What do you think of these so far? Are the ones that have to be played before the first round varied enough or do some seem drastically more appealing than others?
Edit: I’m discussing the last two posts on the previous page.
Posts made by dannyboy2016
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RE: Cards for Axis and Allies 1940
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RE: Cards for Axis and Allies 1940
USSR
1.Trans Siberian Railroad: All soviet ground units have a noncombat move of +1 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.
2. 5 Year Plans: The Soviet Union may build minor factories in territories worth 1 ipc and major factories in territories worth 2 ipc. This card must be played before the first German turn.
3. Soviet Spy Rings: 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. Additionally, the Soviet Union automatically gains a technology that is already known by two other powers. This card may only be played before the first German turn.
4. Red Army Conscripts: Infantry cost 1 ipc less. This card must be played before the first German turn.
5.Factory Relocation: 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.
6.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, Russian infantry defend at a 3 and attack at a 2. If they are matched with artillery, then their attack is at 3. No German armor, mechanized infantry, or artillery may move during the winter, and, furthermore, German planes are limited to noncombat moves. These modifiers only apply in territories marked with a Soviet roundel.
7.The Rasputitsa: Once per game, during your collect income phase, you may declare the onset of the Rasputista. Until the start of your next turn, Axis land units may not make combat moves in the Soviet Union’s starting territories and Axis units have a maximum movement of 1.
8.Sharashka : The USSR gets one free tech dice to roll each turn.
9.Tankograd: Tanks cost 1 ipc less.
10.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.
11.Aleksandr Vasilevsky: Soviet tanks and Mechanized infantry have a move of 3, but still follow the normal blitzing rules.
12.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.
13.Konstantin Rokossovskiy: Any units killed by attacking Soviet tanks or Mechanized infantry during the first cycle of combat may not retaliate.
14.Ivan Konev: Soviet tanks Attack and Defend at +1 during the first cycle of combat.
15.Vasily Chuikov: Soviet Infantry attack and defend at +1 during the first cycle of combat in a victory city. -
RE: Cards for Axis and Allies 1940
I’ve been working on this concept some more. Every country will get to pick one card before the game begins (some cards may only be played before the first German turn). Additional cards cost 10 ipcs to purchase. The player picks which card they want to purchase. I’m limiting it to 15 cards for each of the big 5 and around 6 cards for each of the minors.
GERMANY
1. 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. French naval units bordering these areas are unaffected. This card must be played before the first German turn.
2. Plan Z: Place one additional German submarine in every seazone that already has at least one German submarine. Additionally, gain the improved Shipyards tech. This card must be played before the first German turn.
3. Second Molotov Ribbentrop Pact: The Soviet Union may not declare war on Germany until the end of its fifth turn unless London has fallen or Germany has attacked Turkey. This card must be played before the first German turn.
4. Hendaye Pact: Spain and Portugal (including their overseas territories Rio de Oro, Angola, and Mozambique) are pro Axis neutrals. This card must be played before the first German turn.
5. Albert Speer: Immediately gain the Warbonds tech. Roll two dice when determining how many extra ipcs you gain each turn from the Warbonds tech.
6. Karl Donitz: Whenever 3 or More Subs are attacking the same seazone their attack value is increase by +1. This bonus is lost as soon as the number of attacking subs dips below 3.
7. Heinz Guderian: Any unit killed by attacking German tanks during the first cycle of combat may not retaliate.
8. Erich von Manstein: If your attacking 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. These units may only make one additional move.
9. Erwin Rommel: German tanks and Mechs have a move of 3. However they follow normal blitzing rules.
10. Krupp Steel: German tanks may not be damaged during the first cycle 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. You must control West Germany to get this benefit.
11. Wernher von Braun: Immediately gain the Rockets Technology
12. Konrad Zuse: German Tech Rolls cost 4 ipcs.
13. Messerschmidt: Immediately gain the Jet Fighters Tech.
14. Kurt Student: Immediately gain the Paratroopers tech.
15. Atlantic Wall: All of your infantry and artillery defend at a 3 during the first cycle of combat in any 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. -
RE: Global 1940 Cold War goes Hot Scenario
Re: Paraguay its a one time only thing.
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RE: Global 1940 Cold War goes Hot Scenario
Are East Poland and West Poland combined into one territory? Because everything just says “Poland”
Looking forward to playing!
I was under the impression that Western Poland was just called “Poland” on the map. Anyway, all the stuff in Poland is in the Western Part (the territory with the Warsaw victory city).
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RE: Global 1940 Cold War goes Hot Scenario
Whoops I forgot to include the nuclear rules in that file
Here is the new file with the nuclear rules -
RE: Global 1940 Cold War goes Hot Scenario
Oh, btw it uses the latest version of holy Larry’s rules (Alpha 3.9) for stuff like AA guns and convoy raiding.
I’ve included rules for having communist China as a player country or as a neutral. This scenario is set between the time it was a staunch soviet ally and the time of their big split.
This is a beast and my photoshop skills aren’t up for the task of making cards for all the neutral countries. Hopefully that won’t hurt your enjoyment of the scenario.
I’ll make a second version if you guys find it favors one side too much.
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RE: Global 1940 Cold War goes Hot Scenario
Let me know if you all have any problems. Give it a play and let me know about balance.
http://www.mediafire.com/?tw3r86104hhzzr1 -
RE: Global 1940 Cold War goes Hot Scenario
Sorry, I momentarily vanished. Geeze has it really been years?
Anyway, zip file is going up today with all the rules. Just got to finish writing up the nuclear rules document, put everything in a zipfile, and post it on the site. I promise the wait is over. :)
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RE: Global 1940 Cold War goes Hot Scenario
Sorry dudes. My friend bailed on me, possibly on account of the holiday. Will get in play testing this week and work on setup some more.
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RE: Global 1940 Cold War goes Hot Scenario
Yeah the oob is being finalized for testing this weekend. I should have that stuff ready for you all to try on sunday. :)
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RE: Global 1940 Cold War goes Hot Scenario
There is an earlier scenario in this thread with the UK and the two Chinas as powers. This 1960s scenario is set after the Chinese-Soviet alliance basically broke down. Most of the UK’s colonies are independent by this point, so it seemed better just to merge them with NATO (UK’s Pacific board colonies are part of SEATO)
As t stands countries will be at different levels of influence. It will be easier for the USSR to get China into its camp than the US.
I was working on optional rules for the Chinese player to be kind of a third alliance who could side with whichever power they chose. If other people really want the UK and China in as separate powers I’d consider revising it.
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RE: Global 1940 Cold War goes Hot Scenario
Just some basic notes on changes that I’ve been working on for the scenario set in the 1960s:
The IPC values of territories, both in neutral and belligerent territories, have been revised. Additionally, the expenditure of foreign aid permanently raises the ipc value of a specified neutral territory by 1 (to a max of 3). Additionally, Industrial complexes may now be built on islands.
Countries:
The Warsaw Pact Nations
USSR: 93 Ipcs
Warsaw Pact: 33 Ipcs
The Allies
USA: 116 IPCs
NATO: 90 IPCs
SEATO: 17 IpcsAllied income is halved until war starts. Additionally, the allies will not be able to initiate hostilities with the USSR until turn 4 unless the communists outright invade one of the following neutral countries: Sweden, Portugal, Spain, Eire, The People’s Republic of China, Taiwan, Japan, Israel, Saudi Arabia, India, or Persia. Until that time, the allies and the communist must weigh the benefits of using their incomes for building up conventional and nuclear forces or jockeying for influence in neutral nations.
All European territories conquered by the communists go to the Warsaw pact. All other territories conquered by the communists fall under Soviet control. All European territories (up to the Soviet borders) conquered by the allies go to NATO. All territories in the Americas conquered by the Allies go to the USA.
There are now a total of 68 victory cities, many of them in neutral countries. Either side will need 50 to win. This will almost certainly require war as most of the new victory cities are in Europe.Hydrogen Bomb attacks that obliterate Industrial complexes also destroy any victory city in the hit province. That’s one way to make the 50 victory city. If the number of Victory cities is reduced to fewer than 50 then the game ends in nuclear winter. The side with the most victory cities at the end of the turn gets a Pyrrhic victory.
NATO’s capital begins in the Netherlands Belgium. If that is captured then the income is sacked but a new capital is established in the United Kingdom. If London falls then NATO’s funds are looted once more, and the capital moves to Ontario.
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RE: Global 1940 Cold War goes Hot Scenario
Nope. This upcoming weekend is when I’ll be playtesting the revised rules, which will be compatible with holy Larry’s latest rules.
There are some things I don’t have mentioned here like ipc value changes for some territories. Should have a nice download with all the new stuff ready for yall in a few weeks to try on your own. :)
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RE: Global 1940 Cold War goes Hot Scenario
Sorry it took so long to respond to this.
I’m actually going to playtest it this next weekend. Working on a couple sheets with each neutral’s starting alignment, special rules, and space for the forces bought for it by the superpowers. -
RE: Cards for Axis and Allies 1940
Yeah I can see have too many cards right now. I’ll probably ditch the doctrines concept and just have those assigned to a Chief of Staff. Maybe just keep it as a Chief of Staff as opposed to numerous generals that you could have on the board at once (after all, that’d require tokens for Zhukov, Manstein, etc).
There will be progress on this next week. :)
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RE: Cards for Axis and Allies 1940
I’m going to have to take a bit of a break. Trying to find some more work right now. :)
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RE: Cards for Axis and Allies 1940
@Ghost:
Yes i sent you a reply :-)
*is Italy truly just a minor in the axis? i know their military was under trained and under equipped and outdated, but to keep the game at more of a balance shouldn’t they be given a little more? after all they do start the war with a relatively large military and navy in the med. i feel Italy should be given almost as much as Germany or Japan because they have the opportunity to become a major within the first 2-3 turns and should they become a major they should have the same tools as the other axis. maybe I’m wrong.
Its true that Italy does have big potential. It can easily get up to around 50ipcs a turn. So it will certainly have more cards than the Anzacs and China. However, it’ll be a little harder to come up with good cards for them versus the big 5. So they probably won’t have as much choices as Germany or Japan. But Il Duce will have choices.
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RE: Cards for Axis and Allies 1940
Ghost one, did you get my pm about reading materials?
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RE: Cards for Axis and Allies 1940
I’m going to try to make multiple doctrines for each branch of the armed services for each major. Obviously, China will not be getting any naval doctrines and there isn’t much sense in, say, loading Australia up with multiple different doctrines per each branch of its military.
The big 5 should at least get a few doctrines for each branch, though the USSR will be more focused on land while Japan will have more naval options, for instance.
I think the USA will probably have the most diverse set overall given that it fought essentially two different wars at once.