Putzin with this map now. Gonna be an interesting game.

I have a d day map if your interested in for Triple A and or piece rules added and I just use 1 deck. You can still do the normal game on it also.

We had another game last Saturday. Looks like the allies will win. Germany lost West Germany and Paris plus US landed in Manilla. Japan should take out US fleet and then Anzac next turn but Axis Europe just lost to much.
Will need to see if Germany can take out Moscow next turn. If Moscow holds then they will hold Stalingrad too based on reinforcements.
No sea lion this game. But we did make a minor setup change to UK London. Added 2 more frenchy inf to London and moved the general from Scotland to London.
Up to UK now to shoot down a few planes so now they have a slightly better odds on holding. UK must take back London on there turn no matter what so the German minor factory there is destroyed.
If Germany influences Spain then they have the advantage.
Pic will be of turn 2 and turn 4.

If your referring to G40 games not much I can help with you there. My game with my ways is different when it comes to air battles. Planes are dog fighting and attacking and defending at same time. You can retreat your planes after one round of combat for either the attacker or defender.
As far as a tank must hit a tank is not really correct based on inf and other units do die from tank shells missing enemy tanks.
I do have some pieces firsts striking units with no return shot but then you would need to offset rest of pieces in away in game as far as values and costs. IMO.
You could go by my forced retreat chart in game I use for Advanced Battle of The Bulge game.
You would remove casualties in order.
Be like Inf, Mech, Artillery, Tank, Truck, fig and supply. Kinda like that.
As the Captain says you need to play test it a bunch of times.
@dishero said in Iwo Jima Map:
@General-6-Stars Are you working on any other projects of this nature?
Ya, A civil war game. Its listed in topics.
IL’s Axis and Allies Global 1939 and 1942 files
Its in the house rules section under customization.
@barnee said in General 6 Stars 1941 WW2 Game:
@General-6-Stars Good Action ! Dig your Game Reports
Thanks barnee. Ya not enough pics. Got 2 new guys and had to help one out more. Guys helped other guy.
Be another game in 4 weeks. Tweaked the tech a bit and about it.
Sat game ended with the axis having 30 points at the end of turn 5.
Germany did sea lion and UK & US decided to not take back London but use Morocco as there hub. UK was able to hold Cairo from the axis and send some troops to the oil lands and then the plan was to take Turkey back next turn with Russia. But game ended by then. Russia lost a lot of good pieces fighting back the Germans but no major push from Germany.
Italy to win the game or get back the 30th point was to take back Tunsia
and Gib to block any move into the Med.

On Pacific side Japan hit one of the US fleets at a start of game. Trying to slow US down but US and allies were doing pretty good taking back victory cities for most part of game. Then Japan attacked the US fleet and defeated them with all US transports dying. SO US took back the oil bonus points from Japan but as you can see on next turn Japan would of gotten them back and the axis would of probably won on next turn if they had to from what it looks like.
Was another great game with new stuff happening and yes Japan had total control of the Burma road for a point and Rangoon along with Chinas capital but on last turn Allies took back all 3 victory points but just came up short.
It was nice to see a lot more fighting in Burma !

Got a game this Saturday Sept. 23 at 8 am at the General’s Fortress. All generals have there orders !
Will post some pics and outcome.
New bonus axis 1 point for control of all of Burma Road.
Assam, Burma, Yunnan and Kweichowz based on all LL cutoff from allies. Plus still in game 1 victory point for Rangoon.
Keep in mind if AB is damaged in Assam no LL from the Hump into China
@Vendetta said in Research System Total Overhaul:
@General-6-Stars said in Research System Total Overhaul:
So how do you get 2 dice for Tier 1 Tech ? Or is that just showing odds for 1 dice etc. etc ?
If I want 2 dice for Tier 1 Tech, do I pay 5 icps for the 2nd dice ?
Where’s your revised values for the pieces ?
Since you have defaults now.Have you tested this out yet ?
This will take many games to see how it plays out.I really can’t comment more on this topic based on this game is mostly for play abilities and some costs for pieces is not correct.
I lean more towards historic ways in my games. IMO.
Good Luck. I do like a lot of your techs though.
The number of dice you roll is equal to your country’s research level. By default, everyone starts at Level 1. At Level 1, you roll one dice each turn. Rolling costs nothing.
The only time you spend money is when you are upgrading to a higher research level. You spend 5 IPCs to advance to Level 2.
At Level 2, you roll 2 dice each turn. You only have to buy Level 2 once - once you’re on it, you stay there, and you will roll 2 dice each turn for the rest of the game, no extra charge. You will roll 2 dice whether you’re researching Tier 1 or Tier 2.
So leveling up not only gives you a shot at researching higher tier techs, it also raises the odds you’ll succeed at researching the lower levels.
When you buy Level 3, you roll 3 dice each turn. And so on. The catch is that leveling up gets more expensive each time. Only 5 IPCs to buy Level 2, but 10 for Level 3, 15 for Level 4, 20 for Level 5, etc.
If you enjoy games with a more historical feel I think you’ll like the National Advantages section I added.
Already have those in my global game. Thanks
OK buy 2 tech tokens at 10. Can roll for tier 1, 2, and 3 1 dice each. Or 3 at 1 tech or 2 and 1 at 2 techs. OK got it. Ill keep this in mind. Thank you
So how do you get 2 dice for Tier 1 Tech ? Or is that just showing odds for 1 dice etc. etc ?
If I want 2 dice for Tier 1 Tech, do I pay 5 icps for the 2nd dice ?
Where’s your revised values for the pieces ?
Since you have defaults now.
Have you tested this out yet ?
This will take many games to see how it plays out.
I really can’t comment more on this topic based on this game is mostly for play abilities and some costs for pieces is not correct.
I lean more towards historic ways in my games. IMO.
Good Luck. I do like a lot of your techs though.
lol Putzin around again. Civil war game.

Just a rough draft. Test this weekend
@shadowhawk said in Bonus Movement is Unrealistic Nonsense:
@General-6-Stars
O my bad, i though we had a mature discussion not 12yo trolling.
Hey just saying. It was a mature suggestion. Ain’t 12 y old and ain’t a troll.
@shadowhawk said in Bonus Movement is Unrealistic Nonsense:
@SuperbattleshipYamato said in Bonus Movement is Unrealistic Nonsense:
As I repeated, bombers from Midway cannot attack Japan.
It’s much harder than you think, landing in occupied areas.
Most of those territories that you can land in will be unflyable unless Japan is losing.
And the upgrades to B-25s are not the long range technology in the game. They were merely modifications so they can take off from a carrier at all.
The technology means the B-29.
It is correct that B-29s should not be able to bomb Japan from Midway.
Limiting aircraft range isn’t the solution though.
Limiting aircraft range makes it impossible for even B-29s to bomb Japan from Guam, when that historically wasn’t the case.
What should be done is add a sea zone or two between Japan and Midway.
You can bomb japan from midway, SZ25-16-6-japan-6-korea. Just need russia to occupy korea. So it can be done, this was no way possible in the real war.
I agree with you that the world is weird in A&A, some zones are way to small others are way to big.
The mentioned operation pedestail shows that the med is way to small. And maby the atlantic is to small as well.
But also russia, germany was in smolensk less then 6 months after the invasion but still in ukrain. Yet ukrain is 2 steps away and smolensk is 3 steps away.
So that would give tanks 1.5 turns to go 6 months in central russia but only 1 turn in the south.There is no clear line how long a turn is really, time is flexible in this game, distances as well. Some bombers can fly 4000miles others can barely make 1000. Same bomber different part of the board.
Its just a bit unfortunate because it would be much more accurate if time and space was equal all over the board. This also affects air and naval bases, some just make the range accurate again, some make it insane.
Well there ya go. Now you can make your own game and make it correct.
@SuperbattleshipYamato said in Bonus Movement is Unrealistic Nonsense:
Agreed. What is “WE”?
What Ever
@surfer said in Bonus Movement is Unrealistic Nonsense:
This point has been made multiple times, but perhaps it should be re-emphasized again…
1 Turn is 3-6 months of war time not 1 day. In 3 months, a ftr can go around the world. These units are not single ftrs but squadrons. The range is how far the entire squadron can fly missions and project power over the 3-6 month term.When you are based at a fully functional airport with supplies, the squadron can effectively project power over a larger range. Thus the added movement bonus completely makes sense to me.
Similar arguments are made for fleets of ships.
Agree. Its based on time frame that’s why they can make it that far based on turn times. LOL We have planes flying 4 (carriers), 5, 6 and 7 before AB +1 and bonus plus +1 tech. lol But we have this based on time frame and how thousands of planes were shot down, crashed or were lost. Also depends on how many sea zones you have.
At least in my game there is a lot of islands you can’t hit in 1 turn unless your maxed out in movement. W E works great in game if you want all action plus DF and ship AA.
@The-Captain said in General 6 Stars 1941 WW2 Game:
Concerning Sea Lion - if it is obvious that Germany can capture London on turn 1, all games would start with that scenario.
This would nuisance the overall game - and make it less attractive to players.
In comparison, the OOB Global 1940 2E game is unbalanced, simply because Germany can capture Moscow within a few rounds.
Please remember - all our players (53 players) are playing Axis & Allies Global 1940 House Rules Expansion.
This game is as close to 100 % balanced as possible.
The Global 1943 Expansion is balanced in the same way.
OK. Thanks for replying.
Well I’ll have to disagree with you on your opinion regarding Sea Lion.
So then your saying OOB G40, Germany should start with the capture of London ? It would help Moscow.
But it shouldn’t matter if Germany can take London turn 1 mostly.
This is one more option for axis to manuever in the game. Germany differs from Moscow and make allies counter it and now Russia is a bigger player in game. But as I said there’s draw backs to it for Germany based on other things in game.
If every game starts with Germany controlling London then it its restricted in game options.
Ask the players in group every game is different. Just saying.
I was never a fan of SL but if it gives axis more options in game for a win and also there is a way to counter it as the allies then OK.
At least in my game there is many options for axis to win. Not just take 2 capitals in most games. Japan needs to help also like most games don’t in a way. But IMO and has nothing to do with your expansion game.
Keep in mind that I have a bunch of other stuff in game that combines together and the axis has many ways of winning which still is in historical ways.
Ya there is just to much to write on this discussion.
Let me know how it goes in November with group.
@The-Captain said in General 6 Stars 1941 WW2 Game:
I’ll try the setup - can I use the game board that you’ve sent me by e-mail ?
The map might need an adjustment concerning Normandy if I remember correctly…Then I’ll discuss it later this coming autumn with the players.
Yes. Normandy was adjusted long time ago. What is the concern with sea lion ? Don’t agree on it ever happening ?
@The-Captain said in General 6 Stars 1941 WW2 Game:
We didn’t try the game yet - we´re training for the 3rd Northern Europe Axis & Allies Wiking-Con in November this year.
The 3rd Northern Europe Axis & Allies Wiking-Con is held in Denmark - OOB Global 1940 2E with the Axis & Allies Global 1940 House Rules Expansion.
I expect that we will try your 1941 game this year - but if Germany can capture London in turn 1, I already know the answer from our members…
What is the answer then if London can fall on turn 1 from members ?
I don’t see no reason why it should affect anything.