Another update.

@the-captain said in Axis & Allies Global 1940 House Rules Expansion:
Hi barnee,
We have play tested with a 1 IPC Value Increase at these islands:
- Sardinia
- Sicily
- Malta
- Cyprus
- Crete
It proved to be a major Axis advantage, since Germany and Italy can reach all islands with Landing Crafts or Paratrooper units from the Air Base in Rome.
Based on these results, the idea was dropped.
I’m assuming this was only tested in 1940 version ?
Well for me Corsica and Peloponnesus islands should be on map. With the 5 above islands plus these 2 gives you 7 islands and I use them in groups of 3 in order to get a bonus.
It shows this on my map. Just giving an option maybe down the road.
With only 5 if that’s all that are on BBR map or g40 still can do a maybe 2 or 3 group bonus.O
Only Italy or UK get the bonus money.
@nolimit said in 2-3 hour "A&A Anniversary 1941 Pearl Harbor" variant (2 players, 7 VC):
@corpo24 Hey you Bum!!!👅
Easy now. He’s probably screwing off and at another baseball game !
Ya I get that. My intent was not to talk about my game in your thread. Was trying to make a suggestion that’s all.
I’ll not make any suggestions or post ideas unless it’s e mail or PM.
Depends. I use d12 and what it mainly allows is to add more different pieces and/or make other normal game pieces a bit better all around for costs with values.
New victory points chart ready to go.

@midnight_reaper said in Avoiding Infantry blobs. Change their Cost to 3.2!:
Another, even bolder way to avoid Infantry blobs - hard limits.
Let us build a system where infantry stats are the same, but a power can only have so many of them. I would think that using the same number for all powers would not work right, so different levels it is. The following numbers are just for example, using A&A 1942, 2nd Ed. In this case, I will take starting infantry and gave the allies x3 and the axis x2. This is most likely not the best system, just the one I came up with.
USSR: 21x3=63
Germ: 29x2=58
Japan: 25x2=50
Unit.K: 15x3=45
USofA: 14x3=42Whether this is better system or worse would need to be tested. But I think it would give that rare synergy between historically appropriate and game balancing.
-Midnight_Reaper
Yes Midnight I’ve played 2 other ways in games where you have cap buys for inf at factories and a limit per turn buy per country. Think close to this stat. Can buy only per turn.
G-11
J-7
I-4
F-3
C-6
UK-5
US-8
R-12
But of course play test
Well got a turn in and with some changes its nice to have a few bucks to spend and the added Tac bombers to the game. No idea at this point if i went the correct ways but just testing out.
Here’s a few pics at end of turn 1. Seems most is OK but China. I got Chungking a victory city and there is no resistance coming from them. I’ll post piece values chart and show a few other tweaks with all countries getting more money.

Here’s a pic of piece values. I’m not a fan of Tac boosting a tank based on be to strong in this game. Rather have Tac pick target first round based on dropping its bomb or even getting a plain attack @4 first round only. Then @3 rest of rounds. This helps the allies a bit more.

I do like the transport getting a plane shot only on defense. Helps allies some and they did get 2 hits on axis planes on turn one total.
Ok starting incomes in this game.
Russia 25
UK 40
US 50
Germany 45
Japan 35
On setup I did add tac bombers, 1 AAA gun in Karelia, did most of Larry’s non bid of 20 suggestion moves and added pieces and a few on No Limits suggestions.
I can post list of changes and added stuff if anybody wants to see them. I know No Limit suggested another fig in Schzewan but that ain’t gonna help. China needs infantry. If Chungking is gonna be a victory city will have to beef it up. Can’t see why not swap out US Inf for China pieces and keep at least 1 Tiger. Then on a certain turn the tiger fig has to leave China and absorb into the US navy.
Well onto turn 2 now and will see if the US can get going. They are threating Tokyo fleet so now they will have to bring back the fleet down by India.
Changes added to setup.
Russia
Add 1 Tac Bomber to Russia.
Add 1 AAA gun to Karelia.
Russia’s income is now 25.
Germany
Add 1 Tac Bomber to Germany.
Add 1 Tac Bomber to Northwestern Europe.
Add 1 Tac Bomber to Norway.
Move Stg Bomber from Germany to Ukraine.
Remove 1 sub from sz 5.
Germany’s income is now 45.
UK
Add 1 Tac Bomber to London.
Add 2 Inf to India.
Add 1 Inf to Egypt.
Add 1 Destroyer to sz 7.
Move Cruiser from sz 14 to sz 13.
Add 1 Tac Bomber to Carrier in sz 35.
UK’s income is now 40.
Japan
Add 1 Tac Bomber to Japan.
Add 1 Tac Bomber to Carrier in sz 37.
Move fig from carrier to East Indies Island.
Add 1 Tac Bomber to Carrier in sz 50.
Japan’s income is now 35.
USA
Add 1 Tac Bomber to Western USA.
Add 1 Tac Bomber to Hawaii.
Add 1 Tac Bomber to carrier in sz 53.
USA’s income is now 50.
China
Replace all US infantry with China Inf now.
Add 1 Inf to Yunnan.
Add 4 Inf to Szechwan.
Add 1 Inf to Anhwei.
Add 3 Inf to Sinkiang.
China;s income is 3 Inf per turn if control Szechwan.
Ok will see how this goes with other stuff added to game.
Maybe some 42 players can try setup only on the oob 42 map and see what happens. Keep in mind a few of these tweaks are based on Tac’s getting a pic shot first round, figs dogfighting during ground and naval combats, cruisers getting choose between a ship or plane shot, Chungking a victory city, A 1 move only in Asia and Siberia and Russian Siberian railway. There is also a victory city in Kras. Make Japan earn there Stuff. Russian lend lease per turn.
The goal is to have both sides need each other for win.
Time to play test.
@captainwalker said in GEN MANSTEIN’S 1941 Global War Game:
@gen-manstein I really like that map…how big is it?
4x8 foot
No Limit. Here’s the setup with changes.

I still need to manually make tokens for value changes I made yet but China is there. Schezwan is worth 2.
I just played turn 1 Ussr and Germany so far and that scramble 1 fig from an airbase is sweet
Plus the figs get to dog fight too same time.
And Russia got to pick a tank in one battle first round based on Tac can pick target first round only. More to come.
End of turn 3. UK did take its Tac and hit Germany convoy box for 3 icps which they must pay to bank out of there income stack.
Russia holding there own. Japan ground just can’t go into Russia since there’s a India stack and Russians to the north where they just can’t abandon Chungking. That stronger China stack did help allies. Japan might get to Calcutta in a bit but will see. Germany has to deal with UK US landings now so how much push can they do east. We shall see.
One thought on next game setup.
May have to add 1 more German sub.

This is with new map upgrade and setup.

@tincanofthesea said in Axis and Allies each take turns all together [G40]:
@general-6-stars I know in a normal game that the Axis is favored, but with this rule change I kinda feel like the Allies would be favored especially in Europe
Ya I get that. All I can say is test it out. Good luck
@barnee said in GEN MANSTEIN’S 1941 Global War Game:
@gen-manstein Looks pretty sweet Treat it like a pool table. No drinks allowed . :)
Yes there is no drinks on map and area aloud.
Will be a game May 22 and it will be live streamed and also you can watch the recording up to 2 weeks and if need be you can fast forward during turns.
Time to Blitz !!!
If subs cost more then destroyers then they should be not cheaper. Not basing it on let’s give them less cost because there weren’t that many.
I have played with different sub, destroyer and plane rules for a long time now. Plus Cruisers having aa capability. But a different topic.
Try subs cost 8 and destroyers cost 7. But allow the sub to dive with destroyer present and destroyer getting a depth charge shot.