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?
@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.
This rule is part of the Axis & Allies Global 1940 2E, House Rules Expansion.
The increased IPC values in the Pacific Theatre (which reflects both strategic importance as well as oil resources - see Topic that describes the Expanded Pacific Theatre) makes this Battlefield crucial for both sides - in order to turn the tide of War to their own favor.
The Increased Ship Building rule helps both sides to perform major offensives and create multiple Naval Task Forces.
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
I’ve been using a single panzer to activate Slovakia and Romania. Is this rule correct ? Or do I need to activate Slovakia with a unit then move a different unit/pancer into Romania ? Or is Slovakia the only one that can be activated G1 ?
@J-o-C Thanks! You could use pieces from other board games like risk, I’ve used those before. If not, you could designate certain pieces by a colored chip. For example you could use American pieces with a red chip for the Spanish pieces.
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.
My son and I came up with this scenario where the Ottoman Empire was still around in 1940, but weaker. They lost World War 1 but not as bad as in real life; maybe TE Lawrence got killed too soon to make a difference and the Arabian Revolution failed. The Sultan managed to hold on to power by the skin of his teeth and Ataturk never launched his revolution.
Anyway, here it is:
Special Alternate History Scenario
Background: The Arabian Revolution of 1916 had failed and the Sultanate managed to hold on to power after it’s defeat in World War 1. However, it still lost some of its territory to the United Kindom and France. It is now 1940 and with Britian and France having their hands full dealing with a resurgent Germany and an ambitious Italy, the Empire sees a way to regain its rightful lands and restore its former Glory!
I used Ottoman 1914 Pieces and Axis pieces from HBG painted to match the 1914 pieces. There’s also a Turkey At War expansion that includes most of whet you need.
Turkey: 6 Infantry, 2 Artillery, 1 AA Gun, 1 Fighter, 1 Tactical Bomber, 1 Tank, 1 minor IC, 1 Airbase, 1 Naval Base
Iraq: 2 Infantry, 1 Tank
Arabia: 1 Infantry 1 Artillary, 1 Naval Base
Seazone 100: 1 Battleship, 1 Transport, 1 Destroyer, 1 Submarine
Seazone 80: 1 Cruiser, 1 Transport
Added Allied units (for Greece use UK, French, or HBG Neutral units):
Greece: 4 Infantry, 1 artillery, 1 tank
Crete: 1 Infantry
Trans-Jordan: +1 UK infantry
Cyprus: 1 British Infantry
Seazone 98: +1 UK Fighter, 1 UK Destroyer
Seazone 99: 1 Destroyer, 1 Cruiser
National Objectives: +2 Ipcs per territory from Iraq and Arabia. Reason: Oil production
1 IPC per territory if in control of Syria, Trans-Jordan, and Cyprus
Reason: Restoring the Empire
+5 IPCS if Greece and Crete are captured.
Theme: Byzantium Reborn!
3 IPCs if Egypt and Trans-Jordan are under Axis control
Theme: Axis control of the Suez.
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.