Cards for Axis and Allies 1940


  • Hey,
    I’ve been thinking of adding an additional element of randomness to A and A 1940 by adding cards (which would represent various historical events, cabinet members, corporations, and Generals from the War). Many of these would take the place of national advantages from the past. Every player would be allowed to pick a card from their deck before the game begins. Then the decks are shuffled and additional cards may be purchased for 5 ipcs apiece. You don’t have to play a card immediately, but unless it states differently cards must be played at the beginning of your turn. Obviously, you are allowed to look at your purchased card once you’ve bought it.

    Here are some example french cards

    1. Maurice Gamelin: Infantry defend at a 3 during the first cycle of combat.

    2. Francois Darlan: Gain the Improved Shipyards Tech.

    3.Jean de Lattre de Tassigny: Infantry cost 1 ipc less to purchase.

    4.De Gaulle: After Paris has fallen, France May Establish a new capital in French Equitorial Africa. Place a free Minor industrial complex there. France may continue gaining money as normal. This card must be played in the first round of the game.

    5.Franco-British Union:All french Units and territories immediately become British and, if Paris is Liberated, then it returns to british control. A Germany capture of Paris conquers the starting French income. This card must be played at the start of the first round and is incompatible with the De Gaulle Card. All other French cards are Discarded.

    6.Henri Giraud: Gain the Improved Artillery Tech.

    7.RENAULT: Mechs cost 1 ipc less. Must Control Paris to get this card’s benefit.

    8.SOMUA: Tanks cost 1 ipc less. Must Control Paris to get this card’s benefit.

    9.Martial Valin: Fighters cost 1 ipc less to produce.

    10.Bertin Bousssus: Gain the Improved Mechanized Infantry Tech.

    11.Frederic and Irene Joliot-Curie: Tech rolls cost 4 ipcs. Must Control Paris to get this card’s benefit.

    In the case of France, China, Italy, and the Anzacs I might try to cut the number of cards down to 6 or so apiece. The big 5 powers will a much larger number of cards (somewhere in the 20 to 30 range). I’ll endeavor to make an equal number of cards for each of the 5 majors.


  • And here are the German cards I’m currently considering. Please note that some of these ideas come from other people’s NA’s published on these forums.

    1.Vichy France:This card must be played during the first round of the game. Once Germany captures Paris, the territories and forces in Normandy Bordeaux, Southern France, and French Madagascar immediately convert to german Control. The Territories and Units in Morocco, Algeria, and Tunisia immediately convert to Italian control.French Indo China immediately converts to Japanese control if the Japanese desires it. The following French cards are discarded: Francois Darlan and Maurice Gamelin.

    2.Italian Social Republic: If Rome falls to the Allies then all remaining Italian Units and territories convert to German control. If Germany conquers Rome it will be treated as German occupied. Italy is removed from the Game.

    3.Albert Speer: During each collect income phase roll 1 die, and collect and additional ipc bonus as shown on the face. These effects stack with the Warbonds tech.

    4.Joachim Von Ribbentrop: Russia may not declare war on Germany until the end of its fifth turn unless London has fallen or Germany has attacked Turkey.

    5.Wilhelm Keitel: Gain the improved Mechanized infantry tech.

    6.Hermann Goring: Tactical bombers cost 1 ipc less to build.

    7.Hugo Sperrle: Startegic Bombing raids do +3 damage to factories.

    8.Erhard Milch: Fighters cost 1 ipc less to build.

    9.Plan Z: Gain the improved Shipyards tech.

    10.Karl Donitz: Whenever 3 or More Subs are attacking the same seazone their attack value is increase by +1. This bonus is lost as soon as the number of attacking subs dips below 3.

    11. Heinz Guderian: Any unit killed by attacking german tanks in the first cycle of combat may not retaliate.

    12. Erich von Manstein: If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks (and escorted mechanized infantry) may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city. These units may only make one additional move.

    13. Mauser Werke: Infantry cost 1 ipc less to produce. Must Control Greater Southern Germany to get this benefit.

    14. Erwin Rommel:German tanks and Mechs have a move of 3. However they may only blitz through 1 territory.

    15. MAN AG: German Tanks cost 1 ipc less. Must control Greater Southern Germany to get this benefit.

    16. Krupp:German tanks may not be damaged during the first cycle of combat whether you are attacking or defending.
    You may not chose tanks as casualties even if the enemy rolled enough successes to force you to lose a tank. You must control West Germany to get this benefit.

    17. Rheinmetall: Artillery costs 1 ipc less to produce. Must Control West Germany to get this benefit.

    18. Volkssturm: Once per game, Germany may call up the Volkssturm. Infantry costs 1 ipc less, provided that only infantry are produced this turn.

    19. Leon DeGrelle: Gain a free Minor industrial Complex on Holland Belgium

    20. Vidkun Quisling: Gain a free minor industrial complex on Norway

    21. Wernher von Braun: Gain the Rockets Technology

    22. Konrad Zuse: German Tech Rolls cost 4 ipcs.

    23. Ferdinand Porsche: Tanks attack and Defend at a 4 or less during the first Cycle of Combat.

    24. Skoda Works: Place A Free Minor factory and 1 armor in Slovakia Hungary.

    25. Daimler Benz: Gain a Free Major Industrial Complex, 1 armor, and 2 mechs in Greater Southern Germany

    26. Hans Frank: Gain a free minor Factory in Poland.

    27. Hanomag: Mechanized Infantry Cost 1 ipc less. Must Control West germany to get this benefit.

    28. Messerschmidt: Gain the Jet Fighters Tech.

    29. Gerd von Rundstedt: German infantry Gain +1 Attack during the first cycle of Combat when they are attacking an enemy territory with an industrial complex in it.

    30. Kurt Student: Gain the Paratroopers tech.

    31. Atlantic Wall: All of your infantry and artillery defend at a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Western Germany, Denmark, Holland-Belgium, Normandy-Bordeaux, Spain, Portugal, or Norway. Note that the bonus only counts if the territories mentioned are German occupied and the bonus only applies to German units in those territories.

    32. Albert Kesselring: All German and Italian infantry defending northern or Southern Italy hit at 3 or less, provided there is at least 1 German land unit in the territory.

    33. Sneak Attack: If Germany attacks Russia first they may play this card. For the duration of the first German combat phase in Russia all Soviet units defend at a 1 or less (except for units that naturally have a defense of zero, which remain the same). If a Soviet card gives a defensive bonus of some kind then that bonus is added to 1 as opposed to the base defense value of the unit type. If the manstein card is in play, then his follow up attacks also gain the benefits of this card.


  • How does the basic concept seem so far?


  • More on the card Concept

    The cards, while all shuffled into the same deck for each nation, would be divided into several basic categories.

    Puppets- These cards represent people like Vidkun Quisling or Pu Yi. They give a onetime bonus to the occupied territory that they are from and are then discarded.

    Cabinet Ministers- Cabinet Members range from Civilian, Corporate, and Military figures who will aid the war effort in a variety of ways. Examples would include people like Albert Speer, Molotov, or George Marshall.

    Commanders- Commander cards would be able to grant their special bonus to one battle per turn. So, General Chukov’s benefits could be used on both the German and Soviet turns but only during one battle in each of those turns. These cards’ benefits may stack, so you could have multiple commanders giving their unique benefits to a single battle.

    Corporations- Corporations give various benefits to the war effort but are located in a specific territory. If that territory is captured you no longer gain the corporation’s benefits until you can liberate the territory. Examples would be Krupp, various Soviet Design Bureaus, or Chrysler.

    National Advantages- These cards would represent unique national advantages for the various nations that aren’t covered in the other types. A couple examples would be the Trans Siberian Railroad or Japanese banzai attacks.

    Special Events- Special Event cards would cover unique events in the war. For example the establishment of the Vichy Regieme in France would count as a special event. A few “what if” events would be included, like the proposed Franco-British Union, or German the conquest of the Archangelsk to Astrakan line. Events will require certain parameters to be met before they may be played. After use these cards are discarded.

    As before every nation would get to chose a card from their deck before the game starts. These starting cards may be played before the game begins. Alternatively, they may keep this a secret. Additional cards will cost 10 ipcs to purchase during your purchase units phase. With the exception of certain event cards, all other cards may only be played at the start of your turn after the purchase units phase. You may hold onto a card for later use. Obviously, you may look at the card you have purchased. There is no limit to the number of cards that you may purchase in a round.

    At the moment I think I will cut down the cards for France, China, and the Anzacs to a maximum of about 6 cards apiece. Italy should get more cards than those minors (after all they can get up to 50 ipcs with national objectives and Africa). So I’m thinking that Italy will get around 12 cards and the other majors would get about 24 apiece.

    Here is an Example of What a card would look like

    Obviously, I’d work on making the actual cards better looking this is just a brief concept image. The back side of the card would just be the National Roundel For the faction.


  • As an additional note, at the start of the game when the players pick their free card they will also be allowed to discard a certain amount of cards. So they could get rid of event cards that they wouldn’t want to spend 10 ipcs on.


  • Here are revised suggestions for cards for France, China, and Anzacs.

    France
    Free France: After Paris has fallen, France may establish a new capital in French Equitorial Africa. Place a free Minor industrial complex there. France continues gaining money as normal. This card must be played at the start of the game. It is incompatible with the Franco-British Union card.

    Franco-British Union: All French Units and territories immediately become British and, if Paris is liberated, then it returns to British control. A Germany capture of Paris conquers the starting French income. This card must be played at the start of the game and is incompatible with the Free France card. All remaining French cards are discarded.

    Lend Lease France: If the United States has played the lend lease card then France may play this card to gain the warbonds tech.

    Jean de Lattre de Tassigny: Infantry cost 1 ipc less to purchase.

    Henri Giraud: Artillery attacks and defends at a 3 during the first cycle of combat.

    Maurice Gamelin: Infantry defend at a 3 during the first cycle of combat.

    CHINA
    Vinegar Joe:  Chinese infantry defending a Burma road province hit at a three or less during the first cycle of combat.

    The United Front: Once per game the Chinese may declare that the United Front is in effect. For that turn only an influx of communist guerilla fighters reduces the cost of Chinese infantry by 1 ipc.

    Operation Zet : China may build fighters as long as it has a land link between Szechwan and the USSR. The max number of fighters that China may field at any given time is 3. Furthermore, Soviet and  Japanese forces may clash in the Chinese interior (ie provinces that do not border the Soviet Union) without a declaration of war.

    Lend Lease China: If the United States has played the lend lease card then China may play this card to gain the warbonds tech.

    Eight Route Army: If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.

    Unforgiving Wilderness:  Axis tanks may not blitz in China, they may still move 2 spaces normally. Only two axis aircraft can land in a Chinese territory that is worth only 1 IPC. This card may only be played at the start of the game.

    ANZACS

    ABDA Command: Annex all unoccupied Dutch possessions in the Pacific once at War with Japan. This card may only be played at the beginning of the game.

    Cockatoo Island Shipyard: Gain the Improved Shipyards Tech.

    Coastwatchers : Once per game, when Japan finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Japan. Alternatively, you may move any number of your units from a space being attacked by Japan into an adjacent friendly space, but you must leave at least one unit behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

    Australian Commandos: Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese air or naval base. Pay 3 ipcs and pick a single Japanese naval or Airbase. Roll 1d6 damage to the facility. You may only target facilities that are 4 or less spaces away from allied territory.

    Lend Lease Australia: If the United States has played the lend lease card then the ANZACs may play this card to gain the warbonds tech.


  • Does anyone have any suggestions for Italy?

  • Liaison TripleA '11 '10

    The Italians had a division of paratroopers that literally fought until they were out of ammunition.  Elite.

    http://en.wikipedia.org/wiki/Folgore_Parachute_Brigade


  • That’s really impressive. Maybe once per game Italy could designate 1 or 2 infantry as part of the Folgore Parachute Brigade. These units would take two hits to kill and defend at a 3 or 4 for one battle only.

    Edit: Alternatively, I may make them a special unit (marked by a roundel, coin etc) that takes two hits to kill (fully healed if they survive the battle), attack and defend at a 3, and may act like Paratroopers even if Italy doesn’t have the tech. There would only be two infantry worth of them and they can not be replaced.

    I’m looking into the following Italian Commanders as possible cards
    Prince Amedeo, Duke of Aosta
    Pietro Badoglio
    Junio Valerio Borghese (alternatively the Italian frogmen)
    Carlo Fecia di Cossato
    Rodolfo Graziani
    Giovanni Messe
    Arturo Riccardi


  • I’m still trying to figure out the Italians but here are the Soviet Commander cards I’ll be including.

    Shaposhnikov
    Effect: Infantry cost 1 ipc less.

    Zhukov
    Effect: Artillery attacks and defends at a 3 during the first cycle of Combat. Artillery may support tanks in the same way they support infantry and mechanized infantry.

    Konev
    Effect: Soviet tanks Attack and Defend at +1 during the first cycle of combat.

    Chuikov
    Effect: Soviet Infantry attack and defend at +1 during the first cycle of combat in a victory city.

    Rokossovskiy
    Effect: Mechanized infantry attack +1 during the first cycle of combat. Any units killed by attacking Soviet tanks or Mechanized infantry during the first cycle of combat may not retaliate.

    Vasilevsky
    Effect: Soviet tanks and Mechanized infantry have a move of 3, but still follow the normal blitzing rules.

    I’m debating whether Kuznetsov or Isakov should represent the Soviet navy. But their card would provide two free naval bases (Amur and Ukraine) as well as black sea and pacific fleets.

    I’m also debating whether to use Novikov or a special unit like the IL-2 to represent the Soviet airforce in the cards.

  • Customizer

    So far, I like what I’m seeing.  Very interesting concept.  Using your German card ideas, I have a couple of questions:  So the cards that cover certain events, like “Sneak Attack” and “Vichy France”, these are discarded after use.  Some of the other cards that name certain individuals:  For Example:  Leon DeGrelle – gain a free minor IC in Holland/Belgium.  Those would also be discarded after use too, wouldn’t they?  Once you place your new minor IC, there’s no more use for that card, right?
    Another question regarding the “free IC” cards.  Since Holland/Belgium is worth 3 IPCs, could that free minor be upgraded to a major if Germany wants to spend the 20 IPCs?
    As for the other cards that give things like an offensive/defensive bonus or a lower unit cost, you can use them throughout the rest of the game, correct?  Also, there is no limit to the number of cards you can use during the game, as long as you pay the 10 IPCs per card?  In other words, you could buy a new card each round and just keep stacking up the bonuses if you wanted to, correct?

    One small idea for another card:  Ploesti Oil Fields in Romania.  These were pretty important to the German war effort.  Perhaps it could be represented by a free IC in Romania.  OR, a boost in income for Germany controlling Romania, like maybe double the IPC value of the territory “Romania”.  It’s currently 3 IPCs so maybe say as long as Germany controls Romania, they get 6 IPCs for Romania.  Just a thought.


  • Yes some individuals like DeGrelle (as he stands now) would just give a onetime benefit and then be discarded.  As far as whether that free Dutch minor ic could be upgraded to a major, I’d leave that up to an individual group’s house rules. Personally, we only let the Axis build majors in Romania, Slovakia Hungary, Greater Southern Germany, Korea, and Manchuria.  Because those countries were either Axis allies or integral parts of their nations/empires before the game started. Norway and Holland were just occupied before the game starts, so we don’t let the Germans build majors there. I’m not certain if Larry has a specific rule about all of that written down somewhere.

    Other cards, like certain cabinet members, military commanders, or national advantages will have a use for the full game. I’ll be sure to place “discard after use” on all of the onetime only cards. And yes, the bonuses would stack. On the off chance it’d come up I will specify in the general rules that no unit could have an attack or defense value greater than 5 regardless of all the stacked bonuses.

    I’ve been thinking about a few cards that would permanently increase the ipc values of certain territories, like a card for Russia gaining ipcs in Siberia. I’ve even been thinking about making counters to represent the new ipc values of various territories. Certainly, the oil fields were very important and would make for a good German card.  So I might go with your suggestion regarding the ipc boost.

    Any ideas for possible cards or revisions to cards I’ve suggested are most welcome.


  • @dannyboy2016:

    Yes some individuals like DeGrelle (as he stands now) would just give a onetime benefit and then be discarded. Â

    I love that remark because, even though it refers to Leon DeGrelle in the card set, it’s a pretty good description of how some British leaders (and later British and American leaders) allegedly regarded Charles de Gaulle for the first half of the war.


  • Wow i really like these, my friends and i just started using the national advantages you made and we were looking to improve them but these cards sound much better because they get more specific with the historical differences between the countries without them all going at the same time making the game overly complicated. i am really looking forward to these. you sound like you really know what you are talking about, but if you want any help with ideas or other things for the cards just ask we know what we are talking about to. probably not as much as you  :-D but i think we can help a lot.

    one idea for Russia is an event card to represent the battle of Kursk. say like the first time in the game #German tanks attack # Russian tanks the R tanks get # more tanks or a defense bonus to represent Stalins beefed up defenses.


  • The Kursk thing is an interesting idea. Maybe I’d name such a card after the Lucy spy ring (based out of Lucerne, Switzerland). The spy ring transmitted accurate information to the USSR about the following events

    1.Details about the timing and oob of of Operation Barbarossa (after this the Soviets took this source seriously)
    2.Detailed information about the German plans for the offensive against Stalingrad and the Caucasus.
    3.The full details on German planning for Operation Zitadelle, Germany’s offensive against Kursk. This was Lucy’s biggest success, because the Soviets were able to use this information in a timely manner, and turn the Kursk into a fortress of minefields, anti tank guns, and trenches with ample armor in reserve.

    Lucy was so successful that things got to point where military decisions made in Berlin would routinely reach Moscow about ten hours later.

    The network eventually suffered heavily because 1. many of its informants had been involved in the July 20 1944 coup attempt against Hitler and 2. the Germans learned about the network and started counter espionage efforts against it.

    So maybe the effects could be that, after the Germans have mapped out their combat phase the Soviets could play this card to receive a certain amount of reinforcements in one territory being attacked. This would be based on the rational that they learned about the attack before hand and secretly built up the area. That or the units would receive some sort of defensive bonus for the battle.

    Naturally, it’d be a one time use card.


  • Speaking of spies, you should make a card for Richard Sorge, Stalin’s master spy in Tokyo:

    “Sorge advised the Red Army on September 14, 1941, that the Japanese were not going to attack the Soviet Union until:
    1.Moscow was captured
    2.the size of the Kwantung Army was three times that of the Soviet Union’s Far Eastern forces
    3.a civil war had started in Siberia.
    This information made possible the transfer of Soviet divisions from the Far East, although the presence of the Kwantung Army in Manchuria necessitated the Soviet Union’s keeping a large number of troops on the eastern borders.
    Various writers have speculated that this information allowed the release of Siberian divisions for the Battle of Moscow, where the German army suffered its first tactical defeat in the war. To this end, Sorge’s information might have been the most important spy work in World War II.”

  • Customizer

    @dannyboy2016:

    So maybe the effects could be that, after the Germans have mapped out their combat phase the Soviets could play this card to receive a certain amount of reinforcements in one territory being attacked. This would be based on the rational that they learned about the attack before hand and secretly built up the area. That or the units would receive some sort of defensive bonus for the battle.

    The only problem I would have with this is it’s like giving Russia free units to represent those reinforcements.  Perhaps a better idea would be a free NCM of Russian units to the territory being attacked.  Like, say Russia has a lot of stuff in Moscow while the Ukraine or Rostov is being attacked.  Use this card and all those extra troops and tanks on Moscow, Stalingrad or wherever can move to defend Ukraine, Rostov or wherever the attack is happening.


  • @CWO Marc- I was thinking about adding Sorge, but I’m having trouble figuring out what his effects should be.  I wouldn’t want it to be something like forcing the Japanese not to attack the USSR or magically transferring all of the 18 Siberian infantry to Moscow. Maybe, if Germany is at war with the USSR and Japan isn’t then you could get some free reinforcements in Moscow to represent Siberian forces that were rushed there (including many tanks, which sadly aren’t in Holy Larry’s oob for Siberia).

    Do you have any ideas on what Sorge’s effects should be?

    @knp7765- That’s a good idea. It could work kind of like that Enigma Decoded British national advantage from the 2004 game except with a greater range for Soviet reinforcements to come in. Maybe any units within 3 or 4 spaces of the combat (and aren’t being attacked by land forces themselves) could be transferred to the battle, or conversely the Soviets could withdrawal all forces except one unit before the battle.


  • I’m doing some more revisions to that set of cards for the minors. I’ve decided to cut Maurice Gamelin, since his role in things is basically over during the first turn of the game. I’d like to replace him with a Free French commander. I’m trying to decide if it would be better to replace him with de Gaulle or Leclerc.

    From a benefit standpoint, both would probably give some sort of bonus to armor (not that the French will have many of those…). Leclerc commanded the 2nd armored division, and took part in the battle of the Falaise pocket as well as the liberation of Paris. As for de Gaulle, his successful tank attack against the Germans in Picardy was one of the few French successes in 1940. Plus he was an advocate of a professional army based on mobile tank and mechanized divisions. Unfortunately, his 1934 book on this topic sold way better in Germany than in France.

    I’m wondering if it’d be better to not include de Gaulle since he’s basically the Head of Government (post capitulation) and technically represented by the Free France card.

    Alternatively, I could use Resistance leader Henri Rol-Tanguy, but I think the French resistance is adequately covered in the vanilla French national objective. Plus, I’d like to use only free French commanders as the French commander cards.

    Any thoughts on this?


  • Just a little update. I’ll be taking an idea from coachofmany, and including a rank and skill for each of the commander cards, to allow for some more optional rules. For instance, if you were to use FMG’s units then the cards could be tied to a specific commander piece on the board. His rank would then determine the range of his effects (ie a Major General would just affect the territory he was in while a Field Marshal’s effects could cover an entire front). There could also be optional rules where, in the event of a battle, the commander with the higher skill level gets his bonus while the other commander may not use his.

    These would just be optional rules included in the big pdf when this project is ready.

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