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    Posts made by AxisAndAllies1940

    • RE: Bombers Balance

      I think strategic bombers are overpowered, and they can seriously tip the game in two scenarios:

      If the US can get 7-odd strategic bombers in the Pacific, they can cripple the IJN, which is very hard for Japan to replace. Then, the US can throw down some subs, and there goes Japan’s income.

      Second, if Germany can get 4 or 5 strategic bombers on the Russian front, they can hit the MIC in Moscow ahead of the advancing German troops. This will sap valuable IPCs from the Soviet income, and during the final assault on Moscow, will be useful on attack.

      posted in Axis & Allies Global 1940
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      AxisAndAllies1940
    • RE: Handling Japan vs. Americans + Siberians + Yunnan Stack

      I am in fact in a similar situation myself in a current game. I’m focussing on the Dutch East Indies, the Chinese coast (including Kwangtung), and the naval defence of sea zone 6. I look like holding out until Germany can accumulate 8 VCs.

      posted in Axis & Allies Global 1940
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      AxisAndAllies1940
    • RE: Global 1940 with 20 Powers

      I am in the middle of playing this game as Germany and the Axis Minors, and I have found that the Axis have a major advantage, since the Finns can declare war turn 1, tie up Soviet troops for a turn, on turn 2, Hungary and Romania can declare war, take East Poland and Bessarabia, then turn 3, the Germans (who have built up tanks in Poland, Hungary, and Romania), can sweep through and take Belarus, W Ukraine, and Ukraine. Then, the Axis Minors can can-open Bryansk and Smolensk. Moscow falling before turn 5 seems quite possible.

      As for Canada, a few subs can hold them back for a few turns. Turn 1: kill Canadian navy, turn 2, Canada builds a new navy, turn 3, Canada kills your subs. It’s quite possible for Canada to just sap 7 IPCs a turn from UK London’s money for 4 turns, without much of a return.

      This also allows Italy to focus exclusively on Egypt, as Germany can use its Paris veterans to kill Yugoslavia en route to Russia t2. Bulgaria can’t defeat Greece by itself, but it can weaken it enough that either Germany or Italy can kill Greece without much fuss (together with Southern France, that’s 2/3 of the Roman Empire objective). So Italy doesn’t urgently need to provide a can-opener in Russia, doesn’t have to worry about French North Africa (at least not at first), and has Balkan allies (plus aid from Germany if need be), to knock out Yugoslavia and Greece.

      I think that a few things that could help here are: giving Russia more units in the north (to counter Finland), giving Russia more units in the centre (Kazakhstan, Samara, Novosibirsk), that can fight the new Axis Minors, making South Africa or Free France stronger (to help fight Italy), and giving Canada more of a navy.

      All in all, this is still a great setup! 8.5 stars out of 10.

      posted in House Rules
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      AxisAndAllies1940
    • RE: Global 1940- Income Increases

      How do you propose I simplify it?

      posted in House Rules
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      AxisAndAllies1940
    • RE: Global 1940- Income Increases

      I should probably give my personal Lend-Lease rule, but feel free to substitute your own! These rules can easily be combined with other house rules (for example, French Indochina becoming Vichy-controlled could trigger an American income increase).

      The USA may move one unit per turn from Eastern or Central United States to London as long as it is possible to trace a path through:

      A: sea zones 101, 102, 103, 104, and 109
      B: sea zones 101, 102, 103, 104, and 110
      C: sea zones 101, 106, 107, 108, and 109
      D: sea zones 101, 106, 107, 108, 104, and 110
      E: or sea zones 101, 106, 107, 108, 104, and 109
      without encountering an Axis naval unit (other than a transport), and London is under Allied control.

      Alternatively, the USA may move one unit per turn from Eastern or Central United States to Archangel, as long as it is possible to trace a path through:

      A: sea zones 101, 106, 117, 123, 124, 125, 126, and 127
      B: sea zones 101, 106, 117, 118, 119, 124, 125, 126, and 127
      C: or sea zones 101, 106, 117, 118, 119, 111, 112, 125, 126, and 127
      without encountering an Axis naval unit (other than a transport), as long as Archangel is under Allied control.

      Along with one of these two options, the United States may send 1 unit from Western United States to Amur, as long as Japan is not at war with Russia. This is also possible if Japan is at war with Russia, but does not control Amur and does not have any naval units in sz5. The US may send lend-lease through this route even if Japan and the United States are at war.

      posted in House Rules
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      AxisAndAllies1940
    • Global 1940- Income Increases

      The United States and the Soviet Union have to reach a certain level of income before they can declare war on the Axis. Income increases are caused by Axis actions.

      The USA has a specific series of events that they can use to propel them towards war. They have to get to an income of 52 IPCs per turn before they can declare war. The USA starts with 12 IPCs per turn. These income increases are triggered by Axis aggression. Income increases are immediate (for example, if Germany captures London, the United States would immediately get the +20).

      Japan builds a battleship, aircraft carrier, or cruiser: +3 IPCs per ship
      Japan controls Szechwan: +3 IPCs
      Axis invade any strict neutral: +5 IPCs per attack
      Japan declares war on the Soviet Union: +7 IPCs
      Japan captures French Indochina: +10 IPCs
      European Axis declare war on the Soviet Union: +15 IPCs
      Axis capture London: +20 IPCs
      Japan controls New South Wales: +20 IPCs
      Japan makes an unprovoked declaration of war on Britain: +25 IPCs
      Axis control any North or South American territory (including Iceland and Greenland): +25 IPCs
      Axis declare war on USA: Raise to 52 IPCs Income

      When the USA reaches certain income levels per turn, they may do certain things:

      20 IPCs: The USA may move naval units around the Pacific. They must still avoid sea zones adjacent to Japanese territories.
      The USA may also move units between Pacific territories. They still must remain out of China and Japanese territories

      30 IPCs: The USA may move naval units through the Panama Canal and into sz102. They may also move units into Greenland.

      40 IPCs: The USA may lend-lease* to the Allies and research technology.

      50 IPCs: The USA may move units into Iceland.

      52 IPCs: The USA may declare war on all Axis powers and move units into China.

      The Soviet Union has signed separate treaties with Germany and Japan. This places them in a unique position with regards to going to war. The Soviet Union starts with 8 IPCs, and has to get to 37. Like the USA, the Soviet Union�s income increases are triggered by Axis actions. In Europe, the Soviets receive income increases in the following situations.

      Axis activate Bulgaria: +3 IPCs
      Germany declares war on the United States: +3 IPCs
      Japan declares war on Britain, France, or America: + 3 IPCs per declaration of war
      Japan attacks Sikang, Tsinghai, or Kansu: +7 IPCs per territory
      Axis activate Finland: +10 IPCs
      Axis capture London: + 20 IPCs
      Japan attacks any Mongolian territory: +15 IPCs per territory

      If rearmament rolls push the Soviet Union to 37 IPCs, the Soviet Union may declare war on the European Axis or Japan without provocation. If the European Axis push the Soviet peacetime income to 37, then the Soviet Union may only declare war on the European Axis, not Japan. The same is true in vice versa. The other power must do one more of these actions before the Soviet Union can declare war on them. Income increases are immediate (for example, if Germany activated Bulgaria on the Non Combat Move phase of G1, the Soviet Union would immediately gain the 3 IPCs).

      The Soviet Union, like the United States, has several income-determined actions:

      25 IPCs: The Soviet Union may move the units in Amur, Buryatia, and Sakha into the Europe map

      30 IPCs: The Soviet Union may activate Persia and Greece.

      35 IPCs: The Soviet Union may invade Finland (even if it is Axis occupied), without declaring war on Germany.

      IMPORTANT!!! These income increases are given immediately, once the trigger actions are taken. War can be declared as soon as your power’s income has reached wartime level (even on another power’s turn).

      posted in House Rules
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      AxisAndAllies1940
    • RE: G40- Alternate Russia Rules

      Perhaps the Russians should have a choice between the two (as I based Novrosibirsik on the G39 rule)

      posted in House Rules
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      AxisAndAllies1940
    • Italian Co Belligerent Army/Italian Social Republic- Global 1940

      The Italian Co Belligerent Army (ICBA) is formed after any Allied attack on Southern Italy, and is an Allied power. ICBA territories are Southern Italy, plus any Italian territory without German units that the Italian player rolls a 1-3 on. ICBA’s capital is Southern Italy. If this is captured, the ICBA is disbanded, and all ICBA territories become Italian Social Republic territories. The ICBA may not be constituted twice. ICBA units may attack and move on their own turn (between the Far East Command and the Italian Social Republic), and they may capture territory. If an Italian-occupied territory becomes ICBA, then it is restored to the original owner. If that owner’s territory is occupied, then no power owns it, and any power may walk in, after which it is subjected to the usual rules about liberating the territory of a power who has lost their capital. The ICBA may build in any ICs they own, and they may collect their own income.

      The Italian Social Republic (ISR) is formed after any Allied attack on Southern Italy, and is an Axis power. ISR territories are Northern Italy, any Italian territories with German troops, plus any Italian territories that the Italian player roll a 4-6 on. The ISR’s capital is Northern Italy. If this is captured, the ISR is disbanded, and all remaining ISR territories become German-owned. The ISR may not be reconstituted twice. ISR units may attack and move on their own turn (between the ICBA and ANZAC). Any territory they capture (other than Southern Italy), becomes German. Italian-occupied territories that become ISR remain ISR, and do not revert to Germany. The ISR may not collect income, and gives all of its money to Germany. However, the German player may purchase up to ten units per turn in Northern Italy, using Italian pieces. If Southern Italy is captured, all ICBA territories become ISR, and the ISR reverts to the normal Italy.

      All units in ICBA territories become ICBA, and all units in ISR territories become ISR.

      posted in House Rules
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      AxisAndAllies1940
    • RE: The "Red Tide" Strategy

      I find that Russia always gets kicked around and destroyed every game. Even by retreating everything to Moscow, the Germans can encircle Moscow, spread out to snatch Siberian IPCs with a tank (assuming Japan hasn’t already gone in), and in a few turns, Moscow will fall due to 6 tanks a turn coming out of Ukraine and Stalingrad. Or, the Germans will fail to take Moscow initially, buying time for the Allies to hit France, but the Germans will then be making +12 a turn from all the Russian territories, and so will be able to keep the Allies at bay in both Italy and France. Eventually, the Germans will have built enough tanks in the east and Moscow will fall. Then, the Germans can secure the West once and for all, and finally mop up Cairo.

      posted in Axis & Allies Global 1940
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      AxisAndAllies1940
    • RE: Research and Development

      I don’t like Research and Development much, as I think it’s not only too random (The USSR could get Advanced Mechanized Infantry or Advanced Artillery, which will help them launch counteroffensives, or they could get Advanced Submarines, which is utterly useless), but favors the Allies, as the US can easily take 5 IPCs a turn for a Research Die. Even if they only get a development every six turns, and the developments are useless ones, it can still add up. What I think would be a more appropriate means of Research and Development is for each nation to have a unique set of potential research developments, which they can pay 5 IPCs for, and have to roll a certain number or less in order to get. This way, the USSR can have Katyusha rockets that attack at a 3 and raise the value of 2 inf/mech inf to a 3 as well, while the British can have advanced radar, allowing them to scramble 5 fighters/tactical bombers at a time (both of those are just thoughts, and I’ve not tried either of them). Also, why can’t China engage in research? They should have their own table, which can be smaller, but still.

      posted in Axis & Allies Global 1940
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      AxisAndAllies1940
    • RE: G40- Alternate China Rules

      Allright- here it is.

      The Japanese lost without a massive US contribution. The US built a Flying Tiger tactical bomber turn 4, and the Chinese Nationalists managed to keep the Burma Road open for a turn, so it got to Szechwan. The Russian Far East Army was in Novrosibirsik and Samara by turn 5, so the Japanese made the critical mistake of attacking Amur. This enabled the Russians to divert their tactical bomber from Moscow, and fly it to Suiyuan. The Mongolians walked into the Chinese Communist army over the next few turns, and by turn 8, the CCP had:

      8 infantry, 2 of which were Mongolian
      2 artillery
      1 Russian tactical bomber

      The Nationalists had traded Yunnan back and forth four times over the course of the game, and had lost Kwiechow, Anhwe, Hopei, and Hunan. Other than that, they were doing OK, as Szechwan was safe.

      The game ended with a narrow Allied victory on turn 12. The FEC had attacked the Japanese unprovoked on turn 2, and by turn 5 had French Indo-China bulked up heavily, with

      5 infantry
      3 artillery
      2 fighters
      1 tactical bomber
      mIC

      Over the next three turns, they built 3 tanks a turn (they controlled Siam and Sumatra).

      This forced the Japanese to build an IC in Shanghai, and built 3 tanks every turn to keep the Chinese coast safe from either the Nationalists or the FEC. This means that, out of 55 IPCs a turn, they were automatically spending 18 a turn in an arms race where the Chinese were a factor as well. Then, on turn 8, everything cracked. The CCP retook Chahar at the cost of 4 infantry, and received a Russian tank.

      The Nationalist Chinese, who had been playing fairly conservatively, hit Yunnan hard with

      9 infantry
      6 artillery
      1 fighter
      1 tactical bomber.

      They came out of this battle with 3 infantry dead. Finally, the FEC followed up on this with throwing everything they had at Kwangsi. This triple blow wasn’t something the Japanese could immediately counterattack. They started a new line of defence encompassing Jehol, Shantung, Manchuria, and Kiangsu. They also shipped 6 infantry to hold Hong Kong. It wasn’t enough. The Chinese Communists and Japanese wiped each other out in Jehol, while the Nationalists retook Kwiechow, Hunan, and Kiangsi without any difficulties. ANZAC was cooperative enough to eliminate the possible landing spot of Formosa.

      While all of this was going on, the US was focussed chiefly in Europe, where they had done Torch and taken Rome (and were putting its IC to good use!) Normandy had been traded back and forth a few times as well. This had the effect of forcing the Germans to keep 6 infantry in Northern Italy, 2 in Albania, 4 in Yugoslavia, and 1 in Greece. They also had to keep a garrison in Paris, including a fighter to help ward of bombing. This had the effect of the Germans not being able to take Moscow, so there was no immediate danger in Europe. Therefore, the US decided that the time was right to hit the Japanese. On turn 9, they built 3 destroyers, 2 cruisers, and 2 strat. bombers. On turn 10, this all sailed out to Hawaii, as 4 loaded transports came out of WUS. On turn 12, the Japanese (who were down to 12 IPCs a turn, thanks to the Chinese mopping up the northeast, and ANZAC clearing the DEI), succumbed to a US invasion fleet. That same turn, the British captured Paris and Northern Italy, causing Germany to surrender.

      Not all of this was caused directly by a stronger China, but that did influence it. Since China could do more, the Japanese did not gain easy access to the 12 IPCs of the Chinese interior, and only ever captured 6 Chinese territories over the course of the game. And holding these territories was trickier as well, as the Chinese could hit harder. Attacking Russia was a really stupid move on Japan’s part, as it not only opened up a supply route to the Communists (Mongolia), but diverted troops away from India and China. Since Japan had more on its hands, the US could focus more on Europe, contributing to Italy’s early fall and Germany’s inability to take Moscow (although strong Russian play and die-rolls played a part in the latter). Once both Axis powers were under a lot of pressure, the US could simply take Tokyo, thanks in part to good FEC play, but also because China could reconquer the valuable coast, depriving Japan of income. And once Tokyo fell, the German player knew that there was a 0% chance of taking Moscow, Paris, Rome, and Cairo. The Allied advantage in the Pacific was due partially to good FEC play and die-rolls, and the insane decision to attack Russia, but a stronger China also played a part.

      Just for the record, the players were divided up into US/Nat China/France, USSR/CCP, UK/FEC/ANZAC, Japan, and Germany/Italy.

      posted in House Rules
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      AxisAndAllies1940
    • RE: [G1940] Cooperative Nation Control

      That sounds terrific!

      posted in House Rules
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      AxisAndAllies1940
    • RE: G40- Alternate China Rules

      Merci!

      posted in House Rules
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      AxisAndAllies1940
    • G40- Alternate Russia Rules

      Massive Population: The Russians can place 1 free infantry per turn in any originally controlled Russian territory during the Place Units Phase.

      Lend-Lease: As long as there are no Axis ships in sea zones 124, 125, 126, 127, or both sea zones 123 and 119, the Americans may move 1 unit per turn from Eastern United States or Central United States to Archangel per turn.

      Great Patriotic War: When the Axis assault Moscow, all Russian units defend at a +1.

      Partisans: In every occupied Russian territory on the Europe map that does not have an enemy unit on it, roll one die in the Place Units phase of the Soviet Union’s turn. If the roll is a ‘1’, then place 1 Russian infantry in the territory. This territory is now Soviet. However, partisans only defend on a 1, and cannot attack. If the Soviets move a unit into a partisan territory, the partisan becomes a regular infantry.

      Relocation: The Soviets may, during the Noncombat Move phase of any turn that they are at war with Germany, move 1 facility per turn (Naval Bases must remain in coastal territories). Facilities must remain in the territory that they were placed in for a complete turn before they are used. Major Industrial Complexes cannot be moved. Facilities must remain in originally-controlled Soviet territories.

      Novrosibirsik: Novrosibirsik is worth 2 IPCS (to compensate, Soviet Far East is worth 0). If the Axis take Moscow, the Russians can relocate their capital there.

      posted in House Rules
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      AxisAndAllies1940
    • RE: G40- Alternate China Rules

      Here’s the new Nationalist and Communist set-ups:

      Nationalists

      Szechwan: 6 infantry, 2 artillery, 1 fighter
      Yunnan: 4 infantry, 1 artillery
      Anhwe: 1 infantry
      Hopei: 1 infantry
      Sikang: 1 infantry
      Kweichow: 2 infantry
      Hunan: 2 infantry

      Communists

      Shensi: 2 infantry, 1 artillery
      Suiyuan: 1 infantry
      Chahar: 3 infantry, 2 artillery

      posted in House Rules
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      AxisAndAllies1940
    • RE: UK Strategy -"Middle Earth"

      @Argothair:

      EDIT: I see that there have been some new responses since I started typing this, but I’ve got to run to a capella practice. I’ll return to the new comments late tonight or tomorrow!

      Also, to honor GHG’s challenge to spell out exactly how I would defeat a pure Middle Earth strategy, here’s an outline of the first four turns for the Axis.

      G1: Attack Paris, strafe Yugoslavia, and retreat into Romania. Attack British fleets in SZ 110 and 111. Send 2 subs to attack British cruiser in SZ 91. Activate Bulgaria and Finland. Ship 2 infantry to reinforce Norway. Build 1 transport and 1 destroyer in SZ 112; build 1 inf, 1 art in Berlin.

      J1: Attack Yunnan and Hunnan; seize undefended Chinese territories. Build a factory in Shanghai and two transports near Tokyo. Stack most of the Japanese fleet near Hainan, with one loaded carrier, 1 DD, and 1 SS in Caroline Islands and 1 DD in Tokyo. March troops counter-clockwise from Korea through Manchuria and Shanghai toward Hong Kong.

      I1: Don’t scramble against Taranto. Use planes and remaining fleet to sink any British ships in the Adriatic Sea that are left over from Taranto. Attack Yugoslavia with all slow units from North Italy and Albania. Send fast units east toward Romania to act as can-openers. Stack all east African units in Kenya. Stack all north African troops that can reach in Alexandria, and move Libya units to Tobruk. Build 1 transport in the Adriatic Sea, save $3.

      G2: Reinforce Alexandria with about 5 planes, depending on strength of British forces in Egypt. Attack Normandy and Southern France. Attack and take Greece; sink French fleet with air power and any surviving subs. Declare war on Russia, take Baltic States, East Poland, and Bessarabia, start marching virtually all troops east – leave about 5 ground units near Paris to help defend western front. Use Baltic fleet to reinforce Baltic States stack. March Finnish army to Vyborg. Build 2 inf, 8 art in Berlin and about 3 inf, 1 art, 3 mech, 1 tnk in West Germany. Land any air not otherwise accounted for in West Germany.

      J2: Declare war on UK & US. Seize Hong Kong with ground units, re-take Yunnan, and send 1 inf from Siam to claim French Indo-China. Use transports to claim Borneo, Malaya (2 transports), and Philippines (2 transports). If Malaya has been evacuated, can redirect 1 transport from Malaya to Sumatra. Use air power to support amphibious assaults and clear out any Allied boats in range of Hainan. Build 1 inf, 1 art, 1 mech in Shanghai, naval base in Hainan, and use remaining cash to build 1 destroyer and then more transports in Tokyo.

      I2: Declare war on Russia. If Russia left a thin defense in Ukraine or Western Ukraine, can-open there. Attack and conquer Egypt with the Alexandria stack, two loaded transports, and the entire Italian air force. Move all remaining European units northeast toward Russian front. Move Tobruk units to Alexandria. If Kenyan stack still exists, either occupy Congo or attack a convenient British stack of two infantry. Land planes in Alexandria, build two new transports in Adriatic Sea.

      G3: Continue pressing east toward Kiev and Bryansk. Use Baltic fleet to bring 3 inf, 1 art from West Germany to Leningrad; support attack on Leningrad with stacks from Vyborg and Baltic States. If Britain is still trying to stack 3 planes in Jordan with only 1 artillery defending them, as shown in the YouTube video, then use 5 planes from Alexandria plus 2 strategic bombers from West Germany to air-blitz and destroy the British planes. Land survivors in Cairo if appropriate. Stack up any mechs and tanks that survived the battle of Paris in East Poland. Build 9 mechs, 1 tank in Berlin.

      J3: Because of naval base at Hainan, the majority of the Japanese fleet is in range of India. If India is weak, take India. Otherwise, deliver 5 loaded transports to Burma with bombardments and air support, wiping out any British that might have been left to guard it. Make conservative attacks as needed in China, slowly pressing China westward. Retreat Caroline islands fleet toward Hainan, and bring Tokyo transports loaded with remaining Tokyo infantry, possibly some Manchurian / Okinawan infantry to French Indochina (you are merging the Tokyo transports with the Caroline warships at the Hainan naval base). Use Tokyo destroyer to screen attacks from Hawaii if necessary. Land all planes on either carriers near Burma or on French Indo-China so all planes are in range of India for J4. Build 1 inf, 1 art, 1 mech in Shanghai, 1 or 2 destroyers in Tokyo, and use remaining cash for infantry in Tokyo.

      I3: Retake or reinforce Egypt using 1 inf, 1 art from Alexandria, your two new loaded transports carrying troops from North Italy / Yugoslavia, and your air force. Use can-openers to take Kiev or Bryansk if appropriate. If Kenya/Congo force is still alive, attack Sudan. Build will vary depending on your income and whether British has multiple ground units remaining in Africa – if Britain is doing well, build 2 new transports and enough infantry to load them. If the position is balanced, build fighters. If Italy is doing well, build a minor factory in Egypt.

      G4: Retake or reinforce Leningrad and Kiev with enough units to permanently hold them. Clear out any units in Archangel, Belarus, Smolensk, Bryansk, and Rostov other than Russia’s main stack. Stack majority of German army no more than 2 spaces away from Moscow, e.g., in Belarus. If appropriate, use air force in Alexandria/Egypt to pick off under-defended British boats near Suez Canal. Build as many defensive infantry as needed in Paris / West Germany, and then build fighters in West Germany or Germany for flexible use as either defenders of western front or attackers in Moscow. Expected income is 30 base + 9 from France + 6 from Finland/Greece/Bulgaria + 15 from conquered Russian territories + 5 for Norwegian NO + 5 for Leningrad NO = 70 IPCs.

      J4: Attack and conquer India with Burmese troops, loaded transports at Hainan, fleet bombardments, and entire Japanese air force. Send destroyers and subs east to harass ANZAC, or, if American Pacific fleet is concentrated near Australia, send destroyers and subs north to screen off the Chinese sea zones. If British stack retreated to West India, attack that stack too using available forces. Continue making conservative attacks on Chinese troops (1 or 2 attacks per turn), with a focus on destroying vulnerable concentrations of Chinese infantry rather than on taking territory. Build 1 inf, 1 art, 1 tank in Shanghai (the tank will eventually catch up with your earlier mech. inf. builds and help them blitz through west China). If Americans are attacking Japan in earnest, build one destroyer and 9 infantry in Tokyo. Otherwise, build loaded transports with destroyer escorts as needed to prepare for capture of Java, Sumatra, and Dutch New Guinea. Expected income is 26 base + 2 from France + 8 from new Chinese territories + 16 from UK Pacific + 2 from USA + 5 from India NO = 59 IPCs.

      I4: Expand base of power from Egypt to Jordan, Iraq, Syria, and Sudan. If facing major American threat from Gibraltar, build infantry and/or destroyers to defend Rome. Otherwise, build minor factory in Egypt if not yet present. Once Egypt is controlled with a minor factory, shuck two transports from Rome to Jordan every turn (total of four transports needed in fleet), so you are delivering 2 + 2 + 3 = 7 ground units a turn to the Suez region, outnumbering the 5 to 6 ground units produced by Britain in South Africa + Persia. Expected income is 10 base + 2 from Yugoslavia + 6 from Middle East + 2 from sub-Saharan Africa + 5 from Mare Nostrum NO + 5 from New Roman Empire NO + 2 from Iraqi oil = 32 IPCs.

      Middlegame Strategy vs. KJF: At this point, all of your powers have a healthy income, you will have taken either India or Egypt and possibly both, and you have some momentum toward taking either Moscow or Persia or both. If America is coming hard against Japan, you’ll need to return the bulk of the Japanese fleet and air force to the Pacific immediately after taking India. You’re only two turns away – India’s naval base means a one-turn move to Hainan (J5), and Hainan’s naval base means a one-turn move to Shanghai or Tokyo (J6). You can build a couple of carriers off the coast of Shanghai to strengthen the fleet as it returns, and land some extra planes on the new carriers. America can seize some moderately important Japanese territories before your fleet returns, but not enough to knock Japan out of the game. You still have your transports, the bulk of your air force, and the bulk of your fleet, and you’re not over-extended anywhere. Meanwhile, German forces can swing clockwise through Rostov, Caucasus, and northwest Persia. The British Persian factory will be nearly overwhelmed from Italian pressure alone, so as soon as Germany arrives, Persia will fall. At that point the Axis will own Europe, Leningrad, Archangel, Stalingrad, the Middle East, India, southeast Asia, and the Chinese coast – more than enough to ensure a permanent economic edge.

      Middlegame Strategy vs. KIF: If, instead, America goes hard against Italy, the Japanese will be free to press onward to Persia and occupy the Persian factory using the remains of the Japanese ground, sea, and air forces after the Indian campaign. Japan can build 2 inf, 1 art in India on J5 that can replace the casualties from the Indian campaign and ride on otherwise empty transports to support the J6 attack on Persia. If appropriate, Japan can build a minor factory in West India so as to funnel up to 9 units a turn (India + West India + Persia) north toward Stalingrad and Kazakh to help overwhelm Russia. At about this time, Japanese armies in China should be breaking through the last of the western Chinese defenses, linking up with the Indian forces in central Asia. Italy will need to build nothing but infantry and try to sit and hold Rome and Milan, but Japan has the Middle East under control, so that’s fine. Germany can build a few infantry in France / Western Germany while spending most of its economy on strategic bombers on G5 and G6 to set up for a G7 Moscow kill. Deprived of income and with no remaining fighter routes from New York / London, Moscow will not be able to accumulate enough of a defensive reserve to withstand the G7 attack. If desired, the Japanese warships can sail through the Suez Canal to help defend Rome – you don’t need the transports, so the warships can sail to the Red Sea on J6 and reach Rome on J7. America may eventually be able to take Rome anyway, but Britain’s economy will be anemic – they’ve invested (and lost) most of their money in the southern hemisphere, and so they won’t have a large enough Atlantic fleet to seriously threaten France, Denmark, or Norway. After taking Moscow, the Axis can shift all of their production to the western front, building mostly defensive infantry until the German tank survivors return around G10, allowing the Germans to push the Allies back out of Rome.

      This strategy of yours is superb! I can’t wait to try it!

      posted in Axis & Allies Global 1940
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      AxisAndAllies1940
    • [Pacific 1940] Special Japan Rules

      These Japanese rules are designed to closely resemble the ones in AA Pacific 2001.

      Destroyers. The Japanese may use destroyers to transport 1 infantry per turn. Destroyers may not attack while transporting.

      Surprise Attack. On the first turn that Japan attacks the Western Allies (UK, USA, and ANZAC), all Allied units defend at a 1, except on the first round of every combat, where they do not get a Defense roll at all. These rules do not apply to the Chinese.

      Victory Points. Japan no longer wins by controlling 6 Victory Cities for a complete round of play. Instead, they win by accumulating 22 Victory Points. Japan collects 1 Victory Point for every 10 IPCs it collects (including bonuses). Japan can also win by controlling Calcutta, Sydney, or San Francisco for a complete round of play.
      If Japan does not accumulate at least 1 victory point every turn (i.e, it makes <10 IPCS a turn), it loses automatically.

      The Allies can also win by holding Tokyo for a complete round of play.

      Moderator’s edit: Added tag [Pacific 1940] to title.

      posted in House Rules
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      AxisAndAllies1940
    • RE: G40- Alternate China Rules

      @Argothair:

      Yeah, that’s another problem – what happens if the US buys planes in India and then the Japanese cut off the Burma road before America’s next turn? Are the planes just trapped there, useless, in India? Do they help defend India? Can the USA send Flying Tigers earlier than turn 4 if Japan declares war on the UK on turn 1? Can new Flying Tigers participate in a battle on their ‘maiden voyage’ en route from India to Szechuan?

      I can’t see a divided Nationalist China wanting to spend its entire 10 IPC income on a second Flying Tiger. If China has to spend its own money, you’d almost always be better off with infantry and artillery.

      The thing about Shanghai is that if Germany and Russia have fought each other to a standstill at the gates of Moscow, then normally the USA will have to focus on Europe for a while in order to contain a growing German monster, which can open the door for Japan to sneak by with a marginal victory in the Pacific (e.g. Shanghai, Hong Kong, Tokyo, Manila, Calcutta, Sydney). The Russian stack near Moscow can’t hope to hold Moscow forever if the Germans keep assaulting it – but if the Russians retreat toward Shanghai, then they can often reach Shanghai just in time to prevent a Japanese victory while America focuses 100% on Europe and takes Paris and Rome or Berlin. If the Germans try to chase the retreating Russian stack east into China, they’ll be way too far away to deal with Cairo or defend Berlin. Not something that would happen every game, perhaps, but frustrating and unsatisfying when it does happen: the point of taking Moscow is that it finally shuts off Russian production and freezes the growth of the Russian uber-stack, decoupling that huge stack of units from any source of income/reinforcements. But if you convert the Russians into Chinese Communists, then the Chinese communists can use their income to slowly add to the Russian stack, even after Moscow is gone.

      Perhaps I should alter the rule so that only 1 unit per turn may be converted?

      posted in House Rules
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      AxisAndAllies1940
    • RE: G40- Alternate China Rules

      I do see your point. The US sending in additional Flying Tigers is seen by Japan as an act of war, and therefore, the US cannot buy Flying Tigers until turn 4. Although I do see your point about how this strengthens China. However, they can only do this if Burma Road is fully open, which by turn 4 is not likely. Also, this makes up for several Nationalist handicaps: having an ordinary capital, -3 IPCs for the Communists, and restrictions on artillery placement. It likely does give China a bit more strength, though. Perhaps the US should only be allowed to send in 1 air unit, and have China pay for it in full? As for Russia, they can only send units in via a shared Chinese Communist-USSR border, and these units become Communist Chinese, meaning that they cannot enter Russia again. Theoretically, yes, the Russians could bulk up the Chinese Communists to the point where they can take Shanghai without a problem, but only at the expense of units that are needed to fight Germany, and I can’t see anyone prioritizing Shanghai over Moscow.

      The Communists and Nationalists can share territories.

      posted in House Rules
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      AxisAndAllies1940
    • G40- Alternate China Rules

      The Nationalist Chinese start with control over Sikang, Szechwan, Yunnan, Hunan, Kweichow, Anhwe, Hopei, Tsanghai, and Kansu. They have 9 IPCs to start with. Their capital is Szechwan, but it isn’t a victory city. Szechwan acts like a capital in all other respects. The Nationalists may buy artillery if the Burma Road is open. However, this artillery must be placed in either Szechwan or an IC. The Nationalists start with 1 US fighter unit in Szechwan, the Flying Tigers. This unit operates under all of the normal rules, with one exception: The US may build one fighter and one tactical bomber in Calcutta in the game. The US and Chinese may divide the cost any way they wish. This is an additional part of the Flying Tigers. These units may not be used until the Burma Road is open, during which it must fly to Szechwan as soon as possible. Once it arrives in Szechwan, the Chinese may use it as Flying Tiger units. The Burma Road, when open, grants the Nationalists +6 in bonus income.

      The Communist Chinese start with control over Shensi, Suiyuan, and Chahar. They have 3 IPCs. The Chinese Communists do not have a capital. They may build only infantry. The USSR may, however, send any one unit per turn into any Chinese Communist-controlled territory, where they become Chinese Communist. Communist units may move into Kwangtung and Burma, just like Nationalist ones.

      If the Axis take a Nationalist territory, and the Communists recover it, it becomes Communist. The same rule applies in vice versa. Also, once the Axis have been eliminated from all Chinese land zones (including Kwangtung and Burma), the civil war starts up again. Each side gains +1 IPC of bonus income for every territory of the other side that they’ve conquered.

      Also, the Nationalists may engage in R&D, as long as Szechwan is unoccupied. They may develop:

      Advanced Artillery
      US Aid (replaces War Bonds)
      Long-Range Aircraft (but the Flying Tigers may still not leave Chinese territory)
      Jet Fighters

      posted in House Rules
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      AxisAndAllies1940
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