Set up- Germany may reposition ground forces to the Western Front. Must leave at least one piece on each territory in the East.
Fall of Paris- For each French piece used to defend Paris, one French piece outside of European France becomes Free French and is controlled by the UK player until Paris is liberated. French controlled territories values are added to the UK total starting on the next UK turn. French pieces in metro France and pieces not covered by this rule become Vichy and are controlled by the Germans.
Vichy pieces may not move out of Vichy territories and German pieces may not enter Vichy territories unless to attack them. Vichy income goes to the Germans as long as they remain neutral. Vichy units defend against Allied attacks normally for one round of combat, then they defect to the Allied side which occupies them.
2.672 Adds “Germany 5 PU Controls France RD 10”. Fix Russia being able to move to 8 Sea Zone when not at war with Japan. Adds “Mongolia Boost”. Adds “Italy Boost”. Remove Primitive Terrain from Evenkiyskiy, Urals and Kazakhstan when “Chinese Guerrilla Fighters” is activated. Remove “AdditionalVictoryCitiesWorthPUs_ChangerMustActivateRD3” from Map Option Redesign. Add “ChinaInfantrySpawnBM_ChangerMustActivate” to Map Option “Redesign”. Add 1 PU to Evenkiyskiy when “PacificIslandAndPU_Change” activated.
2.671 Add DDC5 to Sea Zones 113 for Germany and 81 for United Kingdom when “Attack 0 Cost 5 Bomber” is Activated.
2.67 Make China AA Guns Adhere to BM Rules.
2.669 Fix Out Of Box China Burma Road Objective showing up when “Chinese Guerrilla Fighters” activated.
2.666 Give “Slovakia Hungary” 1 PU for “German Boost”. Remove 1 PU from “Evenkiyskiy” when “PacificIslandAndPU_Change” activated. Make China and Russia “Allied” when Japan and Russia are at war and “Charles de Gaulle Neutrals Modified” activated. Remove “RussianNationalObjectives” from “Option Redesign” map option.
2.665 Fixes “NormandyTurnsProAllied_ChangerMustActivate” activating more than once. Mongolia now turns Russian after attacked. Decreases “Long Range Fighter” cost to 12 PUs. Adds “BB and CA 2 Shot”, “Destroyer Cost 6”, “Battleship Cost 18”, “Carrier Cost 13”, “Escort Carrier Cost 7” and “Cruiser Cost 11”.
2.664 Version change.
2.663 Adds Baron’s Long Range Fighter Option. Fixes incorrect Mongolian infantry switch when using “CDG Neutrals Modified”. Change “German Boost” from Slovakia Hungary to Greater Southern Germany which is now worth 5PUs. Add Version Upload Date to Notifications.
2.662 Fix Military Base to only place infantry. Fix no Military Base image for China. China may now capture Military Bases.
2.661 Change “German Boost” to Poland and Slovakia Hungary only.
2.66 Remove “Canada Boost” from “Option Redesign” in Game Notes. Didn’t previously work.
2.659 Fix Naval image error.
2.658 Adds “Charles de Gaulle Neutrals Modified”.
2.657 Make “Planes Target Carriers” also target Battleships and Cruisers.
I’ve managed to get your 1.1 map and your 7.3 rules downloaded, but cannot get the mediafire link to your 7.3 charts and new pieces file to work. Is there any chance that you could e-mail it to me? Please send it to doug#pearson#31415 - at - gmail -dot- com (omit the '#'s).
This seemed to be the only way to get hold of you. Sorry if this was not the proper method.
So, I canÂ’t see the images in the original post. All I see are Photobucket meter images. Apparently the download limit or bandwidth limit or something has been exceeded? Or some other problem? Anyone have an idea what the problem is?
IÂ’m curious as to what the Larry Harris quote is in one of the images. Can someone share the quote?
Photobucket screwed us all by starting to charge about $40 a month to post pictures on 3rd party sites - a service that has been free for years. It’s a shame but I’m not paying for that.
Larry’s quote says something like “I must point out that I encourage the use and implementation of house rules”
me and a good friend of mine were playing the lovely oztea41 version and had
a blast so far.
No I feel like I am screwed as the japanese player. I see no chance to find a safe place for
my fleet and invasion looks like it is inevitable.
So far I have played prettty conservative with the Japanese player but still see no chance against the combined
fleet and airforce of the allies in the pacific theatre.
Any idea what I made wrong here?
Also any idea were to find good position for the Japanese fleet?
Thanks so much! Sorry for the delayed response here. I was on parental leave with my son, so I wasn’t online much the last few months!
I definitely appreciate the feedback. I’m with you, my hope for any houserule is to keep a semblance of realism while working out whatever game play issues there were that made the houserule pop up in the first place!
The uncertainty of allegiances pre-battle is quite interesting. But I try to minimize dice randomness. IRL (in real life), Vichy troops (just like Italians) surrendered as soon as seeing enemy superiority: thus, in the game, if Allies send more land + air units than defending Vichy units, there is no battle but surrender. Or, make it unlikely that a battle would ensue (for example, need to roll a 1).
I definitely agree overall here, I think this one got away from A&A mechanics the most. Part of me didn’t want to make it completely against the Axis, but I think something like you suggest on bringing more men (or maybe twice as many), would void any combat.
IPC system, however, is historically inaccurate (as in most, if not all, Vichy mods I’ve seen): IRL, Nazi Germany profited handsomely on Vichy which had to quite richly sustain 300,000 German troops stationed in Northern France! So, in the game, Germany should actually gain IPC bonus, whereas Vichy and Free France gain nothing. How much, certainly 3 IPC, at least.
I also get your point here. However, the main goal for me in creating the Vichy France rule was an overwhelming thought by players that the Axis has too great an advantage. By creating Vichy in this scenario it weakens the Axis some by taking away from them, as well as adding to the Allies by adding the Free French. I think if we were to give the Germans more IPC’s, it takes away the point of creating the rule in the first place (which again, was to try and help weaken the OOB Axis advantages).
Finally, Germany never fought Vichy. IRL, with Operation Torch, Germany simply occupied Vichy in 1942, with no resistance whatsoever. Vichy units were disbanded. That can be also the case in the game.
I also agree that combat did not really happen, at least on a large scale. I suppose I don’t know enough to understand every potential action that might have happened, no matter how small. This was again something designed to make the German player think twice before just invading the Vichy territories. It’s going to cost them a bit. Again, just a device to hopefully help balance.
I personally don’t like the idea of bids at the beginning of a game. We try and either house rule to help change, or just deal with it how we can. But yeah, the main hope/goal here was to have a somewhat realistic scenario, while also hopefully tipping the scales a bit away from the Axis, while not ruining gameplay and design too much.
Thanks so much for your input! Hope 2021 is treating you well!
For those who know and don’t know, I created a Axis-victory Cold War scenario I called the Axis American Cold War. After playing it multiple times, I decided that I wanted to revise some of the rules, and by revise I mean create a whole new scenario.
This is the Axis American Cold War, Second Edition. It will have some more politics involved, nuclear weaponry, new technology, and even additional events like proxy wars, which are played out during different stages in the proper game.
Below here is a small sample of what I am working on. I will be posting the completed scenario under the title “Axis American Cold War 2 Final Copy” link here:
Of course, feedback is most welcome! Please tell me what you would like to see!
Axis American Cold War Version 2
Greater German Reich
United States of America
New Roman Empire
Empire of Japan
Soviet Siberian Republic
League of International Fascism (LIF)- German Greater Reich, New Roman Empire, Vichy France, Chinesisch-Deutsche Allianz
Allied Powers- United States of America, Britain, ANZAC
Northeast Asia Resistance Movement (NARM)- Japan, Socialist Siberian Republic
Greater German Reich- The Greater German Reich is the leading industrial nation, surpassing even the United States. With the strongest and most modern military in the world, the Reich takes head in international relations with the forming of the League of International Fascism (LIF) the Anglo-Nazi-American Atlantic Charter (ANAAC), and the newest Chinesisch-Deutsche Allianz. However, even the Reich has an Achilles heal. The LIF is a firefight, with both the Italians and French posturing for more power. Conflict with former ally Japan and the surviving Russians has arisen, with more military forces being sent to China. Britain has also survived the onslaught of the Second Blitz, and while in no shape to act with force, the island nation remains a thorn in the Nazis side.
The Greater German Reich starts the game at war with the Socialist Siberian Republic. It may declare war against the United States, Britain, ANAZC, and Japan at anytime, but the New Roman Empire and Vichy France may choose to stay out of the conflict.
Chinesisch-Deutsche Allianz- When the German armies swept through the Soviet Union, small contingents of the Red Army crossed the border into China. Attempting to meet up with the CPC forces, they were halted by Chiang Kai-Shek. Chiang, not wanting to start a front within his own borders, reluctantly requested aid from the Germans to eliminate the Russians. This ultimately led the US to cease their support. The ensuing conflict led to a Russian surrender. However, Hitler had an ulterior motive and with the withdrawal of US influence, slowly phased out the Kuomintang command structure with a newly formed Chinese Nazi Party. The final result was the arrest of Chiang Kai-Shek, the instalment of a Nazi puppet regime, and the partitioning of China between Germany and Japan.
The Chinesisch-Deutsche Allianz starts the game at war with the Socialist Siberian Republic and will automatically go to war with any country the Reich declares war on.
United States of America- As the Second World War ended, the conflict between the United States and Japan continued in what was called the Great Pacific War. That too slowly faded as Japan and the pacific allies negotiated terms. With the signing of the Anglo-Nazi-American Atlantic Charter, the United States, Britain and the LIF have agreed to not go to war with one another However, like so many of Hitler’s agreements, this is but a mere piece of paper. The US knows this and further expands its military forces. The United States is also concerned with the slow rise of fascism in South America, and has sent small military forces to the allied nation of Brazil.
The United States start at war with no one and may not declare war against LIF members unless they declare war first. The United States automatically enters a state of war if Britain and/or ANZAC are at war. The United States may choose to enter a state of war if Japan is at war with the Greater German Reich.
New Roman Empire- Mussolini has achieved his dream of a New Roman Empire, but at a cost. After the fall of the Allied forces in South Africa, he ordered rapid campaigns to be made into the oil rich Middle East. These campaigns were successful, but stripped the Italian armed forces thin. The British and Indians have also managed to secure a line in the eastern half of Iran, preventing a full annexation of the country. Hitler, to spite his ally, refused to provide aid, with the ultimate intention of forcing the Italians out and seizing the oil resources for the Reich.
The New Roman Empire starts at war with no one, but may declare war on United States, Britain, ANAZC, and Japan at anytime. Other LIF members may choose to stay out of the conflict.
Empire of Japan- Japan has succeeded in the war against China. They have managed to sign a beneficial treaty with the United States and other pacific powers which allows them control over the oil rich Dutch East Indies, while at the cost of other territorial gains as well as a small fleet reduction. Despite this, Japan is still a force to be reckoned with. In its best interests, it has formed an alliance with the Soviet Siberian Republic know as the Northeast Asia Resistance Measure (NARM). In fact, all of Japan’s decisions have been in its best interests as Nazism has grip in Asia and the Axis powers are no more. Japan was rejected entry into the LIF after the dissolution of the Axis Pact. Conflict between them seems imminent.
Japan starts at war with no one, but may declare war on the Greater German Reich at any time. They may not declare war on other LIF members unless they declare war first.
Great Britain- Britain is a shell of its former empire and draws heavily on foreign aid. The Second Blitz has severely damaged British industries. In addition, the Reich influenced Atlantic charter, reinforced with German U-boats, cuts off any military-related aid outside powers can send to the island nation. Its greatest defence has become its greatest weakness, with its fleet in shambles the only defence Britain has against the might of the Reich is its airforce and how the Reich’s alliances are fragile while Britains are strong. Until then, Britain is in no position to do anything but display a show a defiance.
Britain starts at war with no one and may not declare war on LIF members unless they declare war first or the United States is in a state of war.
ANZAC- Australia and New Zealand are the safest in the Pacific region, with distance as their ally. However, that does not make them ignorant to the threat posed by the spread of Nazism in the region.
ANZAC starts at war with no one, but enters state of war if the United States and/or Britain are in a state of war.
Vichy France- After the fall and occupation of France in 1940, the French, under Petain, were finally in control of the government and country. However, this was a very heavily influenced government, with Hitler and his staff overseeing much of the legislation. Eventually, after much complaints, the Vichy government went as far as to remove the Reich officials from office, causing a short termed occupation of the country which ended with Petain’s resignment. The Germans installed their own leader in place, but after much rioting and conflict between Nazis and the newly formed political party Fete pour le Fascisme Francais, Hitler eventually gave and let the French assume full control of the Vichy government. However, he enforced a decreased French military and ordered that a German garrison stay full time in Paris.
Vichy France starts at war with no one, but may declare war at any time. Other FIL members may choose to stay out of the conflict.
Soviet Siberian Republic- The Soviet Union has fallen; in its place rises a decentralized, overpopulated republic. With the execution of Stalin and the members of the Soviet party, what remains of the country is held together by a dying ideology. With the Reich slowly pressing in and food and other essential supplies running low, the self-proclaimed Soviet Siberian Republic faces certain annihilation…
… Or maybe not. Feeling threatened by the rise of fascism, the island of Japan has become a lifeline for a dying country. A newly formed alliance led the republic to receive food, fuel, clothing, and weapons. Military advisors draw up the battle plans. The defensive lines are dug. When the Reich moves in, the Russians will be ready.
The Soviet Siberian Republic starts at war with the Greater German Reich and may declare war on other LIF members at any time.
The Release Date for the Axis & Allies Global 1940 House Rules Expansion is expected to be no later than 21st April 2021.
The Axis & Allies Global 1940 House Rules Expansion is designed to be used in conjunction with Axis & Allies Global 1940 (naturally) and is eligible to be play tested in conjunction with any equivalent Axis & Allies game.
@Black_Elk just suggested what i think to be an excellent idea over at the triplea site. Have Normandy be “Original Owner True Neutral” or could make it “Pro_Allied”. Will start out controlled by France.
At any rate, when Team USA comes in and takes it and then Liberates Paris, it’ll still be USA controlled. Which is historical as well.
Gonna add it to the House Rules : )
So you’d need to use Gamerman1’s Normandy turns Pro-Allied if not Axis controlled after turn 1 as well. Can add a 2 PU objective for France if US of A controlls Normandy and Paris is free if you want.
@magnum I’m not yet convinced that letting them pick what they want, and potentially the same thing, is a problem. If anything, this will give them the opportunity to try out different strategies, involving research, and see how they work.
This is just a fun little scenario I created in my spare time, when a) I don’t have 1914 and b) I wanted the scale to be bigger. So without further ado, I give you my G40 Russian Civil War.
I will post the setup shortly for those who are interested in giving this whirl. Of course, let me know what could change to make this scenario a little smoother. Feedback is always welcome!
G40 Russian Civil War
Bolsheviks (1940 Russian pieces)
White Army (1914 Russian pieces with 1940 Italian mech infantry OR 1940 Italian pieces)
Separatists (1914 OR 1940 German pieces)
Winning the Game:
The game will last until either Russian faction wins by controlling of Russian territories. The Separatists win if at the end of 10 rounds none of their territories are occupied by the Bolsheviks. If this does not occur, then the Separatists become a strict neutral power, and all original Separatist territories cannot be entered. All Separatist units on the board are also removed.
As part of the Allied intervention during the civil, Britain had deployed troops to occupy Murmansk before withdrawing them in October of 1919.
The territory Karelia is a British minor power controlled by the White Army player, with a starting setup of 4 infantry and 2 artillery. White Army units may move into and through Karelia. British units may move into and through White Army territories as well as invade Bolshevik territories. To receive reinforcements, British Karelia may roll one die and add, in any combination-
1 infantry per dot
2 mechanized infantry per 2 dots
1 artillery per 3 dots
At the end of the third round of the game, British Karelia, along with any territory occupied by British forces becomes a White Army territory. Remove all British units on the board. In their place, place 2 White Army infantry each territory formally owned by British Karelia.
The Separatist are made up of countries formerly part of the Russian Empire and are at war with the Bolsheviks.
Separatist units cannot move outside of Separatist territories unless invading and capturing a Bolshevik territory. If the Separatist go strict neutral, territories captured by them are up for grabs for whoever moves into them first. The Separatists do not require factories to build units.
The Czechoslovakian Legions had been part of the Russian Army, and during the civil war were allowed to leave to France. However, they ended up dispersed along the Trans-Siberian, and the Bolsheviks set out to disarm and arrest them.
Czechoslovakian Legion infantry are controlled by the White Army player and are able to move unlimited spaces through the territories of Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut, Buryatia, and Amur. These territories do not need to be controlled by the White Army. If it is hostile controlled, however, combat begins. Outside of those territories, Czechoslovak Legion infantry can only move 1 space. The Czechoslovak Legions cannot be rebuilt.
Only infantry, mechanized infantry, and artillery can be built in this game.
Med supply. Malta. I like if any axis ship between Malta and Gib blocks this
Anzac had guys in Egypt.
China building tanks based on a US tank or 2 in China at end of war should be a no go.
Keep in mind this game your playing isn’t a lot like mine. Just feel NOs should have some type of resources on them to get. IMO
Just me. Not knocking your ideas. Try them first. You guys may like them
This is a rule for our G40 mode that we are testing, in order to make France a little more relevant in the game, but we think any one can use it .
1- Once Paris is taken by the axis, the treasure of France passes to the enemy, as in OOB rules.
2- Automatically, the de facto capital of France is London, France will be able to add new IPC at the end of its turn, as any nation does.
Note: There is no Vichy vs Free France dynamic. France is a single entity, and it maintains the mechanics of the game simple, and without requiring the purchase or painting of new pieces.
3- France can buy and place infantry in any original territory on the map.
4- France can buy equipment in London, and place it right there, land, sea, air; but, cannot place new infantry in London. France can buy technology dice, ports and airports, for its original territories
5-France cannot produce units in industrial complexes that captures from the enemy, in this case the complexes will take full damage. France cannot buy industrial complexes.
Note: in the territory of France, the same applies, unless France or the allies take parís.
6- If parís is free, it merges into the capital of France again, France will return to the rules of OOB.
7- If Paris is retaken, a second time, the money passes to the conqueror (subsequent reconquests will have the same dynamics). And the capital of France will pass London again, unless it is taken by the enemy.
8-If London is taken by the enemy, and is the de facto capital of France, the IPCs of the two are delivered to the conqueror.
Balance: we have found that in some occasions Italy will have more pressure in North Africa. To counter this, we believe that this rule for Italy should be used to.
Italy Lean-lease: During WW2, Germany sold or licensed equipment to its allies, especially Italy.
1- During its non-combat face, Germany can send to the north of Italy any air unit or ground machines (except infantry) for sale. A maximum of 2 per round.
2- Italy in its face of purchases can buy at half price, the German units on loan. The money is delivered to Germany.
Units are immediately replaced by Italian equivalents for immediate use.
Restrictions: Infantry and ships cannot be sold. Berlin must be in the hands of the axis, northern Italy must be in control of Italy.
Note: If Rome falls, this rule still works, if italy had warbonus tec. In this case, dice need to by the number to pay.
Been thinking of ways to make naval warfare more enticing in AA1914.
I think it is an opportunity to give something unique to both sides, so here’s what I was thinking.
For the Entente (Allies) : Freighters. You can build 1 per 8 land IPC you command, costs 3 IPC, 2 movement speed. Every time it ends its turn either next to a neutral country worth 2 IPCs or more or in the naval base of one of your allies (not your own), you gain 2 IPCs.
For the CPs (Axis):
Restricted Sub Warfare : Active from the game’s onset, on the British turn, every CP sub in sea zones 2, 7 and 8 roll and on a 3 or less, 1 IPC is deduced from the UK’s income.
Unrestricted Sub Warfare : Active when declared by Germany. Same as above except that it applies to the UK and the US’ turns and every sub in those areas are automatic hits and 1 IPC is deduced. The Entente may remove one roll for every surface warship in those zones.
Merchant Raiders : 3 IPCs, movement speed of 2. They are stealthy and can therefore sail past blockading enemies like subs do. Every turn they end up adjacent to an enemy territory, that enemy loses 1 IPC. If the territory is worth 2 IPCs or more, the lost IPC is instead transferred to the raider’s owner. Only 1 IPC per raider may be deducted and gained this way. To sink the raider, the Entente must send ships in that area to find it. Instead of normal combat, the Entente declares which ships is on “raider” duty. He gets 1 point per ship sent and then rolls a die. If the number rolled is equal to or less than the number of ships sent, the raider is found and destroyed (so if 3 ships are sent on patrol, a roll of 3 or less destroys the ship). He gets only one roll per turn. The CPs may only have one raider per 6 land IPCs they own.
I think this could make naval combat more fun and significant in the game, especially for the CPs who could see value in trying to take command of the seas or force the Allies to chase them around. On the Entente side, it would give some countries (Italy, USA particularly) a shot at boosting their IPCs and decide if they play the long economic game at the risk of lacking armies.
I just tried to addressed to the one of the main complaint about Japan’s power in Anniversary and claimed that having Japan with that power is not a must for maintaining balance but happy to see different income distirbutions with No’s or not.
Chaos in the Balkans:
Hungary and Romania are at war, Germany has annexed Austria, Yugoslavia suffered an unfortunate die role and has been forced to disintegrate into a Pro-Fascist Croatian state and a smaller Serbia. Italy managed to seize Albania without loss, and Czechoslovakia is reinforcing its border with the Nazis.
The UK has pledged to declare war on any power invading Greece.
The Swedes attempted to peacefully take over Norway to prevent any major nations from entering Scandinavia, but the plan backfired. Not only did another unfortunate die role cause the Norwegians to resist, but the German and British players were offended by the assault, and Germany turned a blind eye to a British force that liberated the Norwegians and devastated Sweden’s hopes of a powerful, neutral, United Scandinavian state.
Spain in Flames:
The civil war rages on in Spain, just as a deadly naval encounter ended in mutual annihilation for the Nationalists and Republicans. The free world does not want a Fascist Spain, and the U.S. Player has sent generous air aid to the Republicans. With Franco’s Army of Africa having headed for the mainland, I, as France, took advantage and seized their Moroccan colony. Unfortunately, I earned a -1 diplomacy points for this “aggressive” act.