one of the following territories: Burma, Hunan, Shan State, and/or Yunnan.
China:
Collect 6 IPCs if China controls all of its original territories.
Collect 1 IPC per territory if China controls at least one territory.
Western-Aligned:
Collect 5 IPCs if the Western-Aligned power controls all of its original territories.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Normandy/Bordeaux, Holland/Belgium, Southern France, and Western Germany.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Morocco, Algeria, Tunisia, and Libya.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Greece, Yugoslavia, and/or Albania.
In terms of political situations in the board, the Communist-Aligned power consists of China and the Soviet Union, while the Western-Aligned power consists of the United States, the United Kingdom, and France.
At the start of the game, the United States, the United Kingdom, and France are in control of West Germany, while the Soviet Union is in control of East Germany. The game is set up to reflect the political realities of the Cold War, with the Communist-Aligned power and the Western-Aligned power facing off against each other in a tense global struggle for influence.
As for finishing touches to the rules, one important consideration is the use of nuclear weapons. In this variant, the use of nuclear weapons is not allowed, as it would likely result in the destruction of the entire world and therefore end the game prematurely.
Another important rule is that movement of units is restricted by the borders of countries. This means that a unit may not move through a neutral territory unless it is capturing that territory, and may not move through an enemy territory unless it is attacking that territory.
Finally, it is worth noting that supply lines are an important consideration in this game. Each unit must be connected to a friendly territory by a chain of contiguous friendly territories in order to be able to move and fight. This means that players must carefully plan their movements and ensure that their units are always connected to friendly territory.
Overall, these rules and considerations help to create a rich and engaging gameplay experience that captures the tension and strategic complexity of the Cold War era.
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RE: AI-Generated Axis & Allies Variants Using Hypo Chat by Hypotenuse.aiposted in Other Axis & Allies Variants
@superbattleshipyamato I tried to make a cold war variant with it. I’ll try again when I am available to play with it again. I probably need to state each nation and give it examples of what a good cold war setup is (if you give it a link it will read the webpage for you) I found a random txt file in the “sources” it gives me in the 1939 variant (mostly to the a&a wiki 1939 setup and the discussion boards) but at the bottom there was a random website with a 1939 setup but it looked incomplete. The ai does a good job web-crawling.
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RE: AI-Generated Axis & Allies Variants Using Hypo Chat by Hypotenuse.aiposted in Other Axis & Allies Variants
Here is a customized Axis & Allies Global 40 “1939” variant setup with all the territory starting military numbers and their respective armies, air forces, and navies:
Germany:
- Starting Income: $20 (+5 national objective bonus income)
- Western Germany: 3 infantry, 3 mechanized infantry, 2 tanks, 2 artillery, 3 fighters, 3 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
- Greater Southern Germany: 2 infantry, 2 tanks, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory
- Germany: 3 infantry, 3 mechanized infantry, 2 artillery, 2 fighters, 2 tactical bombers, 1 aa gun
Soviet Union:
- Starting Income: $37 (+5 national objective bonus income)
- Russia: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 2 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
- Belarus: 4 infantry, 1 tank, 1 fighter, 1 aa gun
- Ukraine: 3 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
- Baltic States: 2 infantry, 1 aa gun
- Eastern Poland: 3 infantry, 1 aa gun
- Bessarabia: 2 infantry
- Karelia: 2 infantry, 1 aa gun
- Vyborg: 1 infantry
- Amur: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 1 aa gun, 1 factory
- Sakha: 6 infantry, 1 artillery
- Siberia: 6 infantry, 1 aa gun
- Soviet Far East: 2 infantry
United Kingdom:
- Starting Income: $28 (+5 national objective bonus income)
- United Kingdom: 2 infantry, 1 mechanized infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
- Scotland: 1 infantry, 1 aa gun, 1 air base
- Quebec: 1 infantry, 1 aa gun
- New South Wales: 1 infantry, 1 aa gun, 1 naval base
- India: 3 infantry, 1 artillery, 1 fighter, 1 aa gun, 1 factory
- Malta: 1 infantry, 1 aa gun
- Gibraltar: 1 infantry, 1 aa gun, 1 naval base
- Egypt: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
Japan:
- Starting Income: $20 (+5 national objective bonus income)
- Japan: 6 infantry, 2 artillery, 1 tank, 2 fighters, 2 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base
- Manchuria: 3 infantry, 1 artillery, 1 tank, 1 aa gun, 1 factory
- Kiangsu: 4 infantry, 1 fighter, 1 aa gun, 1 naval base
United States:
- Starting Income: $52 (+5 national objective bonus income)
- Western United States: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
- Central United States: 1 infantry, 1 aa gun
- Eastern United States: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
- Alaska: 1 infantry, 1 aa gun
- Hawaii: 2 infantry, 1 fighter, 1 tactical bomber, 1 aa gun, 1 naval base, 1 air base
China:
- Starting Income: $12
- Szechwan: 4 infantry, 1 fighter
- Yunnan: 6 infantry, 1 artillery
- Chahar: 2 infantry
- Anhwe: 2 infantry
- Hunan: 4 infantry
- Kweichow: 2 infantry
- Shensi: 2 infantry
- Sikang: 1 infantry
France:
- Starting Income: $0
- France: 4 infantry, 1 aa gun, 1 factory
Italy:
- Starting Income: $10 (+5 national objective bonus income)
- Northern Italy: 4 infantry, 1 artillery, 1 My apologies, it seems my previous response got cut off. Here’s the rest of the setup:
tank, 1 fighter, 1 aa gun, 1 factory
- Southern Italy: 3 infantry, 1 tank, 1 fighter, 1 aa gun
- Albania: 2 infantry, 1 aa gun
- Italian Somaliland: 2 infantry
ANZAC:
- Starting Income: $10
- New Zealand: 2 infantry, 1 fighter, 1 aa gun, 1 naval base
- New South Wales: 2 infantry, 1 artillery, 1 aa gun, 1 naval base
Canada:
- Starting Income: $10
- Ontario: 2 infantry, 1 aa gun
- Quebec: 1 infantry, 1 tank, 1 aa gun
United Kingdom (Pacific): 17 IPCs
2 infantry, 1 artillery, 1 fighter
Control marker and 1 infantry in Malaya
Control marker and 1 infantry in Hong Kong
Control marker and 1 infantry in Borneo
Control marker and 1 infantry in Shan State
Control marker and 1 infantry in IndiaHere is the naval setup for the Axis & Allies Global 40 “1939” variant:
Germany:
- Baltic Sea: 1 cruiser, 1 destroyer, 2 submarines
- Western Germany: 1 battleship, 1 cruiser, 1 destroyer, 1 submarine
Soviet Union:
- Sea Zone 115: 1 submarine
- Sea Zone 127: 1 destroyer
- Sea Zone 100: 1 cruiser
- Sea Zone 80: 1 submarine
- Sea Zone 5: 1 submarine
United Kingdom:
- Sea Zone 109: 1 destroyer, 1 transport
- Sea Zone 110: 1 cruiser, 1 battleship, 2 transports
- Sea Zone 111: 1 destroyer, 1 transport
- Sea Zone 92: 1 cruiser, 1 destroyer, 1 transport
- Sea Zone 98: 1 cruiser, 1 battleship, 1 destroyer, 1 transport
- Sea Zone 71: 1 destroyer, 1 transport
- Sea Zone 39: 1 destroyer, 1 transport
- Sea Zone 29: 1 submarine
Japan:
- Sea Zone 6: 1 battleship, 1 cruiser, 2 destroyers, 2 submarines, 2 transports
- Sea Zone 19: 1 destroyer, 1 transport
United States:
- Sea Zone 11: 1 cruiser, 1 destroyer, 1 submarine
- Sea Zone 26: 2 submarines
- Sea Zone 10: 1 destroyer
- Sea Zone 35: 1 destroyer, 1 transport
ANZAC:
- Sea Zone 62: 1 cruiser, 1 destroyer
Italy:
- Sea Zone 95: 1 cruiser, 1 destroyer, 1 submarine
- Sea Zone 96: 1 battleship, 1 cruiser, 1 destroyer, 1 submarine
Political situation:
- Germany is at war with Poland, France, and the United Kingdom.
- The Soviet Union is at peace with Germany but at war with Japan.
- The United Kingdom is at war with Germany and Italy.
- Japan is at war with China, the United Kingdom, and ANZAC.
- The United States is at peace with all nations.
Simulation of Rounds 1 and 2:
Round 1:- Germany purchases 2 submarines and 2 infantry, and moves its units to prepare for an attack on Poland.
- The Soviet Union purchases 3 infantry and 1 artillery, and sends reinforcements to its western front.
- The United Kingdom purchases 1 aircraft carrier and 2 fighters, and moves its navy to protect its home waters.
- Japan purchases 1 transport and 2 infantry, and prepares to invade China.
- The United States purchases 1 destroyer and 1 infantry, and begins to build up its navy in the Pacific.
- ANZAC purchases 1 infantry and 1 artillery, and moves its navy to protect Australia.
- Italy purchases 1 destroyer and 1 infantry, and moves its navy to prepare for an attack on the United Kingdom.
Round 2:
- Germany declares war on Poland and invades with overwhelming force, capturing the territory and causing Poland to surrender.
- The Soviet Union continues to build up its army on its western front, anticipating a possible German invasion.
- The United Kingdom conducts naval raids on German convoys in the North Sea, sinking a transport and a submarine.
- Japan invades China, capturing several territories and pushing deeper into the country.
- The United States continues to build up its navy in the Pacific, sending a task force to patrol the waters near the Philippines.
- ANZAC reinforces its army in Australia, preparing for a possible Japanese invasion.
- Italy launches a naval assault on the United Kingdom, sinking a transport and damaging a cruiser. The United Kingdom responds by sinking an Italian destroyer with its navy.
Note that the above simulation is just one possible outcome of many possible scenarios, and the actual game may play out differently depending on the players’ strategies and decisions.
Certainly, here are the army numbers for the neutral territories in Axis & Allies Global 40 “1939” variant:
Poland: 4 infantry, 1 tank
Romania: 4 infantry, 1 artillery, 1 tank
Bulgaria: 4 infantry, 1 artillery, 1 tank
Yugoslavia: 4 infantry, 1 artillery, 1 tank
Spain: 6 infantry, 1 artillery, 1 tank, 1 fighter
Sweden: 3 infantry
Switzerland: 2 infantry
Turkey: 8 infantry, 1 artillery, 1 tank, 1 fighterNote that in the game, these territories are initially neutral and cannot be attacked by the major powers. However, they may be influenced to join one side or the other through diplomatic efforts, or they may be invaded once the major powers are at war with each other.
Here are the national objectives for the Axis & Allies Global 1939 variant:
Germany:
- 5 IPCs if Axis powers control at least 3 of the following territories: Poland, Eastern Poland, Baltic States, and Finland.
- 5 IPCs if Germany controls Norway, Denmark, Holland, Belgium, and Luxembourg.
- 5 IPCs if Germany controls at least 2 of the following: Novgorod, Volgograd, and Caucasus.
- 5 IPCs if Germany controls Egypt, Trans-Jordan, and Persia.
- 5 IPCs if Germany controls France and the United Kingdom has not liberated any originally German territories.
Soviet Union:
- 5 IPCs if Soviet Union is at war and controls any 3 of the following: Baltic States, Belarus, Western Ukraine, and Ukraine.
- 5 IPCs if Allies control at least 3 of the following: Norway, Finland, and Northwest Persia.
- 5 IPCs if Soviet Union controls Poland and Germany has not declared war on the Soviet Union.
- 5 IPCs if Soviet Union controls Berlin and Germany has not declared war on the Soviet Union.
United Kingdom:
- 5 IPCs if the United Kingdom controls all of its original territories in Europe, the Middle East, and Africa.
- 5 IPCs if the United Kingdom controls all of its original territories in the Pacific.
- 5 IPCs if the United Kingdom controls at least 2 of the following: Gibraltar, Egypt, India, Australia, and/or Eastern Canada.
- 5 IPCs if the United Kingdom has liberated at least 1 originally Soviet territory.
Japan:
- 5 IPCs if Japan is at war with the United States and has not attacked French Indo-China.
- 5 IPCs if Japan controls all of the following: Guam, Midway, Wake Island, Gilbert Islands, and Solomon Islands.
- 5 IPCs if Japan controls Java, Sumatra, Borneo, and Celebes.
- 5 IPCs if Japan has not provoked the United States by taking any Allied-owned territories or declaring war on the United Kingdom/ANZAC.
United States:
- 5 IPCs if the United States is at war and controls all of its original territories.
- 5 IPCs if the United States is at war and has at least 1 land unit in the United Kingdom, West Germany, or Norway.
- 5 IPCs if the United States is at war and has at least 1 land unit in China or Siberia.
- 5 IPCs if the United States is at war and has liberated at least 1 originally Allied territory.
Italy:
- 5 IPCs if Axis powers control at least 3 of the following territories: Greece, Yugoslavia, Albania, and Bulgaria.
- 5 IPCs if Italy controls all of the following: Egypt, Trans-Jordan, and Gibraltar.
- 5 IPCs if Italy controls at least 2 of the following: Morocco, Algeria, Tunisia, and/or Libya.
- 5 IPCs if Italy controls France and Germany has not declared war on Italy.
COMMENTS FROM HUMAN: I don’t know if the setup is copied from somewhere else but it’s still cool to see an AI try to make a variant even if it’s unbalanced and a little messed up. It looks like Japan is totally screwed in this version. Libya is vacant? France has 0 income?? LOL It also seems like it forgot about the Benelux and Germany has their navy in-port. Lots of fun.
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AI-Generated Axis & Allies Variants Using Hypo Chat by Hypotenuse.aiposted in Other Axis & Allies Variants
Use this thread to AI-generate Axis & Allies variants/setups. I am not affiliated with the AI used and in a while this AI will become obsolete and/or paid to use but I find it much better than ChatGPT.