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.
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”
Adjusting Ship Costs: You’re probably right, but each piece in Axis And Allies never equals one division-in Global 1940, Germany probably had over a hundred divisions, and yet there is nowhere near that many infantry and tank units represented on the board at the start. I have a feeling that one tank equals one division, and one infantry equals one corps. Likewise, Germany had over a hundred divisions at the in 1914, which the game doesn’t represent. Each corps had two divisions, so an infantry unit probably represents a corps. So you should think about how you should tackle this problem.
I’m surprised you were able to get extra pieces from Historical Board Gaming-everything from 1914 is almost always out of stock, especially the German ones (I really want the Ottoman ones, though, because that is the only power that doesn’t have World War 2 pieces corresponding to the colour of the country, but those are always out of stock). Still, a few months ago I found a lot of transports for several countries including Germany, and some naval units. Land and air units are the hardest to find, and I could only find ones for the US.
Submarine Rules: Cruisers are more simple, so maybe we can think of them as cruisers and destroyers together (the lack of any destroyer units is puzzling, as there were many destroyers in 1914).
Restricted And Unrestricted Submarine Warfare: Great that you agree!
Defensive Dive: I’m happy that you find my idea interesting!
Aircraft Combat: Despite what you said, I think your current rule doesn’t solve this. Perhaps a better rule would be that the side in an air battle that has less aircraft can retreat, which ends the air battle and hand either air superiority (half of the opponent’s artillery is upgraded) or air supremacy (all of the artillery is upgraded)-it’s your choice.
I have nothing to say about Artillery Neutralisation.
Interesting truck pieces! For some reason, I have a feeling I’ve seen those from another topic.
As for my game, whilst the Central Powers won the sea, Germany would capitulated before that happened had the Allies not made many mistakes. So I think your assessment is accurate, although the Central Powers in my game got some bad luck in naval battles, which contributed to investing even more in ships-due to naval superiority, Germany was able to invade Scotland. Still, even without the bad luck, the Allies could have taken Berlin without making the mistakes they did.
Not taking anything away from you The Captain, but whilst the new units and other mechanisms in your House Rules Expansion are historically accurate, some parts of how they work aren’t historically accurate. This is not meant to be balanced as I haven’t playtested this. It is purely for historical accuracy.
First, let’s talk about Waffen-SS units. The number limit is alright, due to the Heer not allowing too many Waffen-SS units competing for resources. However, they shouldn’t be made available by upgrading regular Heer units. Instead, they should be mobilised by simply buying them. The cost is basically all the regular units prices plus the original Waffen-SS upgrade price (for example, a Waffen-SS infantry is basically 4 IPCs), and have them still placed in Berlin. As mentioned before in other topics, Waffen-SS armies and Oberst-Gruppenfuhrer units should not exist, due to the Heer not allowing the Waffen-SS to form units as large as field armies. E-100 tanks should instead be called Waffen-SS Tiger 2 tanks. E-100 was just another planned tank like the Maus and was not purely exclusive to the Waffen-SS (and the Heer would have wanted most of the early production models anyway). Waffen-SS panzer units should be allowed in Panzer Armies-just take a look at the order of battle of the Fourth Panzer Army at the Battle Of Kursk:
Second, units such as Landing Craft, Carrier Based Fighters, or Super Heavy Battleships shouldn’t be limited in numbers or the amount of nations that could produce them, and there shouldn’t be units such as Heavy Bombers, Paratroopers, US Armoured Infantry, German Panzer Grenadiers, Type XXI U-boats, or Messerschmitt Me 262 jet fighters existing, as these are units that could be gained by Research And Development. Landing Craft should not be restricted to being produced in capitals.
Third, Soviet (not Russian) Guard Infantry should be upgraded the same way Waffen-SS units in the original House Rules Expansion were, paying 1 extra IPC to upgrade a normal infantry into a Guard Infantry. The number limit should stay the same.
Fourth, Defensive Fortifications should be allowed anywhere. If the Soviet Union wants to build the Molotov Line or Stalin Line, they should be allowed to. They can be built along territory borders.
Fifth, Lend-Lease should be shown as the Western Allies being able to give a certain amount of IPCs to the Soviet Union each turn if certain requirements are fulfilled (Vladistok is open, the Persian Corridor is open, and other things). The reasoning is that the Soviet Union would never have allowed Western Allies crews to simply operate on Soviet territory, even if they were incorporated into the Soviet chain of command.
Sixth, the new ships found in Increased Shipbuilding should be able to act like all other ships-they can go anywhere on the board. There is no historical basis that they have to be chained to the Pacific.
Seventh, Elite Infantry should cost more-not 4 IPCs, but probably 3 for 11 IPCs, to represent the increased training and better equipment these units receive.
Eighth, there shouldn’t be a limit on the amount of Panzer
Armies a nations can have, or which nations can have it-just because Japan never formed one doesn’t mean they weren’t allowed to-it was solely their choice.
Ninth, US Marine units should be purchased, not upgraded-they should cost 4 IPCs. This does not apply to British Commando units, as they were composed of members drawn from the British Army (and other branches), unlike the Marines, which was it’s own branch of service. The number limit seems to work for the US Marines, due to the Army competing with them.
Tenth, the starting incomes for the respective nations should be adjusted for the increased income that the islands produce-there is no historical evidence that they suddenly had an increase in production in Early 1941.
Eleventh, the Soviet Tank Mass Production should not be limited so that you can only mass produce tanks once per turn-they should also not be only placed in Moscow, but all tanks of each batch should be placed on the same industrial complex.
Twelfth, Soviet Army Corps should be renamed Field Army-otherwise, it’s the same function, but there shouldn’t be a limit on them.
Thirteenth, there shouldn’t be a limit in the amount of Soviet Partisans, King Tiger 2 tanks, Vokssturm, British Commandos, or Rockets that exist.
Fourteenth, all Industrial Complexes, Naval Bases, Air Bases, and Underground Industrial Complexes should be able to be destroyed at the cost of 4 IPCs for destroying each one. The Major Industrial Complex in the territory Moscow should be able to move.
Fifteenth, Home Defence should be changed so that both Britain and Japan, instead of units defending at a higher number, Japan and Britain should receive 5 extra infantry the first time the homeland is invaded. These 5 infantry cannot move out of the home islands (for Britain, this also includes Scotland, but not Eire).
Sixteenth, up to 6 landmines should be able to be carried on transports. 3 landmines take up as much space at one infantry unit. Also, up to 3 landmines should take up one space in an industrial complex.
Seventeenth, British Commandos should be allowed to retreat from an amphibious assault onto the offloading transports-this does not apply to British Commando units attacking overland in conjunction with an amphibious assault (in other words, the British Commando unit must have come from a transport).
Eighteenth, the Capital Warships Taking Damage rule, the Non-Aggression Pact rule, and US Heavy Transports shouldn’t exist.
Nineteenth, US National Guard units should be mobilised regardless of how the US entered the war.
Twentieth, Strategic Rail Capacity should be done differently-instead of each nation having a certain railway movement capacity, the railway capacity in each territory should be determined by the amount of railways in each territory that were historically there. Railway tracks can be built, and can be bombed (damage works like air bases and naval bases).
Twenty first, Rockets should also only move one space-I doubt that Katyusha Rockets coud attack Polesti from Baku, nor could Germany’s Nebelwerfer rockets hit London from Bordeaux-the V-1 and V-2 rockets are represented by the Rockets breakthrough in Research And Development, and being able to move two spaces is like the V-4, a cross channel gun that could hit London from Pas De Calais, and the V-4 was never built. To end this part, Germany should be able to buy rockets from the start of the game, and all nations should be able to buy them, representing rocket artillery. Rockets should take up the same space in an industrial complex as most other units.
Twenty second, Heavy Industry should not exist either, due to the Increased Factory Production already existing, but Heavy Industry for air bases should stay.
Twenty third, Research And Development should not be delayed until a certain date. Just because Germany did not build and use V-1 and V-2 rockets until 1944 didn’t mean they couldn’t develop and deploy them earlier-it was simply an allocation of resources.
Twenty fourth, D-Day should be allowed to happen at any time, as a joint landing could have happened as early as 1942 (and actually had a good chance of succeeding, ending the war earlier, and brining the Allies much farther east):
Finally, Total War should be activated whenever players should like to- how it was historically was that the German player (Hitler) only decided to do it in Early 1943, and the Japanese player just never thought of it. The US and Soviet Union players activated this feature when they were attacked, of course.
Final note: E-100 tank units should instead be called Waffen-SS Tiger 2 tank units. E-100 was a big tank that was planned (like the Ratte, but much, much smaller) but never built. Most likely the Heer would actually have received it first due to the bitter rivalry between the Heer and Waffen-SS.
As I said, I know The Captain spent a lot of time making his rules balanced, and maybe nobody will use these, but this is just an idea to make this very historically accurate, even if it’s not balanced (sadly, it seems no one, not here, not Larry, could find a way to make it perfectly balanced and historically accurate).
Credits to The Captain for creating a base for my ideas!
Interesting idea, but I feel it might be too complicated for a simple goal-making research and development more accessible so there will be more breakthrough making the game even crazier. Good work, though.
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.
This is a really cool idea, have you play tested it? From the pre-game set up is appears that Italy is at a huge disadvantage from the increased UK presence in the Med. Also, do you have some sort of rule preventing the Ottomans from blitzing through Russia?
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.
@the-captain Offhand it looks fascinating, will be anticipating it- been working on my Own Enhanced Expansion House rules for G40 as well, my group has been playtesting it over the YouTube for close to 8 months! Hopefully will be close to posting the finished product very soon on the House rules Forums before autumn time!!!
As you’ll see, when the complete rulebook with set up charts is released, the outcome of the War is not settled yet.
1943 was the year, when Germany finally implemented the Total War concept. The Axis Powers still had options to alter the outcome of the War - not by outproducing the Allies - but by taking advantage of every single advantageous opportunity. And by planning a decisive and superior strategy - without any flaws. And carry it out with determination.
In the game there is no bureaucracy - no internal conflicts in any Nation, that could weaken the War effort. Every single decision is made with one goal only - to win the War.
The game depends solely on what strategy players might choose - and how these strategies are carried out.
It is truly a big challenge for the Axis to win the War. And there is no room for errors… or else, Germany & Japan will have to fight for their lives.
You’ll experience massive Panzer Armies and Army Groups from the very beginning of the game. Within a few rounds, some of the most famous combat units of World War II are available to the players. This will bring even more options to get your Nation closer to Final Victory.
The Axis & Allies Global 1943 House Rules Expansion will definitely bring tons of fun and challenge - even though the game is playable in a few hours.