@FranceNeedsMorePower
Here’s what we started with. I tried to meld in the G40.2 setup, combining and splunching unit groups where needed:





@FranceNeedsMorePower
Here’s what we started with. I tried to meld in the G40.2 setup, combining and splunching unit groups where needed:





@FranceNeedsMorePower said :
@vodot Is this the board state setup or no?
This was close to the endstate for our first playtest. This is the end of I6, Allies conceded after J7.
@TitusJames said :
@vodot Thats awesome! I plan to print out a number of your changes for my copy of the game. Do How do you scale all of your printouts?
Almost all of them should be able to be printed exactly as posted to the forums here - at 400 DPI (dots per inch). This would match the original game board as shown above. If your map is larger than the OOB board, you would have to scale the printouts yourself to match. The OOB board is 24 x 46in, so your printouts should be scaled by whatever the ratio is of the dimensions of your map to those of the original board.
For example, I printed Tjoek’s AA50 map files out at 300DPI, producing final printed dimensions of 32in x 61.33in. That’s a ratio of 4:3 compared to the OOB board, so if you were trying to match my overlays to that printout you would need to scale your prints up by that same ratio (4/3 or 1.33x ). In this case, that would mean printing the overlays at 300 DPI (fewer dots per inch = more “inches per dot”), rather than their native 400 DPI.
I posted the link to the latest full map file in the OP, but for myself no, no full printout or board yet. Just printing out the overlays and sticking them atop a normal anniversary map like this while we playtest:

Oh, Canada! Here are some overlays that add Canada as a playable Major Power.
For expediency, have Canada be controlled by the ANZAC player, moving together and sharing a turn but remaining separate in every other way (capitals, treasuries, purchasing, placement, etc.).




Similar to adding ANZAC, this has the effect of reducing the British paycheck by 5 and adding 3 IPC to the Allies overall… while also shunting it off into a relatively ineffectual power, again due to concentration of force mechanics.
Creating minor powers like this forces (and limits) investment into a particular area.
Need some roundels? Print these on 4x6 photo paper and stick 'em on extra roundels you have lying around:

Oh Canada! Overlays that add Canada as a playable Major Power with 8 IPCs:




@Argothair said in [AA50/Anniversary] Modular Map Overlays - Splitting Australia, the Balkans, and Sea Zones; adding Cairo, Malaya, Singapore, Rio, Cape Town, Recruitment Centers and tons more!:
…Flying Tiger drop-off zones are marked with symbols on the map.
man that flying tiger rule slaps! I need to integrate something like that into the G40 lite rules…
@Argothair Can you post some pics of the map, setup, unit mix?
Breaking up the US East coast, splitting SEUS (6) off from NEUS (was 12, now 10):

…and refining the West: NWUS to 4 IPC (was 2):

These changes net the US +6 IPCs, intended for a stronger US without NOs, or for a system that cuts the US income in half for a while e.g. 1940 and earlier starts.
Experimenting with new Med SZs:

And finally, some Soviet tweaks to add a few IPC and granularity:
Split Siberia (1) off from SFE

Split Irkutsk (1) off from Yakut

Net change of +2 for Soviets who have not gotten much from my other tweaks and have fallen somewhat behind in the IPC counts.
TL;DR: I think Kamikaze tokens are worth about 4-5 IPCs each to Japan, and probably worth more as deterrents and bombardment stoppers than solely as ship-killers.
@AlphaKappa I would defer to people with more experience, but Kamikazes have two concrete or ‘hard’ purposes and at least one ‘soft’ purpose.
1. [Hard] Sink valuable ships
With their target select feature, Kamikazes can hit large ships directly and ignore cannon fodder like destroyers and subs. (or maybe sink a couple key destroyers to allow subs to dodge planes and surprise strike a now-exposed fleet).
2. [Hard] Prevent Bombardment during Amphibious Landings
A single Kamikaze token can prevent all naval bombardment from a given SZ during amphibious invasion. Figuring the value in this use case is speculative and situational, but we can try with some big assumptions:
With these assumptions and the simplest setup, we can roughly guess that A kamikaze token used this way is worth $Kavg = Bh x $Tb, where BHavg = 1 5/6 (the average prevented bombardment hits = 0.66 + 0.66 + 0.5) and $Tb = 3 IPC (the cost of each prevented infantry hit), for a total savings of 5.5 IPCs worth of Infantry units.
The real impact of the Kamikaze in the case, however, would be how much extra the attacking player has to bring to account for the lost bombardment. In this case, that’s probably close to the expected damage that those three saved infantry are going to inflict on his landing force, which for a single round of combat against a far-superior landing force is about 3 IPC (0.33 hit chance/inf x 3 infantry); in a much closer battle (in which case, why are you invading in the first place?) lasting multiple rounds the impact could be closer to 6 or even the full 9. Let’s say then that our impact to the attacker is somewhere between 3 and 6 IPCs.
But finally, the spent Kamikaze token might actually hit something! If we go after a cruiser, say, then using the equation from 1. above gives an additional average value of 4 IPC (12 IPC cruiser sunk x 1/3 of the time).
This would give the average bombardment-preventing Kamikaze token a conservative value of 4 + 3 = 7 IPC, varying wildly by situation.
3. [Soft] Deter Naval Incursions
All of this asks what they’re worth, not what I would pay as Japan where resources are precious and actual units are worth much more than mere potentialities.
While my assumption-ridden stuff above yields a value of around 6, I would personally probably only pay 4-5.
Allowing the Japanese player to purchase/replenish 1 Kamikaze token per turn to a maximum of 6 at a cost of 5 IPC each seems like a fun and relatively fair house rule… although it has the potential to make the home and home-adjacent islands perpetually un-bombardable. Then again, those dug-in Japanese were awfully tenacious on those islands…
Start of Germany 6 - Moscow has fallen (for good). Paris has been liberated but will be re-taken.
The US fleet was trapped in the north Pacific and then suicided into the Japanese armada. Gave my son a brief and ultimately futile lesson about blockers as mine were at first mocked, then explained, then admired… and summarily swept away.
At the end of J5 he ended up with 4 carriers and a wounded Battleship off the coast of Southwestern US, but no surviving destroyers within 4 Sea Zones… so on US5, instead of staffing transports headed for Germany, I built 7 subs underneath his carriers out of spite and a desire to educate >:)
Italy has been pushed nearly out of Africa and is turtling.
Japan has been pushed almost completely out of China, has 6-7 IPCs in Russia, and is outrageously strong at sea.
UK has remained very strong, which has been extremely fun and unusual.
French/free french struggle was good, although Vichy did not take much action.
ANZAC cat and mouse game with Japan feels great, could see them being a pest for a Japan that goes hard into china/russia/mainland IC.
Russia pathetically weak with no hope of survival, adjustments needed. Maybe start with half income and a 1-turn income delay instead of 3.
US very weak, unable to defend coastline against determined Japan even with 100% pacific investment. adjustments needed. With a slow start and half income with no NOs for help they needs more money on the board, also probably a significant bonus once at war. Not sure how to pull that off in a middleweight map.
Allied surrender looms.
Playtesting notes…
It’s turn 4 and Game 1 is already turning into a rout in favor of the Axis. Starting Conditions:
Rules for game 1:
3. US starts with 0 IPC, half income until turn 3 or attacked per the above, but also gain half income as one-time bonus when attacked *(we changed this on the fly as their position looks utterly desperate). I wanted their full income as a bonus, but was voted down.
4. USSR as above (starts with half income until turn 3 or USSR is attacked). He attacked me turn 2.
5. We used G40 AAA rules (5 IPC instead of 6, taken as casualties, roll 1@1 up to 3x for each AAA unit, etc.)
6. Battleships repair at the beginning of your turn (instead of at the end). Damaged BB fight at -2/-2.
7. One non-Capital originally-owned TT per turn can be “Developed” at a cost of 5 IPC. Development raises the effective IPC Value of a TT by 1, including for the purpose of placing units there. Only one TT per turn can be Developed, and a TT may only have one Development in it at a time. If the territory is captured, any Development there is destroyed. In our game India was Developed by the UK on turn 1.
Current state: It’s the end of UK4.
Japan is making 40 IPC, has 7(!) carriers in the pacific and is halfway across China and Russia. He neglected the money islands until just last turn and has not threatened India (where UK made an immediate, huge investment), but has a ~200 IPC fleet at Hawaii that dwarfs the US pacific fleet by 2:1.
Germany has 10+ fighters and 40+ infantry on the Eastern Front. G and R are trading Caucasus. R hoping to hold Moscow with UK help (UK invading Scandanavia and coming down from Karelia & up from Iran).
UK is still the income leader (not for long with Japan taking DEI) which has allowed them to fight well on two fronts. They just sunk both the German and Italian navies… but my son rolls ridiculously well (which I publicly decry but secretly enjoy) and both uk fleets (India–>Med and England–>Baltic) took significant losses and may be wiped out in retaliation next turn. They’ve been stymied in Western Europe by a huge luftwaffe and a large German naval investment in the baltic (2 carriers?!) and had to resort to Norway.
US only just lumbering into the war. Feels extremely underpowered with an income in only the high-30s and a roaring japan on the doorstep. We gave the US a half-income war bonus, but that’s 18IPCs of peanuts. I think that for this to work without a bid the US wants an income boost of at least 5 and perhaps a fat bonus when/if attacked as well.
ANZAC in the pacific has done exactly zero except to hold the Australian mainland and vaguely threaten Japan’s far south perimeter, which feels… right.
Vichy vs Free France has been a back and forth, feels very good. At the start the map split 50/50 (expected) but the navy split in the Axis favor with two defections, a couple scuttles, and only a single destroyer joining the Free French.
Italy ignored the European Neutrals and made a big push into Africa instead, quickly swept the UK out of Cairo but have not yet been able to cross Suez (UK holds mideast). The combined Free French and British have also been able to hold them at FEA and Rhodesia while pushing Vichy out of lower Africa. LOVING how Africa has played out so far in this game with landings and battles on both sides up and down the African coast.
Currently the Axis have 12 VCs to the Allies 9 (Rio still Neutral), and halfway though turn 4 are almost in a state of Minor Victory according to my revised victory city chart:

I think the game is playing OK, and it’s always hard to account for the handicap & skill effects of having an 8yo at the helm-- although, if I can brag on my son a bit, he does his own Punch, Count, and Skew calculations before every major attack.
I’ll be curious to see how hopeless the US situation is. If my son’s Japanese can take US territory on the west coast, I think some kind of adjustment is warranted even with his handicaps.
My son keeps buying Japanese Aircraft Carriers (why am I giving him such a huge handicap, again?) so I need more flight decks. But 7 (yes, 7!) Shinanos is more than anyone can bear. Thus, the addiction continues with a new Akagi, now with quasi historical markings that differentiate it somewhat from the Shinano deck:


Updated pdf with everything: Carrier_Decals_lilly_vodot_v6.pdf

@TitusJames haha yeah, funny how that happens :)
@Pvt_Griff said in 3d Printed Battle Box [Guadalcanal]:
@coedewa You mean something like this ?
they’re talking about a 3D-prinatble version of this thing: 
That would be cool, and a complete piece of cake to model! I’m swamped at the moment but maybe I can sneak that in…
@FranceNeedsMorePower game balance and fun choices are always the priority for me, so assuming the setup you choose (Oztea etc.) is well-balanced, then the Dutch setup would also have to include compensatory units for Japan so that they could always choose to just conduct the normal attack and expect to win the normal way— in which case we get to see the Dutch fight a [losing] battle, which was a main objective here— or maybe Japan chooses to do something ahistorical with those units instead, in which case now the Dutch get to hang out for a while looking glamorous, or even perhaps doing something small and useful.
@barnee The original classic yellow was great, although it was tough to differentiate from the UK at times and has been a BEAR to color-match for 3D printing… just like the current “pumpkin orange”…
@FranceNeedsMorePower fwiw most people use bright orange to represent the Dutch. Fully agree we need some more Dutch oomph!