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    Posts made by almashir

    • RE: Our Dream Axis and Allies Games…

      Some things I’d like to see:

      1.  Terrain effects on movement and combat.  Maybe print a movement cost on each territory, to represent:  1.) the difficulty of movement through mountains, jungles, forests, or undeveloped areas with few roads; 2.)  the difficulty of keeping units supplied in rough terrain; and 3.) the vastness of the area represented by some territories.  If the Japanese really want to send their tank armies to Moscow, or the Italians want to drive overland to South Africa, it should take a while.

      2.  Rail movement.  Allow each country to send 2-4 land units per turn by rail, which gives them unlimited movement, as long as all territories through which they pass were freindly controlled at the beginning of that country’s turn, and all are connected by land.  Each country would have its own rail allowance.  For instance:

      Russia:  3 units
      Germany:  4 units
      Italy:  2 units
      USA:  3 units
      Britain:  3 units
      Japan:  2 units
      ANZAC:  2 units
      China:  1 unit

      3.) More realistic starting forces.  This would involve a larger set of playing pieces.  But the more units on the map, the lower the likelihood of one or two bad die rolls deciding the game.  The more dice you roll, the closer the results will be to their statistical probability.  The Royal Navy should not be wiped out by 3 subs and 5-6 aircraft.

      posted in House Rules
      A
      almashir
    • RE: Why are there Canadian roundels? A new rule perhaps?

      I don’t see the big deal with the Canadian roundels.  They’re easy enough to ignore.

      I’ve been mulling over house rules, and I think I’m going to allow the British to spend any IPCs they have at any British factory on either map.  They’ll have 4 factories total:  Major IC in Britain and Minor ICs in Canada, South Africa, and India.  And maybe put a limit of 5 times the IPC value of the territory on any single unit built at a minor IC.  For instance, if the IPC value of the territory is 2, a minor IC can’t build any single unit that costs more than 10.  If the territory has a value of 3, then a minor IC can’t build a unit that costs more than 15.

      I’ll downgrade the factory in India to a minor IC to keep them from spamming large numbers of tanks, which I assume is one of the reasons the designers kept Pacific map IPCs separate from European map IPCs (That and the unrealistic prospect of battleships being cranked out in India).  But, if the British really really really want to crank out battleships or hordes of tanks, they can invest in an upgrade for the Indian factory to a major IC.

      posted in Axis & Allies Europe 1940
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      almashir
    • RE: Only scramble from islands?

      Razor,

      Nice try  :-D  I was thinking it was probably something they discovered in playtesting.  But I just can’t think of a reason to differentiate between islands and continents for this purpose.  I know, for instance, that the Italians had a pretty good navy.  Their surface ships were mostly well-designed and fast.  They did not, however, equip them with sufficient anti-aircraft capability.  They didn’t have any aircraft carriers of their own, which forced them to hug the coastlines whenever possible in order to stay within range of land-based air.  With the current rules, they could be protected by an airbase in, say, Sicily.  But if they were in the Adriatic they’d have no defensive air cover, even if they had airbases in both Yugoslavia and Italy.

      posted in Axis & Allies Pacific 1940
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      almashir
    • RE: Missing U.S. unit types

      I agree that the P-38 was probably not the best choice.  In Europe, it should probably be the P-51, and in the Pacific the Hellcat/Wildcat.  But it doesn’t really matter.  As for marines, I plan to use the following house rules:

      Marines cost 4 to build.  They act as regular infantry in all respects unless making an amphibious landing, in which case they attack with a 3.  Any nation can build them, but not more than one per turn.  They actually represent marines, rangers, commandoes, and regular infantry that are trained and equipped for amphibious landings.  I use a green poker chip underneath a regular infantry to represent marines.

      Other amphibious landing rules:  Tanks and artillery attack with a 1 when making amphibious landings.  If amphibiously assaulting against an enemy territory that has no units in it, assume there is a “garrison” unit with a defense strength of 1 defending the territory.  Ignore this garrison unit if there are also other units attacking the same territory from an adjacent land area.

      posted in Axis & Allies Pacific 1940
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      almashir
    • Only scramble from islands?

      Hi, all,

      I was just wondering if the designers have ever said why aircraft can only scramble to defend a sea zone from an island.  I imagine if German ships were operating off the coast of Norway they would be using ground based aircraft to provide a CAP.  And said aircraft would certainly respond to a request by radio for air support.  The same for Italy, Gibraltar, the US West Coast, the Baltic, etc.  I’m assuming this differentiation between airbases on islands vs. airbases on continents was put in for a reason.  Does anyone know what it is?

      posted in Axis & Allies Pacific 1940
      A
      almashir
    • RE: Do you want canada as a power

      I think Canada as a separate power is unnecessary.  I’m not too thrilled with ANZAC as a separate power, but I think I know why the designers did it:  1.)  play balance, and 2.)  historical accuracy.

      Right now, Japan has to face 3 weak powers (Commonwealth, China, and ANZAC) and one strong power (US).  If Commonwealth and ANZAC were allowed to act as one unit, they could pool their forces and attack together.  I don’t think that would affect play balance very much.  It’s also NOT historically accurate to keep them separate.  ANZAC, British, Indian, South African, Rhodesian, and Canadian troops worked together in joint commands frequently, particularly in North Africa.  And, colonial griping about “those arrogant Pommies” aside, they generally worked quite well together.

      But allowing ANZAC and Commonwealth to pool their income would mean Australia and India could build bombers, battleships, and aircraft carriers, which would not be historically accurate. Also, allowing ANZAC income to be spent in India would allow them to crank out large numbers of infantry and tanks.  Again, not historically accurate.  Yes, India had a huge population, but that doesn’t equate to being able to build a huge army overnight.  India had a fair amount of industrial capacity, but not for building capital ships, combat aircraft, and tanks.  And the technical expertise needed for expanding such activities was concentrated in Britain and Canada.  Also, large numbers if Indian troops were committed to North Africa, Sicily, and Italy.  And India was a huge country at that time, and included Pakistan, Bangledesh, Ceylon (Sri Lanka), and, I believe, parts of Afghanistan.  Much of the Indian army was committed to keeping the peace and discouraging rebellions among the various factions, and would therefore not be available to commit to the fight against Japan.

      Now, for my own house rules, I plan to have Britain, ANZAC, and Free French forces be combined in a single turn.  They can operate together for combat purposes, but have to keep their incomes separate.  ANZAC income can only be spent in ANZAC factories.  Commonwealth income can only be spent in Commonwealth factories (Britain, Canada, India, South Africa, and any new factories built in Commonwealth controlled territory).  I think I’ll allow Free French (I’m lumping Dutch and Belgians in with them) to use the income from their colonies to build units in British factories.

      posted in Axis & Allies Europe 1940
      A
      almashir
    • Axis & Allies: Global 1940 wish list

      Okay, it’s too late to add anything official to the AAE40 or Global40 rules, but for semi-official house rules, how about:

      Japanese/Soviet non-aggression:   Japan cannot declare war on the USSR unless the Axis controls at least one of the following:  London, Moscow, or Washington.  The USSR cannot declare war on Japan unless the Allies control either:  A.) Berlin, or B.) BOTH Paris AND Rome.

      Air Transports:  Cost:  7 IPCs.  Attack:  0.  Defense:  0.  Move:  6.  Can transport 1 infantry, paratroop, or marine from one friendly-controlled territory to another friendly-controlled territory during the non-combat movement phase.  They cannot transport tanks, artillery, or mechanized infantry.  They can also air-drop one paratroop into an enemy-controlled territory during the combat movement phase.  (Note:  There are various ways to designate an air transport.  I bought extra poker chips in different colors, so I use a bomber with a blue poker chip under it to represent an air transport.)

      Paratroops:  Paratroops cost 4 IPCs, and each country can build 1 per turn.   They function as regular infantry in all respects, except they may make air drops into enemy controlled territories.  When making an air drop, they attack with a 2.  If an AA gun is present in the territory they are air dropping into, the air transport that is carrying them must survive AA fire.  If not, the paratroop is destroyed along with the air transport.  (Note:  There are various ways to designate a paratroop.  I bought extra poker chips in different colors, so I use an infantry with a blue poker chip under it to represent a paratroop.)

      Marines:  Marines cost 4 IPCs, and each country can build 1 per turn.  They function as regular infantry in all respects, except they attack with a 3 when making an amphibious landing.  (Note:  There are various ways to designate a marine.  I bought extra poker chips in different colors, so I use an infantry with a green poker chip under it to represent a marine.)

      Amphibious landings:  Tanks and artillery have an attack value of 1 when making an amphibious landing.

      Garrison units:  The scale of A&A means that many units which played a role in the war were too small to be represented in the game, but still may have had an effect on the strategic situation.  (The U.S. garrison on Wake Island, for instance.)    If making an air drop with paratroops and/or an amphibious landing into an enemy-controlled territory that contains no enemy troops, there is considered to be a garrison unit with a defense strength of 1.  This unit must be defeated before an air drop or amphibious landing can capture a territory.  This rule is ignored if there are also land units (infantry of any type, tanks, or artillery) attacking from an adjacent land area.

      Defender Retreats:  During combat, any or all defending units may choose to retreat before any round of combat.  The attacker then gets one round of “freebie” shots at the retreating units, who do not get to fire back.  The defender may take casualties out of any “rear guard” units he decided not to retreat first.  Any defending units which did not declare their intent to retreat before the combat phase (“rear guard”) may still fire at the attacker.  Any units which declared their intent to retreat which survive this round of combat may then escape to an adjacent friendly area.

      Lend Lease:  The U.S. or Britain may give lend-lease money to any allied player.  This takes place during the British or U.S. “purchase new units” phase.  Roll a die to determine if the money and materiel survived U-boats, bribes, thefts, corruption, etc.  On a roll of 1, half of the money is lost (round fractions up).   On a roll of 2, one-third of the  money is lost (round fractions of 1/3 down,  and 2/3 up).  On a roll of 3-6, all money arrives safely.

      Rail Movement:  Rail movement takes place during the non-combat movement phase.  Units moving by rail have an unlimited movement allowance, provided all territories through which they travel were connected and friendly controlled at the beginning of the moving player’s turn.  Rail travel can occur across the Suez and Panama canals.  Tanks, mechanized infantry, and artillery units each count as two units.  Rail capacity, in number of units that can be moved per turn, is as follows:

      Germany:  4 units (limited to Europe and Asia)

      Japan:  2 units (limited to Asia)

      Britain/Free France:  2 units (limited to Europe, Africa, or Asia.  Can be used to move U.S. units)

      China:  2 units (limited to Asia.  Can be used to move U.S. units)

      Russia:  3 units (limited to Europe or Asia)

      U.S. - 4 units (limited to Western Hemisphere.  Can be used to move British or Free French units.)

      posted in Axis & Allies Europe 1940
      A
      almashir
    • RE: Flight Across Sahara

      Okay, how about this:  planes can fly across the Sahara, but it takes two movement points.  That would allow fighters to re-base, but not to fly missions back and forth.  Bombers could fly combat missions across it and get back to their starting base (barely), but they are, after all, supposed to be long range aircraft.

      posted in Axis & Allies Europe 1940
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      almashir
    • RE: Vichy France

      Okay, here are the house rules I use.  I converted the starting forces from “World in Flames” to Axis and Allies, with a start date of June 1941.

      XXI.  Vichy French.  Vichy units will not move or attack.  Until attacked, any income from a Vichy territory goes to the German player.  If a Vichy territory is attacked, roll a die for each Vichy unit prior to combat.  On a roll of 1-3, the unit becomes Free French.  On a roll of 4 the unit disbands and destroys/scuttles its equipment.  On a roll of 5-6 the unit joins the Axis and is replaced by a German unit.

      Vichy territories:

      Southern France:  2 infantry, 1 battleship, 1 destroyer
      Morrocco:  1 infantry, 1 battleship
      Algeria:  1 infantry, 1 destroyer

      posted in Axis & Allies Europe 1940
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      almashir
    • RE: June 1941 House Rules

      You mean of the map?  Hmm.  I have a digital camera.  When my kids get home, I’ll ask them if they know how to do it.

      posted in House Rules
      A
      almashir
    • June 1941 House Rules

      Hi, all.  I was browsing my World in Flames rules one day when the thought occurred to me that the order of battle could be converted to Axis and Allies with very little work.  Well, I’ve gone through a couple of iterations and a bit of playtesting, and came up with the rules listed below.  I made a couple of adjustments to WiF units, like converting cavalry to infantry, and making 1 A&A fighter equal to 1 WiF fighter plus 1 WiF tactical bomber or land-based naval air unit.  This was based on playtesting that involved the Luftwaffe sinking the entire Royal Navy on turn one  :-D

      I use the giant Xeno map, which divides China into 6 territories, and also adds a couple of Russian territories by dividing Ukraine and Caucasus into two each.  I ordered an extra set of playing pieces from Milton Bradley way back when, and I also have two sets of Xeno pieces, plus extra poker chips (adding yellow, black, purple, blue, and green to the mix).  If anyone sees any obvious flaws or has suggestions for fun rules to add, please feel free to critique.

      Axis and Allies
      June 1941 (Version B)

      I.  Victory Conditions.  Victory conditions are decided by the players prior to beginning play, depending on how long they want to make the game last.  It is determined by control of the following 12 cities:

      Washington, London, Leningrad, Moscow, Calcutta, Los Angeles, Berlin, Paris, Rome, Shanghai (Hofeh), Manila, and Tokyo

      Victory Levels:  Minor - 8 / Major - 10 / Total – 12

      II.  Map Changes.  Control is as shown for the following territories:

      Britain:  No changes
      Russia:  No changes
      U.S.A.:  Mexico, Central America, Iceland, and Brazil
      Germany/Italy:  France, Balkans, Poland, Norway, and Finland
      Vichy:  Morocco, Syria, and Algeria
      Japan:  French Indo-China and Hofeh

      III.  Air Transports.  Use a bomber with a purple chip under it to represent an air transport.  It can carry one infantry unit, including marine infantry and airborne infantry, from one friendly-controlled area to another during the non-combat movement phase.  It can also carry one airborne infantry unit from a friendly-controlled area and air drop it in an enemy occupied area.  If there is an AA gun in the area, the air transport must survive AA fire before it can drop the airborne infantry.  If the airborne infantry is dropped into an enemy area that is unoccupied by a unit with a defense value of at least 1, and there are no other land units attacking the area by non-air drop/non-amphibious landing, then there is considered to be a garrison unit with a defense factor of 1 defending the area.  This unit must be destroyed before the area can be considered captured.

      IV.  Airborne Infantry.  Use an infantry unit with a blue chip under it to represent an airborne infantry unit.  Can be built at a rate of one per turn per country.  Britain and Free France are considered one country for this purpose.  Paratroops attack with a 3 when making an air drop.

      V.  Marine Infantry / Amphibious Landings.    Use an infantry unit with a green chip under it to represent a marine infantry unit.  Can be built at a rate of one per turn per country.  Britain and Free France are considered one country for this purpose.  Marines attack with a 3 when making an amphibious landing.
      Tanks attack with a 1 when making an amphibious landing, unless the territory is also being attacked by land units from an adjacent land territory.
      If there is an AA gun present in a territory being attacked by an amphibious landing, it acts as coastal artillery.  The AA gun fires once at each transport attempting to carry land units to the beach, and once at each battleship or destroyer that is performing shore bombardment.  Any land units being carried on transports that are sunk by coastal artillery are destroyed along with the transport.
      VI.  Local Recruitment/Colonial Units.  Players may build one infantry unit per turn in any territory they control that has an economic value of at least 1, even if there is no factory there.  This is limited to one unit per continent per player.  Britain and Free France are considered one country for the purposes of this limit.  Continents are defined as follows:  North America starts at Panama, and includes the West Indies.  Asia includes Turkey, Trans-Jordan, Persia, Kazakh, and all parts of the U.S.S.R. east of Russia.  Australasia is a separate continent, and includes Australia and all islands in the Pacific and Indian Oceans.  Madagascar can be considered part of Africa or Australasia, at the owning player’s option.

      VII.  Factories.  Newly built factories are limited to building a number of units per turn whose economic cost does not exceed 6 times the printed economic value of the territory.  (Example:  If Germany builds a factory in Orel, which has a printed value of 2, it could build 12 IPCs worth of units per turn).  Captured factories, even those that were on the map at the beginning of the game (A captured factory is one in a territory printed in a color other than the color of the country controlling it) are also subject to this limit, unless they are re-captured by the original owner or one of its allies.  For instance, the factory in France is subject to this limit until a British, American, Free French, Russian, or Chinese unit liberates it.

      VIII.  Defender Retreats. 
      During combat, any or all defending units may choose to retreat before any round of combat.  The attacker then gets one round of “freebie” shots at the retreating units, who do not get to fire back.  The defender may take casualties out of any “rear guard” units he decided not to retreat first.  Any defending units which did not declare their intent to retreat before the combat phase may fire at the attacker.  Any retreating units which survive this round of combat may then escape to an adjacent friendly area.
      Subs attacked by aircraft only in a sea area from which they cannot retreat can “dive” after each attacking aircraft gets one shot on each sub.  (Example:  Germany has 3 subs in the Baltic, and Britain attacks them with 2 fighters.  The British player gets 2 shots at each sub, after which the German player can choose to dive any surviving subs.
      IX.  Shore Bombardment.  Battleships and Destroyers may do shore bombardment in support of an amphibious invasion, even if they participated in the approach battle to clear away defending ships.  Likewise, fighters participating in the approach battle may still attack the land area, provided they have the range.

      X.  Lend Lease.  The U.S. or Britain may give lend-lease money to any allied player.  On a roll of 1, half of the money is lost (round fractions up).  On a roll of 2, one-third of the  money is lost (round fractions of 1/3 down,  and 2/3 up).  On a roll of 3-6, all money arrives safely.

      XI.  Aircraft Range.
      An aircraft may not attack a territory or sea area that would require more than half of its movement points to reach.  This means a fighter may not attack an area more than 2 territories away from where it started the turn, and a bomber cannot attack a territory more than 3 territories away.  An aircraft launched from a carrier can start counting at the point of launch, after the carrier has moved.

      XII.  Rail Movement.  Rail movement takes place during the non-combat movement phase.  Units moving by rail have an unlimited movement allowance, provided all territories through which they travel were connected and friendly controlled at the beginning of the moving player’s turn.  Rail travel can occur across the Suez and Panama canals.  Any unit except ships and non-Russian factories may be moved by rail.  Rail capacity, in number of units that can be moved per turn, is as follows:
      Germany:  4 units (limited to Europe and Asia)
      Japan:  2 units (limited to Asia)
      Britain/Free France:  2 units (limited to Europe, Africa, or Asia.  Can be used to move U.S. units)
      China:  2 units (limited to China, including Chinese territories that start the game controlled by Japan.  Can be used to move U.S. units)
      Russia:  3 units (limited to Europe or Asia - can be used to move factories)
      U.S. - 6 units (limited to Western Hemisphere - can be used to move British/Free French units)

      XIII.  Influence.
      Spain - If Germany collects 60 or more IPCs at the end of its turn, it may roll to bring Spain in the war on the Axis side.  A roll of 1-2 is successful.  This may be attempted every turn Germany collects the requisite number of IPCs.
      Turkey - If Germany collects 65 or more IPCs at the end of its turn, it may roll to bring Turkey in the war on the Axis side.  A roll of 1-2 is successful.  This may be attempted every turn Germany collects the requisite number of IPCs.
      Sweden - Germany collects 2 IPCs per turn from Sweden, unless Sweden is captured by the Allies. 
      Western Hemisphere - U.S. may attempt to bring countries in the Western Hemisphere into the war through economic aid.  The U.S. must pay a number of IPCs to the bank equal to the printed IPC value of the country it is trying to influence.  The attempt is successful on a roll of 1-3.  The U.S. can increase the odds by 1/6 for each additional IPC it pays above the printed value of the country.  (Example:  If the U.S. is attempting to influence Peru, which has a printed value of 2, and it pays 4 IPCs to the bank,  it is successful on a roll of 1-5.)  Germany may attempt to block U.S. influence of Argentina and Chile by bidding any number of IPCs above what the U.S. is offering.  If the U.S. player is unwilling or unable to match the additional bid, he must abandon the attempt, and all U.S. and German IPCs are lost.
      Switzerland - Any player attempting to invade Switzerland must pay the bank 10 IPCs.  The invading player may not use tanks, and all Swiss infantry defend on a 3.

      XIV.  British Empire.  If Britain is conquered, the British player may move his capitol to Canada, Australia, South Africa, or India.  He may pay to build a factory in the new capitol, and it is not considered a “new” factory for build limits, unless Britain is re-captured by the Allies.  Britain also receives 4 IPCs per turn from her far flung empire which are not shown on the map.

      XV.  Neutrals.  Many neutral countries have their own militaries, which must be defeated before claiming the country.  If a neutral country survives an attack without being conquered, it joins the war on the side opposing the side that attacked it.  If it joins the Axis, it becomes part of Germany if it is in Europe, Africa, or the Americas, and part of Japan if it is in Asia or the Pacific.  If it joins the Allies, it becomes British controlled if it is in Europe or Africa, and American controlled if it is anywhere else.

      Ireland:  1 Infantry
      Portugal:  1 infantry in Portugal, 1 infantry in Angola, and 1 infantry in Mozambique
      Spain:  7 infantry, 1 tank, 1 fighter, and 1 destroyer in Spain, and 1 infantry in Rio de Oro
      Sweden:  5 infantry, 1 fighter, 2 destroyers
      Switzerland: 4 infantry (defend with a 3)
      Turkey: 6 infantry and 1 fighter
      Afghanistan:  3 infantry (defend with a 3)
      Mongolia:  2 infantry
      Saudi Arabia:  1 infantry
      Tibet:  1 infantry
      Central  America: 2 infantry (U.S)
      Iceland:  1 infantry (U.S)
      Mexico:  3 infantry (U.S.)
      Argentina:  4 infantry
      Brazil:  3 infantry (U.S)
      Chile:  2 infantry
      Columbia:  2 infantry
      Peru:  2 infantry
      Venezuela:  2 infantry
      Iran:  1 infantry
      Iraq: 1 Infantry

      XVI.  Defense Bonuses
      Britain - British infantry, tanks, and fighters get a +1 bonus when defending the home islands.
      Japan - Japanese infantry, tanks, and fighters get a +1 bonus when defending Japan.
      Gibraltar - Any infantry or tank unit defending Gibraltar gets a +1 bonus.
      Malaya - Any infantry or tank unit defending Malaya gets a +1 bonus.

      XVII.  Straits
      Ships cannot pass through certain narrow points unless the player controls the appropriate land area:

      Strait Land Area
      Panama Canal Panama
      Suez Canal Egypt
      Black Sea Turkey
      Western Mediterranean Gibraltar

      XVIII.  Japanese-Soviet Non-Aggression Pact.  Japan cannot attack the USSR unless the Axis controls London, Washington, or Moscow.  The USSR cannot attack Japan unless the Allies control either Berlin or both Paris and Rome.

      XIX.  Japanese Surprise.  The British and Americans cannot attack Japan during the first turn, unless Japan attacks them first.  If Japan attacks the Americans and/or British during one of the first two turns, it gets a surprise bonus for any attacks made entirely with aircraft that turn.  Anti-aircraft guns are ignored, and Allied units cannot fire at the Japanese planes during the first round of combat.

      XX.  Free and Half-Price Units.  Each player has a certain number of units which can be built for free or for half the normal price (fractions rounded up).  Free units represent those forces which have already been purchased and built, but had not quite finished training and/or sea trials prior to the beginning of the game.  Units available at half price represent ships (or carrier based fighters) which are either damaged or partially built.

      XXI.  Vichy French.  Vichy units will not move or attack.  If the territory they are occupying is attacked, roll a die for each Vichy unit prior to combat.  On a roll of 1-3, the unit becomes Free French.  On a roll of 4 the unit disbands and destroys/scuttles its equipment.  On a roll of 5-6 the unit joins the Axis and is replaced by a German unit.

      XXII.  Free French.  Free French forces are controlled by the British player, and can move and attack with British forces.  They actually represent Dutch, Belgian, and Polish forces as well.  As such, they get income from any blue territory on the map not occupied by Axis or Vichy forces.  In addition, they receive 1 IPC per turn which is not shown on the map.  Free French units can be built at British factories.

      XXIII.  U.S. Neutrality.  Unless attacked, the U.S. cannot move or attack during the first turn.  Also, it may only use 19 of its available IPCs to build units.  It may use the other 18 IPCs to provide lend-lease assistance to Russia, Britain, Free France, or China, or to attempt to influence Western Hemisphere countries to become U.S. allies.  These restrictions are removed on turn 2, and the US can attack any Axis country, even if not attacked first.

      Set up

      The following abbreviations are used: INF – infantry, MAR – marine, PARA – paratroop, TANK – tank, FTR – fighter, BMR – bomber, ATR – air transport, BB – battleship, DD – destroyer, CV – carrier, SUB – submarine, TRS – transport

      GERMANY:
      Balkans: 7 INF, 1 PARA, 1 FTR, 1 ATR
      Libya: 2 INF, 2 TANK, 2 FTR
      Rumania: 9 INF, 1 FTR
      Italian East Africa: 1 INF
      Italy: 5 INF, 1 TANK, 2 FTR, 1 BB, 5 DD, 2 SUB, 1 TRS, 1 AA, 1 FACTORY
      Germany: 2 INF, 1 FTR, 2 BB, 2 DD, 4 SUB, 1 TRS, 1 AA, 1 FACTORY
      France: 10 INF, 1 TANK, 2 FTR, 1 BMR, 1 AA, 1 FACTROY
      Norway: 4 INF, 1 FTR
      Poland: 22 INF, 7 TANK, 3 FTR, 1 BMR

      Note: Germany receives 2 IPCs per turn from Sweden unless it is captured by the Allies.
      First turn free units: Italy – 1 INF, 1 TANK, 1 FTR, 1 SUB, 1 TRS / Germany: 3 INF, 1 TANK, 1 FTR, 4 SUB
      Can build for ½ price: Italy – 2 BB, 2 DD / Germany – 1 CV, 1 DD
      Income level at start: 37 (+2 from Sweden)
      Cash at start: 39

      VICHY FRENCH:
      Morocco: 2 INF, 1 BB, 1 DD
      Algeria: 2 INF, 1 BB, 1 DD

      JAPAN:
      Manchuria: 3 INF, 1 FTR
      Korea: 1 INF, 1 AA, 1 FACTORY
      Japan: 2 INF, 3 FTR, 1 ATR, 5 BB, 10 DD, 3 CV, 2 SUB, 5 TRS, 1 AA, 1 FACTORY
      Thailand: 1 INF
      Okinawa:  1 INF
      French Indo-China: 1 INF
      Hofeh: 13 INF, 3 FTR,

      First turn free units: 1 INF, 1 MAR, 5 FTR, 3 CV, 1 DD, 1 TRS
      Can build for ½ price: 1 BB, 1 CV, 1 FTR
      Income level at start: 23
      Cash at start: 23

      USA:
      Philipines: 1 INF, 1 DD, 1 AA
      Hawaii: 1 INF, 2 FTR, 4 BB, 5 DD, 1 CV, 2 SUB, 2 TRS
      Western US: 1 INF, 1 MAR, 1 FTR, 1 ATR, 2 BB, 1CV, 1 AA, 1 FACTORY
      Eastern US: 2 INF, 1 FTR, 3 BB, 3 DD, 2 TRS, 1 AA, 1 FACTORY

      First turn free units: 1 CV, 1 FTR, 4 TRS
      Can build for ½ price: 2 BB, 6 DD, 3 CV, 3 FTR
      Income level at start: 37
      Cash at start: 37

      CHINA:
      South China: 9 INF, 1 FTR, 1 AA, 1 FACTORY
      Kwangtung:  5 INF
      North China:  4 INF

      First turn free units: 2 INF
      Can build for ½ price: none
      Income level at start: 11
      Cash at start: 11

      BRITAIN:
      United Kingdom: 5 INF, 3 TANK, 4 FTR, 1 BMR, 5 BB, 5 DD, 2 CV, 1 SUB, 4 TRS, 1 ATR, 1 AA, 1 FACTORY
      Malta:  1 INF
      Gibraltar: 2 INF, 2 FTR, 3 BB, 3 DD, 1 CV, 1 TRS, 1 AA
      Eastern Canada: 1 DD
      Egypt: 3 INF, 1 TANK, 1 FTR
      Sudan: 2 INF
      India, Ceylon, or Burma: 1 INF
      Singapore: 1 INF
      Cyprus: 1 INF
      Australia: 1 INF, 1 DD, 1 TRS
      Ceylon: 2 DD

      Note: Britain receives 4 IPCs per turn which are not shown on the map.
      First turn free builds: 1 INF, 1 FTR, 2 BB, 1 DD, 1 CV, 1 SUB, 1 TRS
      Can build for ½ price: 1 CV, 1 FTR, 2 DD
      Income level at start: 37 (+4 not shown on map)
      Cash at start: 41

      FREE FRANCE:
      Dutch East Indies: 1 INF, 1 DD, 1 TRS
      UK: 1 BB, 1 DD

      Note: Free France receives 1 IPC per turn which is not shown on the map.
      First turn free builds: none
      Can build for ½ price: none
      Income level at start: 10 (+1 not shown on map)
      Cash at start: 11

      USSR:
      Karelia: 7 INF, 2 TANK, 1 FTR, 1 BB, 1 DD, 1 SUB, 1 AA, 1 FACTORY
      Belorussia 5 INF, 1 TANK
      Ukraine:  5 INF, 1 TANK
      Black Sea: 1 DD, 1 TRS
      Soviet Far East: 4 INF, 1 TANK, 1 FTR, 1 SUB
      Russia: 2 INF, 1 FTR, 1 PARA, 1 ATR, 1 AA, 1 FACTORY
      Orel: 5 INF, 1 TANK, 1 FTR,
      Caucasus: 5 INF, 1 FTR

      First turn free builds: 2 INF, 1 TANK, 1 FTR
      Can build for ½ price: 1 BB, 1 DD
      Income level at start: 32
      Cash at start: 32

      posted in House Rules
      A
      almashir
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