Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. FranceNeedsMorePower
    3. Best
    • Profile
    • Following 0
    • Followers 1
    • Topics 55
    • Posts 1,074
    • Best 82
    • Controversial 0
    • Groups 0

    Best posts made by FranceNeedsMorePower

    • Axis & Allies North Africa 1939 Variant

      These are some people who I think may be interested or who are interested: @The-Janus @barnee @The-Captain @Matt-Hyra @Cornwallis @SuperbattleshipYamato @crockett36 Btw, an official rulebook for my variant will be coming out soon.

      Ever wanted to play a more in depth, more interesting, and longer A&A North Africa?

      Well here it is!

      Note: Balancing is still a work in progress and will take a lot of time, also note that A.I. was used for various appropriate reasons to help me write and to find websites about North Africa in 1939. This is not finished yet and will take a lot of work and improvement over the next few years. It is very historically accurate, just not balanced in a fun way to where both sides can still win. Playtesters are wanted! Feedback is also greatly appreciated!
      Enjoy the North Africa 1939 variant version 0.1, now on to the good stuff! :)
      Introduction
      December 31, 1939 — Tensions are at a breaking point.
      Poland has fallen after a desperate struggle to resist the German onslaught. Across Europe, the Nazi war machine has unleashed a wave of blitzkrieg, toppling nations with speed and violence. One by one, neutral countries fall or capitulate, and the Axis grip on the continent tightens.
      Only two major powers still resist the rising tide of fascism: the British Empire and France. Doom feels inevitable.
      Germany cannot yet be stopped in Europe, but a new front is opening — one that could change the course of the war. North Africa, a vast and brutal theater, now becomes a critical battleground. Italy eyes a reborn empire stretching across the Mediterranean, while the Allies scramble to hold vital ports, protect supply lines, and rally their scattered forces.
      The fate of Africa — and perhaps the world — now rests in your hands. Will you lead the Axis, beginning with Italy, and eventually commanding Vichy France and Germany? Or will you command the Allies, starting with Britain, then drawing strength from the Commonwealth, the Free French, and eventually the United States?
      The desert war begins.

      Political situation:
      🇬🇧 United Kingdom
      The British Empire stands on the brink.
      France is deflating, and the German war machine advances unchecked across Europe. With the fall of Poland and much of the continent already under Axis control, Britain is preparing to stand alone — for now.
      Though the situation in Europe looks grim, the British Empire maintains strength through its colonies, fleets, and distant allies. In North Africa, however, the situation is dire. Italy threatens to seize control of the Mediterranean and expand its dream of a new Roman Empire.
      Britain must rally its global forces — from India, Australia, and beyond — and bring them to bear in the desert sands of Africa.
      Can you hold the line and defend North Africa from Axis conquest?

      You are at war with no one until round 3 unless attacked. You cannot move into any French territory until Operation Torch.

      🇮🇹 Italy
      A new empire is within reach.
      With Germany sweeping through Europe, Italy turns south. Mussolini dreams of resurrecting the Roman Empire by conquering North Africa and dominating the Mediterranean.
      But Italy’s military is ill-prepared. Equipment is outdated, leadership is disorganized, and the desert offers no mercy. Every advance will be hard-fought, and supply lines must stretch across harsh, unforgiving terrain.
      Can you overcome the odds, seize control of Africa, and turn Italy into a true global power?

      You are at war with no one until round 3 which means you must stay in your own territories. You can choose to declare war early if you wish.
      🇫🇷 Vichy France
      A fractured nation, bound by uneasy terms.
      As Paris fell, many of your best troops were rushed from Africa to defend the homeland. They never returned. Your remaining forces are scattered, poorly equipped, and stretched thin across colonial outposts.
      Much of your armor lies rusting or has been destroyed to keep it from Axis hands. Supplies are scarce. Troop morale is low. Yet, you now find yourself in command of a fragile slice of empire — a puppet of the Axis.
      Can you maintain control of your sector in North Africa under these challenging conditions?
      At war with no one. Acts the same.

      🇫🇷 Free France
      A divided France fights on.
      Though the homeland has fallen, not all Frenchmen have accepted defeat. The Free French, loyal to the Allies, rally under General de Gaulle to continue the fight.
      Your numbers are few — scattered remnants of the French military now stationed in the United Kingdom and French Equatorial Africa. But your morale is strong, and your cause is just. You fight not just for France, but for liberty itself.
      Can you push back the Axis powers in North Africa and beyond?
      At war with the Axis when France falls.

      🇩🇪 Germany
      Europe falls beneath your boots.
      One by one, nations across the continent are crushed under the weight of the German war machine. Blitzkrieg has proven unstoppable. The Reich is rising.
      But in Africa, your reach does not yet extend. Italy leads the Axis campaign there — for now. Should your ally falter, it will fall to Germany to intervene and stop the inevitable Allied counteroffensive.
      Can you redirect your forces in time to secure North Africa, or will the Allies open a second front that threatens everything you’ve built?
      At war with the U.K., Free French, and Commonwealth at round 3, America round 13

      🌍 Commonwealth
      Australia, New Zealand, Canada, and South Africa answer the call.
      Your forces are far from home, drawn into a global conflict by duty to the Crown. Britain needs manpower, and the burden falls to you.
      Though your homelands lie far from North Africa, your soldiers will fight and die in its deserts, ports, and skies — to protect British territory and push back the Axis threat.
      Your courage is unquestioned. But are you prepared for the harsh war ahead?

      At war with the Axis on round 3.

      🇺🇸 United States
      The war is not yet yours — but it may be soon.
      Europe is at total war again. In North Africa, fighting escalates between the Axis and Allies, but the United States remains officially neutral. Still, the signs are clear: tensions are rising, and American involvement seems more likely with each passing month.
      For now, you watch. You prepare. And when the time comes, you may be called to act — not just in defense of allies, but to preserve the balance of the world.

      At war with the Axis round 9. But attacks round 13.

      🇮🇹 Italy
      Land Territories
      Tripoli (Control Marker – Italy): 3× INF, 1× ART, 1× TNK, 1× TRK, 2× SUP Benghazi (Control Marker – Italy): 3× INF, 1× ART, 1× RECON, 1× FTR, 2× SUP
      Tobruk (Control Marker – Italy): 3× INF, 2× ART, 2× SUP, 1× LAND MINE (on Mersa Matruh border)
      El Agheila (Control Marker – Italy): 2× INF, 2× SUP
      Mersa Brega: 1× INF, 1 SUP
      Italy: Naval Port, 1× BOM Sicily: 1 AAA

      Sea Zones
      SZ 11: 1× Battleship, 1× MINE
      SZ 13: 1× Cruiser, Control Marker
      SZ 15: 1× Destroyer, Control Marker SZ 10: 1× MINE SZ 16: 1× MINE, 1× Submarine

      🇫🇷 France
      Land Territories
      Algeria (Control Marker – France): 3× INF, 1× ART, 1× TNK, 3× SUP
      Tunisia (Control Marker – France): 2× INF, 1× ART, 1× FTR, 2× SUP
      Morocco (Control Marker – France): 2× INF, 1× SUP Mareth Control Marker – France): 1× INF, 1× SUP, 1× LAND MINE (on Tripoli border)

      Sea Zones
      SZ 2: 1× Cruiser
      SZ 6: 1× Destroyer
      Suez Convoy Zone (Control Marker – France):
      Atlantic Ocean Convoy Zone (Control Marker – France):
      Indian Ocean Convoy Zone (Control Marker – France):

      🇬🇧 United Kingdom
      Land Territories
      Egypt (Cairo) (Control Marker – UK): 3× INF, 1× TNK, 1× ART, 1× FTR, 1× TRK, 1× MECH, 1× SCOUT, 1× ATG, 5× SUP, 2× LAND MINES (on Mersa Matruh border)
      Malta: 1× FTR, 1× AAA, 1× SUP
      Gibraltar: 1× FTR, 1× BOM

      Sea Zones
      SZ 3: 1× Destroyer, 1× MINE
      SZ 12: 1× Cruiser, 1× MINE
      SZ 31: 1× Battleship, 1× Cruiser, 1× MINE
      Suez Canal Convoy Zone: 1× INF, 2× SUP
      Atlantic Convoy Zone: 1× FTR, 1× DD, 2× SUP

      🇬🇧 Commonwealth
      Sea Zones
      Indian Convoy Zone: 2× INF, 1× SUP,
      Suez Convoy Zone (Control Marker – Commonwealth (represented by Anzac marker):
      Indian Ocean Convoy Zone ((Control Marker – Commonwealth (represented by Anzac marker)):

      Note: you can always just put a control marker underneath supplies when you get them, you don’t need the markers there the whole game for the Egypt convoy system.

      Blanks:
      Land Territories
      Crete: Grey Chip (Means neutral territory)
      Abbreviation Key
      INF – Infantry
      ART – Artillery
      TNK – Tank
      TRK – Truck
      SUP – Supply
      FTR – Fighter
      BOM – Bomber
      SCOUT – Scout Car
      MECH – Mechanized Infantry
      RECON – Recon Unit
      ATG – Anti-Tank Gun
      BB – Battleship
      CRU – Cruiser
      DD – Destroyer
      SUB – Submarine
      AAA – Anti-Air Artillery
      MINE – Naval Mine
      LAND MINE – Land Mine

      Special Rules + extra info:
      All units can not cross the white line until America invades Vichy France.

      The game now lasts 20 rounds. All previous round events like Operation Torch occur 6 rounds later than before. About Operation Torch, the Operation will be delayed one turn for every turn there is an Axis Warship in one of the zones. You must destroy all Axis ships in all of the zones.

      Also, the Anzac reinforcement house rule and the tiger tank house rule are now activated. (These are in the back of the out of the box rulebook.) The British can also buy 1 Commonwealth supply each turn.

      I know the rulebook now calls IPC’s RP’s but I decided to keep it the same because I didn’t want to go back and change everything.

      Italy:

      IPC’s: 10

      Add one Battleship, and Cruiser into the supply bag.

      Round 3: Must attack one British territory or unit (includes islands) if possible and also has to declare war on Britain, Commonwealth and Free France. If they cannot attack yet they lose 3 IPC’s. For every turn they can’t attack after round 3 they lose an additional 3 IPC’s. For example, -3, -6, -9 so on if they can’t attack yet. Italy may only purchase 3 land or sea mines each turn for the whole game.

      United Kingdom:

      IPC’s: 6

      Remove 3 Infantry, 1 Artillery, 1 Truck and 1 Destroyer from the supply bag. Add 2 Cruisers and 3 Mech’s into the supply bag.

      On the first 3 turns they only collect half of their IPC’s, round down. (Made to balance.)

      France:

      IPC’s: N/A (Does not collect any)

      Remove 2 Tanks from the supply bad. Add 2 Artillery, 1 Fighter, 1 Cruiser, 1 Destroyer, and 1 Mech into the supply bag.

      At the end of Turn 1, France is attacked. Only Free French units can move only after a successful Operation Torch. All other French units cannot move.

      You must choose 4 Infantry and 2 supplies to go and fight in the Battle of France.

      Turn 3, France Falls. Roll a die for each french armored unit (including sea units)

      a roll of 1-3 - fully intact! (Nothing happens…)

      a roll of 4-6 - is destroyed so the Germans cannot use it. Simply place this back into the bag.

      a roll of 7-10 - This unit must be repaired immediately due to a lack of maintenance. You must spend one supply to repair it. You must roll another dice to see if it is repaired. If it is not repaired, it becomes irrecoverable. Simply place this back into the bag.
      a roll of 1-5 Repaired choose the supply closest to the units location. If there is no supply in reach then you may not repair.
      a roll of 6-10 Not repaired

      All Remaining units become Vichy,

      Vichy units can not move, if an Axis unit moves into a land or sea territory containing a Vichy French unit roll a die,

      a roll of 1-5 - you must remove all Vichy French units in that zone.

      a roll of 6-10 - all armored Vichy French units (including ships) join what every country went into that zone (either Germany or Italy) put the appropriate axis control marker underneath them. Remove all Vichy French Infantry. As for supplies, they become Axis controlled supplies.

      Same rules apply when Americans land into their zones but Vichy French will need supplies to fight, if they run out they surrender.

      As far as Free France,

      Turn 3, Free French forces emerge from London, place 2 × INF, 1× TRK, 1×SUP into the Atlantic Convoy Zone.

      Turn 4, French Equatorial Africa becomes Free French (also represents Charles De Gallue), place 2× INF,1× MECH, 1×TNK, 1×SUP Atlantic Convoy Zone.

      When the Americans take over French North Africa the Free French will need supplies to attack. The Americans can also choose to put 1 French Artillery, 1 French Supply, 1 French Mech, or 1 French Truck into Oran each turn if they choose. (This still includes the Infantry and Tank buy as well.) You can only purchase two French Units a turn!

      America:

      IPC’s: 36

      Add 2 Scout Cars, and 2 Mech’s into the supply bad.

      May now purchase scout cars and cruisers in addition to everything else. Also they land in the same zones but in each zone remove 1 American Infantry and put an Artillery there instead.

      Germany:

      IPC’s: 25

      Add two Tiger Tanks into the supply bag.

      Turn 7: Germany enters the African theater. Remove the blank chip from Crete. And place 1 bomber there. Also, the first rounds of purchase add 6 IPC’s to the amount to spend.

      Bonus! Rommel and German material arrives to support Italians.
      Place 51 IPC’s of equipment (this includes all ground and air units except for Infantry) directly into Tripoli, or El Alamein (Represents the German material sent to the Italians) 2 of the units must be tanks and 1 must be a mechanized infantry. Plus the bonus place 5 Supplies into the zone that contains the must units out of the two. Also, add 1 Tiger tank into the zone that contains the most German units. If any of the zones are above stacking limits you cannot place the units there. Place a control marker in all available convoy zones.If they are equal, choose. (I know it may be a lot but this is supposed to represent the desperate attempt to push back the British offensive and you can’t just buy a bunch of Infantry, armor cost’s more.)

      Commonwealth:

      IPC’s: Does not Collect any. But, Britain can choose to buy 1 Infantry or Supply each turn. If you wish to simply put him on the side of the game board and on the Commonwealth’s turn place him into the Indian Convoy Zone.

      Add 4 Infantry, 1 Artillery, 1 Truck, and 1 Destroyer into the supply bag.

      All Infantry units may attack with British forces of Britain’s turn. But, they cannot move during the Commonwealth’s next turn. Simply put them on their side to show they already moved.

      Turn 3: Commonwealth reinforcements

      Bonus!

      Place 2 × INF, 1 × TRK, 1 × ART, 1 × TNK, 1 × DD, 2 × SUP into the Indian Convoy Zone

      Turn 7: Commonwealth reinforcements

      Bonus!

      Place 2 × INF, 2 × SUP into the Indian Convoy Zone

      New Turn Order:

      Germany, Italy, United Kingdom, Commonwealth, France, United States.

      Still some other stuff that is a work in progress.

      RESOURCES:

      These were used to inform historically accurate unit placement, political alignment, and the realities of logistics and infrastructure in North Africa during the start of World War II

      (1939-1940).

      • Wikipedia (Campaign and Country Entries):

      Used for initial framing and regional control (e.g., French troops in Tunisia, British presence in Egypt, Italian Libya). - U.S. Army Green Books (CMH.gov): Provided logistics, supply lines, and descriptions of early Allied planning in North Africa.

      • Osprey Publishing ‘Campaign Series’ (War in North Africa):

      Source of uniform/vehicle composition, tactical doctrine (esp. Italian weaknesses), and terrain considerations.

      • Axis History Forum:

      Details about Italian operations, airfields, and troop numbers. Supported decisions like adding weak tanks and fewer artillery.

      • WW2DB.com & WWII Order of Battle Sites:

      Confirmed unit counts, artillery positioning, and whether Free French operated independently.

      • Historic Maps and Atlases (1939-1940):

      Ensured correct borders, locations for Tobruk, El Agheila, etc., convoy routes, and natural chokepoints. Axis & Allies Game Sources These official A&A editions influenced unit costs, overall balance structure, and design philosophy.

      Design & Development Tools - ChatGPT (OpenAI):

      Helped revise rules, draft player briefings, suggest setups, and rebalance factions to reflect historical disadvantages.

      • Google Docs: Main platform for drafting scenario documents and tracking edits.

      • Google Sheets:

      Used to calculate total IPC values, compare initial unit strengths, and track balance metrics.

      • PDF Export Tools:

      To produce printable, professional-looking documents from scenario notes.

      Other Info:

      Added strategic choke points.

      • Land Mines: Historical reference to extensive minefields around Mersa Matruh and Tobruk; adapted from A&A North Africa (2024).

      • Weak Italian Units: Reflected Italy’s real logistical and technological limitations; intentionally added balance pressure on Axis.

      • Axis Strong Start, Allied Economic Curve: Traditional A&A design principle: Axis has a stronger board position early, but weaker economy over time.

      Also thanks to @SuperBattleshipYamato for giving me

      1. Naval-History.net – Royal Navy Order of Battle, 1939
        Used For:

      Accurate British naval placements in the Atlantic, and Mediterranean.

      Helped determine realistic ship types in the areas (e.g., destroyers, cruisers, submarines) present near Gibraltar, Suez, and the Indian Ocean. For example, I was thinking of having Carriers on the setup but there were no major Carriers or Carrier task forces at the time according to my research. They also would more than likely not work with the game mechanics.

      Informed British convoy zone composition in Beta 0.1 setup.

      1. Naval-History.net – French Navy Order of Battle, 1939
        Used For:
        Determining what ships the French Navy had in North Africa in late 1939 and early 1940.

      Guided me to not over place French ships in ancient sea zones to French North African ports. Also, it made me decide to round down on French ships due to most of the Vichy ships being destroyed by the British or failing in combat.

      Well that’s it for now, if you have any other websites please tell me!

      Adios,

      FranceNeedsMorePower

      posted in Other Axis & Allies Variants
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • Axis & Allies Stalingrad Unboxing Video

      Hola FranceNeedsMorePower here, click here to watch my new Axis & Allies Stalingrad Unboxing video!

      Please contact me on this post or my video if you have questions!

      A follow up video will hopefully arrive shortly concerning the setup, rules, and gameplay in the same thread.

      Enjoy!

      These are people who wanted to see my video or who I think would: @barnee @SuperbattleshipYamato @The-Janus @Cornwallis …

      Unboxing: https://youtu.be/S1zT9AY4tAY

      Setup: https://youtu.be/hn_frClhdBs

      download (6).jpg

      posted in Axis & Allies Stalingrad stalingrad
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • BattleFront: Dayton (Nov. 7.-9. 2025)

      If you live near Dayton Ohio and enjoy A&A this event is for you!

      Board Game Nation is hosting a A&A tournament in Dayton Ohio!

      All winners will have a spot in GenCon 2026!

      I myself am going to this event! I can’t wait!

      If you interested click here! https://tabletop.events/conventions/bgn-bfd

      Btw, this event is not hosted by me…

      posted in Events
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: League G40 Team Game - Stucifer/Crockett36 v Daaras/FranceNeedsMorePower

      @Stucifer The first save I sent is just for Anzac the other one is Frances. Just thought I should clarify.

      posted in League
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: Balanced?

      @Raply112 Hello Raply! The game is a lot of fun! I hope you enjoy playing with your friends! The game is quite new and kind of hard to say what the balance level is. Also it may be different than my opinion versus yours. The best thing to do is just keep playing and come to your own conclusions for now. I will say the longer 13 round game seems to favor the Russians, and the shorter one the Axis but this may be completely wrong. So don’t go with my judgment. One thing to know is that the game shifts a lot. It may seem like one person or side will win, then 1 turn later the other is in the lead. Don’t be fooled by the major shifts in the game. It’s a massive back and forth game. Like a bunch of tidal waves coming from both directions. If your looking for tips or have question feel free to ask me or you can also put them in @Panther’s Stalingrad Q&A section (or post for that matter). Hope this helps, let me know if you have any further concerns, or questions.

      @AndrewAAGamer May be able to help you with your balance questions. I believe he has play tested the game or something.

      Adios,

      FranceNeedsMorePower

      posted in Axis & Allies Stalingrad
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • [Global 1940] France Goes First Idea

      I was thinking for new players to axis and allies you could let France go first. Also France could be a single playable country. I think this is just a good, fun, and new idea in general. It also gives the Allies lots of options. For example France can take Northern Italy or try to take Western Germany or Belgium/Holland. Try it out.

      posted in House Rules global 1940
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: Triple A Support 1914 Improved

      @barnee @Panther @SuperbattleshipYamato Barnee’s file works for me. So something is wrong with Yamato’s cause his did not work.

      posted in TripleA Support
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: France's role in Global 1940 SE

      @The-Janus This is the must luckiest outcome I have ever seen. The Ai must have been really bad or something.

      The French in mainland Italy?

      The French in Germany?

      Wow, they have become the beast.

      posted in Axis & Allies Global 1940
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: Anzac Shuck Into Europe

      @crockett36 Alright, would you suppose that I should use triple a for that?

      posted in Axis & Allies Global 1940
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: Anzac Shuck Into Europe

      @barnee Thanks for your thoughts! I do agree that maybe under very specific circumstances that this may be a possible option.

      posted in Axis & Allies Global 1940
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: Anzac Shuck Into Europe

      @SuperbattleshipYamato I personally don’t think they should go first as well.

      posted in Axis & Allies Global 1940
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: Axis and allies commanders

      @Darth-Vahl ME! Looks cool!

      posted in News
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: France Goes First beta mod

      @crockett36 Thanks!

      posted in Play Boardgames
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: WW1 1914 Help Triple A

      @barnee @SuperbattleshipYamato I will try these. I will let you know if any errors.

      posted in TripleA Support
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • France's role in Global 1940 SE

      Re: Warfare Principles of Axis & Allies (by AndrewAAGamer)

      @AndrewAAGamer I would disagree about France. France can be really helpful. They have a Fighter in London. And 5 guys in Africa. If the person playing as France saves the French fighter I fly it down to Algeria and stack with 2 or 3 men plus the fighter. After that I push my way east towards Egypt. The Guy in Syria Goes down to Egypt same with the guy in French West Africa. If their fleet in the Mediterranean survives it can evacuate and help the fight againsent the German Sub barrage, or other German ships. The Destroyer in French Madagascar can go to Egypt or India. And if their is a guy in French Indo China he can go backwards to India. If it goes really well for the French they will have 74 IPC’s. They have 8 Infantry, 2 Destroyers, 2 Cruisers, and 1 Fighter. This is the best scenario for them. Worst is they make it out with 6 Infantry, 1 Destroyer. The Worst case is not as good but the French still can do stuff. They are not pointless. When they get or if they get back in the game at the end they can pump out 19 IPC’s each round. This could be 3 Infantry, 1 Artillery, and 1 Tank.

      posted in Axis & Allies Global 1940
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: Axis and allies commanders

      @barnee Lincoln is right right, some abilities you cannot use for some games, but those are just games where you can use them, they are basically examples.

      posted in News
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: FranceNeedsMorePower Multi

      @barnee Makes sense now thanks! I figured it out I just need Janus’s and Cornwallis’s emails.

      posted in Play Boardgames
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: WW1 1914 Help Triple A

      @VictoryFirst Got it thanks a lot!!!

      posted in TripleA Support
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: France's role in Global 1940 SE

      @AndrewAAGamer I’m saying that if the setup the player chooses has one their. And btw their should at least be one guy in Indo China. To prove this, there were about 50,000 troops in Algeria this equals one French Infantry according to the setup. While Indo China had 75,000 troops. And their is no Vichy rule as well. So there should be a guy there.

      posted in Axis & Allies Global 1940
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • RE: [Global 1940] Alternate Win Conditions instead of Bid

      @chadikus

      I think realistically in order for the Axis to win is for them to take Russia’s three capitals. And the Japs take over all over China and a large chunk of the pacific. I think the Allies would try to negotiate with the Axis party’s at the point.

      posted in House Rules
      FranceNeedsMorePowerF
      FranceNeedsMorePower
    • 1
    • 2
    • 3
    • 4
    • 5
    • 1 / 5