Good point. I originally did this to balance the fact that Germany gets an AA gun for every coastal territor making it tough for the Brits to invade. Only way to balance was to make it tough for Germany to invade. Also keep in mind that this is a part of a setup that adds tons more units. For instance:
North Africa: Germany: 3 infantry, 1 mech, 1 artillery, 1 tank Italy: 2 infantry 1 mech, 1 artillery, 1tank.
Egypt: UK 2 infantry, 1 artillery, 1 mech, 1 AAA, 2 tanks, 1 T bomber ANZAC: 1 infantry, 1 artillery France: 1 infantry.
Allies get more in Middle East and Africa and Axis have three transports in Mediterranean. I really should post the whole setup.
Posts made by Charles de Gaulle
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RE: AA guns for 41posted in House Rules
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RE: AA guns for 41posted in House Rules
I have added these and all other units from 1940. I even toyed with adding Italy ACZAC China and France.
Maybe I should post the setup with the other units….for now here is how I just add AA guns alone:
Exactly the same rules apply as those in 1940 2nd edition. Cost 5.
Setup AAA additions:
Karelia1
Russia: 1
Cacausasus: 1
Germany: 1
Eastern Europe: 1
Norway: 1
Western Europe: 1
Southern Europe 1
England: 1
Egypt: 1
Australia: 1
Japan: 1
Hawaii: 1Three for Russia, five for Germany, 3 for UK, one for Japan, and one for US.
Allies 7 Axis 6.
Plays well and appears to be balanced. -
RE: IC in Manchuriaposted in Axis & Allies 1942 2nd Edition
Ah, very sorry. My bad, I thought it was 1940.
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RE: One Player; New Player Questionsposted in Axis & Allies 1941
Greetings! Welcome to the wonderful world of Axis and Allies! 1941–the simplest version–is the same one I started on a couple years ago. A great quick game. I hope you got a newer version–some changes were made from the old including correction of US starting income on the tracker at the top of board(should be 17 for US) and somechanges in setup to help Allies. US gets destroyer on East coast if the United States as well as an infantry in Northwestern China. Russia gets 6 (not 3) infantry in Russia. These changes were made to fix some things and help the Allies. If you have all this on your game, ignore all that I just said.
One thing Iwant to make clear: this game is always Axis vs Allies so you CANNOT split up the 5 powers having the same player control Russia and Japan–that is like having the same player use two different color pieces in chess. So if you are playing 1 vs 1 one player is Allies and the other Axis.
Read the rule book thoroughly and keep it handy during play; your first couple of games you will be doing many tungsten wrong so you")'ll need to get familiar with the rules over many games. Playing against yourself is great (I still do it just to test things). Just get familiar with the game and try to find some people to play withe online and in a “real” game.
As for the pieces: this game’s number if pieces is terrible. They didn’t give enough of a lot of things while they give too many other things(you"ll later find that Russian rarely buys sea units). The best I could suggest is one of these: just try your best using the chips or buy some more pieces or use pieces from other games.
Happy gaming! I’ll be happy to explain any rules.
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RE: Germany Minor Industry on Finlandposted in Axis & Allies Global 1940
It isn’t very useful. Instead add Finland as a power in my Global 1940 with minor powers house rule. Balanced and fun.
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RE: G1: How to attack the British navy?posted in Axis & Allies Global 1940
The attack posted by YG is the best.
One G1 naval attack strategy that I do occasionally:
106 (or high risk 91): 1 sub
110: 1 sub 1 battleship 3 fighters 3 t bombers
111: 3 subs 1 fighter 1 t bomber 2 s bombers
Attacking 109 instead of 111 is interesting but the British can protect two of their sue units from 111 which is bad. Best of going with YG’s. -
RE: Global 1940 2nd Edition with Minor Axis Powers as Separate Entitiesposted in House Rules
Thank you kind sir. If you get the chance, try it out and give me the results. I am adding Romanian today. :wink: I am changing a few things for Finland as well.
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Global 1940 2nd Edition with Minor Axis Powers as Separate Entitiesposted in House Rules
Forenote:
I know that for the most part adding more countries is just going to add unnecessary complications. However, I hope that some of you will enjoy these house rules and possibly critique them. I plan to add all the minor Axis and Allied powers as separate entities that can be added stand alone, or with all the powers together. For instance you could just add Finland or you could add 10 countries.Finland:
Finland is now its own power. The standing army in Finland is replaced with the following:
Finland: 3 infantry, 1 mech., 1 artillery, 1 AAA, 1fighter, minor IC.
Also add these:
SZ 115: 1 Finnish cruiser and 1 Russian destroyer.Political situation: Note that Helsinki (Finland) is considered to be Finland’s capital. Finland is neutral at start. It is not truly an Axis power however, Axis units may enter Finland at any time. Finland for the most part has its own status separate from the other Axis. Finland may declare war on Russia without involving Germany or the other Axis and vice versa. Note that Russia can declare war on Finland even if German units are in Finland. Russia of course may not attack Germany unless Germany declares war first or it is round 4+. Russia doesnot get its NOs for being at war with Finland.
Finland may not declare war on any other Allied power unless they first declare war on Finland. As long as Finland is neutral to the Allies (excluding Russia) Finland may not move its land units into original Axis territories. Relationships between Finland and one Allied power won’t affect Finland’s relations with the other Allies. (UK and Finland can be at war while US and Finland are not.) If anything is blunt here just ask me and I will clearify.NOs
Finland:
When Finland is at war with Russia:
2 IPCs if Axis control Vyborg and Karelia. Theme: restoration of homeland territory.
5 IPCs if Finland controls Novgorod(note that Germany won’t collect 5 IPCs as well since Finland is not an Axis power) Theme: removal of Soviet threat.
1 IPC if US is not at war with Finland: Theme: beneficial trade with the AlliesUS:
2 IPCs if US is not at war with Finland and Finland controls its capital. Theme: Money from Finland in exchange for weapons.Russia:
5 IPCs for controlling.Finland. (note Russia does not receive 3 IPCs for Finland since it is not Axis)Romania:
Political situation:
Romanian is politically allied with Germany and shares its rules.Setup changes:
Romanian is its own entity now and starts the game with Romania (and its capital Bucharest is there). Remove German units in Romania.
Romanian:
Romania: 2 infantry, 1 artillery, 1 tank, major IC (also add one German infantry)
SZ 100: 1 transport, 1 destroyer, 1 cruiser (also add 1 Soviet sub and destroyer)NOs
Romania:
2 IPCs if Axis control Besserabia. Theme: Reclaimed homeland territory.
Germany:
3 IPCs if Axis control Romanian and the factory there does not have any damage. Theme: control of major oil industries. Note! Germany starts the game with this NO as part of its IPCs in hand.Slovakia/Hungary:
Political situation: Since Slovakia and Hungary are represented in one space, they are represented as one entity and will hereafter be referred to as Hungary. They are allied with Germany and share its political situation.Setup:
remove German units in Hungary.
Hungarian:
Hungary: 2 infantry, 1 tank, major IC (also add one German tank)
Poland: add one German fighterNOs
Germany:
3 IPCs if Axis control Hungary. Theme: control of major industries. Note that Germany gets this in starting IPCs in hand.
Hungary:
2 IPCs: if Axis control France: Theme: success of Hungarian tanks.Turn order, starting income, and starting IPCs in hand (note that some receive more IPCs in hand than there total income): (if you aren’t using some countries just remove them from the order)
Germany 24/30
Romania 3/3
Slovakia/Hungary 3/3
Soviet Union 37/37
Finland 2/3
Japan 26/26
United States 52/52
China 12/12
United Kingdom E 28/28 P 17/17
Italy 10/10
ACZAC 10/10
France 19/19If you don’t want to buy separate units, use a distant power’s pieces such as Japan’s ANZAC’s or France’s. (WW1 pieces or HBG’ 1939 are great too)
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RE: G40 Big Team Game.posted in Team Games
Is this for TripleA or is there some other online A&A that I am missing?
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RE: How can we add simple Vichy rules to Europe and/or Global 1940 2nd Edition?posted in House Rules
I am trying the rules I posted above and it appears to be balanced. One change I want to make is that you SHOULD place the standard units in southern France to prevent Germany from taking all of France G1
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RE: Axis sterategyposted in Axis & Allies Global 1940
An all out Russian infantry build can make it impossible to take Moscow. But look at the bright side. You will make 15 IPCs from Russian NOs, 20 plus IPCs from Russian territories, up to 12 from middle East and will be able to help Italy if necessary. As mentioned by others, bombers are excellent in somewhat large numbers.
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RE: How can we add simple Vichy rules to Europe and/or Global 1940 2nd Edition?posted in House Rules
Interesting but not exactly my style. :oops: Here is a simple idea I got from OZ’s 2941 and 1942 setups; it us also similar in some ways to the rules you posted regularkid.
Rules!
Setup change: only set up French units that are in France Normandy England Ss 72 and SZ 110.
As soon as all of France(France Normandy Southern France) is conquored, Geramany will immediately gain these: Morocco Algeria French West Africa French Central Africa Syria and Madagascar. Italy will get Tunisia. Whatever Axis powers control the three territories in France retain control of them.
Free France: Germany (or in some rare cases Italy) will not plunder the French money when Parisfalls. Free France keeps all of it. Free France may purchase any unit type. They can deploy in any territory they own limited to its production value. The one exception is indo China. France may also build one unit per turn in London. Sea units may go outside and Free French territory(they don’t count in production limits). Allies never capture Freñch territories. Instead theygo to France. IfParis is liberated all previous rules are nullified. Btw Free Francecollects for all territories it controls or alliesliberated. They can deploy in newly capped territories.
Now before you freak out and say that this ruins the balance take a close look. Germany doesn’t get France’s money but will obtain plenty of income from Vichy. Not having to fight all the Mediterranean units will help the Axis a lot but France’s ability to build in London with 19 ipcs at start can hurt. Italy will gets its North African NO easily but the threat of French units from Equatorial Africa building a tank a turn in the beginning is threatening. -
RE: How can we add simple Vichy rules to Europe and/or Global 1940 2nd Edition?posted in House Rules
I really appreciate all your comments. But does anyone have some ideas such as those I listed? A simple house rule that adds Vichy and a Free France that can build. Also let’s keep other nations out of this please. I want to focus on France. Really glad others are interested in this. :-D
de Gaulle
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RE: SEAC (South East Asia Command)posted in House Rules
1914 is fun but unbalanced. Global is way better.
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RE: How can we add simple Vichy rules to Europe and/or Global 1940 2nd Edition?posted in House Rules
From an gaming point of view France is unnecessary after turn 1-2. Because if this is there any way we can make France more fun? Perhaps by giving them the ability to build? Sometimes more fun = more complications :roll:
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RE: How can we add simple Vichy rules to Europe and/or Global 1940 2nd Edition?posted in House Rules
I understand all your points. My rules there are quite complicated but another thing I wanted was to allow France to build even after its capital is taken. Adding Vichy would be the only way to balance this. The whole idea is to make France have a bigger role. Adding Norway would be fun as well as adding any other country.
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RE: Oztea's 1942 Global Setupposted in House Rules
Thanks Barney! Can’t wait to try it! Maybe France will get more of :lol: a role in it.
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RE: How can we add simple Vichy rules to Europe and/or Global 1940 2nd Edition?posted in House Rules
Here are some ideas I have. After Paris falls the following take place: 1 France splits between Vichy and Free. 2 Vichy gets all French territories except French Equatorial Africa and Normandy and Indo-China. French Equatorial Africa and Normandy and Indo-China become Free French 3 (assuming no other French units have been destroyed) the French units are split up as follows: units in Normandy, England, SZ 110, and SZ 72 become Free French. All others are Vichy. (Units in France are gone.) 4 Vichy is worked like this. Vichy gets a turn. However Vichy may only purchase and deploy (infantry.) Vichy deploys wherever the Axis want them to but they may not deploy beyond the IPC value of a territory. Vichy collects from all territories controlled by Vichy. Vichy does not have a capital. Vichy is controlled by the Axis. Vichy goes tenth in the turn order. Axis may not invade any Vichy territory unless they declare war on Vichy (causing all Vichy to become Free French). Axis treat Vichy as a Axis power and all such rules apply. If Axis capture Southern France from Vichy, Sea units in sea zone 93 become owned by tge attackng Axis power. When Allies attack Vichy territories, combat lasts one round. After that all remaining Vichy units in that territory become Free French(unless all attacking Allies were destroyed or Axis units are also present). If Allies attack Vichy sea units, Vichy onky gets to fire one round. After that the Vichy sea units are destroyed. If Paris or southern France is liberated all Vichy become Free French and Vichy will never return. Allies always capture Vichy territories. 5 Free France: Free France is the same as France in an OOB Game. However Free France may buy units. After Paris falls, Free France automatically gets the money from its territories listed above. Free France may buy any unit type and place in any space it controls or in England. Sea units may go in any sea zone bordering a Free French territory or England. If Paris is liberated, Free France takes over the French ecoonomy as normal and may no longer build anywhere. Troop bonus is still in effect.