OK. so was wondering if it was color to color but not sure. OK thanks for reply. ill have to go back and redo more battles.
I’ll refigure the naval battle. Piece against piece color match. No color on one side then no dice roll.
OK. so was wondering if it was color to color but not sure. OK thanks for reply. ill have to go back and redo more battles.
I’ll refigure the naval battle. Piece against piece color match. No color on one side then no dice roll.
Ok. lets see if I got this battle right.
Attacker
3 figs 1 yellow
3 tanks 1 red
4 Inf 2 white
2 art +1 to each white dice
1 mech +1 to red dice
Defender
2 tanks 1 red
2 art +1 to each white dice
5 inf 2 white dice
Attacker rolls in order
Yellow - 4
Red - 6 +1 =7 pick
White - 1 +1 = 2
White - 3 + 1 = 4 so it be
4, 7p, 2, 4
Defender rolls in order
Red - 6 pick
White - 1 + 1 = 2
White - 3 +1 = 4 so be
6p, 2, 4
4-6p, 7p-2, 2-4 and attacker kills with the last 4.
Casualties be
Attacker and defender have 2 casualties each with both sides getting to pick a piece based on tank hits.
If this is correct then at end of battle there is for the attacker 9 casualties and 8 casualties for the defender.
Attacker had left 1 fig, 1 tank and 2 inf.
Seems like you need to keep inf more for future battles and get a less costly buy for that 1 extra dice.
If you have 2 white dice with only 1 being boosted, do you have to pick what dice gets +1 before you roll them dice ?
I’m assuming with 3 carriers gets 1 dice +1 based on AAA guns on carriers make believing.
OK. This is the map now with just a tweak or color change to victory city chart circles.
Will start a new game after we play my 41 game this Saturday. There will be a few setup changes for allies. Seem to be to strong as of now.

Ready now to test play some. Hopefully this is the final map. lol
Will tweak a few setups for allies based on being to strong last game.

Setup charts. Will post special piece and some rules.





Still working on these but posted for anybody want to try out and to use for guys in Saturdays game.
Will post turn pics of Saturdays game.
Here is the piece chart and what they can do.

Here’s the special rules in game. Not a lot.
Another Option maybe is to also have 1 fighter can escort and intercept on a SBR run only AD@2. STG. Bomber @1.

This has been edited. China builds 1 inf per controlled territory instead of 3.
If Japan leaves an empty controlled territory, place 1 China inf there and they
take control of territory.
Fighters roll a 1 get a bonus plane kill to besides normal hit. Was added to list.
OK. Got a game in and allies were able to hold off the axis. Axis conceded at the end of turn 5.
End of turn 1.

End of turn 2.

End of turn 3.

End of turn 4.

End of turn 5.

Germany came out strong in beginning and did get Stalingrad for a VC which for some reason is not on OOB game. Maybe since it was 42 is when they thought at that time it was because of the Russia push back ?
Japan only took 2 China territories and was able able to build 2 inf on there turn.
Japan did attack Russia turn 1. So in a few later turns China was attacking Japan a lot.
Based on Japan didn’t go full force into China.
Was cool to see that.
The 1 move in Siberia did slow down the Japs but with China and Tankograd with airport and LL box there is a VC there so no need for Moscow with those 2 VC added.
But Japan did get to outside of Moscow and areas to help Germany.
But there was a comment on that 1 move but Japan didn’t play right in later rounds.
The 2 city’s added to game now is more of a bonus for Japan based on Japan taking Moscow turn 3. To me that’s a joke.
This gives Russia some time to build up.
So that gives Japan 2 VC ( Kras and Szchewan) instead taking 1 VC (Moscow) on that area.
Later in turns Japan never threaten US on Pacific side so they basically bought most on Europe side and UK became a power house making more money that US.
UK did land in Russia with US and then both landed in Paris to take and hold and that was pretty much it.
For me was first time playing game and it was intense early and was nice to see a lot of little things going on based on added rules. Saw DF plane kills here an there with some convoy raiding going on with ships and tac bombers. Plus some planes getting to scramble. Russian lend lease was cool to see also with allies not needing to get to Russia so soon in games and at least there pieces could do something else in game.
They did land in Leningrad 1 turn to help hold Moscow and divert some German ground and then focused on D Day.
Allies did kill a lot of German planes with ship buys off London and Germany keep attacking.
Most axis had was 10 cities and with more of an aggressive Japan at sea and other city threats would of definitely helped with US not building mostly on Europe side. As in my games try to make Japan have to help more in wins then other games.
Only change at start of game was China could only build 1 inf per territory owned.
Also if Japan left a controlled territory empty then 1 China inf pop up and they
could take control of it.
So will have to play some more to see if allies are to strong in game yet.
Alright. After some discussions and thoughts there will be a few changes.
@victoryfirst said in Global 1943 House Rules Expansion:
@the-captain Are there more territories that have a changed IPC value? I know Siredblood has a map where Ukraine is worth +1 as well, but Soviet Far East is worth -1. I had a lot of trouble because every time I thought I found the map I was looking for, it was a bit different from OOB. I would love to buy such a gorgeous looking map, but nobody doesn’t respond and I don’t even know the map I am looking for exists.
What version of map you looking for ?
Version 1 has Celebes worth 4. Version 2 has Celebes worth 3. Version 3 has Celebes worth 3.
Version 4 has Celebes worth 2.
Here’s basically final map for now. At the moment there is a test game going on.
Will update the rules chart based on couple more games played and to explain a few rules in more depth.
Added a victory city points tracker.

Here’s a game going on and it’s turn 3 with UK up to play next.
Axis at 10 cities. Japan will get Krasnoyarsk on there next turn to go to 11. Looks like Germany backed off Cairo threat and moved to Tunis to defend in case Operation torch starts for US.
Russia did more attacking against Germany and we will see if it was worth it. Looks like the Moscow sandwich may happen. So UK India will have to make a move.
Japs took out China and got Chungking victory city to keep them out of game for now. Japs to to leave a unit in each territory. Will have to adjust when we continue.

@imperious-leader said in Global 1942 with General 6 Stars advanced game.:
@general-6-stars A huge abundance of LL to Soviets came as Half Tracks, Jeeps, Trucks I think the LL chart has too many artillery choices
I agree but didn’t want to add mechs to game based on it doesn’t have any or let alone another piece.
On my other game yes more mechs on that chart.
I could add them to game for Russia anyway. Maybe go with 4 options.
Cannot buy in game.
Like option 3 best.
But then most will say why can’t rest of countries get mechs. We know Russia got 1000’s of trucks.
Also looking at making Italy a country. Would need to find a good spot in turn order. At least give axis something in Europe between UK and US. Tunis is gonna be a huge victory city. Got more Africa action now.
Russia
Germany
UK
Japan
Italy
US
Ain’t heard from that guy yet on if he printed up map or has been testing.
Here is the Italy add to map. Increased Germany 2 icps and +1 to Italy giving axis 3 more icps. Need to see if they can contest Cairo and hold Tunis or hold Tunis from the sandwich.
As of right now just testing normal map with no Italy. But Germany income raised 3 more Icps.

Ya. Gonna get a map with Italy too. Gonna have to swap out BB and trany to become Italian.
Gonna now move 1 German sub from Baltic to sz with 2 German Subs in Atlantic to 3 on setup. Based on time frame if it’s early 42 this gives Germany some decent battle of the Atlantic action.
Also since a plane can scramble with a destroyer present on subs only attacking.
Maybe those 3 subs will just hit convoys and split up and force allies to come and get.
Gives Germany maybe a sub fodder or 2 and plane attacks later. Then maybe not
@the-captain said in Global 1940 Play Testing Capital Defense:
Play Testing has now ended and the Play Test Results have shown the following:
- The Battle of Moscow mostly included a Soviet Army Group consisting of 1 Soviet Tank Army and 1 Soviet Army Corps defending against massive German forces.
Multiple Play Test games were completed - and it seems that the final German assaults on Moscow were not delayed in time, even with the increased defense capacity of a Soviet Army Group.
For the most part, the German Luftwaffe was allocated to The Eastern Front with 100 % of it’s strength available for the final attack on Moscow - mostly as a consequence of the increased defense capacity of the Soviet Army Group in Moscow.
- The Battle of Berlin was completed only during two games. During both games the
Reichshauptstadt Berlin Defense Area was defended by a German Army Group consisting of
two German Panzer Armies.Other defending units in Berlin (Germany) were German Volkssturm, Heavy Waffen-SS Panzer units and multiple other Specialized Combat Units such as Combat Engineer units, Paratrooper units, Me 262 units, Elite Infantry etc.
The results were devastating for the Soviet, US and UK units that attacked Berlin.
One game ended with the Fall of Berlin - the other game ended with an Allied Economic Victory - with Berlin still on German hands.
The Capital Defense rule will be part of the updated Axis & Allies Global 1940 House Rules Expansion rulebook.
So is the now new Russian partisan updated rule the counter for to weak of a Moscow fall ? I’m sure you looked at Germany and the D day landings where maybe Germany is to strong. Just saying the key balance is when Germany sends 95% of there planes to Moscow then there should be way weaker Germany on Europe front
defending that turn.
But of course your games don’t really go much further once Moscow falls to the point of Germany must almost split the air to defend Moscow and get rest back to defend berlin. Just discussion here.
Sweet pics. I’m assuming your coastal guns are cut up factories ?
Got another game in. Allies win. Seems they can get to Finland to quick in game and will make the Norway upper north border to go all the way to Russia like it is on real world map. This will give Germany that 1 extra turn to counter.
That sea zone up there is huge because when US threatens a d day landing in Atlantic west of UK and Germany buys most for defense on coast line territory all US has to do is then go to Finland and land. Just to quick.
Also just 8 turns in game now. Axis doesn’t get 12 points at end of any turn by end of turn 8 allies win.
Changes made to game.
Paris worth 4 instead of 6.
Italy worth 5 instead of 3. Gives Germany a chance to buy more in Med and for Africa to defend Tunis.
Romania worth 3 instead of 2.
German income increases from 48 to 49.
All coastal territories in Asia north of FIC are worth 3 now.
Yunnan worth 2 based on Burma Road.
Japan’s income increases from 35 to 37.
Tac bombers C8 now and AD@2. Still can pick target first round only. This will also help Germany get a extra turn of a sub raid in game also. Was just a bit to stronger than a fig.
Seems allies still just a bit to strong in game and axis go on the defense a turn or 2 to early. Was at 11 VC points ( 12 for win ) but then by turn 4 can’t push no more on either side. Just saying if they get to 12 at least then allies need to counter a bit faster maybe.
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@the-captain said in Global 1942 with General 6 Stars advanced game.:
@general-6-stars
Did you build the dice towers yourself?
No I did not make them. Knew a guy that made them. Asked to make more but said wasn’t really doing any more. Maybe he is now ? Don’t know. They do fold down too.

You could try e-bay. I’ll take a peak and see.
Update. Did not see them on E-Bay.