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Author Topic: Global War(Free Map) + Rules  (Read 3881 times)
Deaths Head 420
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« on: November 26, 2007, 10:44:45 pm »
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Below is the link to the current map setup. As I Update this Map I will put a new link in this post

http://www.mediafire.com/?4ep0ezl1mvo--- See notes on last Page of old Thread



Set up charts will be posted later this week, along with updated map with correct IPC values

« Last Edit: November 27, 2007, 12:07:39 am by Deaths Head 420 » Logged
Deaths Head 420
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« Reply #1 on: November 26, 2007, 11:42:06 pm »
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Rules of Global War- non 1939 varient

Turn Order

Germany
Russia
UK
Japan
China
Italy
US

Turn Phases
a.Cap fighters return
b.Tech rolls may be purchased
c.Purchase units
d.Combat move
e. Non Combat move
f. Cap fighters may move
g. collect $
end of turn

Industrial Complexes-
Capitol Cities- = to IPC total +5
Non Capitol Cities- Equal to IPC value of Territory, ie. Western Europe=6 IPC,= 6 units can be produced max

Railways- Inf. + Arty. may move 2 spaces instead of 1 during their Noncombat move. A unit must start on the Railway to gain benifit from it. Any newly captured section of road may be used the same turn that it was captured.

Unit values and costs, same as revised.
Tanks defend on 3
fighter cost 10

Country Specific rules

*China- may only produce Infantry. If China's Fighter is lost, China may not rebuild it.
           May build 1 tank every 3rd turn
*US- If China loses it's Fighter, the US may replace it during his or her (US's) mobilize new unit phase.

Navel Bases work the same way they do in AAP

Air Bases Same as AAP

Convoy boxes, Work the same as AAE

Combat Air Patrol- AAP


Strategic Raiding- Max $ amount able to take is = to territory $ value. Fighters in the defending zone may attempt to intercept Bombers. The Def. fighters hit on a 2 or less.Intercepting fighters May not defend against any land attacks made this turn, Escorting fighters may not make any other attacks this turn.  The bombers may have escorts that can try to defend the bombers, the Escorts hit on a 2 or less. The combat only lasts 1 round, any surviving bombers may perform their raid. The defending AA shoots before the air combat takes place.


Set up: this is assuming you have AAR, AAP, AAE, BoB, D-Day, + Original game
Germany- AAR, BoB-germans
United kindom- AAR,AAP,  If you have both games you will have just enough Destroyers to set up. I use AAR pieces for European theatre and the Darker AAP pieces for the Pacific Theatre  Smiley
United States- AAR, AAP
China- Use US pieces from Original, (Different shade of green) otherwise US pieces will do.
Japan- AAP, mine are red
Italy- AAR Japan- it's the best choice and only really, mine are orangeish yellow
US- AAR, AAE, AAP, BoB, or D-Day will do, there all green
Russia- AAR or AAE, AAR for boats and AAE for rest.
Neutrals- D-Day British Pieces, Mine are white

As far as National Advantages and Techs, we have tried Different Ideas but this seems to work the Best for Us.

National Advantages

Russia
1. Non Aggression Treaty- AAR- Except instead of 4 inf. Place 6 instead.
2. Soviet Winter AAR
3. Guards Tank Brigades- Tanks defending in Moscow, Stalingrad, and Lenin Grad Defend on 4
4. Salvage- AAR
5. Lend Lease- Any Allied Units within a space(or ships Next too) containing Russian Complex, other then     Infantry may be transfered to Russian pieces during his or her(Russia) Units placement Phase.
6.Mobile Industry- AAR

UK
1. Common Wealth Troops- You may Place 1 free Infantry(does not count against Build limit) in any UK space containing a Ind. Complex during Mobilize new units
2. Q- Ships- Any UK Transport or Fleet that contains a UK Transport, That is attacked by a submarine or a Fleet with Submarines may be declared a Q-Ship. Transport declared as not a Q-Ship Defend Normally.
Q-Ships Defend on a 2 but can only hit Subs.
3. Joint Strike AAR
4. Mid East Oil-AAR - (will put in territories when map is done.)
5. Collonial Garrison-AAR
6. French Resistance- AAR, same rule apply's but too 3 territories, Vichy France, Western France, France

China-None

US
1. Marines- AAR
2. Mechanized Inf. AAR
3. Flying Fortresses Your Bombers May Defend Against Enemy interceptors they hit on a 1
4. Liberty Ships- Transports cost $1 less
5. Island Bases- Any Island Owned by the US and that does not already have an Airbase, Treat as if it did. Apply's to US player only.
6. Fast Carriers- AAR.

Germany-
1. U-Boat Program- Subs cost 6 IPC's
2. Atlantik Wall- AAR,--- Not AfriKa
3. Panzer Blitz- AAR
4. Wolf Packs- AAR
5. Luftwaffe Dive Bombers- AAR----As Bomber Escorts, this is Useful now
6. Fortress Europe- AAR

Japan
1. Tokyo Express- AAR
2. Kamikaze's- Costs 5, has an Attack range of 1, Non Combat of 4, Attacks on a 2, Defends at 0. May declare any ship as a target. Kamikaze is a prilimanary Bombardment weapon and is removed as a casualty in the opening fire step.
3. Kaiten Torpedo's- AAR, except the sub does not have to be adjacent to a friendly territory or island
4. Dug In Defenders- AAR this includes Japan itself.
5. Banzai Attacks- AAR
6. Lightning Assaults- AAR

Italy
1. Marina Regina- Addition navel units added to set up


Tech Tree.
We use a 10 tech tree for this map, so you'll need at least 1 D10
I'm sure you'll have already seen most of these before:
1.Jet Fighters AAR (except may not land on carriers)
2.Rockets- AAR
3.Super Subs-AAR
4.Long range Aircraft-AAR
5.Combined Bombardment-AAR
6.Radar-AAR
7.Armoured Flight Deck- Your Carriers can now support Jet Fighters
8. Heavy Bombers-AAR
9. Longe range Artillery- Defending Artillery Get a Preliminary Bombardment at 1. Artillery Adjacent to a territory that is being attacked by you may "soften the target" For every land unit particapating in the Attack, 1 Artillery may support from an adjacent territory, This is also a Preliminary Bombardment. This is to prevent from 1 Infantry Attacking and 30 Arty's Shelling, since only 1 Infantry attacked, only 1 Arty can Support. There is no International supporting each other. ie US inf supported by LRA from UK.
*exception- Joint strike*

10- Industrial Tech- Roll a D6.
1-2 Land units are $1 Cheaper
3-4 Sea Units are $1 Cheaper- BB is $2 less
5-6 Air Units are $1Cheaper



Be Patient, More to come with Full map release
« Last Edit: November 30, 2007, 11:34:50 am by Deaths Head 420 » Logged
Imperious Leader
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« Reply #2 on: November 27, 2007, 01:33:58 am »
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thats pretty simple.
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templeton
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« Reply #3 on: November 27, 2007, 08:22:59 am »
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Italy- AAR Japan- it's the best choice and only really, mine are orangeish yellow

I am very lucky in this respect... I have an original MB set where the Germans were dark green and the Americans grey... thus, my dark green Germans and old-school tanks make for good Italians. The Grey American infantry make neat Chinese units - or US supplied nuetrals.

I have to admit now to rumaging around charity shops as you sometimes find little gems like that.


Awesome map... if only it didn't cost £125 to get them printed in the UK!!!
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tekkyy
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« Reply #4 on: November 27, 2007, 05:14:49 pm »
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A0 costs AUD $85 to print here. (cheaper small store price) And then you got to laminate it...
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Deaths Head 420
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« Reply #5 on: November 27, 2007, 07:54:10 pm »
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I spent $80 to print original Map and Set up Charts. It's Printed on High quality Photo paper and I chose non  glossy.(I'm glad I did) Was well worth the investment. When all is said and done, and you play often, It is well worth the investment. Chances are you have already spent more $ on your AA board games, and here's the missing link, a map that brings them all together.

I love my map,  Thanks Positronica

The 1939 Varient will cost slighty more because of the overlays being printed also.

The best part is when War at Sea set II comes out. Then you can use your Land Mini's + WaS Mini's instead of the little plastic boats.  I enlarged the map already to Accomodate the Change in Piece size. It needed a little stretching anyway. Wink

The only Pieces I have to Hand craft will be Russian Naval and a German and Italian Carrier and Russian Aircraft. But these will come out in later sets.

Then you can go to a D12 system and really go nuts.  So my 5 Panzer IV's, 1x King Tiger, 1x Tiger I, 2HMG's and 15 SS Grenadiers can attack your 10x Partisans, 8x PPsh 41's, 2 T-34/76, and 3x T-34/85's

Summer is not getting here soon enough.


« Last Edit: November 27, 2007, 09:36:48 pm by Deaths Head 420 » Logged
tekkyy
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« Reply #6 on: November 27, 2007, 10:02:56 pm »
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Yeah definitely not glossy gloss. "Matte gloss" or Satin is the way to go.
Glare is very annoying.

I print my own maps. Had some headaches trying to buy the right paper.
Its not as pretty but its convenient.
I divide it to A4. If your printer/driver/software is not precise enough it'll look bad.
Good thing is that changes are cheap. Just switch the particular A4.
Transport is also easy.

I considered making a realistic map. (plenty of free illustrator maps on the net).
For that I might fork out for A0 printing.
On second though, a realistic map with enough room for Europe is gonna to be bigger than A0.
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Deaths Head 420
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Sealion will go forth and England will fall !!


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« Reply #7 on: November 27, 2007, 11:28:37 pm »
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Updated rules  Part
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templeton
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« Reply #8 on: November 28, 2007, 08:02:06 am »
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I divide it to A4. If your printer/driver/software is not precise enough it'll look bad.
Good thing is that changes are cheap. Just switch the particular A4.

Is this easy to do...?
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tekkyy
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« Reply #9 on: November 28, 2007, 05:14:35 pm »
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Yeah its not hard. Many programs you can do that.
I use "Image Splitter".

You have to note the aspect ratio.
The latest file is 22MB and 6750 x 3204. A4 is 297 x 210
You arrange padding (white border) as you like.
And then just print all the image pieces with "borderless" setting on your printer.
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Deaths Head 420
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« Reply #10 on: November 30, 2007, 11:03:40 am »
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Since the convoys on the map are boxes (like AAE) instead of integral to the sea zones (like AAP), I don't see that the AAP rules could apply.


You are correct, that was a Typo, Use AAE rules sorry


As per AAP Rules
Establishing a Combat Air Patrol.
During the Non Combat movement phase You may Initiate a CAP by moving fighter planes that have not moved this turn from any territory to an adjacent Sea zone. How ever a CAP fighter may not be moved  to a sea zone which the presence of enemy pieces would cause combat. During the Enemy's turn, The CAP will stop all Navel movement,except subs from moving through the Sea Zone. Navel units that move into the sea zone must stop, and a battle will be fought, Enemy Air units may Fly though the Sea Zone without having to stop for the CAP

As for "CAP"ing land territories, you can send fighter interceptors after Raiding Parties. thats about it.
« Last Edit: November 30, 2007, 11:08:48 am by Deaths Head 420 » Logged
Deaths Head 420
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« Reply #11 on: November 30, 2007, 11:31:04 am »
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Updated with Tech Tree
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Randmacts
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« Reply #12 on: November 30, 2007, 11:06:20 pm »
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Well done Death for finishing this project, now to only find someone to play it with.........
Shame you couldn't play it using a program such as abattlemap.
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« Reply #13 on: November 30, 2007, 11:11:38 pm »
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I don't mean to be picky, but being a proud Australian was there any reason why Victoria was left off the South Eastern tip of Australia
( And the island State of Tasmania for that matter. )
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tekkyy
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« Reply #14 on: November 30, 2007, 11:55:24 pm »
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Hey I am from Australia too!

With game maps, often not every state or country are represented explicitly. Territories are just regions.
Though it happens territories on the Australian continent all use Australian state names and Victoria is left out.

To be highly accurate you would have to use a real map.
So far I've only seen two Axis and Allies maps that used real maps.

(Dagon81, 2007) http://www.axisandallies.org/forums/index.php?topic=10532.0
(swinters, 2002) http://www.basesproduced.com/aaa.html
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