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    Posts made by Faramir

    • RE: Faramir (Axis) vs AeV (Allies +12)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 2

      Purchase Units - Italians
                  Italians buy 3 infantry; Remaining resources: 2 PUs;

      Combat Move - Italians
                  1 infantry moved from Ethiopia to Kenya
                        Italians take Kenya from British
                  1 artillery and 2 infantry moved from Anglo Egyptian Sudan to Kenya

      Combat - Italians

      Non Combat Move - Italians
                  1 artillery and 1 infantry moved from Tobruk to Libya

      Place Units - Italians
                  3 infantry placed in Southern Italy

      Turn Complete - Italians
                  Italians collect 12 PUs; end with 14 PUs total

      posted in Play Boardgames
      FaramirF
      Faramir
    • RE: Faramir (Axis) vs AeV (Allies +12)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 2

      Purchase Units - Japanese
                  Japanese buy 2 artilleries, 1 carrier and 2 destroyers; Remaining resources: 1 PUs; 6 SuicideAttackTokens;

      Combat Move - Japanese
                  1 infantry moved from Chahar to Suiyuyan
                        Japanese take Suiyuyan from Chinese
                  1 infantry moved from Anhwe to Kweichow
                        Japanese take Kweichow from Chinese
                  2 artilleries and 5 infantry moved from Anhwe to Hopei
                        Japanese take Hopei from Chinese
                  1 artillery and 1 infantry moved from Chahar to Hopei

      Combat - Japanese

      Non Combat Move - Japanese
                  1 transport moved from 33 Sea Zone to 34 Sea Zone
                  1 infantry moved from Paulau Island to 34 Sea Zone
                  1 infantry and 1 transport moved from 34 Sea Zone to 33 Sea Zone
                  1 artillery and 3 infantry moved from Hunan to Yunnan
                  1 aaGun moved from Jehol to Anhwe
                  1 armour moved from Korea to Jehol
                  4 fighters and 3 tactical_bombers moved from Kwangsi to Yunnan
                  2 bombers moved from Kwangsi to Yunnan
                  1 artillery moved from Japan to 6 Sea Zone
                  2 artilleries moved from Korea to 6 Sea Zone
                  1 infantry moved from Korea to 6 Sea Zone
                  2 infantry moved from Japan to 6 Sea Zone
                  1 carrier, 1 fighter and 1 tactical_bomber moved from 6 Sea Zone to 33 Sea Zone
                  3 artilleries, 3 infantry and 3 transports moved from 6 Sea Zone to 33 Sea Zone
                  1 submarine moved from 6 Sea Zone to 20 Sea Zone
                  1 submarine moved from 33 Sea Zone to 44 Sea Zone
                  1 fighter and 1 tactical_bomber moved from Japan to 6 Sea Zone
                  2 destroyers moved from 6 Sea Zone to 33 Sea Zone
                  1 artillery moved from Caroline Islands to 33 Sea Zone
                  1 infantry moved from Japan to 6 Sea Zone
                  1 infantry and 2 transports moved from 6 Sea Zone to 33 Sea Zone
                  3 infantry moved from Caroline Islands to 33 Sea Zone

      Place Units - Japanese
                  1 carrier and 2 destroyers placed in 6 Sea Zone
                  2 artilleries placed in Japan

      Turn Complete - Japanese
                  Japanese collect 33 PUs; end with 34 PUs total
                  Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 44 PUs

      posted in Play Boardgames
      FaramirF
      Faramir
    • RE: Faramir (Axis) vs AeV (Allies +12)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 2

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 2 aaGuns, 3 armour, 5 infantry, 3 mech_infantrys and 2 submarines; Remaining resources: 1 PUs;

      Combat Move - Germans
                  2 armour moved from France to Southern France
                  2 mech_infantrys moved from France to Southern France
                  1 mech_infantry moved from France to Southern France
                  1 armour moved from France to Southern France
                  1 infantry moved from Holland Belgium to Normandy Bordeaux
                        Germans take Normandy Bordeaux from French
                  1 mech_infantry moved from France to Southern France
                  1 armour moved from France to Southern France
                  3 armour moved from Yugoslavia to Greece
                  5 infantry moved from Bulgaria to Greece
                  1 fighter moved from Southern Italy to Greece
                  2 bombers moved from Holland Belgium to Greece

      Combat - Germans
                  Battle in Southern France
                      Germans attack with 4 armour and 4 mech_infantrys
                      French defend with 2 artilleries, 1 factory_minor, 1 harbour and 2 infantry
                      Germans win, taking Southern France from French with 4 armour and 4 mech_infantrys remaining. Battle score for attacker is 14
                      Casualties for French: 2 artilleries and 2 infantry
                  Battle in Greece
                      Germans attack with 3 armour, 2 bombers, 1 fighter and 5 infantry
                      Neutral_Allies defend with 4 infantry
                      Germans win, taking Greece from Neutral_Allies with 3 armour, 2 bombers, 1 fighter and 4 infantry remaining. Battle score for attacker is 9
                      Casualties for Neutral_Allies: 4 infantry
                      Casualties for Germans: 1 infantry

      Non Combat Move - Germans
                  2 bombers moved from Greece to Romania
                  1 fighter moved from Greece to Romania
                  2 artilleries and 1 infantry moved from Yugoslavia to Romania
                  1 aaGun moved from Slovakia Hungary to Romania
                  4 fighters and 4 tactical_bombers moved from Holland Belgium to Poland
                  2 armour moved from France to Germany
                  3 armour moved from Germany to Slovakia Hungary
                  3 mech_infantrys moved from Germany to Slovakia Hungary
                  1 infantry moved from Slovakia Hungary to Romania
                  1 infantry moved from Slovakia Hungary to Poland
                  1 infantry moved from Holland Belgium to Normandy Bordeaux
                  1 submarine moved from 110 Sea Zone to 113 Sea Zone
                  1 aaGun moved from Holland Belgium to Normandy Bordeaux
                  5 infantry moved from Western Germany to Holland Belgium
                  2 infantry moved from Western Germany to 113 Sea Zone
                  2 infantry moved from 113 Sea Zone to Norway
                  3 infantry moved from Western Germany to Denmark

      Place Units - Germans
                  2 submarines placed in 113 Sea Zone
                  1 aaGun placed in Western Germany
                  5 infantry placed in Western Germany
                  1 aaGun placed in Western Germany
                  3 armour and 3 mech_infantrys placed in Germany

      Turn Complete - Germans
                  Germans collect 46 PUs; end with 47 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 52 PUs
                  Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 57 PUs

      posted in Play Boardgames
      FaramirF
      Faramir
    • RE: Faramir (Axis) vs AeV (Allies +12)

      I finally got it to post to the forums. The Italians are pretty bad at fighting so far though haha

      posted in Play Boardgames
      FaramirF
      Faramir
    • RE: Faramir (Axis) vs AeV (Allies +12)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 1

      Purchase Units - Italians
                  Italians buy 1 fighter; Remaining resources: 0 PUs;

      Combat Move - Italians
                  1 artillery and 2 infantry moved from Ethiopia to Anglo Egyptian Sudan
                        Italians take Anglo Egyptian Sudan from British
                  3 infantry moved from Tobruk to Alexandria
                  1 mech_infantry moved from Tobruk to Alexandria
                  1 armour moved from Tobruk to Alexandria
                  1 artillery moved from Tobruk to Alexandria
                  1 battleship and 1 cruiser moved from 97 Sea Zone to 98 Sea Zone
                  2 fighters moved from Southern Italy to 93 Sea Zone
                  1 bomber moved from Northern Italy to 93 Sea Zone
                  1 submarine moved from 95 Sea Zone to 93 Sea Zone
                  1 cruiser and 1 destroyer moved from 95 Sea Zone to 99 Sea Zone
                  1 cruiser and 1 destroyer moved from 99 Sea Zone to 98 Sea Zone
                  1 armour and 1 infantry moved from Albania to 97 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone
                  1 armour moved from Northern Italy to 95 Sea Zone
                  1 armour and 1 transport moved from 95 Sea Zone to 97 Sea Zone
                  1 infantry moved from Albania to 97 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 97 Sea Zone to 99 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 99 Sea Zone to 98 Sea Zone
                  2 armour and 2 infantry moved from 98 Sea Zone to Alexandria

      Combat - Italians
                  Battle in 93 Sea Zone
                      Italians attack with 1 bomber, 2 fighters and 1 submarine
                      French defend with 1 cruiser and 1 destroyer
                      retreated to 93 Sea Zone
                      French win with 1 cruiser and 1 destroyer remaining. Battle score for attacker is -16
                      Casualties for Italians: 1 fighter and 1 submarine
                  Battle in Alexandria
                      Italians attack with 3 armour, 1 artillery, 5 infantry and 1 mech_infantry
                      British defend with 1 infantry
                      Italians win, taking Alexandria from British with 3 armour, 1 artillery, 4 infantry and 1 mech_infantry remaining. Battle score for attacker is 0
                      Casualties for British: 1 infantry
                      Casualties for Italians: 1 infantry

      Non Combat Move - Italians
                  1 bomber moved from 93 Sea Zone to Southern Italy
                  1 fighter moved from 93 Sea Zone to Southern Italy
                  1 infantry moved from Italian Somaliland to Ethiopia
                  1 artillery and 1 infantry moved from Libya to Tobruk
                  2 infantry moved from Southern Italy to Northern Italy
                  1 infantry moved from Southern Italy to Northern Italy

      Place Units - Italians
                  1 fighter placed in Southern Italy

      Turn Complete - Italians
                  Italians collect 11 PUs; end with 11 PUs total

      posted in Play Boardgames
      FaramirF
      Faramir
    • RE: The case for a single UK economy

      Make Canada a separate power. This reduces the U.K.'s income by a little.

      posted in Axis & Allies Global 1940
      FaramirF
      Faramir
    • Need help with TripleA!

      I am playing a play by forum game of A&A G40 but I am having some problems. When I am done with my turn and I click on the button to post the turn summary to the forums here it says “Summary Text: Incorrect Password”. And when I try to do a test post it says “Incorrect Password”. I have been manually attaching the file to posts in the forum since it will not post through TripleA, but the last time I tried to do it it said that the file was too large. What am I doing wrong?

      posted in TripleA Support
      FaramirF
      Faramir
    • RE: Faramir (Axis) vs AeV (Allies +12)

      Here is the saved game after the Japanese turn. I could not get it to post to the forum again but after I saved the game I noticed that the “Post to Forum” button was set to “disabled” instead of “AxisAndAllies.org”. So I will change that next turn and hopefully it will work. :-) Sorry about that.

      posted in Play Boardgames
      FaramirF
      Faramir
    • RE: Faramir (Axis) vs AeV (Allies +12)

      Here is the game that I could not get to post to this forum. It says “Summary Text: Incorrect Password” when I try to post it to the forum.

      posted in Play Boardgames
      FaramirF
      Faramir
    • RE: Faramir (Axis) vs AeV (Allies +12)

      Yes I did leave it behind on purpose  :-)

      posted in Play Boardgames
      FaramirF
      Faramir
    • RE: Faramir (Axis) vs AeV (Allies +12)

      Would you like to scramble in sea zones 109, 110, or 111?

      posted in Play Boardgames
      FaramirF
      Faramir
    • RE: Faramir (Axis) vs AeV (Allies +12)

      I clicked on the link to the game you posted and a notification comes up that says:

      _Windows can’t open this file:

      File: triplea_34024.0_Ger1.tsvg

      To open this file, Windows needs to know what program you want to use to open it. Windows can go online to look it up automatically, or you can manually select from a list of programs on your computer._

      What am I doing wrong?

      posted in Play Boardgames
      FaramirF
      Faramir
    • Global 1940 second edition, first forum game

      I’m looking for someone to play Global 1940 second edition with. This will be my first forum game (not my first actual game) so I may need help with Triple A.

      posted in Find Online Players
      FaramirF
      Faramir
    • Triple A first timer

      Which forum do I post on to find players for a play-by-forum game? I think I have Triple A figured out pretty well and I registered my email with the dice roller thing (I can’t remember the name right now).

      posted in TripleA Support
      FaramirF
      Faramir
    • RE: 2020 Master Players List Version 3.0

      Faramir
      Cartwright, North Dakota
      Any Axis & Allies game

      posted in Player Locator
      FaramirF
      Faramir
    • Best Units For A Land War

      What is the best mix of units to buy for a grinding land war? Does not have to only apply to Global. I tried using Infantry and Bombers as Germany in 1942 second edition and it just became a stalemate on the eastern front.

      posted in Axis & Allies Global 1940
      FaramirF
      Faramir
    • RE: G40 House Rules

      That would work great.

      posted in House Rules
      FaramirF
      Faramir
    • RE: G40 House Rules

      “If country X and country Y are at war with each other, country Z can presumably be at peace with both of them simultaneously…but can it be an ally of both of them simultaneously?”

      Yes to both. The term “allied” is meant to mean that the two nations have good enough relations with each other to allow each other’s units to move into their territory. It does not mean that they are fighting a common enemy. Maybe “open borders” would be a better term to use.

      “And as a reverse question, could country Z be simultaneously at war against both countries X and Y, even if X and Y are at war with each other…”

      Yes.

      “…-- in effect opposing both sides of a war at the same time?”

      You could phrase it that way, but it would be more like a 3-way free-for-all.

      “On a related point, if country Z is at peace with countries X and Y (who are at war with each other) and country Z then becomes an ally of country X, is country Z automatically considered to be at war with country Y?”

      No. Relations with one nation do not affect relations with other nations. “Allied” is probably not the best word to use though like I said above.

      It is a somewhat complicated system and it would require a tracker to keep track of it all, but it’s for players who want diplomacy in their games and “what if” scenarios. In the optional rules section I did include the optional rule that the permanent alliances of Global 1940 can be in effect so players can just test out the other new rules. Thanks for your interest.

      posted in House Rules
      FaramirF
      Faramir
    • RE: G40 House Rules

      Japan could not move units into Canada at the start of the game because it is only at peace with Canada, not allied with Canada. Canada can prevent another power that is at war with the United States from moving their units into Canadian territory by simply not becoming allied with them, as units can only move into another power’s territory if they are allied. I gave Canada that National Advantage so the much stronger U.S. would not invade Canada every game.

      posted in House Rules
      FaramirF
      Faramir
    • G40 House Rules

      I was bored so I created some house rules to play Global 1940 with. Feel free to comment suggestions or use them. I wanted a more free-for-all style game instead of fixed alliances.

      Axis & Allies Global 1940 Advanced Rules

      All rules are the same as Axis & Allies Global 1940 Second Edition except for the changes listed below.

      Germany

      Add 1 Minor Industrial Complex in the territory of Greater Southern Germany.

      China

      China only receives the 6 extra IPC’s for the Burma Road being open if it is allied with the power(s) that controls the territories of India and Burma. If China captures all the territories with a Chinese symbol on them, at the start of the next round they receive a free Minor Industrial Complex in the territory of Kiangsu if they still control all of the territories with a Chinese symbol on them. If this occurs, China now purchases units and facilities like a normal power, but it no longer gets the 6 extra IPC’s for the Burma Road being open. Shanghai becomes China’s capital city, and China no longer has the movement restrictions for its units.

      United Kingdom

      The United Kingdom now has one economy and London is its capital city. Replace the Major Industrial Complex in the territory of India with a Minor Industrial Complex and add a Minor Industrial Complex to the territory of West India. Remove 2 AAA and 1 Infantry from India and add 2 AAA and 1 Infantry to West India.

      Canada

      Canada is a new power that consists of the United Kingdom’s territories above the United States’ core territories marked with a maple leaf symbol and the territory of Western Canada that is marked with a United Kingdom symbol. The units and facilities belonging to the United Kingdom that were in those territories are converted into matching Canadian units and facilities. This includes the Destroyer and the Transport off the coast of New Brunswick/Nova Scotia. Also, add 1 Fighter to the territory of Ontario. Ottawa becomes Canada’s capital city. The territory of Newfoundland still belongs to the United Kingdom. Canada takes its turn after France in the turn order. (I use the Pacific 1940 first edition ANZAC units for Canadian units.)

      Each power is free to declare war, make peace, or ally with whichever powers they want to. Two powers cannot go from at war with each other to allied in the same turn, they must first make peace with each other and then the next turn they can ally if they wish. Players that are allied can move their pieces into and through each other’s territories if they wish and can share sea zones without permission. Powers that are at peace can also share sea zones that do not border any land territories, but sea zones that are adjacent to land territories require the permission of the owner of that territory(s) to move into or through. It requires the consent of both powers to go from an “at war” status to an “at peace” status and from an “at peace” status into an “allied” status. However, it only requires one power to degrade an “allied” status into an “at peace” status and an “at peace” status into an “at war” status. The state that one power is in with another power does not affect the relations of that power with any of the other powers. When a power degrades an “allied” status to an “at peace” status with another power, all units of the powers that are in each other’s territories must move out of the other power’s territories in the shortest route possible. If there are several routes that are the same length then the power that owns the units can choose which one.

      Political Situation

      Germany is at war with the United Kingdom, ANZAC, France, and Canada; at peace with the Soviet Union, the United States and China; and allied with Japan and Italy.

      The Soviet Union is at peace with Germany, Japan, the United States, China, the United Kingdom, Italy, ANZAC, France, and Canada.

      Japan is at war with China; at peace with the Soviet Union, the United States, the United Kingdom, ANZAC, France, and Canada; and allied with Germany and Italy.

      The United States is at peace with Germany, the Soviet Union, Japan, the United Kingdom, ANZAC, France, and Canada; and allied with China.

      China is at war with Japan; at peace with Germany, the Soviet Union, Italy, and France; and allied with the United States, the United Kingdom, ANZAC, and Canada.

      The United Kingdom is at war with Germany and Italy; at peace with the Soviet Union, Japan, and the United States; and allied with China, ANZAC, France, and Canada.

      Italy is at war with the United Kingdom, ANZAC, France, and Canada; at peace with the Soviet Union, the United States, and China; and allied with Germany and Japan.

      ANZAC is at war with Germany and Italy; at peace with the Soviet Union, Japan, and the United States; and allied with China, the United Kingdom, France, and Canada.

      France is at war with Germany and Italy; at peace with the Soviet Union, Japan, the United States, and China; and allied with the United Kingdom, ANZAC, and Canada.

      Canada is at war with Germany and Italy; at peace with the Soviet Union, Japan, and the United States; and allied with China, the United Kingdom, ANZAC, and France.

      Changes to Units

      Tank
      Can target other Tanks
      Does not increase a Tactical Bomber’s attack

      AAA (Antiaircraft Artillery)
      Defense 1
      Can move during the conduct combat phase

      Fighter
      Cost 6
      Attack 2
      Defense 3
      Can target Air Units on a 1 to 1 basis
      Can target Land and Naval Units at 1 attack and defense
      Does not increase a Tactical Bomber’s attack

      Tactical Bomber
      Cost 7
      Can target Land Units
      Can target Naval Units
      Can target Air Units at 1 attack and defense
      When a Tactical Bomber goes on a tactical bombing raid, cut your die roll in half, rounding up

      Strategic Bomber
      Cost 8
      Attack 2
      Defense 1
      Can target Land and Naval Units at 2 attack and defense
      Must take off from a territory with an operational Air Base in it to conduct a strategic bombing raid
      Does not get +2 added to its die roll in a strategic bombing raid

      Air Transport (use a Strategic Bomber with a national marker placed under it)
      Cost 7
      Attack 0
      Defense 0
      Move 4
      Can carry 1 Infantry
      Must take off from a territory with an operational Airbase in it when transporting an Infantry
      Cannot be targeted by Air Units unless there is less than 1 Fighter or Tactical Bomber per Air Transport
      If an Air Transport is destroyed by AAA fire or shot down by an intercepting Fighter or Tactical Bomber, any Infantry it is carrying are destroyed.

      Battleship
      Can target Naval Units
      Gets one surprise strike on the first round of combat if undamaged

      Only 1 Battleship can be purchased each turn per power, and each Battleship takes one turn to become operational. If you just purchased a Battleship, place it on the territory you are producing it in and leave it there. On your next turn during your “place units” phase, you must then put the Battleship in an adjacent sea zone and it is now fully operational.

      Aircraft Carrier
      Can carry up to 3 Fighters or Tactical Bombers or a mix of each
      Defending Fighters on an Aircraft Carrier get -1 defense vs Air Units

      Only 1 Aircraft Carrier can be purchased each turn per power, and each Aircraft Carrier takes one turn to become operational. If you just purchased an Aircraft Carrier, place it on the territory you are producing it in and leave it there. On your next turn during your “place units” phase, you must then put the Aircraft Carrier in an adjacent sea zone and it is now fully operational.

      Battleships and Aircraft Carriers can only be produced in a in a territory with an operational Naval Base in it.

      A Battleship and an Aircraft Carrier can both be purchased on the same turn, just not more than 1 of each per turn.

      To repair a damaged Battleship or Aircraft Carrier, it must be in a sea zone adjacent to a territory you control or adjacent to a territory of a power that you are allied with. It costs 5 IPC’s to repair a Battleship or Aircraft Carrier, or 2 IPC’s each if there is an operational Naval Base in a territory that borders that sea zone. If you are in a sea zone adjacent to a territory controlled by a power you are at peace with, you must get permission to repair your Battleship or Aircraft Carrier.

      Cruiser
      Cost 12
      Move 3
      Gets +1 attack and defense if it is paired with a Battleship
      Naval Bases do not give a Cruiser a +1 movement bonus

      Destroyer
      For each Destroyer you have, it forces 1 attacking or defending Submarine to target the Destroyer instead of other units.

      Transport
      Cost 6
      Cannot be targeted by any unit unless there is less than 1 warship per Transport unit. If this is the case the Transports that are not matched with a warship can be targeted. Transports have no defensive value, but a unit that attacks a Transport must get a “hit” to destroy that Transport.

      Submarine
      Cost 7
      Can target Naval Units

      Other Rules Changes

      During an amphibious invasion, the attacking power’s Land Units that unloaded from Transports not get to fire for the first round of combat.

      Minor Industrial Complexes may be built on islands with a value of 2 IPCs or more, but they cost 30 IPCs.

      When one power captures another power’s capital, the capturing power gets all the captured power’s IPC’s, but the power that got their capital captured still gets to collect income for any remaining territories and may still purchase units and facilities.

      There are no national objectives.

      Table talk, bartering, lending, selling or giving IPCs or units, making alliances, exchanging territories, backstabbing, and whining are all allowed and encouraged.

      Optional Rules

      If all players agree, they may use texting to secretly send messages to each other.

      If all players agree, everyone starts out at peace with each other and there is no attacking on the first turn.

      If all players agree, the permanent alliances and national objectives of Axis & Allies Global 1940: Second Edition can be in effect.

      National Advantages (optional)

      Germany
      1. Your Tanks attack and defend on a 4 or less and require 2 hits to kill, but cost 8 IPC’s and you may only build 1 Tank at each Industrial Complex you own per turn.
      2. Your AAA attack and defend on a 2 or less in regular combat and may target Tanks.

      Soviet Union
      1. You may build Minor Industrial Complexes on any land territory that is not an island and has a value of 1 IPC or more.
      2. Your Mechanized Infantry get 1 first strike at 2 or less on the first round of combat.

      Japan
      1. Your air units get +1 movement, but are shot down by enemy AAA fire on a roll of 2 or less.
      2. Your Cruisers and Destroyers get 1 first strike on the first round of combat only.
      3. If you attack a territory with only Infantry, you may choose to do a Banzai attack. Your Infantry do not fire on the first round of combat, but on all successive rounds of the attack they attack at a 2 or less.
      4. Your Tanks cost 5 IPCs, but they attack and defend on a 2 or less.

      United States
      1. Your Tanks cost 5 IPCs, but they attack and defend on a 2 or less.

      China
      1. Once per turn on your place units phase, you may place 1 Infantry for free on any of your original territories that is worth 1 IPC.

      United Kingdom
      1. Once per turn on your place units phase, you may place 1 Infantry for free on any of your original territories that is worth 1 IPC.

      Italy
      1. Your Infantry that attack from an Air Transport attack at a 2 or less.
      2. Your Infantry may move into and through impassible territories.

      ANZAC
      1. If one of your original territories is captured, on your place units phase of your next turn you may place 1 infantry for free in each of your original territories you still control. You may only do this once per game.

      France
      1. Once per turn on your place units phase, you may place 1 Infantry for free in the territory of France, Normandy/Bordeaux, or Southern France.

      Canada
      1. The United States may never declare war on you, unless you have units of another power that the United States is at war with in one of your original territories and you are not at war with that power.
      2. If one of your original territories is captured, on your place units phase of your next turn you may place 1 infantry for free in each of your original territories you still control. You may only do this once per game.

      posted in House Rules
      FaramirF
      Faramir
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