@SS-GEN
Just curious, can the UK fleet in NA-7 can be placed in NA-2 or NA-8 instead?
Is it positioned so none of the other fleet can help the other because it is 3 SZs away?
@SS-GEN
Just curious, can the UK fleet in NA-7 can be placed in NA-2 or NA-8 instead?
Is it positioned so none of the other fleet can help the other because it is 3 SZs away?
@SS-GEN
Just for the initial historical feel. What about moving Canadian TcB (dive bomber? M5?) into Newfoundland, is there too much impact?
@SS-GEN
There is plenty of units, and now more spaces in occupied SZ. Cool.
I wonder if, from a USA point of view, a Naval Base should have been place in Panama canal to service both sides of the canal. So to allow a faster fleet displacement, in yet, 2 moves (of 3 NCM SZs) from East Coast to West Coast (or Hawaii) and vice-versa.
@SS-GEN
Islands in SZ have clean blue water instead of a fuzzy haze around.
Seems a deeper blue on the new map?
@SS-GEN said in SS GEN's 1941 Global War Game:
@baron-Münchhausen said in SS GEN's 1941 Global War Game:
@SS-GEN
For standardization.
Kazahk should be named Eastern Kazahk S.S.R.
Other two (Western and Northern) Kazahk needs S.S.R.Ok. Yes for added names. I am removing the victory city territories with correct names and putting in the vc
I just realized that Kazakh is spelled with “h” at the end of the word… Sorry.
@SS-GEN
For standardization.
Kazahk should be named Eastern Kazahk S.S.R.
Other two (Western and Northern) Kazahk needs S.S.R.
@SS-GEN
Are you going to left a blank for Sahara desert and Himalayas?
The Northwestern part of these Himalayan mountains is named Tian Shan. If you want to split in two impassable regions. As you did on your regular map.
Uzbek should be Uzbek SSR.
@baron-Münchhausen said in SS GEN's 1941 Global War Game:
@SS-GEN
A clear typo is about Gibralter…
GibraltAr… would be better.Kvenki SSR is, in fact, Evenki Autonomous Okrug.
(In G40, it is Evenkiyski.) In 1942.2, it is Evenki National Okrug.)Kansk should be Krasnoïarsk.
Archangel need to be Arkhangelsk
Yakut SSR need to be Yakutsk SSR.
because you use “sk” for Murmansk and Norilsk.
Northern Russia, in most A&A game is named Vologda.
Northern Siberia should replaced Norilsk and
Norilsk should replaced Northern Siberia.
Vorkuta (is a city inside) Komi ASSR but in most G40 game map it is usually named Nenetsia TT.
https://en.wikipedia.org/wiki/Komi_Republic
If you wish to introduce a more WWII inspired region (Tankograd), I suggest to rename Sverdlovsk for Chelyabinsk (as Tankograd).
Far Eastern Republic (is an anachronistic region), Amur is a better fit.
Cyrenacia should be Cyrenaica.
Libya should be named Fezzan or Southern Libya.
Somalialand is spelled Somaliland.
Northern Algeria should be Algiers.
Algeria should be named Southern Algeria.
Sardina (lol) should be Sardinia.
Abbyssinnia should be written: Abyssinia.
Seville or Sevilla is missing in the blank territory just above Gibraltar.
Switz should be Switzerland. Probably not enough space on the map…
Palan is Palau (island)
Papau is not on this island (near Samoa), it is Port Moresby or Territory of Papua.
https://en.wikipedia.org/wiki/Territory_of_Papua
Malay is Malaya.
Saigon should be named Cambodia and the French IndoChina border drawn southward a bit and renamed: Vietnam.
Bonin Island is plural: Bonin Islands
Singkiang should be Southern Singkiang.
Northern China should be named Northern Singkiang.
Appalachia should be in Northeastern United States, NEUS should be in Appalachia.
@SS-GEN
A clear typo is about Gibralter…
GibraltAr… would be better.
Kvenki SSR is, in fact, Evenki Autonomous Okrug.
(In G40, it is Evenkiyski.) In 1942.2, it is Evenki National Okrug.)
Kansk should be Krasnoïarsk.
Archangel need to be Arkhangelsk
Yakut SSR need to be Yakutsk SSR.
because you use “sk” for Murmansk and Norilsk.
@SS-GEN
Hi SS.
There is a few names in USRR which need to be corrected. For example, it is Volgograd not Volgarod…
I’m Quebecois I don’t feel St-Laurent river is part of the map… .;) Sad but true…
Have a nice weekend.
Hi, I did have burried somewhere in my library. For sure, I would like to have these on a PDF files. If possible to simply just add the picture from 1 or 2 pages about them, I would be please.
@barnee said in G40 Redesign (currently taking suggestions):
Am thinking about adding an option for Air/Naval bases. Airfield would only be able to scramble 3 if no damage. 1 damage can scramble 2 and 2 damage only 1.
Naval base can repair unlimited ships if no damage. Only 2 ships if 1 damage and 1 ship if 2 damage.
Might encourage bombing them more. Idk
Sounds an interesting way to emphasized the importance of keeping facilities undamaged and fully operational.
You are the wizard of the code. You are probably one amongst the few which can do such into Triple A.
I’m expecting more free time soon.
Hope to have a real time to toy with your development.
@MGregersen
As I was looking into an AAA acting like regular unit as most as possible, except for targeting aircraft, I found this interesting post in my Quora account:
It was one of these:
That’s a 20mm autocannon on its trailer. You could either take the gun off and sit it on the ground or the back of a truck:
…or you could just keep it on the trailer and manhandle it. Obviously it was towed by a vehicle most of the time though. It’s called a Flak 30 or Flak 38 2cm gun.

It’s an automatic weapon firing about 5 high explosive 20mm rounds at you per second. 20-round box magazine. It can easily reach out and tag you from several hundred metres away. So yes, if someone points it at you you’re going to experience at best a very emotional moment in your life, at worst you’re going to get disassembled.
Technically you’re supposed to shoot down aeroplanes with it, and it does an ok job of that, but the Germans loved it to bits for infantry support too. They were the most-produced German gun of the war, reliable, punchy, manoeuvrable and available.
@SS-GEN
Of course my experience is based solely on much smaller scale games. Which is pretty different at your Global game scale.
If you can provide one or two typical situations you encounter with details on units, I might have spare to time to try something tonight with my dice.
@SS-GEN said in SS GEN's 1941 Global War Game:
Well on islands a lot just had an airstrip. I can see maybe going with 1 plane on them and 2 at a airbase on the bigger so called islands.
I still would like to play with any airbase can scramble 3 planes but never get the +1 move.
But that’s another topic !
2 aircraft or less is to give room for a correct defense built up after winning.
Usually, attacker will not compromise aircraft on the frontline. To put them at risk, the main reason is to reinforced a needed to keep TTy wich have a few land units. With only one aircraft, my playtest showed it was not enough. Unless playing with OOB Fighter A6 D8 M4, which only one can bring a good swing,if casualty are played as normal.
@SS-GEN
Thanks for the addendum.
With up to 2 planes you get the same strength as a Carrier.
Islands were nick-named unsinkable aircraft carriers.
The OOB rules forbidding to land on a just conquered territory was certainly introduced to prevent both unlimited full move attack kamikaze-liked.
And unbalancing the borders battle with immediate hold of a TT with 1 ground and a massive airfleet, making impossible to fight back and forth over a territory.
The impact of this rule is that besides opening combat with setup, there is no dogfight in skirmishes battle overland, only at sea with carriers or scramble.
Allowing 2 ( you may decide to go 3, as scramble allowance) is to keep things within limits while having the fun of dogfight above battlegrounds.
When u mean pay 2 you mean 2 move left then plane can land. It’s like fly across sz move 1 then land move 1 = move 2.
So the 2 planes can land after battle if they have 2 moves left.
Exactly. For instance, 2 land Fighters (M5) starts from an island with AB+1M move 2 SZs, and 1 over land. 3 moves left. If they win, they have enough to land, otherwise they can fly back.
@SS-GEN said in SS GEN's 1941 Global War Game:
Inf : C3 A2-3* D4 M1
Para : C3 A2-3* D4 M1 1st round only A3-4*
Elite : C3 A4-5* D2 M1 Can only build 2 or 1 -1 with a para.
Mech : C4 A2 D4 M2 Can blitz. Can tow art, AA gun & rockets non combat only.
Art : C4 A4 D4 M1-2 * boosts Inf +1 on attacks.
SPA : C5 A4 D4 M2 Can blitz. Hit goes toward a motorized unit.
Tank : C6 A6 D6 M2 Can blitz.Fig : C8 A5 D5 M5 + if plane present and roll is a 5 or less, hit plane.
N. Fig : C8 A5 D5 M4 + if plane present and roll is a 5 or less, hit plane.
Tac : C8 A5 D5 M5 + if roll is a 1 get a bonus DF plane kill too. A roll of 3 or less can pick target. Can FS surfaced subs.
N. Dive : C8 A5 D5 M4 + if roll is a 1 get a bonus DF plane kill too. A roll of 3 or less can pick target. Can FS surfaced subs.
Stg B.: C8 A3@3 D2 M6 + if roll is a 1 get a bonus DF plane kill too. One round combat only.
H Bom. : C10 A4@3 D3 M7 + if roll is a 1 get a bonus DF plane kill too. One round of combat only.
Air T. : C10 A0 D0 M5 Can transport Para & Elites in combat only. 2 max. Non combat can transport inf, art & aa guns. 2 max.
All A & D planes can retreat after first round of combat and any round after that.
Figs and Tacs cannot land on carriers.
Naval planes can land on carriers only and ground.
The bonus plane kills do happen in both ground and naval battles.BB : C14 A8 D8 M2 + if roll is a 1 get a bonus AA plane kill too. Shore shot @4. 2 hit. Dam A6 D6 No shore shot. 1D6 IPCs to repair.
CR : C9 A6 D6 M3 + if roll is 2 or less get a bonus AA plane kill too. Shore shot @3.
DD : C6 A3 D3 M2 Blocks subs movement 1-1. Depth Charge @3.
SS : C7 A5 D2 M2 Can dive after any FS Tac/Dive bomber attacks even with destroyers present. Then DD depth attack.
TR : C7 A0 D1 M2 Defends @1 against planes only if not taken as a casualty or trying to escape.
AC : C12 A0 D4 M2 Defends against planes only. Dam D@3. 1 plane only. 2 hits.
EC : C7 A0 D2 M2 Defends against planes only. 1 plane only.
I bolded and italized the changes from previous version.
Screening into your units cost structure, pretty good and well dispersed in the spectrum:
Land: 3 - 4 - 5 - 6 / air: 8 - 10 / naval: 6 - 7 - 9 - 12 -14.
I pretty like that all main aircraft are all at 8 IPCs.
With these three rules, I believe you might add a fourth to increase a few minor dogfight in land combat:
All A & D planes can retreat after first round of combat and any round after that.
Figs and Tacs cannot land on carriers.
Naval planes can land on carriers only and ground.
Up to two Figs, Tacs or Naval planes can land on a just conquered territory or islands as long as the can pay “2 additional moves” to stay and land.
Why 2? It makes sure there is no outstretched range from far away aircraft, that way you cannot bring aircraft which assumed to conquer the land or island (kind of kamikaze aircraft, which are usually forbidden when judging combat move allowance).
2 aircraft is not that much, and for islands it acts like airfields created mostly on the spot after capture, for instance Handerson field on Guadalcanal (this is not a sophisticate Air Base).
@SS-GEN said in SS GEN's 1941 Global War Game:
Right. I get Moscow only seems to be the German air dominate and Calcutta can be but in my game could cost Japan dearly.
I’ll have to see what group thinks of aaa gun stronger just in Moscow. But last game even with Ger 23 planes Moscow had a chance to hold. Less German tanks. Was easier to get through fodder quicker for Russia and then plane casualties for Germany.
I think that kind of air and ground combat should be experimented a bit with a few mock dice battles. It very much increase the randomness.
It makes a different battle whether Fighter get a bonus dogfight kill or hit enemy’s aircraft first.
@SS-GEN said in SS GEN's 1941 Global War Game:
1 guy in group likes the new fig value
I can see 3 places where this new fig value will happen mostly.
- **Capital defense
- Victory city defense
- Big naval fleets**
And of course some smaller scale battles for maybe a block or a chance to kill a few figs for either side
I agree on these 3 main spots.
If Fighter are C6 and A4 D4, it implies there gonna be more air units in these battles.
@SS-GEN said in SS GEN's 1941 Global War Game:
Well could have just in
Capitals AAA D@3 each plane
But then this would be to strong against stg bombers only on SBR.
What’s nice in my game is theres a bunch of SBR going all over.Another question is did Tac/Dive bombers really just go after AAA guns ? If not That would help defender too.
We do have in game if the Tac/Dive seeked out the AAA gun only it couldn’t continue after first round fs.
On SBR, you can just specify that @3 AAA rule apply only for general combat.
In your recent rules, TcB can pick target after first round?
In my games, AAA roll each combat round. So it is a different context.