I can’t stop remixing these - here’s an update with every version, including Lilly’s originals and my remixes + the Akagi sculpt from AA41:


6a9e7491-bf3b-4ee8-8887-368a9a86c19f-Carrier_Decals_lilly_vodot_v5.pdf
I can’t stop remixing these - here’s an update with every version, including Lilly’s originals and my remixes + the Akagi sculpt from AA41:


6a9e7491-bf3b-4ee8-8887-368a9a86c19f-Carrier_Decals_lilly_vodot_v5.pdf
@TitusJames Nice, looks like you went with a heavier version of the “transport-the-actual-oil-barrels-home” rules. Very cool!
Japan is difficult to take with one monolithic territory to defend. Hokkaido in the north helps but is an ahistorical site for an invasion; industrialized Kyushu in the south was the historical choice, so representing it on the map should be fun. Furthermore, ANZAC + lots of new UK IPCs in the Pacific (and even a few new US IPCs) means that Japan may need a boost. I think Japan is plenty strong, so I’ll include both options.
Kyushu (2) split off from Japan (reduced to 6):

Kyushu (2) by itself (leaving Japan proper at 8 IPCs):

I have long thought it too difficult to assault the Americas, with giant block territories too easily defended. If the Axis reach the mid Pacific or mid Atlantic unopposed, let’s strike some fear into those pond-hopping Yankees with some subdivision!


@TitusJames Everything looks awesome!
What are your Oil Rules? Have you checked out this thread, compiling the community’s Oil-related house rules over the decades?
Be sure to add your own, if you do!
ANZAC-ification!
This modular overlay for G40 Lite adds ANZAC as a potentially playable power, giving them three extra IPC to play with for a total of 10:
Preview:

Full overlay download (17MB):
https://www.mediafire.com/view/64s28ot0aw7tusu/G40_Lite_ANZAC.png/file
Analysis and initial thoughts on mechanics/impact:
aaaaaand one more: the great, the impossible, the terrifyingly and impractically over-gunned Project Kostromitinov! These pieces were included in AA41, and are largest A&A sculpts in any edition of the game, ever. Let’s get one on the table!
Time for another goofy house rule.
Проект Костромитинов
If the copy of the game being played includes the Kostromitinov sculpt as the Soviet Aircraft Carrier, and if Karelia is USSR-controlled, then after each COLLECT INCOME phase of the USSR turn that player may set aside 6 IPCs. If he does, place one Kostromitinov Heavy Carrier on its side (under construction) in Karelia (not in the adjacent Sea Zone). Only one such carrier may be under construction at a time. As long as it is under construction, this piece remains on the board in Karelia (even if captured) and has no effect on the game.Each turn that ends with Karelia under USSR control the USSR player may set aside a further 6 IPCs. When 18 IPCs have been set aside in this way, immediately launch the completed Kostromitinov from Karelia into the adjacent Sea Zone.
The Kostromitinov Heavy Carrier has the following stats: A2/D3/M2. Requires 2 Hits to Destroy. May carry up to 3 fighters/tactical bombers in any combination.

Full File, with Kostromitinov:
https://www.mediafire.com/file/lk7jy06dbm0uiw6/carrier_decals_HumorlessFrench_Aquila_Kostromitinov.pdf/file

Here’s my promised photo with a full set, complete and magnitized:

Germany/Poland/East Poland geography improvement - border connections remain the same but territories and cities are much closer to actual locations.

@Pvt_Griff you bet- looks awesome!!
@FranceNeedsMorePower
I should sculpt up the Bearn-class carrier for my etsy store
@FranceNeedsMorePower I thought of you and your username :)
…and one more, a deck that matches the Italian Aquila sculpt from 2nd Ed.
Full file with humorless French + 3x Aquila decals in place of the Italian Graf Zepplins: https://www.mediafire.com/file/ef5gpczrxgkpmlb/carrier_decals_HumorlessFrench_Aquila.pdf/file
Preview:

Just the Aquila (print at 600 DPI):

Here’s a couple tweaks, since I can hear the imagined rebuke of Charles de Gaulle ringing in my ears, “On ne plaisante pas avec la France!” This artwork practically begs for an equally humorous House Rule:
Glorieuse France
If France ever has 3 Aircraft Carriers in play, the game is over immediately and France (not the Allies) shall be declared the sole winner.
Full file with humorless French Carriers:
https://www.mediafire.com/file/uw04vq6x0te4trs/carrier_decals_FranceIsNoJoke.pdf/file

Just the “Humorless French” Carrier Decal (600 DPI Print):

Hi @Pvt_Griff, welcome to the forums! Awesome Battle Board!
Some unasked-for notes:
Here are the modules from the “G40 Lite” release that can be used with any AA50 map. They have also been posted to the first post in this thread.



For getting started with setups and units, I’m considering two separate ideas;
Thoughts for the Axis:
On the Allied side, the game starts grimly indeed.
In any case, the aim of the setup is to achieve the dramatic scenario below:
The Allies begin in control of the vast majority of Territories and with far-superior income, but the Axis have the initiative, multiple viable attack vectors, and vastly superior starting unit counts. Assuming they apply all three advantages well, they will quickly take significant territory and sometime around turn 4 will reach parity with Allied income and/or position.
At this point the game reaches the critical point: will the Allies, through a judicious allocation of combined resources and energies leading up to and especially at this moment, begin inexorably pushing the Axis back? Will the two sides trade advantages to remain poised in perfect balance? Or will the Axis gradually or suddenly push the Allies beyond the point of no return?
Now for some Very Simple Rules™ for “G40 Lite” …or whatever this is called. Note that sections 1-3 below have nothing to do with this 1940 setup and simply catch up to a couple of the new (an totally optional) features on this and my other AA50 map overlays: Recruitment Centers, the Burma Road, and the Trans-Siberian Railroad.
0.0 Starting Assumptions
0.1 Unless directly contradicted by the following, all rules for Axis and Allies: Anniversary Edition (with errata) shall apply with precedence.
1.0 Recruitment Centers
1.1 Recruitment Centers count as eligible Territories for the placement of newly-purchased Infantry units (only), as long as the RC was in controlled at the start of the turn (not newly-liberated/captured).
1.2 The Production Capacity for Infantry units at a Recruitment Center is the IPC value of the territory.
1.3 Recruitment Centers may be “upgraded” into Industrial Complexes. The cost to build an Industrial Complex in any territory with a Recruitments Center is reduced by 5 IPCs. Recruitment Centers that are upgraded in this way cease to have any function.
1.4 Captured Recruitment Centers in non-neutral territories cannot be used by the capturing power. Captured Neutral Recruitment Centers may be used (and/or upgraded) by whoever controls them.
2.0 The Burma Road
2.1 The Burma Road shall be considered “Open” if the Allies control every Territory through which it passes.
2.2 If the Burma Road is “Open” up to one new Chinese Infantry unit may be placed as an Artillery unit instead.
3.0 The Trans-Siberian Railroad
3.1 During the NON-COMBAT MOVE phase, USSR Infantry units that begin and end their movement on the Railroad may move two spaces instead of one.
4.0 Neutral Territories
4.1 Neutral Territories (unless marked “Impassible”) are now legal playing spaces on the map, subject to the following rules.
4.2 Neutral Territories have a Standing Army equal to a number of Infantry twice the IPC value of that Territory (e.g. a Territory worth 2 IPCs has a Standing Army of 4 Infantry). This Standing Army is placed on the map immediately the first time the Territory is invaded, and is never placed again.
4.3 Neutral Territories may have one of three Alignments which appear immediately below the Territory name on the map: Pro-Axis, Pro-Allies, or Unaligned (if there is no alignment text below the Territory name).
4.4 Neutral Territories of any alignment may be invaded by any Power during that Power’s COMBAT MOVEMENT phase.
4.5 If the invading Power’s Alliance matches the Alignment of a Neutral Territory (e.g. an Allied Power invading a Pro-Allied Neutral), that Territory immediately joins that Power. Place a Roundel belonging to that Power in that Neutral Territory and adjust that Power’s IPC income accordingly, and place that Neutral’s Standing Army in the Territory as Infantry units belonging to the invading Power.
4.6 If the invading Power’s Alliance does not match the Alignment of a Neutral Territory (e.g. an Allied Power invading an Unaligned or Pro-Axis Neutral), that Territory’s Standing Army is placed in the Territory in the form of Infantry belonging to a Power of the opposing Alliance’s choice, and a Battle will occur here in the CONDUCT COMBAT phase of the Turn.
— 4.6.1 If the invading Power is victorious, place a roundel belonging to that Power in the Territory and adjust the IPC Income of that Power accordingly. If the invading player retreats or is otherwise defeated, leave any remaining Standing Army units in the Territory. They may not leave the Territory until it is invaded and controlled by a Power matching their Alliance.
4.7 Each time an Unaligned Neutral Territory is invaded, other Unaligned Neutral Territories may align against the invading Power.
— 4.7.1 For each other remaining Unaligned Neutral Territory, the invading Power may pay 1 IPC. If they do not, roll one d6. On a roll of 3 or less, that Territory remains Unaligned. On a roll of 4 or more, that Territory aligns against the invading Power (it is now considered “Pro” that Power’s opposing Alliance) for the rest of the game.
5.0 United States
5.1 The United States begins the game with 0 IPCs.
5.2 Until the start of the 3rd US Turn, the US income is halved (round down)
5.3 Until the start of the 3rd US turn, US units are restricted in the following ways:
— 5.3.1 US land units may not enter any non-US Territory.
— 5.3.2 US naval units may not move.
— 5.3.3 US air units (except the fighter in China) are restricted to only Territories and Sea Zones that contain US land or naval units.
5.4 If any US units or Territories are attacked before its 3rd Turn, the above rules shall immediately cease to apply.
6.0 Soviet Union
6.1 The USSR’s starting IPCs are halved (round down).
6.2 Until the start of it’s 3rd Turn, the USSR’s income is halved (round down).
6.3 If original USSR Territories are attacked before its 3rd Turn, it’s income immediately reverts to normal.
7.0 France and Vichy/Free France
7.1 When Paris is French-controlled, France is a Major Allied Power, moving last each Round.
7.2 When Paris is captured by the Axis, any IPCs France currently has in its treasury go to the conquering Power and IPC incomes are adjusted as usual.
7.3 The first time that Paris falls to the Axis, France will split into:
The following special procedure is carried out to split Free France off from [now Vichy] France. Reminder: this is only done the first time Paris falls to the Axis.
Creation of Vichy France:
Creation of Free France:
Fracture of the French Empire:
Fate of the French Navy:
7.4 While Paris remains Axis-Controlled, Free France remains a Minor Allied Power controlled by and moving together with the UK, and Vichy France remains a Minor Pro-Axis Neutral Power controlled by and moving together with Germany.
Vichy France is subject to the below rules and restrictions:
Free France is subject to the below rules and restrictions:
7.5 When Paris is liberated by the Allies, France immediately becomes whole again and the Vichy and Free French Powers are dissolved back into one France, which reverts to being a Major Allied Power moving last after the US.
Here are some Free French roundels, if you need them:

Hi all, my first draft map for an AA50/Anniversary-based 1940 Setup (including France and Aligned Neutrals) is ready to rock. G40 Lite, anybody?
This idea was born and first discused two years ago in my “[AA50/Anniversary] Modular Map Overlays” thread. Because this is a whole new kettle of fish, I am splitting this idea off into it’s own thread here for further discussion, new rules, setup charts (oof), and of course playtesting/refinement.
Backstory:
My indomitable son, lover of the color blue and of Axis and Allies— and therefore of France, bless his mistaken 8yo heart— has worked his way up to playing Anniversary with me. With a few house rules and handicaps he makes for a ferocious opponent indeed, and has yet to be defeated by his father. He grieves, however, for the neglected G40 French soldiers sitting in their box. And so in his honor I’ve attempted to tackle the creation of a plausible Middle-weight 1940 setup based on an enhanced AA50 map; one that includes the glorious French Empire and his precious blue troops.
Objectives:
To pull this off I need both map changes and rules changes for France and Neutrals in particular. Let’s get going!
The initial release contains:
The French Empire c. ~spring 1940:
Lots of other changes to create viable 1940 setup:
Addition of Albania (Italy, 1)
Addition of British Guinana (Suriname) (UK, 0)
Addition of **Nigeria Good Coast (UK, 1)
Splitting Iraq (2, pro-Axis) off from Trans-Jordan (0, UK)
IPC-ifying of many “True” (or game-functionally true) Neutrals:
– Sweden
– Turkey
– Saudi Arabia
– Spain
– Argentina Chile
– Afganistan
– South American amalgamations
– Angola
– Mozambique
De-possessification of various “Aligned” Neutrals:
– Finland (pro-axis)
– Romania Bulgaria (pro-axis)
– Iraq (pro-axis)
– Brazil (pro-allies)
– Yugoslavia (pro-allies)
– Greece (pro-allies)
– Persia (pro-allies)
– Eire (pro-allies)
Many new features carried over from my latest enhanced AA50 map, including:
– Upgradeable Recruitment Centers (scattered across the globe in strategic, historical locations
– 4 additional VCs (Singapore, Cairo, Cape Town, and Rio de Janiero) in far-flung, southern locations to encourage nontraditional lines of play and a more truly global war.
– The Trans-Siberian Railroad and Burma Road
– A more ganular China designed to protract the Sino-Chinese War
– A subdivided, richer Australia and Dutch East Indies, designed to make this part of the world as dynamic and enticing as it was to the actual historical powers.
– An empowered Italy with more economy and Territory, and an thus an actual role to play in the struggle over the Mediterranean
Finally, a couple of changes unrelated to 1940 but nice to have:
– In China, split off “Jehol” (1, Japan-occupied, China Roundel) from Manchuria (3)
– The addition of missing “Impassible” text to a few important regions: Sahara, Himalaya, Mongolia (functionally), and Switzerland (functionally).
Below are a couple preview images as well as the link to the full file.
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Full Size Downloads:
(v7): https://www.mediafire.com/view/h2ctcn5ahox4r7q/AA50_1940ed_v0.7.png/file
Version 8: ANZAC, Canada + updates as of 9/13/2025

https://www.mediafire.com/view/wha2r078q7nugx6/G40_Lite_vodot_v8.png/file
Version 10: Communist China, Malta, the Azores, and the Maldives. (11/19/2025)
https://drive.google.com/file/d/1mBgt6KSM7oIE3uNmuESPSU2F1AhicYMG/view?usp=sharing

Changelog:
Alright, my first draft map for an AA50 1940 + France Setup (v0.6) is ready to rock. G40 Lite, anybody?
Becuase this is a whole new kettle of fish I will split this one off into it’s own thread for further discussion, new rules, setup charts (oof), and of course playtesting/refinement. The idea was born and first discussed here, however, so I’ll leave the inital release preview and the link to v0.6 below.
Details for v0.6:
The French Empire, c. ~spring 1940:
Lots of other changes to create viable 1940 setup:
And finally, some unrelated changes that potentially improve any AA50 setup (and therefore actually belong in this thread):
Below are a couple preview images as well as the link to the full file.


Full Size Download (v0.6):
https://www.mediafire.com/view/l61zki2myh8b1cw/AA50_1940ed_v0.6.png/file
Discussion thread here! https://www.axisandallies.org/forums/topic/41968
For fun, here’s a look at all of the changes that have gone into this version of the map!

@crockett36 …yeah, I think we’re off-topic.