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    Posts made by dannyboy2016

    • RE: Global 1940 Cold War goes Hot Scenario

      @poloplayer15:

      just finished playing and it is amazing!!! its pretty much balanced except for the part of NATO having nothing in southern France. just wanted to say keep up the good work because you mod to the game is AWESOME!!!

      Hey tell me more! How did it turn out?

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: RESEARCH FACILITIES - and Infrastructure - Simple rule additions

      How about instead of research facilities you just add those effects to industrial complexes? For every minor you get one free tech roll and for every major you get 2. On top of that you could still buy additional tech rolls. Maybe even keep the steal a tech thing when capturing enemy industrial complexes.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: RESEARCH FACILITIES - and Infrastructure - Simple rule additions

      Dadler- what about major and minor research facilities? A Minor could give 1 free tech roll/turn while majors could give 2 or 3. You could alos have rules for strategic bombings of these facilities.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: FMG COMBAT UNITS - Rules: COMMANDER

      Here are my thoughts

      Commanders
      Cost: 12 ipcs
      Attack: 0
      Defense: 0

      Movement: Commanders may attach themselves to any unit type gaining the movement points of that movement (and the ability to move over air or on water as applicable). They do not have an attack or defense value and are lost if that unit is destroyed.

      Special:

      Commanders may use one special ability per battle. Multiple commanders may be in a territory during a battle and up to three of them may use an ability. However, their ability effects may not stack. Thus, two commanders working in tandem could not increase the attack power of your tanks by +2, but they could increase the attack power of tanks and infantry by +1.

      You must declare which abilities you will be using before the first cycle of combat.

      Abilities:

      GENERAL ABILITIES

      Extra Offensive power: Pick one unit type. For this battle all units of this type attack at +1 (unit must be able to attack normally).

      Extra defensive Power: Pick one unit type. For this battle all units of this type defend at +1 (unit must be able to defend normally).

      Strategic Retreat: After the first cycle of combat is played out you may retreat all of your defending units into a neighboring allied controlled territory.

      re-roll: Once per battle, at the end of a combat cycle, you may re-roll for all of your units that missed during this combat cycle. You must declare that you will be using it before your first roll.

      damage reduction: Once per battle, at the end of a combat, cycle, you may reduce the number of casualties inflicted by the enemy by half (rounded up)

      LAND SPECIFIC

      preliminary bombardment: your artillery units may make a special bombardment before the first cycle of combat. Any units killed are immediately removed from play and do not get an opportunity to retaliate.

      AIR SPECIFIC

      carpet bombing: During a strategic bombardment you may add +1 to the damage inflicetd by each bomber.

      NAVAL SPECIFIC

      combined bombardment: During an offshore bombardment you may have destroyers conduct offshore bombardments at a 2 or less.

      convoy system: your transports may now defend at a 1 (may not be stacked with extra defensive power).

      expert gunnery: Pick one type of surface naval vessel (besides the Carrier). During the first cycle of combat you may roll 2 dice for each unit of that type.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: FMG COMBAT UNITS - Rules: HEAVY ARMORED UNIT

      I’d keep the regular armor the same and give Heavy tanks the following stats

      Move: 2
      Attack: 4
      Defense: 4
      Cost: 10 ipcs
      Special: can blitz

      At 10 ipcs the would cost about enough that I don’t think there would be a need to place a limit on the purchases per turn.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: FMG COMBAT UNITS - Rules: TRUCK

      Personally I’d have it represent Motorized infantry.

      Motorized infantry
      Move: 2
      Attack: 1 (2 when attached to an art)
      defense: 2
      Cost: 4ipcs
      Special: each motorized infantry unit may be attached to a single infantry or artillery piece. Any infantry or artillery pieces attached to motorized infantry have their movement increased to 2.

      Then I would revise Mechanized infantry
      Mechanized Infantry
      Move: 2
      Attack: 2 (3 when you have the improved mechanized artillery tech and are attached to a tank )
      defense: 2
      cost: 5 ipcs
      Special: the usual can blitz when attached to a tank rule.

      Just my two cents

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

      I’m working on a mid 1960s scenario. There would be several playable neutral powers, so diplomacy would play a larger role.

      The playable countries:
      1 USA
      2 NATO
      3 USSR & minor allies
      4 Warsaw Pact
      5 SEATO
      6 South Africa
      7 Nonaligned Movement
      8 People’s Republic of China
      9 Organization of American States

      Allied Powers: USA, NATO, Seato
      Communist Powers: USSR, Warsaw Pact
      Neutral Powers: South Africa, Nonaligned Movement, PRC, organization of American States

      The starting Territories would look something like this:

      USSR - Normal USSR territories + Dzavhan, Ulaanbaatar, Olgiy, Tsagaan Olom, Central Mongolua, Buyant-Uhaa, West indies, French indochina

      Warsaw Pact - Bulgaria, Albania, Romania, Slovakia Hungary, Poland, Germany, Greater Southern Germany

      organization of American States: all south American territories that do not have french, Dutch, or English roundels on them + Southeast Mexico and Mexico

      USA - all US territories that are not mentioned as belonging to someone else + all Japanese territories that are not mentioned specifically as a part of a different power + transjordan

      NATO - Holland Belgium, Denmark, France, Normandy Bordeaux, Southern france, Sardinia, Iceland, Greenland,  
      Northern Italy, Southern italy, Norway, Portugal, United Kingdom, Scotland, Greece, crete, Malta, Turkey,
      West Germany, all Canadian territories, British Guiana, Suriname, French Guiana, Gibralter, Angola, Mozambique, french and British islands in the Pacific (that aren’t mentioned as belonging to another faction)

      South Africa- Rhodesia, South West Africa, and Union of South Africa

      PRC - all territories marked by Chinese roundels plus Hainan island

      SEATO- Starting Anzac Territories + Siam, Philippines, Formosa, Korea, Japan, iwo Jima

      Non Alligned Movement- Afghanistan, Burma, Shan State,Ceylon, Cyprus,Egypt, Alexandria,Ethiopia,
      India, West India, Sumatra, Java, Borneo, Celebes, Dutch New Guinea,Northwest Perisa, Persia, Eastern Persia,
      Iraq,Liberia,Libya, Tobruk,Saudi Arabia, Syria, Anglo-Egyptian Sudan, Yugoslavia, Algeria, Belgian Congo,Gold Coast, French West Africa, Morocco, Italian Somaliland, British Somalialand, Tunisia

      Neutrals- Madagascar, Nigeria, French central Africa, Kenya, Tanganyika, Spain, Sierra Leon, Malaya, finland, Sweden, Eire

      Korea, French Indochina, and Germany would have communist and allied forces coexisting in them at the start. If French indochina or Korea are conquered by allied powers then they go to SEATO. All European territories conquered by the allies go to NATO and all European territories conquered by the communists go to the warsaw pact (by European I mean literally in Europe, not all territories on the European map- if the Soviets conquer Persia then they get to keep it).

      DIPLOMACY
      Neutrals would have NOs that would encourage them to go to war with either side. IE China would get NOs for owning Formossa (Taiwan) as well as (USSR owned) Mongolia. Non aligned movement would get NOs for owning transjordan (ie, conquering Israel) but also for owning Albania and Bulgaria (Titos dream of a Greater Yugoslavia). Organization of American states would have NOs for taking both Cuba and the Panama Canal (though they’d probably be wisest to join the allies, given their neighbor to the north). So diplomacy would play a big role. Will the neutrals throw their weight in with one side or try to team up against the superpowers?

      The nonaligned Movement and the PRC would be able to build infantry in any of their territories but would be limited to building other units at industrial complexes. They would not have conquerable capitals.

      I may replace South Africa with Israel - which would be more fun to play as? Obviously, a playable Israel would have to get some NO for just existing, as 1ipc aint enough to defend itself.  Which would be more fun?

      I’m working on techs to cover the time period better. Nukes would be optional. Maybe dropping too many nukes results in everyone losing?

      Any ideas about victory conditions?

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: HOT - New Techs

      What do you think of these ideas?

      LAND
      1. Heavy tanks - tanks attack and Defend at 4.
      2. Advanced Artillery - as normal
      3. Improved Mechanized Infantry - as normal except that Mechanized Infantry may now blitz without an accompanying tank
      4. Sloped Armor - Tanks take two hits to destroy, just like Battleships and Carriers. They may be repaired for free if they start their turn at an allied industrial complex or may be repaired in the field for 2 ipcs.
      5. Self propelled artillery - Artillery has a move of two and may blitz when paired with a tank
      6. Motorized infantry - infantry have a move of two and may blitz when paired with tanks

      AIR
      1. Rockets - as normal
      2. Paratroopers - as normal
      3. Jet Fighters - as normal
      4. Radar - as normal
      5. Long range Aircraft - as normal
      6. Heavy Bombers - as normal

      NAVAL
      1. Super Submarines - as normal
      2. Combined Bombardment - destroyers may offshore bombard at a 2.
      3. Improved Fire Controll - Battleships hit at a 5 or less during combat and offshore bombardments
      4. Improved Flight decks - Aircraft Carriers may carry up to 3 Tacs/Fighters or one Strategic Bomber
      5. Sonar - Battleships and Cruisers may detect submarines as if they were destroyers
      6. Long Range Submarines - Subs have a move of 3 (4 if they start out their turn at a friendly naval base)

      INDUSTRY
      1.Increased Factory production - as normal
      2.War Bonds - as normal
      3.Improved Shipyards - as normal
      4.Improved Aircraft Assembly Lines - Fighters and Tacs cost 2 ipcs less. Bombers cost 3 ipcs less
      5.Improved vehicle Assembly lines - Tanks now cost only 5 ipcs
      6. Underground factories - enemy strategic bombing damage against factories is halved

      SECRET -
      1. Main Battle Tanks - Tanks have a move of three (you must have already researched all land techs to roll for this)
      2. Nuclear Powered Navy - every naval vessel’s move is increased by 1 (must have all Naval techs to roll for this)
      3. Advanced Heavy Bombers - Bombers are immune to anti aircraft fire (must have all aircraft techs to roll for this)
      4. plastics - double the effects of your war bonds roll (must have all industrial techs to roll for this)
      5. Intercontinental Ballistic Missiles - your anti aircraft guns have a range of six for the purpose of conducting rocket attacks. Additionally, you may launch atomic bombs via icbms if you have the abomb tech. (must have all air techs to roll for this)
      6. Atomic Bomb - You may launch one free atomic bombing raid per turn. Designate which bomber is carrying an atomic weapon. That bomber rolls 6 dice while conducting strategic bombardment raids and the damage it does may exceed the normal limits. (Must have every air tech to roll for this)

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Fmg pieces price

      When will we be able to order them?

      posted in Other Axis & Allies Variants
      dannyboy2016D
      dannyboy2016
    • RE: Fmg pieces price

      If it is is 20 to 30 dollar range per each national set then I’ll go in for all of them.

      posted in Other Axis & Allies Variants
      dannyboy2016D
      dannyboy2016
    • Naval base in the panama canal zone

      Hey guys what do you think about purchasing a naval base for central America? It looks like a good way to ferry fleets between Gibralter/US East Coast to Hawaii/US West Coast. Do you think its a worthwhile investment?

      posted in Axis & Allies Global 1940
      dannyboy2016D
      dannyboy2016
    • RE: National Advantages for Global 1940

      Are you working on some realism rules for A and A global, Flashman? Sounds like interesting stuff. It makes me wish that terrain played some sort of role in axis and allies.

      I’ve been brainstorming some additional NAs to bring the total for each of the big 5 to 12. I’ll post the allies today and axis tomorrow (hopefully). If you randomize NAs then allow the player to decide if they wish to take the NA they rolled or if they’d rather add a 6 to that number and take that NA.

      As before some are mine and some were ideas that I saw and liked. Please let me know your thoughts.

      SOVIET UNION

      1. Tankograd - Tankograd helps you replace armor lost in the field. For every two armor that you lose during a single turn, you may place one free armor in Novosibirsk. These units are placed down at the end of the turn, so free armored gained during the german turn will be available during the Russian turn, but armor gained during the russian turn may not be moved until the next round.

      2. Katyusha Rockets -  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 USSR gets one free tech dice to roll each turn.

      4. Not one Step backwards – 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 – 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 – 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.

      7. Rasputista - Once per game, during your collect income phase, you may declare the onset of the Rasputista. Until the start of your next turn, neither side’s land units may make combat moves in the Soviet Union’s starting territories.

      8. Great Patriotic War - Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought.

      9.  Russian 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 inf defend at a 3 and attack at a 2.If the inf 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 the soviet union’s original territories.

      10. Iosif Stalin tank - Every fourth Soviet tank involved in a single combat is considered to be a heavy tank. These tanks attack and defend at a four for the entire combat. You must have at least four tanks in the battle to field a heavy tank.

      11.IL-2 Sturmovik - The attack number of Soviet Tactical Bombers is increased to 5 when paired with a tank.

      12. Mobile Industry - Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them.

      UNITED KINGDOM

      1. 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 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 - 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 - 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 - 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 - Receive a 2 ipc refund at the end of your turn for every unit (besides infantry) that you built in Canada.

      6. Enigma Decoded - 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.

      7. Special Operations Executive -  You may purchase units for anti German liberation movements. Place these units off map and designate which territory that they will operate in. You may continue to build up this force over several turns, but you must spend 1 ipc in upkeep for every unit so supplied. Once you are ready, you may order the commencement of an uprising during your combat movement phase. These units immediately attack the territory that they have been assigned to. You may support underground movements in numerous territories at once, but once you order an uprising you may build no additional units for that territory.
      There are two potential dangers with this. Roll 1d6 at the start of every British turn. On a one, the Germans manage to destroy one of these movements, removing all units that you’ve bought for one territory (the German player chooses which). On a roll of 6, the partisans launch their uprising prematurely and must launch their attack during your combat movement phase (you chooses which territory).

      You may fund movements in almost any axis controlled territory on the Europe board. The only exceptions to this are territories with Germany or Italy in their name (ie Germany, West Germany, Greater Southern Germany, Northern Italy, and Southern Italy) and all starting Soviet territories.

      8.Illustrious Class Carriers - British aircraft carriers have a chance to ignore a fatal hit. Whenever a British carrier suffers a hit that would kill it you may roll 1d6 to see if it survives. On a roll of 2 or less the carrier survives to fight another turn.

      9. Gurkha Regiments - Designate 1 infantry as a Gurkha regiment. Mark it by placing an upside down British roundel under the unit. This unit hits at a 3 or less when defending and at a 2 or less when attacking (3 or less when backed by artillery). Once the unit is lost you may designate a different infantry unit as a Gurkha regiment. You may only have one Gurkha regiment at a time and you may not create new ones if India is neutral or occupied by the axis.

      10. The Royal Indian Army Corps of Engineers - British infantry and artillery have a noncombat move of two on mainland Asia. Japanese units may not blitz through British controlled territory on the Asian mainland.

      11. Night Bombing Raids - UK bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way suffer from a -1 penalty to the die roll. This may result in a roll of ‘0’.

      12. British Commandos  - Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.

      USA
      1. Liberty Ships-  Any transports that you purchased are placed at the end of the purchase units phase and thus, are available for use during the combat and noncombat phases of the turn that you purchased them in. Additionally, you receive one free transport to place at the end of the purchase units phase of the US turn.

      2. Mechanized Army - 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 -Your infantry attacks on a 3 in the first cycle of the land combat portion of an amphibious assault.

      4. Arsenal of Democracy - 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 - 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 - 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.

      7. Codebreakers - Once per turn, when your naval units in one combat situation are defending against the Japanese, you may attempt to use intelligence information to gain the upper hand before combat begins. Roll 1d6. If you get a 3 or less then the defending fleet can attempt to either: A) retreat from combat before any rolls, B) become the attacker even though it is not your turn, or C) bring as many additional fighters into the combat as can reach (and safely land).

      8. Combined Bombardment - In an amphibious assault your destroyers in the same sea zone as the offloading transport can conduct shore bombardment, just like battleships. Each destroyer fires once during the opening fire step (using its attack of 2) against enemy land units in the territory being attacked (the enemy units do not fire back). A destroyer cannot conduct shore bombardment if it was involved in a sea combat prior to the amphibious assault.

      9. Seabees - American planes may land on island territories that were captured during the American turn. Additionally, Naval bases and air bases cost only 10 ipcs.

      10. Mighty Missouri -American Battleships attack and defend at 5 and take 3 hits.

      11. American Soft Power - America may use its cultural, industrial, and commercial power to attempt to influence neutrals towards the allied causes. At the start of every turn you may attempt to influence a neutral territory of your choice. Pick a territory and roll 1d6. On a roll of six the territory moves closer to you viewpoint: becoming a pro allied if it is neutral and a neutral territory if it is a pro axis. You may spend 5 ipcs for every additional die that you wish to roll in this attempt but you will always receive one free influence die to roll at the beginning of every turn.

      12. Lend Lease - The United States may purchase one unit per turn for each of its allies besides China. If you wish to purchase a unit for an ally you must declare this intention during the purchase units phase of that ally’s turn. The USA pays the cost of the unit plus an additional fee based on the complex where the unit will be placed.
      Purchased units are placed at the end of the players turn and follow the normal rules, ie the USA couldn’t buy the 11th unit for a complex that can only produce 10 units a turn. Axis navies in bordering convoys can prevent the US from using this advantage. The costs and restrictions are as follows:
      Quebec: Cost of unit + 1 ipc
      United Kingdom: Cost of unit + 5 ipcs (seazone 109 must be clear of axis units)
      India: Cost of unit + 10 ipcs (seazone 39 must be clear of Axis units)
      South Africa: Cost of unit + 7 ipcs (seazone 71 must be clear of axis units)
      France and Normandy: Cost of unit + 6 ipcs (seazone 105 must be clear of axis units)
      New South Wales: Cost of unit + 6 ipcs (seazone 62 must be clear of axis units)
      Novgorod: Cost of unit + 7 ipcs (seazone 125 must be clear of axis units)
      Russia: Cost of unit + 10 ipcs (seazone 125 must be clear of axis units)
      Volgograd: Cost of unit + 11 ipcs (seazone 125 must be clear of axis units)

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

      @Flashman:

      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.

      You’re right about the importance of this centre, but I would simply place an IC in Novosibirsk & increase the IPC value.  This allows the Soviets a factory to back up Moscow and Stalingrad (tanks get there in one turn), and also build units within closer range of the Japanese front.

      Like the Partisans in Pripet, wonder where you got the idea…

      The Soviets, rather than Germany, should start with heavy tanks (KV1).  The Tigers & Panther series were a direct response from Germany to the heavy Russian models which stopped the Panzer IIIs & IVs, and to the greater manoeuvrability of the T-34. The Germans were always playing catch up with Soviet armour.

      I would add:

      Idealogical warfare.  The USSR and Germany found many people in the territories they fought over willing to join them mainly from an idealogical hatred of the common enemy. The German army had up to 2 million volunteers from the Soviet territories they overran.

      Whenever Germany or the USSR capture a tt from each other they gain one free infantry in that tt.

      Perhaps even a number of infantry equivalent to the IPC value. This encourages an “active” policy from both sides on this front.

      You could give the UK an “armoured carrier” force; CVs which are harder to sink (invulnerable to Kamikaze?)

      re: Tankograd - I definitely think that the ipc value of that territory should have been higher on the board.

      re: Partisans - I was thinking about that as soon as I saw that the pripyat marshes were finally represented in Axis and Allies. I did get some ideas for NAs from various posters on this forum (or Larry’s), but in this case I was already thinking along those lines before I saw anything on the forum.

      re: Soviet Heavy Tanks - yes this is all true and the IS-2 was possibly the best tank of the war, but the German heavy tanks are more iconic in my neck of the woods. Maybe I’ll up the number of potential NAs for the majors from 6 to 12 so that we could add something for Soviet Heavy tanks.

      re: ideological warfare - I was thinking about a collaborators NA for Germany along those lines. I know their was some partisans that rose up against the Nazis and cooperated with the Soviets, but I don’t think that the Russians were nearly as successful as the Germans in this regard. Which is surprising given Nazi occupation policies in the east.

      re: armored carriers - are you talking about the Illustrious class carriers? Maybe they could ignore one hit/combat if its inflicted by aircraft?

      What other stuff would you like to see if I upped the number of potential NAs for UK, USA, USSR, Germany, and Japan to 12 apiece?

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

      @calvinhobbesliker:

      “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.”

      Actually, India fielded the largest volunteer army in history.

      Okay, maybe the Canadian figure I saw was proportional?
      I’ll fix that next time I revise this stuff.

      The NAs used were as follows:
      UK - Enigma
      US- Arsenal of Democracy
      USSR - not one step backwards
      China - Vinegar Joe
      Anzac - Australian Commandos
      France - Maginot Line
      Germany - Heavy tanks, Luftwaffe Dive Bombers
      Italy - Regina Marina/Zara Class Cruisers
      Japan - Skilled Pilots, Combined Fleet

      It was an interesting game. Sealion was beaten off and Germany lost a lot of the Luftwaffe in the process, but by the end of it things weren’t looking too shabby in Russia. Russia managed to build a fleet while I was preoccupied and they still had 2 carriers, 1 cruisers, 1 destroyer, and one Battleship in the Baltic which caused me some grief, but Leningrad would fall soon enough regardless. Italy totally dominated the Mediterranean and was inching towards the Caucuses/India. Japan made great strides in China despite vinegar Joe but I foolishly divided my fleet and the US and allied forces eventually monkey stomped it. Japan was still very powerful on the asian mainland when we called it and making about 50 ipcs, but its navy was kaput.

      I want to make a few axis revisions. I want the Japanese Skilled Pilots to apply to all aircraft and not just fighters and I think that Luftwaffe Dive Bombers should apply to sea combat as well as land (afterall rudel sank the Marat, didn’t he?) The Italian NAs were really nice because they gave me a chance to actually use the fleet you start with.

      Let me know if you ever try these in your games. :)

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

      Some interesting ideas here.

      Personally, I’d prefer to set the scenario prior to Stalin’s death, because I think a Third World War loses some of its “whimsy” if Uncle Joe isn’t in charge. Maybe “Korean War goes global” is the best time line for this? Start the game with Communist China’s turn assaulting the US in Korea? Setting it then would predate SEATO/WARSAW PACT, however.

      The 46 start was based in part on operation unthinkable, which I think would make an awesome game in general.

      If the scenario starts after decolonization you’ll have the problem of how to classify countries like Indonesia or India. Tito was one of the leaders of the non aligned movement, so Yugoslavia wouldn’t be pro Soviet after 1948 or so.

      If you set it during the Cuban missile crisis wouldn’t the whole of the civilized world be essentially destroyed after the first few hours of the outbreak of hostilities?

      Re: nukes I think they should do a ton of strategic damage and the amount of damage they can do should exceed the normal limit of 20 levels of damage (for Major factories anyway). Maybe an Abomb does 4 or so dice of strat damage and the H bomb does like 10? Maybe even include the Tsar bomb?

      Maybe a third tier of techs should be added that require the completion of all original techs? these are my thoughts on those.

      Once you have developed all of the original techs its assumed that you have developed the A bomb. Atomic bombs cost 20 ipcs apiece. You may stockpile as many as you want but they cost 2ipcs/turn/bomb in upkeep. Abombs do 4d6 in strategic damaged when launched from an icbm or a bomber.

      Tier 3 Techs
      1 - Hydrogen Bombs - Hydrogen bombs may now be built. They cost 25 ipcs and do 10d6 of strategic damage. You may stockpile as many Hydrogen bombs as you like but they cost 5 ipcs/turn/hbomb in upkeep.
      2 - Armoured personnel carrier - Mechanized infantry attack and defend at a 3 when paired with tanks. They also have a move of 3 when paired with a tank (provided you have developed main battle tanks).
      3 - Main Battle tanks - tanks attack and defend at a 4 and have a move of 3.
      4 - Nuclear Powered Naval Vessels - all naval vessels have a move of 3.
      5 -intercontinental ballistic missiles - anti aircraft guns may make one icbm attack on an enemy industrial complex per turn. The range for this attack is 10 territories. Your icbm attacks may use atomic weapons if you also have the hydrogen bomb tech.
      6 - Super Sonic Aircraft - all aircraft have their move increased by + 1 per turn (stacks with long range aircraft)

      Additionally if we set this after/during de-colonization then maybe you could try to influence countries to your allignment? You spend 5 ipcs per influence dice and, if you get a six you move a country 1 space towards you? So the USSR could turn a pro allied neutral into a neutral with a success and into a pro soviet neutral on a subsequent turn (assuming they got at least 1 sucess each turn).

      You can’t enter neutral countries until war breaks out so there is a chance of using some influence/coups to ruin things for a rival in the third world before war erupts.

      What do you all think of these ideas?

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

      Revised allied 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. 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.

      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. Nationally, the average construction time was 42 days and by 1943, three Liberty Ships were being completed each day.
      Any transports that you purchased are placed at the end of the purchase units phase and thus, are available for use during the combat and noncombat phases of the turn that you purchased them in. Additionally, you receive one free transport to place at the end of the purchase units phase of the US 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

      @finnman:

      Dannyboy use the liberty ships from your pacific nas I like it more.

      Are you referring to this one?

      “Any transports that you purchased are placed off the west coast at the end of the purchase units phase and thus, are available for use during the combat and noncombat phases of the turn that you purchased them in. Additionally, you receive one free transport to place at the end of the purchase units phase of the US turn.”

      Do you like the latest suggestion for Heavy Industry and Tankograd? Or do you think tankograd was fine as is and it was only heavy industry that was problematic?

      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

      I’m glad you guys enjoy these. Let me know if you use them in a game.

      @calvinhobbesliker:

      If France and UK declare joint strike, can the US use all 3 countries’ units?

      Yes, assuming they declared it on the same turn.

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

      I see your point re heavy industry.
      How about they pick one unit and then for every 4 of those units that they build in a turn they get a free one?
      So if Russia picks infantry and then buys 4 infantry they get to place down 5 at the end of their turn. 8 infantry then they get to place down ten, etc.

      edit: oops math would work out the same re tanks if it was one free for every 4. How about one free unit for every 5 built. Some buy 5 infantry you get 6. Buy 10 get 12 etc…

      posted in House Rules
      dannyboy2016D
      dannyboy2016
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