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    dannyboy2016

    @dannyboy2016

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    • Global 1940 Cold War goes Hot Scenario

      Hey folks,
      I’ve been hammering out a scenario based on a Third World War breaking out in 1946. Please try it out and let me know what you think.

      COLD WAR GOES HOT SCENARIO

      Turn Order
      Ussr
      Usa
      Nato
      Uk
      Anzac
      Communist China
      Nationalist China
      First a few notes before the setup:

      National Objectives – All of the Global objectives are in play with a few revisions.  First, the Soviet Union will not get the National Objective for controlling Archangel and zone 125, as the allies will not be sending them any lend lease. Second, the UK national objective regarding German submarines now requires that no Soviet submarines be present on the board. Third, the anzac objectives can be met even if NATO controls Dutch New Guinea. Fourth, the US gets its +30 ipcs national objective once it goes to war with the USSR. Fifth, Nato will get the French and German national objectives. Finally, communist China has a national objective. They will receive 6 ipcs and the end of their turn as long as both Amur and Manchuria remain in communist hands.

      Victory – The allies win by conquering Moscow. The communist win by holding 12 victory cities and at least 2 allied capitals while still controlling Moscow at the end of any round.

      Neutrals – Almost Every unoccupied Neutral territory in the game is considered to be pro allied. The one exception is strictly neutral Switzerland.

      Political Situation – Nationalist China and Communist China are at war when the game starts. The USSR or the US may declare war on one another during their turn. It costs 60 ipcs to declare war on the other bloc. Whoever attacks first gets a first turn surprise attack advantage. Their surprised enemies will only hit at a one or less during the aggressor’s first combat turn.  Once a war breaks out between the superpowers the nationalist Chinese will join the allies and the communist Chinese will join the Soviets.

      Allied Faction – USA, United Kingdom, NATO (technically NATO hadn’t been formed yet, so sue me), Anzacs, and Nationalist China
      Communist Faction – Soviet union, Communist China

      Special note on Chinese factions – both Chinese factions may now build every unit type. Infantry and artillery may be built in any starting Chinese territory (including Formosa), but other units may only be built at an industrial complex. Industrial complexes captured by the Chinese are no longer destroyed. Infantry build by the Chinese don’t count towards the build cap of industrial complexes. Neither Chinese faction has a capital and both may continue purchasing and placing units until they are completely wiped off the board.

      Pieces – I don’t like seeing t34 on t34 violence, so I suggest using French markers and German pieces for NATO, French pieces for communist China, and Italian pieces for Nationalist China.

      Note on placement of Industrial Complexes – Some complexes have been preplaced on territories that they could not be built on in the rules. It is not my fault that Larry didn’t give Amur or Novosibirsk enough ipcs. Additionally, some territories that had major industrial complexes in 1940 have been downgraded to minors because of the damage inflicted during the Second World War and demilitarization policies carried out during the occupation.

      Note on technologies – This scenario uses the same technologies as global. Each player will be able to pick a certain number of technologies to begin the game with. The number of free technologies varies by country and are given in the Country Setup section below.
      Now, without further ado…

      COUNTRY SETUP

      USA
      Cash on Hand: 42 ipcs
      Starting IPC value: 84
      Capital: Eastern United States (Victory City: Washington)
      Starting Territories: All original US territories plus all of the South American neutrals, Iceland, Greece, turkey, Western Germany, Iwo Jima, Marshall islands, Caroline Islands, Paulau island, Marianas, Okinawa, Japan, Korea, Saudi Arabia, and Liberia
      Starting Technology:  Player may pick 8 technologies to begin the game with
      Starting Forces:
      Iceland – 1 infantry, 1 airbase
      Chile – 2 infantry
      Argentina – 4 infantry
      Brazil – 3 infantry
      Venezuela – 2 infantry
      Saudi Arabia – 2 infantry
      Central America – 2 infantry
      West indies – 1 infantry, 1 naval base
      Eastern US – Major industrial complex, Naval Base, airbase, 2 infantry, 1 artillery, 1 armor, 1 fighter
      Central USA – Major industrial complex, 2 infantry
      Sea zone 91 – 2 Aircraft Carriers, 6 transports, 2 fighters,  2 fighters, 2 tactical bombers, 3 cruisers, 3 destroyers, 1 Battleship, 2 submarines
      United Kingdom – 2 infantry, 2 bombers
      Western Germany – 6 mechanized infantry, 2 armor, 2 infantry, 1 artillery, 2 fighters, 2 tactical bombers, 1 minor industrial complex, 1 anti aircraft gun
      Northern Italy – 2 infantry, 1 artillery, 1 fighter
      Greece – 4 infantry, 1 fighter
      Turkey – 8 infantry, 1 fighter, 1 minor industrial complex
      Korea – 2 infantry
      Alaska – 2 infantry, 1 airbase, 1 naval base
      Western USA – 1 major Industrial complex, 1 naval base, 1 airbase, 2 infantry
      Midway – 1 infantry, 1 airbase
      Hawaiian Islands – 2 infantry, 1 airbase, 1 naval base
      Marshall islands – 1 infantry
      Caroline Islands – 1 infantry
      Marianas – 1 infantry
      Guam – 1 air base, 1 infantry
      Iwo jima – 1 infantry
      Okinawa – 1 infantry, 1 air base
      Kiangsu – 1 infantry
      Philippines – 2 infantry, 1 air base, 1 naval base
      Paulau – 1 infantry
      Japan – 1 minor industrial complex, 1 anti aircraft gun, 1 naval base, 1 airbase, 2 infantry, 1 mechanized infantry, 1 artillery, 1 armor,  2 fighters, 2 bombers
      Sea zone 6 – 2 aircraft carriers, 2 fighters, 2 tactical bombers, 2 submarines, 6 transports, 3 cruisers, 3 destroyers, 2 Battleships
      Sea zone 26 – 1 aircraft carrier, 2 fighters, 1 battleship, 3 cruisers, 3 destroyers, 2 transports
      Sea zone 10 – 1 aircraft carrier, 2 fighters, 1 destroyer, 2 transports
      Sea zone 101 – 1 aircraft carrier, 2 fighters, 1 cruiser, 1 destroyer, 2 transports

      ANZACS
      Cash on Hand: 10 ipcs
      Starting IPC value: 10
      Capital: New South Wales (Victory City: Sydney)
      Starting Territories: All original Anzac Territories
      Starting Technology:  Player may pick 2 technologies to begin the game with
      Starting Forces:
      New South Wales – 1 minor industrial complex, 2 infantry, 1 armor, 1 naval base
      Queensland – 1 naval base, 1 airbase
      Sea zone 62 – 3 cruisers, 2 destroyers, 2 transports
      New Zealand – 1 airbase, 1 naval base, 1 tactical bomber, 1 fighter

      UNITED KINGDOM
      Cash on Hand: 22 ipcs (Europe) 17 ipcs (Pacific)
      Starting IPC value: 34 in Europe and 17 in Pacific
      Capital: United Kingdom (Victory City: London)/India (Victory City: Calcutta)
      Starting Technology:  Player may pick 6 technologies to begin the game with
      Starting Territories: All original British territories (except Belgian Congo) plus siam, Ethiopia, Italian Somaliland, Iraq, Persia, Eastern Persia, Tobruk, Libya, and Sierra Leone
      Starting Forces:
      Gibralter – 1 infantry, 1 naval base, 1 airbase
      Borneo – 1 infantry
      Malaya – 1 infantry, 1 naval base
      Siam – 1 infantry
      Shan State – 1 infantry
      Kwangtung – 2 infantry, 1 naval base, 1 airbase
      Sea zone 20 – 2 transports, 1 submarine, 1 destroyer, 2 cruisers, 1 aircraft carrier, 1 fighter, 1 tactical bomber
      India – 1 major industrial complex, 1 airbase, 1 anti aircraft gun, 1 naval base, 6 infantry, 1 fighter, 1 armor, 1 mechanized infantry, 2 artillery, 1 bomber
      Eastern Persia – 1 infantry, 1 artillery
      Persia – 2 infantry
      Iraq – 3 infantry
      Cyprus – 1 infantry, 1 fighter
      Egypt – 2 infantry, 1 armor, 1 naval base
      Malta – 1 infantry, 1 fighter, 1 naval base, 1 airbase
      Ethiopia – 2 infantry
      Union of South Africa – 1 minor industrial complex, 1 naval base, 1 air base, 2 infantry
      Quebec – 1 minor factory, 2 mechanized infantry
      New Brunswick and Nova Scotia – 1 naval base, 1 air base, 1 fighter
      Western Germany – 2 mechanized infantry, 1 armor
      United Kingdom – 3 bombers, 1 major industrial complex, 1 anti aircraft gun, 1 air base, 1 naval base, 2 fighters, 2 infantry
      Scotland – 2 infantry
      Sea zone 110 – 2 destroyers, 1 battleship, 2 transports, 3 cruisers, 1 submarine, 1 Aircraft carrier, 1 fighter, 1 tactical bomber

      NATO
      Cash on Hand: 23 ipcs
      Starting IPC value: 46
      Capital: France (Victory City: Paris)
      Starting Territories: All original French territories plus Sumatra, java, Celebes, Dutch new guinea, Belgian Congo, Sicily, Sardinia, southern Italy, northern Italy, Holland- Belgium, Denmark, and Norway
      Starting Technology:  Player may pick 5 technologies to begin the game with
      Starting Forces:
      Norway – 3 infantry
      Denmark – 1 infantry
      Western Germany – 1 armor, 1 infantry, 1 mechanized
      Holland/Belgium – 3 infantry, 1 minor industrial complex
      Normandy/Bordeaux – 2 infantry, 1 naval base, 1 minor industrial complex
      France – 1 major industrial complex, 1 airbase, 6 infantry, 1 tactical bomber, 1 artillery, 1 armor, 1 anti aircraft gun, 1 mechanized, 1 bomber, 1 fighter
      Northern Italy – 6 infantry, 1 artillery, 1 minor factory
      Southern Italy – 1 minor factory, 1 anti aircraft gun, 2 infantry, 1 fighter, 1 airbase, 1 naval base
      Sea zone 93 – 1 destroyer, 1 submarine, 1 aircraft carrier, 2 fighters, 1 Battleship, 1 cruiser, 2 transports
      Algeria – 3 infantry and 1 artillery
      Belgian Congo – 1 infantry
      Syria – 1 infantry
      French Indochina – 2 infantry
      Sumatra – 1 infantry
      Java – 1 infantry
      Celebes – 1 infantry

      COMMUNIST CHINA
      Cash on Hand: 30 ipcs
      Starting IPC value: 12
      Capital: NA
      Starting Technology:  Player may pick 1 technology to begin the game with
      Starting Territories: Sikiang, Tsinghai, Kansu, Suiyuyan, Jehol, Manchuria, Shantung, Kiangsi, Kwangsi
      Starting Forces:
      Sikang – 1 infantry
      Tsinghai – 1 infantry
      Kansu – 1 infantry
      Suiyuyan – 2 infantry
      Jehol – 1 infantry
      Shantung – 2 infantry
      Kiangsi – 1 infantry
      Kwangsi – 1 infantry
      Manchuria – 1 major industrial complex, 1 anti aircraft gun, 2 infantry, 1 fighter, 2 artillery, 1 air base, 1 naval base

      NATIONALIST CHINA
      Cash on Hand: 18 ipcs
      Starting IPC value: 12
      Capital: NA
      Starting Territories: Formosa plus all Chinese national territories (marked with the Chinese roundel) that are not under communist control.
      Starting Technology:  Player may pick 1 technology to begin the game with
      Starting Forces:
      Szechwan – 2 infantry, 1 artillery
      Kiangsu – 2 infantry, 2 artillery, 1 fighter, 1 major industrial complex, 1 anti aircraft gun, 1 naval base
      Formosa – 1 infantry, 1 air base
      Shensi – 2 infantry, 1 artillery
      Chahar – 2 infantry

      USSR
      Cash on Hand: 120 ipcs
      Starting IPC value: 60
      Capital: Russia (Victory City: Moscow)
      Starting Territories: All original Soviet territories plus finland, all of Mongolia, northwest Persia, Bulgaria, Albania, Yugoslavia, Romania, Slovakia-Hungary, Poland, Germany, and Greater Southern Germany
      Starting Technology:  Player may pick 7 technologies to begin the game with
      Starting Forces:
      Northwest Persia – 3 infantry
      Turkmenistan – 2 infantry
      Caucus – 3 infantry, 1 artillery, 2 armor
      Volgograd – 1 minor industrial complex, 1 anti aircraft gun, 2 armor
      Novosibirsk – 1 major industrial complex, 1 tactical bomber, 2 mechanized infantry, 3 infantry, 2 armor
      Manchuria – 6 infantry, 2 mechanized infantry, 1 artillery, 2 armor
      Amur – 1 minor factory, 1 anti-aircraft gun, 1 air base, 1 naval base, 6 infantry, 3 armor, 3 tactical bombers, 3 fighters, 1 bomber
      Soviet far east – 2 infantry, 1 fighter, 1 airbase, 1 naval base
      Buyant-Uhaa – 2 infantry
      Ulanbaatar – 2 infantry
      Central Mongolia – 2 infantry, 1 armor
      Tsagaan–Olom – 2 infantry
      Olgiy – 2 infantry
      Dzarhan – 1 infantry
      Yakut SSR – 1 minor industrial complex, 2 infantry, 1 armor
      Albania – 1 infantry, 1 artillery
      Sea zone 100 – 3 destroyers, 1 battleship, 1 transport, 1 submarine
      Bulgaria – 4 infantry
      Romania – 2 infantry, 1 armor
      Ukraine – 1 minor industrial complex, 1 naval base, 1 air base, 1 anti aircraft gun, 3 infantry, 1 tactical bomber, 1 fighter, 1 artillery
      Belarus – 2 infantry, 1 mechanized infantry, 1 armor
      Russia – 1 major industrial complex, 1 anti-aircraft gun, 1 air base, 2 armor, 12 infantry, 3 mechanized infantry, 3 artillery
      Archangel – 2 infantry
      Novgorod – 1 major industrial complex, 1 air base, 1 naval base, 1 anti aircraft gun, 12 infantry, 1 armor, 1 mechanized infantry
      Finland – 4 infantry, 1 artillery
      Baltic States – 4 infantry, 1 artillery
      Poland – 2 infantry, 2 armor
      Sea zone 115 – 3 destroyers, 4 cruisers, 1 battleship, 2 transports, 3 submarines
      Slovakia-Hungary – 2 infantry, 1 armor
      Yugoslavia – 6 infantry, 2 artillery
      Greater Southern Germany – 2 mechanized Infantry, 12 infantry, 5 artillery, 2 armor
      Eastern Germany – 12 infantry, 4 artillery, 3 armor, 3 Mechanized infantry, 2 tactical bombers, 3 fighters, 1 bomber 1 minor industrial complex, 1 anti aircraft gun

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • National Advantages for Global 1940

      I felt like adding some advantages that I liked to the Global game. Some were taking from other people’s suggestions and others are my own.

      Please let me know your thoughts on these advantages. :)

      ANZAC

      1.The Australian 1st Armoured Division - The 1st Armoured Division formed a key element of Australia’s defences against a feared Japanese invasion. ANZAC Tanks hit at a 4 or less when defending the Australian mainland.

      2. Maroubra Force - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese. They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby. ANZAC infantry defending New Guinea and Dutch New Guinea take two hits to kill. Any infantry units that survive combat are immediately healed.

      3. Australian Commandos - Australia formed several small-scale raiding and reconnaissance forces. One of these forces, Z Special Unit, conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
      Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese air or naval base. Pay 3 ipcs and pick a single Japanese naval or Airbase. Roll 1d6/2 damage to the facility (minimum 1). Thus, a roll of 4 would result in two levels of damage to the facility.

      4. Coastwatchers - The Coastwatchers were Allied military intelligence operatives stationed on remote Pacific islands during World War II to observe enemy movements and rescue stranded Allied personnel. They played a significant role in the Pacific Ocean theatre and South West Pacific theatre, particularly as an early warning network during the Guadalcanal campaign.
      Once per game, when Japan finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Japan. Alternatively, you may move any number of your units from a space being attacked by Japan into an adjacent friendly space, but you must leave at least one unit behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

      5. Brisbane Line - The Brisbane Line was a controversial defence proposal allegedly formulated by the Menzies government during World War II to concede the northern portion of the Australian continent in the event of an invasion by the Japanese.
      Whenever Japan invades a province on the Australian mainland, the defending ANZAC forces may choose to retreat rather than fight. The Japanese automatically seize control of the province and the ANZAC forces may move to any allied controlled territory on the Australian mainland. If the Japanese were conducting an amphibious assault then they get to bombardment the fleeing Anzac troops with their battleships and cruisers.

      6. Imperial War Cabinet - The Imperial War Cabinet was created by British Prime Minister David Lloyd George in the spring of 1917 as a means of co-ordinating the British Empire’s military policy during the First World War. Winston Churchill revived the Imperial War Cabinet during the Second World War at the insistence of Australian Prime Minister John Curtin.
      ANZACS units in Europe make their combat and noncombat moves during the British player’s turn. This works like joint strike. The British player chooses casualties in joint operations and any territory taken by Anazac forces in Europe goes to the United Kingdom’s European income.

      CHINA

      1.Burma Road - The British used the Burma Road to transport war materiel to China before Japan was at war with the British. In addition to normal rules involving the Road, the US or the United Kingdom may purchase 1 artillery unit for China on every turn that the road remains in allied hands. This unit must be placed on Szechwan.

      2.Operation Zet - Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact. China may build fighters as long as it has a land link between Szechwan and the USSR. The max number of fighters that China may field at any given time is 3. Furthermore, Soviet and  Japanese forces may clash in the Chinese interior (ie provinces that do not border the Soviet Union) without a declaration of war.

      3.Eight Route Army - At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945. If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.

      4.Vinegar Joe - The Northern Combat Area Command was a mainly Sino-American formation that held the northern end of the Allied front in Burma during World War II. For much of its existence it was commanded by the acerbic General Joseph “Vinegar Joe” Stilwell, and controlled by his staff. Chinese infantry hit at a three or less when defending Burma Road provinces.

      5.The Hump - The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. The allied commitment to supply China enables the Chinese to resist even when the situation seems hopeless. The British empire and the United States may transfer up to 6ipcs in total to China every turn as long as India and Szechwan remain in allied hands. The Nationalist Chinese regime is corrupt, however, and the allies must spend two ipcs for every ipc that they wish to transfer to China.

      6. The United Front - The war with Japan forced the Kuomintang and the Chinese Communist Party to suspend the Chinese civil war and form an alliance. Once per game the nationalist may declare that the United Front is in effect. For that turn only an influx of communist guerilla fighters reduces the cost of Chinese infantry by 1 ipc.

      FRANCE

      1. Maginot Line – The Maginot Line was a line of concrete fortifications, tank obstacles, artillery casemates, machine gun posts, and other defenses, which France constructed along its borders with Germany and Italy.  Land units attacking France from West Germany or Northern Italy do not get to roll during the first round of combat. Units attacking from Holland – Belgium roll normally.  This advantage is lost after France falls. Please note that German tanks and mechanized units stationed in west Germany may move through Netherlands-Belgium to attack France.

      2. Free France – Though driven from their homeland the Free French fought on from the colonies. Once France has fallen, you may establish a new capitol in French Equatorial Africa.  This happens one full turn after Paris has been captured by the axis. From that point on you may begin collecting income again and purchasing units. Place a free minor industrial complex in French Equatorial Africa. Your capitol returns to France after it has been liberated.

      3. The Béarn – The Béarn was a unique aircraft carrier which served with the Marine nationale (French Navy) in World War II and beyond. Place a free aircraft carrier and fighter in Seazone 93. Planes may ride on the Bearn carrier for a full two spaces before using any of their movement points.

      4. Char B1 Tanks – The Char B1 tank was among the most powerfully armed and armoured tanks of its day. French tanks defend at a 4 or less during the first round of combat.

      5. Le Fantasque class destroyer – The Fantasque was the fastest class of destroyer ever built. French destroyers roll at the same time as submarines. Any unit that they kill is immediately removed from play and does not get an opportunity to roll their attack or defense.

      6. Joint Strike - The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
      Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-French dice are rolled before any anti-U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

      SOVIET UNION

      1. Tankograd - In 1940 engineers in the Chelyabinsk Tractor Plant began production of Soviet tanks (T-34, SU-152). Due to the rapid establishment of tank construction on a massive scale in 1941, Chelyabinsk gained the nickname Tankograd (‘Tank City’). In 1945 the plant was awarded the Order of Kutuzov, 1st Class, and other honours for its efforts in helping to defeat Nazi Germany. Soviet tanks cost 5 ipcs.

      2. Katyusha Rockets - The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.

      Your artillery have a first-strike ability at an attack factor of 1. Any casualties are destroyed and removed from play, with no chance to counter-attack. This first-strike ability is for the first cycle of combat only and in succeeding cycles of combat, your artillery hit normally.

      3. Sharashka – The secret Gulag research facilities developed many advanced designs for the USSR. The USSR gets one free tech dice to roll each turn.

      4. Not one Step backwards – When the Red Army appeared to be on the ropes, Stalin made his famous “not one step backwards order” and turned the tide. When the Germans invade a Soviet victory city province(Stalingrad Leningrad, or Moscow) Soviet Infantry defend at a 4 or less for the first round of combat.

      5.Partisans – Unconquerable Soviet Partisans continued fighting the Germans even when all hope seemed lost.
      Soviet infantry may enter and pass through the Pripyet marshes. Additionally, Germans must leave at least one ground unit in any soviet starting territory in order to retain control of the province. At the end of the German turn any un-garrisoned province in the USSR’s starting territories will revert to Soviet control. Russia places a free infantry in any provinces liberated by partisans.

      6. Heavy Industry – “We are fifty or a hundred years behind the advanced countries. We must make good this distance in ten years. Either we do it, or they will crush us.” – Joseph Stalin. Place a free minor industrial complex in Amur, Ukraine, and Novosibirsk. Additionally, you may chose one unit type (besides infantry) to mass produce. For the rest of the game that unit costs 1 ipc less than normal to build.

      UNITED KINGDOM

      1. Joint Strike - The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
      Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

      2. Fighter Command - A radar and fighter control system was essential for the Royal Air Force to win the Battle of Britain.
      Your fighters on the United Kingdom, Scotland, or Eire may scramble as though the provinces were islands. You still need an airbase on a province in order to scramble planes.

      3. Cripps Mission - The Cripps mission was an attempt in late March 1942 by the British government to secure Indian cooperation and support for their efforts in World War II. The purpose of the mission was to negotiate with the Indian National Congress a deal to obtain total co-operation during the war, in return of progressive devolution and distribution of power from the crown and the Viceroy to elected Indian legislature. However, the talks failed, having failed to address the key demand of a time frame towards self-government.

      Once per game, during the British collect income phase, the British player may promise independence for India. India, West India, Burma, and Shan States immediately become neutral countries and any allied pieces in those territories move to the nearest allied controlled province. From that point on the UK’s European and Pacific incomes are combined and a free minor industrial complex is placed on British Columbia. If any of the Indian territories are attacked they receive ten infantry.

      4. Chindits - The Chindits were a British India “Special Force” that served in Burma and India in 1943 and 1944 during the Burma Campaign in World War II. They were formed into long range penetration groups trained to operate deep behind Japanese lines. Your infantry may perform attacks for one round and immediately retreat from where they came. Japanese defenders do not fire back. This is only to be used in mainland Asia.

      5. Canadian Patriotism - At the end of the Second World War, Canada possessed the third-largest navy and fourth-largest air force in the world, as well as the largest volunteer army ever fielded. Conscription for overseas service was introduced only near the end of the war, and only 2,400 conscripts actually made it into battle. Recieve a 2 ipc refund at the end of your turn for every unit (besides infantry) that you built in Canada.

      6. Enigma Decoded - Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back. Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.

      This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

      UNITED STATES

      1. Liberty Ships- Liberty ships were cargo ships built in the United States during World War II. Though British in conception, they were adapted by the U.S. as they were cheap and quick to build, and came to symbolize U.S. wartime industrial output. The majority of these ships came from new yards built on the West Coast and operated by Henry J. Kaiser. During the war, a Liberty Ship could be built in a about two weeks at a Kaiser yard. Nationally, the average construction time was 42 days and by 1943, three Liberty Ships were being completed each day.
      Receive one free transport for every three transports that you purchase during a single turn.

      2. Mechanized Army - With its Fleets of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
      Your infantry and artillery have a move of 2 and may blitz when paired with a tank or mechanized infantry. Mechanized infantry may blitz without an attached tank.

      3. Marines - “Send in the Marines!” was a popular U.S. rallying cry in World War II. Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.

      4. Arsenal of Democracy - The U.S. mobilized its economy for war on a scale never before seen. Every resource of the country was tapped for the war effort. Rationing, war bonds and Rosie the Riveter became iconic parts of the American culture.
      The West Coast territory’s ipc value jumps from 10 ipcs to 50 ipcs once it enters the war. The US may no longer benefit from its +30 ipc national objective. Additionally, the 50 ipcs is considered to be physically present in the West coast, so an axis player that captured the territory would see their income increase by +50 ipcs rather than + 10. Furthermore, the effects of the war bonds tech is doubled, so that you get 2D6 extra ipcs at the end of your turn, rather than 1d6.

      5. The Fast Carrier Task Force - From the start of the Pacific War the US fleet contained what are referred to as “fast carrier task forces.” But the formation known as “The Fast Carrier Task Force” came into being in late 1943, after the arrival in the Central Pacific of the first ships of the Essex and Independence classes.
      This force was the Pacific War’s equivalent of the great gun-armed battlefleets of earlier conflicts. By the time of the Battle for Leyte Gulf it had already proved itself to be one of the most potent instruments in the history of naval warfare -obliterating Japanese air power, and sweeping enemy warships and merchant shipping from the seas, wherever it had ventured.

      Designate one fleet with at least one carrier as The Fast Carrier Task Force. Every vessel in this fleet has a move of three. The number of ships in the fleet is limited by the number of carriers in the fleet. You may bring along either one Battleship or two vessels of any other type for each carrier in the fleet. You may add additional ships to the fleet at anytime as long as there are enough carriers to support the new ships. If the Fast Carrier Task Force is destroyed, you may designate a new fleet as your Fast Carrier Task Force. You may only field 1 Fast Carrier Task Force at a time.

      6. Superfortresses - The B-29 Superfortress Flew higher and packed more of a punch than any other plane in the U.S. arsenal. US bombers are immune to anti aircraft fire. They may still be shot down by fighters during strategic bombing raids. Additionally, US bombers take part in the dogfighting phase of strategic bombardments, they hit at a one or less.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: National Advantages for Global 1940

      @hewhoisnickel:

      Tankograd and Heavy Industry are too powerful, especially when combined. Heavy Industry really should be changed, as someone else already said. Maybe allow Minor ICs to build 5 units per turn and Majors to build 15?

      Other than that, these look great!! Well done!

      That is a good idea. How about something like this:

      Heavy Industry – “We are fifty or a hundred years behind the advanced countries. We must make good this distance in ten years. Either we do it, or they will crush us.” – Joseph Stalin. The development of Heavy Industry in the 1920s and 30s enabled the USSR to continue fighting despite tremendous losses.

      Minor and Major industrial complexes may produce 1 &2 extra units per turn respectively. If you develop the increased factory production technique then they may produce 2 & 5 extra units per turn respectively. Additionally, minor complexes may be built on territories with an ipc value of one and major industrial complexes may be built on territories with an ipc value of 2. Furthermore, you may start the game with one free minor industrial complex that you may place anywhere that you choose.

      Tankograd - In 1940 engineers in the Chelyabinsk Tractor Plant began production of Soviet tanks (T-34, SU-152). Due to the rapid establishment of tank construction on a massive scale in 1941, Chelyabinsk gained the nickname Tankograd (‘Tank City’). In 1945 the plant was awarded the Order of Kutuzov, 1st Class, and other honours for its efforts in helping to defeat Nazi Germany. A discount is affixed to the price of tanks if the Soviet player builds more than three in a single turn. The first three tanks built during a single turn will cost the regular 6 ipcs but all subsequent tanks built that turn will cost only 5 ipcs.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: National Advantages for Global 1940

      And now the axis national advantages….

      GERMANY

      1. German Scientists - Germany prided itself on being the most technologically advanced army at the start of the war. It was in their interest to see this trend continue into the latter stages of the war. When Germans roll a 6 on tech rolls they may choose which tech they develop.

      2. Flak 88s – The 88 mm gun anti-aircraft and anti-tank artillery gun was one of the most recognizable German weapons of the war.
      German anti aircraft batteries may fire at attacking enemy tanks and mechanized infantry. This works identically to anti aircraft fire against incoming planes. Roll 1d6 for every attacking Tank or mechanized infantry before the attackers roll. Every one that you roll immediately destroys an armor or mechanized unit and said unit is immediately removed from the board.

      3. Krupp Steel – During an address to the Hitler Youth, Adolf Hitler stated “In our eyes, the German boy of the future must be slim and slender, as fast as a greyhound, tough as leather and hard as Krupp steel” German tanks may not be damaged during the first round of combat whether you are attacking or defending.
      You may not chose tanks as casualties even if the enemy rolled enough successes to force you to lose a tank.

      4. Heavy tanks - The massively powerful King Tiger was virtually impervious to Allied tank guns and capable of dominating the battlefield. A single Royal Tiger tank could halt the advance of a complete armored division.
      Your tanks attack and defend at a 4 during the first round of combat.

      5. Atlantic Wall - The Germans saw the beaches as the main defensive area, and had the costal fortifications strengthened and the artillery positioned accordingly. This was the German defensive “Atlantic Wall”.
      All of your defending infantry and artillery hit on a 3 or less during the first cycle of combat in any amphibious assault against any of the following territories: Western
      Germany, Denmark, Holland-Belgium, Normandy-Bordeaux, or Norway.

      6. Luftwaffe Dive-Bombers - The allies would learn to fear German stuka aces like Hans Rudel. German tactical bombers roll 2 dice apiece during the first cycle of a land combat in which Germany is the attacker.

      JAPAN

      1. Indian National Army - The Indian National Army was an armed force formed by Indian nationalists in 1942 in Southeast Asia during World War II.The aim of the army was to overthrow the British Raj in colonial India, with Japanese assistance. Initially composed of Indian prisoners of war captured by Japan in her Malayan campaign and at Singapore, it later drew large numbers of volunteers from Indian expatriate population in Malaya and Burma.

      Whenever Japan captures one of the following British controlled territories (west India, India, Burma, Shan State, Ceylon, or Malaya) and destroys a British unit in the process, you may place down a free infantry unit on the territory. Place down two additional free infantry if you destroyed a British tank or fighter while capturing the territory.

      2. Skilled Pilots - The Japanese pilot training program was very selective and rigorous, producing a high-quality and long-serving pilot corps, who ruled the air in the Pacific during early stages of World War II. At sea, or during sea battles, fighters can selects their naval target for the first round of battle.

      3. Combined Fleet - The Combined Fleet was the main ocean-going component of the Imperial Japanese Navy, analogous to the German High Seas Fleet. With the start of the Pacific War with the attack on Pearl Harbor by the Combined Fleet’s Kido Butai, the Combined Fleet was almost synonymous with the Imperial Japanese Navy, as it comprised the battleships, aircraft carriers, aircraft, and the components that made up the main fighting strength of the IJN.
      The defense values for your Aircraft carriers, Destroyers, Cruisers, and Battleships are increased by one as long as one of each of these types of vessels is present in the seazone being attacked.

      4. Island Defenders -When the time came to defend against American amphibious invasions, the Japanese prepared their positions well and fought tenaciously. Japanese soldiers hid in fortified caves armed with hidden machine guns and explosives; American forces often lost many men before clearing the Japanese out from each cave or other hiding place.
      All infantry defending on Pacific islands (this includes Japan but not New Zealand) get to roll two dice in combat and pick the best result from the dice. If the dice hit both times it is not counted as two hits except for the first round of combat.

      5. Special Naval Landing Forces - The Japanese Special Naval Landing Forces (SNLF), were the marine troops of the Imperial Japanese Navy (IJN) and were a part of the IJN Land Forces. They saw extensive service in the Sino-Japanese War (1937-1945) and the Pacific theatre of World War II.
      Japanese infantry in naval assaults hit at 2 in the first round of combat.

      6. America First Committee - The America First Committee was the foremost non-interventionist pressure group against the American entry into World War II. Peaking at 800,000 members, it was likely the largest anti-war organization in American history.
      America may not declare war on the axis powers until its 4th turn, unless it is attacked or Japan attacks the British and Anzacs.

      ITALY

      1. Gustav Line - All German and Italian infantry in northern Italy hit at 3 or less while defending.

      2.Mountain Fortresses - All Italian and German units in Northern Italy, Albania, Greece and Yugoslavia are immune to offshore bombardment.

      3. Vittorio Veneto class battleship – Italian Battleships roll two dice during the first round of combat or during offshore bombardments.

      4. Joint Strike - Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the next German turn, the German player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the German player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-Italian dice are rolled before any anti-German die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

      5. Zara class cruiser – Italian Cruisers take two hits to destroy, just like Battleships and Carriers.

      6. Regina Marina – Start the game with an additional 24 ipcs worth of naval vessels in the Mediterranean.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • Cards for Axis and Allies 1940

      Hey,
      I’ve been thinking of adding an additional element of randomness to A and A 1940 by adding cards (which would represent various historical events, cabinet members, corporations, and Generals from the War). Many of these would take the place of national advantages from the past. Every player would be allowed to pick a card from their deck before the game begins. Then the decks are shuffled and additional cards may be purchased for 5 ipcs apiece. You don’t have to play a card immediately, but unless it states differently cards must be played at the beginning of your turn. Obviously, you are allowed to look at your purchased card once you’ve bought it.

      Here are some example french cards

      1. Maurice Gamelin: Infantry defend at a 3 during the first cycle of combat.

      2. Francois Darlan: Gain the Improved Shipyards Tech.

      3.Jean de Lattre de Tassigny: Infantry cost 1 ipc less to purchase.

      4.De Gaulle: After Paris has fallen, France May Establish a new capital in French Equitorial Africa. Place a free Minor industrial complex there. France may continue gaining money as normal. This card must be played in the first round of the game.

      5.Franco-British Union:All french Units and territories immediately become British and, if Paris is Liberated, then it returns to british control. A Germany capture of Paris conquers the starting French income. This card must be played at the start of the first round and is incompatible with the De Gaulle Card. All other French cards are Discarded.

      6.Henri Giraud: Gain the Improved Artillery Tech.

      7.RENAULT: Mechs cost 1 ipc less. Must Control Paris to get this card’s benefit.

      8.SOMUA: Tanks cost 1 ipc less. Must Control Paris to get this card’s benefit.

      9.Martial Valin: Fighters cost 1 ipc less to produce.

      10.Bertin Bousssus: Gain the Improved Mechanized Infantry Tech.

      11.Frederic and Irene Joliot-Curie: Tech rolls cost 4 ipcs. Must Control Paris to get this card’s benefit.

      In the case of France, China, Italy, and the Anzacs I might try to cut the number of cards down to 6 or so apiece. The big 5 powers will a much larger number of cards (somewhere in the 20 to 30 range). I’ll endeavor to make an equal number of cards for each of the 5 majors.

      posted in House Rules
      dannyboy2016D
      dannyboy2016

    Latest posts made by dannyboy2016

    • RE: Cards for Axis and Allies 1940

      Soviet Ideas

      Chief of Staff
      Georgy Zhukov- Artillery attacks and defends at a 3 during the first cycle of Combat. Artillery may support tanks in the same way they support infantry and mechanized infantry.

      Konstantin Rokossovskiy- If the Soviet Union attacks 2 or more contiguous territories and wins then all surviving tanks (and escorted mechanized infantry) in those territories may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city or industrial complex.

      Ivan Konev- Soviet tanks Attack and Defend at +1 during the first cycle of combat.

      Vasily Chuikov- Soviet Land Units attack and defend at +1 during the first cycle of combat in a victory city.

      Kliment Voroshilov- Soviet forces attack at +1 for all cycles of combat, but their casualties are doubled.

      Boris Shaposhnikov- All Soviet land units cost 1 IPC less while at peace with the Axis powers. During wartime, Infantry cost 2 IPCs and may be deployed in any province, even ones without industrial complexes. You can only mobilize 3 infantry per territory in this manner.

      SemyonTimoshenko- Defending soviet forces may retreat to an adjacent, allied controlled province after the first cycle of combat. Soviet forces cannot retreat into a province that is being attacked by axis ground forces during the same turn.

      Aleksandr  Vasilevsky- If the soviets attack axis controlled territories with ground units from multiple territories, or if they attack an encircled Axis held territory (EG a territory that is surrounded by allied controlled territories or seazones), then the attacked Axis land units have their defense values lowered by 1 for the battle.

      Alexander Novikov- The attack value of Soviet tactical bombers is increased to 4 during the first cycle of combat.

      Nikolay Kuznetsov- The defense and attack value of all Soviet naval forces (except transports) is increased by 1 for the first cycle of combat.

      Cabinet Ministers

      Lavrenty Beria- No Soviet ministers or Chiefs of Staff may be assassinated by Axis powers.

      Lazar Kagnanovich- The Soviet Union collects 5 additional ipcs for every major industrial complex under their control at the end of their turn.

      Georgy  Malenkov- All aircraft cost 1 IPC less than normal.

      Anastas Mikoyan- On the Soviet player’s Non-Combat Movement sequence, they check for any units belonging to the U.S. or British that are currently in the following territories: Caucasus, Amur, Archangel, Novgorod, Turkmenistan, or Northwest Persia (if controlled by the Soviets). If the Soviet player so chooses, they may take these units out of play and replace them with the Soviet equivalent. Although the Soviet player now controls these units, they may not be moved until the Soviet player’s next turn. Allied players must consent to this transfer (infantry units transferred represent the transfer of equipment to the USSR).

      Vyacheslav Molotov- The Soviet Union gains an extra 5 IPCs at the end of its turn if it is at war, the convoy in sea zone 125 is free of Axis warships, Archangel is controlled by the Soviet Union, and there are no units belonging to other Allied Powers present in any territories originally controlled by the Soviet Union.

      Nikita Khrushchev- The Soviet player collects 2 ipcs for each of the following territories under soviet control at the end of the turn: Ukraine, Eastern Ukraine, and Volgograd.

      Nikolai Voznesensky- During the Soviet Union’s collect income phase the russian player rolls a die and collects that many additional ipcs. This bonus stacks with warbonds.

      Andrei Zhdanov- The industrial complex in Novgorod is immediately upgraded to a major. The Soviet player collects 2 additional IPCs at the end of  every turn that Leningrad remains under Soviet control.

      Nikolay Shvernik-The Soviet player may move any factory to another space within her originally controlled territories. Only one factory per turn can be moved and it has a move of two, but each factory she controls can be moved in this manner. Units may be produced at this factory at the end of the turn but it follows the ordinary rules. If a major factory moved into a territory that could only support a minor factory then it would only be able to produce as if it were a minor factory. If the territory could not support any type of factory then no units may be built from this factory.

      Filipp Golikov- The Soviet Union automatically gains a technology that is already known by two other powers. Golikov may be discarded to assassinate a German or Italian Chief of Staff or cabinet Minister.

      Puppets

      Mao Zedong- Whenever the Soviets liberate a territory marked with a Chinese roundel, they may keep the territory rather than give it to the Chinese. Additionally, the Soviets may build major industrial complexes in Shantung, Manchuria, and Kiangsu.

      Petru Groza- Place a free tank in Moscow at the end of every turn that Romania is under Soviet control.

      National Committee for a Free Germany- During the Soviet Union’s collect income phase, if the USSR and Germany are at war, the Russian player rolls a die and Germany loses that many IPCs.

      Bolesław Bierut- The Soviets may build a major industrial complex on Poland. Additionally, they gain 2 extra IPCs at the end of every turn that Poland is under Soviet control.

      Kim Il-sung- If Korea is under Soviet control, the Soviet player places 1 free infantry in Korea at the end of their turn.

      Georgi Dimitrov- Gain 2 additional IPCs at the end of every turn that Bulgaria is under Soviet control.

      Khorloogiin Choibalsan- Mongolia and its units immediately join the USSR as though Japan had broken the non aggression pact. The USSR places one free infantry on Ulaanbaatar at the end of every Soviet turn.

      Advantages

      Yakolev Design Bureau- Fighters cost 1 ipc less. Alternatively, you may immediately discard this card to learn the Jet fighters tech.

      Lavochkin Design Bureau- Fighters cost 1 ipc less. Alternatively, you may immediately discard this card to learn the  Long range aircraft tech.

      Tupolev Design Bureau- Bombers cost 1 IPC less. Alternatively, you may immediately discard this card to learn the heavy bombers tech.

      Ilyushin Design Bureau- Tactical bombers are immune to AA Gun fire. Alternatively, you may immediately discard this card to learn the paratroopers tech.

      Dalzavod Naval Industries- Place a free minor industrial complex and naval base on Amur. The USSR gets the benefits of the improved shipyards tech for the purposes of building naval units in seazone 5.

      Grabin Design Bureau- Place a free artillery piece on the Vologda territory at the end of every Soviet turn. Alternatively, you may immediately discard this card to learn the advanced artillery tech.

      Lucy Spy Ring- As long as Switzerland is an independent neutral or pro allied, the USSR is unaffected by the German enigma code card.

      Great Patriotic War- Once per game, if Germany has control over 3 or more starting Soviet territories at the beginning of the Soviet turn, then the Soviet Player may declare the start of The Great Patriotic war. For that turn only, infantry cost 1 IPC less than they normally would.

      Trans Siberian Railroad-  All soviet ground units have a noncombat move of 2 for the purposes of traveling along the following territories: Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut S.S.R., Buryatia, and Amur. The bonus ends when the railway does, so an AA gun starting in Samara and moving to Moscow would not then be able to move into Smolensk. This card must be played before the first German turn.

      Five Year Plans- The Soviet Union may build minor factories in territories worth 1 ipc and major factories in territories worth 2 ipc. Russia gains the Improved Factory production Tech. This card must be played before the first German turn.

      General Winter- Once per game, during your collect income phase, you may declare the onset of a severe winter. From now till the end of your next turn, no Axis armor, mechanized infantry, or artillery may move, and, furthermore, Axis planes are limited to noncombat moves. These modifiers only apply in starting Soviet territories.

      Partisans- If Soviet Infantry survive at least one round of combat when defending against a European Axis attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Axis occupy the province and, on the next Soviet turn, the Russian units are back in play. The Russian player must either have these units attack the territory or move on to another territory. These units may chose to attack provinces behind enemy lines, causing chaos in the rear. Furthermore, Soviet infantry may move through the Pripyet marshes.

      Sharashka- The USSR gets one free tech dice to roll each turn.

      Tankograd- Place a minor industrial complex on Samara. As long as the Caucasus remain under Soviet control, the Soviet player places one free tank in Samara at the end of their turn.

      Katyusha Rockets- Soviet artillery has a move of two and may blitz when paired with a tank. Additionally, Artillery attacks and defends at a 3 during the first cycle of combat.

      Red Orchestra Spy Ring- Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Cards for Axis and Allies 1940

      Advantages (These cards represent various “national advantages” or events). The following is a list of some German ideas.

      Enigma code- Until the enigma code is cracked (via a card) enemy ground units’ defense values are reduced to 1 during the first cycle of every land combat where Germany is the attacker.

      Flak 88s- German AA guns can fire at Tanks and Mechanized Infantry. This works the same way as with the  air defense trait. Each AA gun in the territory may fire up to three times, but only once per attacking tank or mechanized unit. The AA guns fire only once, before the first cycle of combat.  For each “1” rolled, the attacker must choose one Tank or Mechanized Infantry as a casualty. These casualties are removed immediately, and will not participate in the remainder of the battle.  The Air Defense rolls happen before Flak 88s may target ground units, and any AA guns that shot at incoming air units may not be used against attacking ground units.

      Atlantic Wall- German infantry and artillery defend at a 3 during the first cycle of combat when the allies launch an amphibious assault against any of the following territories: Western Germany, Denmark, Holland-Belgium, Normandy-Bordeaux, Spain, Portugal, or Norway. Note that the bonus only counts if the territories mentioned are German occupied and the bonus only applies to German units in those territories.

      Second Hendaye Pact- If Germany controls Gibralter, Southern France, Normandy-Bordeaux, and United Kingdom and Spain is neutral then Germany takes immediate control of Spain and Rio de Oro. Germany places 2 infantry in Rio de Oro in addition to 1 minor industrial complex and 6 infantry on Spain. Furthermore, Germany gets an additional 18 ipcs worth of units to place on Spain or in a seazone bordering spain (91, 92, 93, 104, and 105).

      Second Molotov Ribbentrop Pact- The Soviet Union may not declare war on any European Axis power before turn six unless first declared war upon by a European Axis power or an Axis power captures London. Additionally, Germany gains an extra 5 ipcs at the end of every turn that it remains at peace with the USSR.

      Vichy France-  Once Germany captures Paris, the territories and forces in Normandy Bordeaux, Southern France, and French Madagascar immediately convert to German Control. The Territories and Units in Morocco, Algeria, Syria, and Tunisia immediately convert to Italian control. French Indo China immediately converts to Japanese control without triggering a war with the allies (or Violating its peace with the allies NO). French naval units bordering these areas are unaffected. This card must be played before the first German turn.

      Plan Z- Place one additional German submarine in every seazone that already has at least one German submarine. Alternatively, Germany may start the game with an aircraft carrier and two Destorreys in sea zone 114.  This card must be played before the first German turn.

      Volksstrum- If the Soviet Union controls Poland, Slovakia-Hungary, or Romania then Germany recieves a 1ipc refund for every infantry unit built in the following territories: Western Germany, Greater Southern Germany, and Germany. Germany recieves this refund after it places its units at the end off its turn.

      Reichswerke Hermann Goering- During its collect income phase Germany collects 1 additional IPC per each industrial complex under its control. Alternatively, the German player may permanently discard this card to immediately learn the warbonds tech.

      Rheinmetall- If West Germany is under German control then the cost of German AA guns is reduced to 4 IPCs.

      Greater Germany-  During its collect income phase Germany collects 5 additional IPCs if it controls all of the following territories: Holland-Belgium, West Germany, Greater Southern Germany,  Slovakia-Hungary, Poland, and Switzerland.

      Deutsche Werke- Immediately place a free naval base in Germany. Germany  is considdered to have the improved shipyards tech for the purposes of building ships (other than submarines or transports) in seazone 114. This bonus is only applicable on turns where the naval base in germany is completely undamaged. If the facility had to be repaired then Germany does not get the bonus for that turn.

      MAN AG- Immediately place a free minor industrial complex in Greater Southern Germany (or upgrade to a major industrial complex for free if one is present there). Germany recieves a free mechanized infantry unit in Greater Southern Germany at the end of every turn that both Romania and Greater Southern Germany remain under its control. Alternatively, the German player may permanently discard this card to immediately learn the improved mechanized infantry tech.

      Blohm & Voss- German subs built in seazone 112 cost 1 IPC less than normal. Alternatively, the German player may permanently discard this card to immediately learn the super submarines tech.

      Junkers- Immediately place a free airbase on Germany.  Tactical bombers cost 10 ipcs if built on Germany. This bonus is only applicable on turns where the air base in Germany is completely undamaged.  If the facility had to be repaired then Germany does not get the bonus for that turn. Alternatively, the German player may permanently discard this card to immediately learn the paratroopers tech.

      Heinkel- Immediately place a free airbase on Greater Southern Germany.  Bombers cost 11 ipcs if built on Greater Southern Germany. This bonus is only applicable on turns where the air base in Greater Southern Germany is completely undamaged.  If the facility had to be repaired then Germany does not get the bonus for that turn. Alternatively, the German player may  permanently  discard this card to immediately learn the Heavy bombers tech.

      Focke-Wulf- Fighters built on a starting German territory cost 1 ipc less than normal. Alternatively, the German player may permanently discard this card to immediately learn the Long Range Aircraft Tech

      Messerschmitt AG- Fighters cost 1 IPC less than normal. Alternatively, the German player may permanently discard this card to immediately learn the Jet Fighters tech.

      Italian Social Republic- If Southern Italy is captured by the allies then all remaining Italian units and territories are transfered to German control. All original Italian territories are now treated as though they were starting German territories. Thus, if Germany captured Rome, the German player could upgrade the industrial complex there to a major. Additionally, Germany now collects income from Italian national objectives except for the redundant NO regarding control of Iraq and Persia. This card may only be played with the consent of the Italian player.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Cards for Axis and Allies 1940

      Here are some of my ideas for Germany so far. Cards would cost around 10ipcs and the player would be able to pick which card they want to buy.
      Some obvious/actual German cabinet ministers and chiefs of staff where left out on account of their wartime crimes. However, the importance of some people is so great to their side that I’ve included them (E.G. Speer, Goebbels, and Goering).

      Chiefs of Staff (you may only have one Chief of Staff at a time. Changing your Chief of staff will return him to your deck).

      Heinz Guderian- If attacking German forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks (and escorted mechanized infantry) may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city.

      Hermann Goering- every bomber taking part in a strategic bombing raid does 1d6 +3 damage

      Karl Doenitz- When 3 or more subs attack the same seazone their attack value is increased by one. This bonus is lost if the number of subs drops below 3.

      Kurt Zeitzler- The defense value of German infantry is increased by one during the first cycle of combat.

      Erwin Rommel- German tanks and Mechanized Infantry units have a combat move of 3 and may blitz through 2 unoccupied territories.

      Erich von Manstein- the attack value of all German land units is increased by +1 during the first cycle of combat.

      Eberhard Milch- The defense value of German Fighters is increased by one whenever they scramble or defend against strategic bombing raids.

      Albert Kesselring- Fighters gain the combined arms unit characteristic when paired with tanks. Additionally, if Germany has the paratroopers tech, then each airbase may send transport 3 infantry into a battle.

      Gerd von Rundstedt-  When a German territory is attacked, tanks and mechanized infantry from adjacent territories may move into the attacked territory. (Like scrambling, but with tanks and mechs). This ability may only be used in a single territory and only once per round.

      Erich Raeder- The attack value of German Battleships and cruisers is increased by one during the first cycle of combat. This bonus also applies to offshore bombardments.

      Kurt Student- The attack value of German paratroopers is increased by one during the first cycle of any combat. Additionally,  Germany may use paratroopers to attack any territory within their range, even if no other land units are present in the battle.

      Cabinet Ministers

      Albert Speer- During  Germany’s collect income phase the German player rolls two dice and collects that many additional ipcs. This bonus stacks with warbonds.

      Wernher von Braun- Multiple rockets may bomb the same territory during the German turn. However, Germany is limited to one rocket attack per each individual facility. For example, Germany could hit London with 3 rockets but one these attacks would have to be split between the industrial complex, the airfield, and the naval base.

      Wilhelm Canaris- Germany immediately gains every tech that has been discovered by 3 enemy powers. (I’m at a loss here, as Germany’s spy chief he should be represented. However, he was an anti-nazi and occasionally fed intelligence to the allies).

      Joseph Goebbels- Newly purchased Infantry do not count towards the unit production cap of factories in West Germany, Germany, and Greater Southern Germany. For example, a major factory in Germany could produce an unlimited number of infantry in addition to the 10 units its limited to. Factories must be able to produce at least one unit to take advantage of this.

      Joachim von Ribbentrop- Germany may attack neutral countries in Europe (Portugal, Spain, Sweden, Switzerland, and Turkey) without other neutral countries turning into pro-allied neutrals. However, this bonus does not affect Spanish and Portuguese colonies. If Germany attacks Portugal then Portuguese Guinea, Angola, and Mozambique become pro allied. Likewise, a German attack on Spain turns Rio de Oro pro-allied. Furthermore, the Soviet Union must wait one additional turn before it can declare war on Germany or Italy.

      Gustav Krupp- Tanks cost 5 ipcs.

      Ferdinand Porsche- Defending German tanks may not be destroyed during the first cycle of combat, nor may they be killed by offshore bombardments.

      Konrad Zuse- German tech tokens cost 4 ipcs.

      Otto Skorzeny- As long as Skorzeny is in the cabinet the allies cannot assassinate a German cabinet member, puppet, or chief of staff. Once per game Skorzeny may be used to assassinate an enemy cabinet member, puppet, or chief of staff. Immediately discard Skorzeny after he is used in such a fashion.

      Puppets

      Philippe Petain- The Germany player places a free infantry on Southern France at the beginning of every turn that Germany controls France, Southern France, and Normandy-Bordeaux.

      Vidkun Quisling- The costs of building Germany facilities in Norway are halved (though Norway is limited to a minor industrial complex while Quisling is active). Additionally, the income from the Scandinavian National Objective (Denmark and Norway under German control and Sweden neutral or under axis control) is doubled.

      Ion Antonescu- Germany immediately receives a free minor industrial complex on Romania (or a free upgrade to a major if they’ve already constructed a minor there). Additionally, because of Berlin’s control of Romanian oil, the German player receives one free tank on Western Germany at the end of their turn (provided that Romania remains under German control).

      Miklos Horthy- Germany immediately receives a free minor industrial complex on Slovakia-Hungary (or a free upgrade to a major if they’ve already constructed a minor there). Additionally, Germany gains 4 additional ipcs at the end of every turn that it controls Slovakia-Hungary, Yugoslavia, and Romania.

      Andrey Vlasov- Germany gains 1 ipc at the end of its turn for every 3 Russian units destroyed during that turn. (Represents POWs who joined Vlasov’s “army”).

      America First Committee- The United States may not declare war on any Axis power before turn five unless first declared war upon by an Axis power or an Axis power captures London, Moscow, Sydney, Calcutta, or any Canadian territory.

      Haj Amin al-Husseini- Germany may immediately place 12 ipcs worth of units on Trans Jordan if it is under their control. Germany may build up to 3 infantry on Trans Jordan every turn. If Egypt, Trans Jordan, Iraq, and Syria are under axis control then Saudi Arabia immediately becomes a pro axis neutral.

      Rashid Ali al-Gaylani-  Germany immediately gains control of Iraq and its 3 infantry. Germany gains an additional 2 IPCs at the end of every turn that it controls Iraq.

      These are some of what I have so far. Input is most welcome.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • HBG's Resources and Commodities markers

      I’ve been wondering how to work Historical Board Gaming’s new set of Resources and Commodities markers http://www.historicalboardgaming.com/Resources-Commodities_c_286.html into Axis and Allies games. I’ll post the full list below.

      AGRICULTURE
      Barley
      Cocoa
      Coffee
      Corn
      Cotton
      Flour
      Fruit
      Fish
      Lumber
      Potatoes
      Rice
      Rubber
      Salt
      Sheep
      Soybeans
      Spices
      Sugar
      Tea
      Wheat
      Hogs

      ENERGY
      Coal
      Electric Power
      Ethanol
      Fuel
      Hydro Power
      Natural Gas
      Natural Gas Refinery
      Nuclear Reactor
      Nuke Markers
      Oil
      Oil Refinery
      Refinery

      METALS
      Aluminum
      Copper
      Gold
      Iron
      Palladium
      Platinum
      Silver
      Steel
      Tin
      Uranium

      SUPPLIES
      Supplies
      Out of Supply (the rest appear in other categories)

      TEXTILES
      Silk (the rest appear in other categories)

      I was thinking that these could have effects similar to the special resources in Hearts of Iron 3 (posted below).

      aluminum: air build speed -15%
      rubber: mobile movement speed +15%
      heavy water: nuke research +40%
      uranium: nuke research 40%
      tungsten: hard attack 15%
      fur: winter effects -33%
      black soil: global manpower modifier 10%
      cinchona: jungle effects -33%
      helium: rocket build speed -15%
      gold: global money 33%
      horses: supply throughput 10%
      antibiotics: casualty trickleback 5%
      ballbearings: unit repair 15%
      prefab ship facilities: naval base efficiency 33%
      dockyard facilities: naval build speed -15%
      oil refinery: fuel conversion 50%
      automotive industry: tank build speed -15%

      My friend and I were brainstorming a few ideas (like making coal give a territory +1 ipc for the purposes of building factories- so the USSR, which had big coal mining operations in the Amur region, could build a minor industrial complex there- it should of been worth 2 ipcs anyway so we can build a Pacific fleet). Perhaps having more than one of a strategic resource could give +1 ipc at the end of a players turn. Does anyone have any ideas on how to utilizing some of these resources?

      Daniel

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Cards for Axis and Allies 1940

      I’m thinking of trying to start a kickstarter to
      1. Pay Hasbro for the rights to do this (maybe I’ll send a message to Larry Harris about it)
      2. Hire an artist to do the art for all the cards
      3. Find someone to print X number of sets
      4. Work with people to playtest these ideas somewhat.
      5. Make arrangements with HBG and FMG to sell it (course funders at certain levels would get a free set)

      Regarding the card types I was thinking of ditching the commander cards (just using a Chief of staff card as a cabinet minister who’d have an effect on the war effort in some way).

      Some good revision ideas posted here.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Cards for Axis and Allies 1940

      I mostly agree with you on the changes you and your friend have suggested. In fact, I think I’m going to implement all of them. I’m on the fence about changes to Isoroku Yamamoto. I’m considering rewording it so that the planes must start their turn on a carrier, but could still be used in a land battle (eg carrier based tacs make a long trip to bomb Pearl Harbor’s naval base).

      The one point where I disagree with you is the proposed change for Soviet 5 year plans. This is simply because that would basically allow you to get the benefits from the Conscripts card as well. However, I do agree that it needs to be beefed up slightly.  I see a few options here:
      1. Exempt infantry from the discount
      2. Instead of a discount let the USSR starts with warbonds
      3. Instead of the discount the USSR may start with either 2 free minor ics or may upgrade a minor ic into a major
      4. We come up with something to replace conscripts.

      Re the price of cards, do you think 5 ipcs is too much?

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Cards for Axis and Allies 1940

      Thank you for the input. I’ll look more closely into your suggestions tomorrow.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      Thank you for the feedback.

      Right now I’m considering the following rules for neutrals.

      1.Once a country turns pro allies or pro communist, your side still has to move a unit in during non combat to seize control of the territory.

      2.Each faction is limited to buying 1 unit per ipc value of the country per turn. So the Soviets/Warsaw pact could only buy 2 units for Spain and the allies could only buy 2 units for spain (unless its ipc value has been bought up).

      I will look into the tank techs further. My initial thoughts for revising the tank techs are as follows

      1.Sloped Armor just keeps tanks from being hit during the first cycle of combat (unless the opponent has tank destroyers)

      2.Heavy Tanks now cost 10 ipcs.  They may no longer blitz. Automated assembly lines just reduce the cost of tanks by 1 ipc. They could be represented by a different piece if people have one, so they could still build regular tanks.

      3.Main Battle tanks- moved to the final tech in that tech tree.

      I’m interested in further suggestions.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: House rules for using the new 1941 sculpts in other global games…

      Do you think there are enough new units to make 3 tech charts (land, air, and naval) with 6 techs apiece? You could easily reuse many of of Global 1940’s existing techs, naturally.

      Ie the naval tech tree could be something like:
      Improved shipyards
      Super Subs
      Super Carriers
      Super Heavy Battleships
      Battlecruisers
      Advanced Destroyers

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Anyone have any interest in a "Soviets in the Axis" varient?

      @wittman:

      UK needs two more NOs. The  German Sub one was a good one,otherwise an Axis free Africa would make sense. Both 5 bonus. How about eliminating Russian political NOs outside of Europe too. Do you envisage US eliminating Italy and Germany then continuing on to Moscow? Nice.

      Yeah the UK needs new NOs.
      Germany, italy, and Russia will need new Nos.  Germany should no longer get the Nos associated with the USSR (ie they’ll always be allies, Soviets will start with caucuses, etc)

      These are just preliminary ideas on Nos…

      Germany
      When Germany Is at War with the United Kingdom:
      • 5 IPCs if at least one German land unit is in Axis-controlled Egypt.
      • 5 IPCs if Germany controls both Denmark and Norway while Sweden is not either pro-Allies or Allied-controlled.
      • 5 IPCs if Germany controls France.
      • 5 IPCs if Germany controls the United Kingdom.
      • 3 IPCs for every Victory City under Axis control (includes Japanese territories once Japan is at war with the UK).

      Soviet Union
      When the Soviet Union Is at War with the United Kingdom:
      • 3 IPCs per territory if the Soviets control Novgorod (Leningrad), Amur, Persia, and/or Iraq. Theme: Access to the Sea.
      • 3 IPCs per territory if the Soviets control Cyprus, Bulgaria, Greece, Crete, and/or Yugoslavia. Theme: Pan Slavism.
      • 3 IPCs if the Soviets control Finland and Turkey. Theme: Historic Russian Ambitions.
      • 3 IPCs for every Victory City under Axis control (includes Japanese territories once Japan is at war with the UK).

      Italy
      When Italy Is at War:
      • 5 IPCs if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99).
      • 5 IPCs if Axis powers control at least 3 of the following territories: Gibraltar, Southern France, Greece, and Egypt.
      • 5 IPCs if Axis powers control all of the following territories: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria.
      • 2 IPCs for every Victory City under Axis control(includes Japanese territories once Japan is at war with the UK).

      United Kingdom
      When the United Kingdom Is at War:
      • 5 IPCs if the United Kingdom controls all of its original territories on the Europe Board.
      • 5 IPCs if the United Kingdom controls all of its original territories on the Pacific Board.
      • 5 IPCs if the Allies control India, West India, Ontario, New South Wales, and the Union of South Africa.
      • 5 IPCs if there are no Axis submarines on the Europe Board. Subs in the white sea (Sz 127), the Baltic sea, the Black and Caspian Seas, and the Mediterranean Sea do not count for the purposes of this NO(they aren’t sinking any British shipping in those seas).
      • 5 IPCs if there are no Axis units in Africa.
      • 5 IPCs for every Victory City under the United Kingdom’s control.

      United States
      When the United States Is at War:
      • The IPC value of the Western United States permanently changes from 10 to 50.
      • 10 IPCs if the United States controls all of the following territories: Eastern United States, Central United States, and Western United States.
      • 5 IPCs if the United States controls all of the following territories: Alaska, Aleutian Islands, Hawaiian Islands, Johnston Island, and Line Islands.
      • 5 IPCs if the United States controls all of the following territories: Mexico, South Eastern Mexico, Central America, and West Indies.
      • 5 IPCs for every Victory City under the United States’ control.
      • 5 IPCs if the United States controls all of the South American Neutrals. Theme: Monroe Doctrine 
      • 5 IPCs for each turn that the US has at least one land unit in the territory “United Kingdom”. Theme: Great Alliance collaboration

      Japan
      When Japan Is Not at War with the United States:
      • 10 IPCs if Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked declaration of war against United Kingdom/ANZAC. Theme: Strategic resource trade with the United States.

      When Japan Is at War with the Western Allies:
      • 5 IPCs if Axis powers control all ofthe following territories: Guam, Midway, Wake Island, Gilbert Islands, and Solomon Islands.
      • 5 IPCs per territory if an Axis power controls India (Calcutta), New South Wales (Sydney), Hawaiian Islands (Honolulu) and/or Western United States (San Francisco).
      • 5 IPCs if Axis powers control all of the following territories: Sumatra, Java, Borneo, and Celebes.
      • 5 IPCs if all of China has been conquered.
      • 3 IPCs for every Victory City under Axis control.

      Chinese and French Nos would remain the same.

      posted in House Rules
      dannyboy2016D
      dannyboy2016