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    Posts made by almashir

    • Marines (to avoid highjacking air transport thread)

      moralecheck,

      Hmm.  Points taken about overpowered marines.  Although, historically there is precedent for making amphibious landings when walking in would have been possible.  Anzio was a good idea, and would have worked well if it hadn’t been executed in such an overly cautious manner.  The Korean War landing at Inchon sort of fits the description of using amphibious attacks to threaten an enemy’s flank or rear.

      I’m starting to like your idea of keeping attack, defense, and movement the same as regular infantry, but allowing 3 marines per transport.  Of course, there would be no benefit if the number of marines available was not evenly divisible by 3.  Maybe modify this to say you can always load a marine as a 3rd unit onto an otherwise full transport?

      posted in House Rules
      A
      almashir
    • RE: FMG COMBAT UNITS - Rules: AIR TRANSPORT

      moralecheck,

      Yeah, I’d agree that having paratroops attacking with a 2 on the first round only during an airdrop makes better sense.  I had played with that before, and it seemed to work okay.  I dropped the idea because I thought people didn’t want that level of complexity.  But I see you tend to think along the same lines I do.

      I also originally swiped an idea from World in Flames where paratroops dropped on an undefended enemy territory had to fight a notional garrison unit, which defends on a 1. It represents a unit, or multiple units, that are too small and dispersed to be represented by a playing piece on the map.  But no one seemed interested in that level of complexity at all. :-)

      As for Marines, I’ve been toying with a similar idea.  Maybe give them an attack of 2 on the first round of an amphibious invasion, reverting to 1 on later rounds.  But I’m not sure that would make them worth the extra IPC.  So perhaps give them an attack of 2 for every round of the invasion, or maybe even give them an attack of 3 on the first round.  I’d also say tanks and artillery attack with a 1 on the first round.  Artillery can’t support infantry until round 2, and tanks can’t support tac bombers until round 2.  (But fighters can still support tac bombers.)  So, basically, the only land unit not attacking with a 1 on the first round would be the marines, which conveniently gives them a reason to exist.  What do you think?

      Tall Paul,

      I’m looking at the map, and trying to imagine a scenario where abuse would be rampant.  Based on factories and airbases that exist at the start of the game, I’m not seeing it.  That’s not to say someone couldn’t build a new factory, but that requires more money on top of the 14 IPCs for the air transport and paratroop.  Paratroops built in Britain could effectively be dropped in Normandy or Holland/Belgium on the next turn.  That seems reasonable (and historically within bounds).  Paratroops built in Germany could be dropped in Leningrad the next turn, IF the Germans already control the Baltic States.  Southern Italy could hit Alexandria or Egypt with paratroops (but they can only reach Egypt because of the airfield).  Most of the other scenarios involve moving for at least one turn to get in position from the factory, which would telegraph the threat to your opponent.  Either that, or the factory territory has an airfield in it anyway.  But it’s possible I’m missing something.  What are you seeing that I’m missing?

      posted in House Rules
      A
      almashir
    • RE: FMG COMBAT UNITS - Rules: AIR TRANSPORT

      Thanks, moralecheck,

      There is one item I forgot to address - paratroop stats.  I would lobby for the following:

      Attack 1 / Defense 2 / Move 1 / Cost 4

      Attack of 2 when air-dropped during combat move.

      Can be supported by artillery, just like regular infantry.

      Count as regular infantry if transported by ship.

      Arguments for attack of 2 when air-dropped:

      1.  Elite units/all volunteers

      2.  If intelligence and counterintelligence people have done their jobs well, they should have the element of surprise.  (If they haven’t done their job, that would be represented by a roll of 3-6.)

      3.  They are usually attacking high value targets (bridges, towns with major road and rail intersections, airfields, etc.), which means they are likely to do disproportionate damage for their numbers.

      4.  They are probably dropping far from the front lines, where defenders are less alert.  The defenders in rear areas are also less likely to be as capable and experienced as those on the front lines.

      Arguments against:

      1.  Air drops are iffy.  If the wind is blowing the wrong way, they could be scattered, and lose time getting reorganized.

      2.  Since they are behind enemy lines, they are going to have supply problems in a prolonged engagement, and they won’t have access to heavy artillery support.  This can be mitigated somewhat by air dropping supplies, and using bombers as a substitute for artillery.

      posted in House Rules
      A
      almashir
    • RE: FMG COMBAT UNITS - Rules: AIR TRANSPORT

      Okay, let’s see if I have the general semi-official non-binding consensus down:

      Air transport:  Attack 0 / Defense 0

      Movement:  4

      Combat movement:  Can carry Paratroops only (one unit per air transport).  Subject to AA fire from AA guns located in the landing zone.  If the air transport is destroyed, the paratroop is destroyed with it.

      Non-Combat movement:  Can carry Paratroops, Marines, or Leg Infantry (one unit per air transport)

      No suicide runs for air transports.  After dropping paratroops, they have to be able to land in a territory that was friendly controlled at the beginning of the turn.

      Now it gets tricky.

      I saw ideas earlier in the thread that would allow airborne drops to commence only from air bases.  With the range limited to 4, I think this would be too restrictive.  I would say that the paratroop and air transport have to begin the turn in the same territory, but it doesn’t need to have an air base.

      Non-combat move:  An air transport and the unit it is carrying must begin the turn in the same territory.  The air transport ends its movement in the same territory as the unit it carried.  (This represents the reality that it would take multiple trips by a very large number of air transports to relocate a complete infantry corps with all its supplies and equipment.  Of course, in reality, the unit’s organic trucks, heavy artillery, and engineering equipment couldn’t go by air, but at some point you have to make allowances for a game  :lol:)

      Any number of air transports can be built in a single turn.

      I’m a little uneasy about allowing unlimited contruction of paratroops in a single turn, but I think I’m outnumbered on that one.  So crank 'em out to your heart’s content.

      Did I forget anthing?  Or does anyone see any game breaking problems?

      posted in House Rules
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      almashir
    • RE: FMG COMBAT UNITS - Rules: AIR TRANSPORT

      Okay, I looked it up, and the maximum range on a C-47 was 3,800 miles.  But the normal range (fully loaded) was 1,600 miles.  So that wouldn’t be a non-stop flight across the atlantic, unless it was empty (JFK to Heathrow is 3458 miles).  A B-17 could fly 2,000 miles with a “useful bomb load.”  And a B-17 would be flying empty for the return trip on a bomb run, so that would extend the range further.

      I guess you could say transports have a range of 4 if they are carrying something, and range 6 if they are empty.  And if someone asks why we don’t do that with bombers, the official answer can be “because.”  :lol:

      As for carrying marines, I go back and forth on that one.  I guess you could say their landing craft and other amphibious landing equipment is pre-staged at their destination.  They also don’t need as many vehicles as mech infantry, because they can re-use the same landing craft for multiple trips to the beach, at which point they are basically leg-mobile.

      Specifications First flight: Dec. 23, 1941
      Model Number: C-47/R4D
      Wingspan: 95 feet 6 inches
      Length: 63 feet 9 inches
      Height: 17 feet
      Service ceiling: 24,000 feet
      Normal range: 1,600 miles
      Maximum range: 3,800 miles
      Weight: 31,000 pounds
      Cruise speed: 160 mph
      Power plant: Two 1,200 horsepower Pratt & Whitney R-1830 radial engines
      Accommodation: Three crew and 6,000 pounds of cargo, or 28 airborne troops, or 14 stretcher patients and three attendants

      posted in House Rules
      A
      almashir
    • RE: FMG COMBAT UNITS - Rules: AIR TRANSPORT

      I use the rules below.  I think the use of notional garrison units keeps paratroops from running amok, so there is no need to limit the range to 4.  The restriction on building one per turn per country keeps them from spamming all over the map, and is somewhat realistic, as they were elite units.  I don’t like the idea of allowing an air transport to carry two units.  That’s just a personal preference.  I like the idea of being able to simulate airborne landings on D-Day, where the paratroops were part of a larger operation.  Where paratroops were used by themselves, without immediate link-up with heavier ground forces, their success rate was lower, and/or their casualties were excessive (Market Garden/Crete/Malta, and post WWII at Dien Bien Phu).  The only major exception I can think of is Eban Emael (although even this operation involved over 25% casualties).

      Air Transports / Airborne Assaults

      Air transports cost 7 IPCs to build.  They have no attack or defense value, and may move up to 6 spaces per turn.  (I use a bomber with a blue poker chip under it to represent an air transport.)

      During the Non-Combat Movement Phase an air transport may be used to transport one paratroop or regular infantry from one friendly controlled territory to another friendly controlled territory.  This ends the air transport’s movement for the turn, even if it moved less than 6 spaces.  Air transports cannot carry tanks, artillery, mechanized infantry, AA guns, or marines.

      During the Combat Movement Phase an air transport that starts its turn in the same territory as a paratroop may load that paratroop and air drop it onto an enemy-controlled territory.  If there is an AA gun in the territory, the air transport must first survive anti-aircraft fire before dropping the paratroop.  If the air transport is destroyed by AA fire, the paratroop is destroyed with it.  If a paratroop is dropped into an enemy controlled territory that contains no enemy combat units, there is assumed to be a “garrison” unit in the territory.  The garrison unit defends with a 1, and must be eliminated before the paratroop can capture the territory.  The garrison unit is ignored if there are also units attacking the same territory that are not making an airborne assault.  When air dropping  paratroops, air transports may not make “suicide runs” (i.e., They must have enough range to land in a friendly controlled territory).

      Paratroops

      Any major power except China may build paratroops, but no nation may build more than one per turn.  For purposes of this limit, the British player may build paratroops on either map, but can still only build one per turn total.

      Paratroops cost 4 IPCs to build.  They function as regular infantry in all respects, except that they attack with a 2 when making an airborne assault.  (I use a regular infantry piece with a blue poker chip under it to represent a paratroop.)

      posted in House Rules
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      almashir
    • RE: Factories

      Well, if you want to prevent the US and USSR from getting unrealistically massive prior to entering the war, you could just say all their units cost double normal price until they are attacked or are allowed to declare war themselves.  (Infantry cost 6, Tanks cost 12, etc.)  This would give Japan added incentive to avoid attacking Russia early.  Now, the US and USSR could just refuse to spend anything until they enter the war and are allowed to buy units at regular price.  This would give them a massive bank roll to spend on their first turn of combat.  But it probably wouldn’t help Russia as much, since they can only build a maximum of 19 units per turn anyway in their 4 factories.  It means Germany would have extra incentive for strategic bombing raids.

      Perhaps also allow US to give Lend-Lease money to Britain, China, and USSR prior to entering the war (assuming the USSR is in the war before the US).  Roll a die for each turn for each country the US tries to give IPCs to:

      1-2 = all IPCs arrive safely
      3-4 = 75% of IPCs arrive safely (round fractions of .5 or more up)
      5 = 50% of IPCs arrive safely (round fractions of .5 or more up)
      6 = 25% of IPCs arrive safely (round franctions of .5 or more up)

      posted in Axis & Allies Global 1940
      A
      almashir
    • RE: Factories

      “…I also thought to reflect US’ unpreparedness for war(and unwillingness for one) that perhaps a freeze on their IPC collection, until attacked, was appropriate. To a lesser extent russia too…”

      Perhaps US and Russian units cost double before they are at war?  (Infantry=6, Tank=12, Fighter=20, etc.)  Of course, they could just save the cash until they are actually at war, and then have a really huge bank account to spend on their first turn.  But this tactic wouldn’t help the Russians as much, since they only have the capacity to build 16 units per turn, regardless of how much cash they have.  And I can’t see them spending money to build more factories, since the only territories they own worth 2 IPCs or more are likely to be German owned pretty quickly once Barbarossa kicks off.

      posted in Axis & Allies Global 1940
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      almashir
    • RE: Any allowance for "defective US torpedoes"?

      In fairness to the Japanese planners:

      “After the initial salvo at long range (20,000 meters), the four Kongo Class battleships and 17 Class A cruisers detailed to the night attack force were to break through the American screen–suicidally if necessary–and clear the way for the force’s two torpedo cruisers and the light cruiser and 14 destroyers of a destroyer squadron to expend the remainder of their ready torpedoes in a close range attack from as little as 2,000 meters.”

      IF they had ever actually gotten the massive fleet battle at night (without radar, which they couldn’t plan for, since they didn’t know about it), and acually managed to get a significant number of cruisers and destroyers to 2,000 meters or less, they might have had a chance of achieving the 15% hit rate.  But a lot of their planning DID involve timing their actions to coincide with Mr. Murphy’s annual vacation  :lol:

      posted in House Rules
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      almashir
    • RE: Any allowance for "defective US torpedoes"?

      If you want a more detailed analysis of the effectiveness of Japanese torpedoes:

      http://www.navweaps.com/index_tech/tech-067.htm

      posted in House Rules
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      almashir
    • RE: Why were there only 3 play-test games for Global?

      Cool.  Thanks for the info.  I’ll contact Wizards of the Coast.

      posted in Axis & Allies Global 1940
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      almashir
    • RE: Why were there only 3 play-test games for Global?

      Reading through earlier posts I saw references to a fix for “missing Tac bombers” in Pacific1940.  Does this mean there were supposed to be more than 6 Japanese Tac bomber pieces included?  If so, does it also mean we can contact the company and get the missing pieces sent to us?

      posted in Axis & Allies Global 1940
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      almashir
    • RE: Italy a bad design

      Well, I’ve only had a chance to play one game since I got Global, but the Italians didn’t have any problems.  The German player threw every ship, sub, and aircraft he possibly could against the Royal Navy.  When he was done, there was not a single British ship left in sea zones 109, 110, 111, or 112.  Of course, in the process this left him with not quite enough firepower to take France on turn one.  He tried again on turn 2 and failed.  The Italians actually ended up taking Paris on their turn 2, and the Germans took London on turn 2, at which point the Luftwaffe was down to 2 fighters, and the Germans had nothing but their starting forces on the Soviet border.  The British had to use their Gibraltar fleet to re-take the UK, leaving the Italians in a good position.

      Meanwhile, the Japanese had run amok and wiped out every Chinese unit on the map, and cutting off the Burma Road.  This prodded the British to declare war on turn 2 to reopen the Burma road and push the Japanese back.  On turn 3, the Japanese wiped out the US fleet that had just moved to Hawaii.  That’s where we left it, because we ran out of time.

      The point of all this is that the Italians were probably in the best shape of anyone (except maybe the US, which has the income to replace a fleet every turn).  Of course, I think the Italian player was probably the most skilled of all of us playing.

      posted in Axis & Allies Global 1940
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      almashir
    • RE: Pieces count

      Thanks for the piece count.  I’ve been looking at the pictures of the pieces posted online, and it looks like the Italian and Russian pieces are almost exactly the same color.  I have multiple sets of pieces in the old Milton Bradley colors, and I was wondering which ones were closer to the old Russian brown, in case I wanted to use them to supplement 1940.

      posted in Axis & Allies Global 1940
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      almashir
    • RE: Should this be under House Rules?

      Yes, I am quite insane  :-D

      As for how I got it all to fit, I typed it into a Word document, and then copied and pasted.

      I plan to playtest these rules and modify them as needed.  I was trying for as much historical accuracy as I could with the starting forces, while making the minimum number of changes to the official rules.  I got the idea from World in Flames, which is a great game, but, practically speaking, unplayable.  Even if you read and understand all the rules, finding one or more opponents who also have read and understand the rules is pretty much impossible.  You can, however, play Axis and Allies while you’re drunk (Been there.  Done that.  Got the T-shirt.)  But I like the idea of having the same basic problems, options, starting forces, and deployments the real military and political leaders of the time had to face.

      Now, I’ll admit that the Vichy France rules are a bit more detailed than most A&A players prefer, and I understand why the game disigners decided to just leave them out.  But, if I was going to give the French a realistic starting fleet, I had to have the Vichy option to keep the combined French and British fleets from blowing the Italians out of the water on turn one.  It also gives the Allies the same uncertainty about what the Vichy French forces would do if their territories were invaded.  Historically, it was a major concern for the British.  Remember that they actually bombed the Vichy French fleet in port in North Africa, killing, IIRC, a couple of thousand French sailers , because they were afraid of having it fall into Axis hands.

      posted in House Rules
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      almashir
    • Should this be under House Rules?

      Okay, I’ve obviously got too much time on my hands, but here’s how I’m going to currupt Global 1940 the minute I get my grubby little hands on it:

      Russian-Japanese Non-Aggression

      Japan cannot declare war on Russia unless the Axis controls at least one of the following at the beginning of the Japanese turn:

      1.  London
      2.  Moscow
      3.  Washington, D.C.
      4.  San Francisco
      5.  Every territory on the map with a Chinese roundel printed on it.

      Russia cannot declare war on Japan unless the Allies control at least one of the following at the beginning of the Russian turn:

      1.  Berlin
      2.  Both Rome and Paris

      If the conditions are met to declare war but the player chooses not to exercise it immediately, he loses the opportunity if he has not done so before the other side re-captures the relevant cities/territories.

      Marines

      Any major power except China may build marines, but no nation may build more than one per turn.  For purposes of this limit, the British player may build marines on either map, but can still only build one total (although a Free French marine may be built at a British factory on the same turn it is used to build a British marine).

      Marines cost 4 IPCs to build.  They function as regular infantry in all respects, except that they attack with a 2 when making an amphibious landing.  Use a regular infantry piece with a green poker chip under it to represent a marine.

      Amphibious Landings

      Tanks and artillery attack with a 1 on the first round of combat when making an amphibious landing.  If the combat lasts more than one round, they attack normally on all subsequent rounds.  Artillery also cannot support infantry to raise their attack value to 2 on the first round of combat during an amphibious landing.  Tactical bombers may not be paired with a tank to raise their attack value to 4 on the first round of combat when the tank unit is making an amphibious landing.  Tactical bombers can, however, still be paired with fighters to receive the bonus.

      Air Transports / Airborne Assaults

      Air transports cost 7 IPCs to build.  They have no attack or defense value, and may move up to 6 spaces per turn.  Use a bomber with a blue poker chip under it to represent an air transport.

      During the Non-Combat Movement Phase an air transport may be used to transport one paratroop or regular infantry from one friendly controlled territory to another friendly controlled territory.  This ends the air transport’s movement for the turn, even if it moved less than 6 spaces.  Air transports cannot carry tanks, artillery, mechanized infantry, AA guns, or marines.

      During the Combat Movement Phase an air transport that starts its turn in the same territory as a paratroop may load that paratroop and air drop it onto an enemy-controlled territory.  If there is an AA gun in the territory, the air transport must first survive anti-aircraft fire before dropping the paratroop.  If the air transport is destroyed by AA fire, the paratroop is destroyed with it.  If a paratroop is dropped into an enemy controlled territory that contains no enemy combat units, there is assumed to be a “garrison” unit in the territory.  The garrison unit defends with a 1, and must be eliminated before the paratroop can capture the territory.  The garrison unit is ignored if there are also units attacking the same territory that are not making an airborne assault.  When air dropping  paratroops, air transports may not make “suicide runs” (i.e., They must have enough range to land in a friendly controlled territory).

      Paratroops

      Any major power except China may build paratroops, but no nation may build more than one per turn.  For purposes of this limit, the British player may build paratroops on either map, but can still only build one per turn total (although a Free French paratroop may be built at a British factory on the same turn it is used to build a British paratroop).

      Paratroops cost 4 IPCs to build.  They function as regular infantry in all respects, except that they attack with a 2 when making an airborne assault.  Use a regular infantry piece with a blue poker chip under it to represent a paratroop.

      Modified Turn Sequence

      Certain powers take their turns at the same time, and can combine their attacks and have their units ride on each others’ transports, air transports, and railroads. The turn sequence is as follows:

      1.  Germany/Italy
      2.  Britain/France/ANZAC
      3.  Japan
      4.  Russia
      5.  USA/China

      Rail Movement

      Each power can transport a certain number of units by railroad during the non-combat movement phase each turn.  Being transported by rail uses a unit’s entire movement allowance for the turn.  Units can move by rail any number of territories per turn, as long as all territories are connected and friendly controlled.  Units may not rail move into or through a territory unless it was friendly controlled at the beginning of the player’s turn.  Rail movement may take place across canals and straits, provided the appropriate territories were controlled at the beginning of the player’s turn.  Rail movement may not take place across impassable areas (i.e., Sahara Desert).  Rail capacity for each player is as follows:

      China – 1 unit per turn.  Limited to territories with a printed Chinese roundel on the map.
      Britain – 2 units per turn.  Limited to Africa, Asia, and Canada.
      USA – 3 units per turn.  Limited to Western Hemisphere.
      Russia – 2 units per turn.  Limited to Asia and Europe.
      Germany – 3 units per turn.  Limited to Asia and Europe.
      Italy – 2 units per turn.  Limited to Europe and Africa.
      ANZAC – 1 unit per turn.  Limited to Australia.
      Japan – 2 units per turn.  Limited to Asia.

      Vichy France

      Immediately following the combat phase when Germany captures Paris, the French government will attempt to negotiate a surrender.  If the German player refuses the surrender, fighting continues as normal, and the French government will not offer to surrender again.  If all three French territories are captured, a Free French government is set up in London, and Free French units can be built at British factories using IPCs from any French territories not controlled by the Axis.  If the German player accepts the surrender, the following actions occur:

      1.  A Vichy government is installed in Southern France.  Any Axis units that are already occupying Southern France are immediately moved to Paris.  Place a German control marker on the territory.  The German player will receive any future income from the territory while it remains Vichy, and the German IPC chart is adjusted accordingly.  The territory of Normandy/Bordeaux, if not already German occupied, is surrendered to the Germans, and a German control marker is placed on it.  The German player may, at this time, transfer as many units as he likes to Normandy/Bordeaux from adjacent territories, even if they’ve already moved during the combat movement phase.

      2.  Morocco, Algeria, Tunisia, Syria, and French Indo-China immediately become Vichy territories.  A German control marker is placed on the territories. The German player will receive any future income from the Vichy territories on the European map while they remain Vichy, and the German IPC track is adjusted accordingly.  Any French units within these territories plus any French naval units remaining in Sea Zone 94 become Vichy, and cannot move or attack while they remain Vichy.

      3.  Any French units in Sea Zone 112 immediately become Free French, and will continue to fight the Axis for the remainder of the game.

      4.  Roll a die for each French unit still on the map in Normany/Bordeaux, Southern France, and Sea Zone 93 and apply the results as follows:

      On a roll of 1 the unit becomes Free French and is immediately moved to either the United Kingdom or Sea Zone 91, whichever is closer.

      On a roll of 2-4, the unit is disbanded or scuttled and removed from the map.

      On a roll of 5-6, the unit becomes Vichy and is moved to either Southern France or Sea Zone 93.  These units cannot move or attack while they remain Vichy.

      5.  All Vichy naval units are confined to port, and will not interfere with any naval units of either side that move through their sea zones.  If any Vichy territory (other than French Indo-China) is invaded by the Axis, all Vichy units and territories immediately become Free French for the remainder of the game.  If any Vichy territory is invaded by the Allies, roll a die for all units within that territory and adjacent sea zone, and apply the following results:

      On a roll of 1-3 the territory and all its units (including any Vichy naval units in an adjacent sea zone) become Free French.  The German control marker is removed from the territory, and the German IPC track is adjusted accordingly.

      On a roll of 4-5 the territory surrenders to the Allies.  All Vichy units are disbanded or scuttled and removed from the map.  The German  control marker is removed, and the German IPC track is adjusted accordingly.

      On a roll of 6, the territory decides to resist the Allies.  All Vichy units, including Vichy naval units in adjacent sea zones,  are replaced with their equivalent German units and become, for all practical purposes, German units for the remainder of the game.

      6.  A Free French government is set up in London, and Free French units may be built at any British factory (with the British player’s permission) on either map using available IPCs from Free French territories.

      Neutrals

      Afghanistran:  2 Infantry
      Bulgaria:  2 Infantry
      Finland:  4 Infantry, 1 Fighter
      Greece:  4 Infantry, 1 Destroyer
      Hungary:  2 Infantry
      Iraq:  1 Infantry
      Persia/Iran:  1 Infantry
      Portugal:  1 Infantry
      Rumania:  4 Infantry, 1 Fighter
      Spain:  1 Tank, 7 Infantry, 1 Fighter, 1 Destroyer
      Sweden:  5 Infantry, 1 Fighter, 2 Destroyers
      Switzerland:  5 Infantry
      Turkey:  7 Infantry, 1 Fighter, 1 Destroyer
      Yugoslavia:  5 Infantry, 1 Fighter
      Ireland:  1 Infantry
      Angola:  2 Infantry
      Argentina:  4 infantry
      Brazil:  3 infantry
      Chile:  2 infantry
      Columbia:  2 infantry
      Peru:  2 infantry
      Venezuela:  2 infantry

      Any neutral countries not listed here use the units printed on the map.

      Starting Forces:

      FRANCE
      France:  11 infantry, 2 tanks, 2 artillery, 1 mechanized infantry, 2 fighters, 2 tactical bombers
      Normandy/Bordeaux:  4 infantry, 1 artillery
      Southern France:  2 infantry, 1 artillery
      Morocco:  1 infantry
      Algeria:  1 infantry
      Tunisia:  1 infantry
      French West Africa:  1 infantry
      Syria:  1 infantry
      Sea Zone 93:  2 battleships, 1 cruiser, 2 destroyers, 1 submarine, 1 transport
      Sea Zone 94:  1 battleship, 1 cruiser, 1 destroyer, 1 transport
      Sea Zone 112:  1 battleship, 2 destroyers

      GERMANY
      Germany:  5 infantry, 1 artillery, 1 paratroop, 1 fighter, 1 bomber, 1 air transport 1 AA gun, 1 minor IC
      West Germany:  6 infantry, 2 artillery, 3 mechanized infantry, 3 fighters, 5 tactical bombers, 1 AA gun, 1 major IC, 1 naval base, 1 air base
      Greater Southern Germany:  4 infantry, 2 tanks, 1 artillery, 1 fighter
      Holland/Belgium:  10 infantry, 4 tanks, 2 artillery, 1 mechanized infantry, 2 fighters, 2 tactical bombers
      Denmark:  1 infantry, 1 fighter
      Norway:  2 infantry, 1 fighter
      Poland:  3 infantry, 1 tank, 1 fighter, 1 tactical bomber
      Romania:  2 infantry, 1 tank, 1 fighter
      Slovakia/Hungary:  2 infantry, 1 tank
      Sea Zone 103:  1 submarine
      Sea Zone 108:  1 submarine
      Sea Zone 113:  2 battleships, 2 cruisers, 2 destroyers
      Sea Zone 117:  1 submarine
      Sea Zone 118:  1 submarine
      Sea Zone 124:  1 submarine

      BRITAIN
      United Kingdom:  2 infantry, 1 mechanized infantry, 2 fighters, 1 tactical bomber, 1 air transport, 1 AA gun, 1 major IC, 1 naval base, 1 air base
      Alexandria:  1 infantry, 1 tank, 1 artillery, 1 mechanized infantry, 2 fighters, 1 tactical bomber
      Egypt:  1 infantry, 1 artillery, 1 mechanized infantry, 1 fighter, 1 naval base
      France:  1 infantry, 1 artillery, 1 tank
      Gibraltar:  2 infantry, 1 fighter, 1 naval base, 1 air base
      Iceland:  1 air base
      New Brunswick:  1 naval base
      Ontario:  1 tank
      Quebec:  1 infantry, 1 minor IC
      South Africa:  1 infantry, 1 minor IC, 1 naval base
      West India:  1 infantry
      India:  1 infantry, 1 fighter, 1 tactical bomber, 1 AA gun, 1 major IC, 1 naval base, 1 air base
      Burma:  1 infantry
      Kwangtung:  1 infantry,
      Malaya:  1 infantry, 1 naval base
      Sea Zone 71:  1 destroyer, 1 transport
      Sea Zone 85:  1 cruiser, 1 destroyer
      Sea Zone 91:  1 fighter, 1 tactical bomber, 3 battleships, 2 cruiser, 2 destroyers, 1 carrier
      Sea Zone 106:  1 destroyer, 1 transport
      Sea Zone 109:  2 destroyers, 1 transport
      Sea Zone 110:  1 fighter, 1 transport, 2 battleships, 2 cruisers, 3 destroyers, 1 carrier, 1 transport
      Sea Zone 112:  1 fighter, 1 tactical bomber, 3 battleships, 2 cruisers, 2 destroyers, 1 carrier, 1 submarine
      Sea Zone 37:  1 destroyer
      Sea Zone 39:  1 cruiser, 1 destroyer, 1 transport

      ITALY
      Southern Italy:  2 infantry, 1 fighter, 1 tactical bomber, 1 minor IC, 1 naval base
      Northern Italy:  3 infantry, 1 artillery, 1 fighter, 1 tactical bomber, 1 AA gun, 1 major IC, 1 air base
      Albania:  1 infantry, 1 artillery, 1 fighter
      Libya:  1 infantry
      Tobruk:  2 infantry, 1 tank, 1 artillery, 1 mechanized infantry, 2 fighters, 2 tactical bombers
      Ethiopia:  1 infantry
      Italian Somaliland:  1 infantry
      Sea Zone 95:  3 battleships, 3 cruisers, 5 destroyers, 2 submarines, 2 transports

      USSR
      Russia:  1 infantry, 1 paratroop, 1 air transport, 1 AA gun, 1 major IC
      Novgorod:  1 infantry, 1 tank, 1 fighter, 1 tactical bomber
      Karelia:  2 infantry
      Vyborg:  2 infantry, 1 artillery
      Baltic States:  2 infantry, 1 tank
      Belarus:  1 infantry, 1 tank, 2 fighters, 1 tactical bomber
      Eastern Poland:  2 infantry, 1 tank, 1 artillery, 1 mechanized infantry
      Western Ukraine:  1 infantry, 1 tank, 1 mechanized infantry, 1 fighter, 1 tactical bomber, 1 naval base
      Bessarabia:  2 infantry, 1 tank, 1 artillery
      Caucasus:  1 infantry
      Volgograd:  1 infantry, 1 minor IC
      Buryatia:  1 infantry
      Sakha:  1 infantry
      Amur:  3 infantry, 1 tank, 1 fighter
      Sea Zone 115:  1 battleship, 1 cruiser, 2 cruisers, 1 submarine, 1 transport
      Sea Zone 127:  1 destroyer
      Sea Zone 100:  1 destroyer
      Sea Zone 5:  1 submarine

      CHINA
      Szechwan:  2 infantry
      Yunnan:  5 infantry
      Hunan:  4 infantry
      Shensi:  1 infantry
      Suiyuyan:  2 infantry
      Hopei:  1 infantry
      Anhwe:  2 infantry
      Chahar:  2 infantry
      Kweichow:  3 infantry, 1 artillery, 1 fighter

      JAPAN
      Japan:  6 infantry, 1 tank, 2 artillery, 1 fighter, 1 air transport, 1 major IC, 1 naval base, 1 air base
      Korea:  1 infantry
      Manchuria:  3 infantry, 1 artillery, 1 mechanized infantry, 1 fighter, 1 tactical bomber, 1 AA gun
      Jehol:  2 infantry, 1 artillery
      Shantung:  1 infantry
      Kiangsu:  2 infantry, 1 fighter, 1 tactical bomber
      Kiangsi:  2 infantry, 1 artillery
      Kwangsi:  2 infantry, 1 artillery
      Siam:  2 infantry
      Palau Island:  1 infantry
      Caroline Islands:  1 infantry, 1 AA gun, 1 naval base, 1 air base
      Iwo Jima:  1 infantry
      Okinawa:  1 infantry, 1 fighter
      Formosa:  1 fighter
      Sea Zone 6:  5 fighters, 5 tactical bombers, 4 battleships, 3 cruisers, 7 destroyers, 5 carriers, 3 transports
      Sea Zone 19:  1 cruiser, 1 destroyer, 1 submarine
      Sea Zone 33:  1 fighter, 1 tactical bomber, 1 battleship, 1 cruiser, 1 destroyer, 1 carrier, 1 transport

      USA
      Eastern US:  1 infantry, 1 artillery, 1 air transport, 1 major IC, 1 naval base, 1 air base
      Central US:  1 infantry, 1 mechanized infantry, 1 major IC, 1 naval base, 1 air base
      Western US:  1 infantry, 1 marine, 1 AA gun, 1 major IC, 1 naval base, 1 air base
      Hawaii:  1 infantry, 1 fighter, 1 tactical bomber, 1 naval base, 1 air base
      Midway:  1 air base
      Wake Island:  1 air base
      Guam:  1 air base
      Philippines:  2 infantry, 1 fighter, 1 tactical bomber, 1 naval base, 1 air base
      Sea Zone 10:  2 fighters, 2 tactical bombers, 5 battleships, 2 cruisers, 3 destroyers, 2 carriers, 1 submarine, 1 transport
      Sea Zone 26:  1 cruiser, 2 destroyers, 1 submarine, 1 transport
      Sea Zone 35:  1 destroyer, 1 transport
      Sea Zone 101:  2 fighters, 2 tactical bombers, 4 battleships, 2 cruisers, 3 destroyers, 2 carriers, 1 transport

      ANZAC
      No changes from standard deployment for ANZAC.

      posted in House Rules
      A
      almashir
    • RE: Japan-Soviet Non-Aggression-Pact

      For Japanese/Russian non-aggression I’m thinking of trying out the following house rules:

      Japan cannot declare war on Russia unless the Axis controls at least one of the following
      1.  London
      2.  Moscow
      3.  Washington, D.C.
      4.  San Francisco
      5.  Every territory with a Chinese roundel on it

      Russia cannot declare war on Japan unless the Allies control at least one of the following:
      1.  Berlin
      2.  Rome and Paris

      If the conditions are met to declare war but the player chooses not to exercise it immediately, he loses the opportunity if he has not done so before the other side re-captures the relevant cities/territories.

      posted in Axis & Allies Global 1940
      A
      almashir
    • RE: Is Greenland an island?

      Personally, I don’t see a logical reason why fighters can only scramble from an island.  I figure the rule is probably the result of playtesting, and that allowing fighters to scramble from, say, Norway, would somehow unbalance the game.  But it seems like it would benefit both sides equally overall, considering the size of the map and the number of territories on it.

      posted in Axis & Allies Global 1940
      A
      almashir
    • RE: AA40_Expansion Pack Idea

      Hmm.  That might be an interesting twist.  Maybe say you can buy an A-bomb research center for, say 10 IPCs.  Then pay maybe 5 IPCs per turn to get a development die roll to determine how many research points you get.  Keep a running total of the results, and once the cumulative total reaches 20 research points you have A-Bomb technology.  Along the way, the enemy can do strategic bombing against your research center to knock down your research points total.

      posted in House Rules
      A
      almashir
    • RE: AA40_Expansion Pack Idea

      Personally, I’d settle for just being able to order an extra set of playing pieces.  I checked the Wizards of the Coast website, and as of right now, they have no plans to sell the playing pieces separately.  I have plenty of pieces from the Milton Bradley version (I ordered an extra set from them), but they are now the wrong colors for Germany and Russia (although the old Russian brown looks pretty close to the Italian colors).  Also, I have no pieces for cruisers, artillery, or tac bombers.  But I do have (from Xeno) helicopters, armored cars, hovercraft, destroyers, and M1 tanks.  I like to play with house rules allowing paratroops, marines, and air transports.  I use the helicopters for air transports, the hovercraft for marines, and an infantry with a blue poker chip under it for a paratroop.  I’ll have to come up with something different now.

      posted in House Rules
      A
      almashir
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