[House Rules] Axis get too much money

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    Give the Americans a battleship off Washington and a battleship off Honolulu… That’s my quick solution for G40 balance.


  • I would like to counter and throw 2 destroyers in Washington instead, and keep your Battleship off Hawaii.

  • '21 '20 '18 '17

    We all have our balancing setup ideas, but what I’ve noticed (thanks to Cow, YG, ABH) is that it is the BOARD that is part of the problem, and the NOs, because the Allies have to go to great lengths to inject power into the middle of the board where all the goodies are, whereas the Axis can do it in most games even if they DONT take their key objectives (india, Moscow).

    Even when im losing and failing as the Axis, I just divert to the cash instead of the capitals.  I may still lose, but the Allies are working so hard to defeat me and take my money (Greece, Normandy, a few spice islands) whereas I’m tearing Russia apart even in death and going back up to 60/70 cash which starts to turn the tide again.


  • Isnt that the reason why “Middle Earth” almost unbeatable, unless you do a Sea Lion? It helps a lot of areas. (India, Egypt, Moscow, etc…). Its where its placed. There are a lot of 2’s in that area, along with 4 VC’s, 2 of which are capitals. Whats that old saying about the middle of the board wins the game? That applies here as well.

    Curious, what exactly do you think needs to be changed with the national objectives. Add some, take some? You dont want to hand the game outright to one side.

  • '21 '20 '18 '17

    there is no locktight strategy in G40 for the Allies.  There is for the Axis.

    There is no reasonable VC for the Allies (kill 2/3 axis)

    There is for the Axis.

    I agree, that the game should be more balanced, but finding consensus on that is difficult.  My primary goal right now is to reduce the Point of Imbalance (turns 6-8?) where the game tips in the favor of the Axis too readily.


  • I would agree with that. No airtight strategy exists for the Allies. The best way to play is to do reactionary play because the Axis have control of the game at the very beggining.

  • '17

    @Young:

    Give the Americans a battleship off Washington and a battleship off Honolulu… That’s my quick solution for G40 balance.

    Have you ever play tested that?

    I know you’ve said that your group doesn’t like any kinds of bids that affect the Axis opening moves any way.


  • @Ichabod:

    @Young:

    Give the Americans a battleship off Washington and a battleship off Honolulu… That’s my quick solution for G40 balance.

    Have you ever play tested that?

    I know you’ve said that your group doesn’t like any kinds of bids that affect the Axis opening moves any way.

    Giving stuff to the US doesn’t really affect the Axis opening moves.


  • @calvinhobbesliker:

    @Ichabod:

    @Young:

    Give the Americans a battleship off Washington and a battleship off Honolulu… That’s my quick solution for G40 balance.

    Have you ever play tested that?

    I know you’ve said that your group doesn’t like any kinds of bids that affect the Axis opening moves any way.

    Giving stuff to the US doesn’t really affect the Axis opening moves.

    If you are giving the US a Battleship in Hawaii, then you are effecting the Japanese turn if they decide to go after the Hawaiian Fleet. That could manipulate them to go for it now. I usually find Japan goes for it Battleship or not.

  • '17

    @calvinhobbesliker:

    @Ichabod:

    @Young:

    Give the Americans a battleship off Washington and a battleship off Honolulu… That’s my quick solution for G40 balance.

    Have you ever play tested that?

    I know you’ve said that your group doesn’t like any kinds of bids that affect the Axis opening moves any way.

    Giving stuff to the US doesn’t really affect the Axis opening moves.

    Yes. I’m aware.


  • The best way I’ve found to balance the G40 setup is to eliminate the Victory City conditions and play until either total annihilation or surrender. In my current game Japan has held all of the standard VCs as well as Calcutta, Moscow, Sydney and now Honolulu for many turns. The Allies are still looking good to win tho. US/UK/FRA have just wiped out Germany and are heavily threatening Japan’s front in and around Moscow. We are on round 13 and the allies are just now pushing back and look poised to win, when OOB rules would have called this for the Axis many turns ago.

    And yes, this also means we pulled of a Gasp KGF.

  • '21 '20 '18 '17

    but you didn’t, because Japan won.  ;)


  • House rules is house rules lol


  • Axis only get to much money if they earn that money by taking out Allied areas and taking NO’S……thus, No, Axis do not get to much money if the Allies are playing smart.

    When we talk about Axis getting to much money it is almost always based on Japans Income. If Japan is going hog wild, well, then the Axis have the game in the bag, IMO.


  • I think the biggest imbalance to the game is Japan being able to threaten Moscow. In reality, even if Japan had won EVERY battle of the war, it is MATHEMATICALLY IMPOSSIBLE for Japan to march across Asia. Depending on the route, there are vast deserts, mountains and frozen tundra to deal with, not including a supply line hell, and this doesn’t even take into affect that Japan doesn’t have the MANPOWER to do this.

    Adding limits to Japan’s expansion on the Asian continent would be realistic.


  • I’ve said it once, and I will not stop.

    Global 1940 is imbalanced because China is useless versus and decided Japanese assault.

    Don’t give more money to the biggest ally in the game.  Help the small guys.  China is perfect to upgrade for more reasons that one:
    1: they are ahistorically underpowered
    2: Japan gets deeper into China round one than they were in 1945
    3: Strong China prevents Japan from helping with Russia so much
    4: More Chinese fighting Japan = more American in Europe
    5: Simple setup changes and house rules can easily be implemented to without upsetting common things like J1.
    6: Most people make it like China is useless, but giving them a better chance will provide an all-around funner experience.

    Some suggestion:
    Add Chinese infantry to the empty spaces
    Let them buy artillery all the time
    Let them buy AA when Burma road is open at beginning of turn.
    Allow Russian volunteers to be converted into Chinese troops. (Historical)
    Use some other well-known house rule like forcing Japan to cover every Chinese space or a partisan will pop up.


  • @Charles:

    I’ve said it once, and I will not stop.

    Global 1940 is imbalanced because China is useless versus and decided Japanese assault.

    Don’t give more money to the biggest ally in the game.  Help the small guys.  China is perfect to upgrade for more reasons that one:
    1: they are ahistorically underpowered
    2: Japan gets deeper into China round one than they were in 1945
    3: Strong China prevents Japan from helping with Russia so much
    4: More Chinese fighting Japan = more American in Europe
    5: Simple setup changes and house rules can easily be implemented to without upsetting common things like J1.
    6: Most people make it like China is useless, but giving them a better chance will provide an all-around funner experience.

    Some suggestion:
    Add Chinese infantry to the empty spaces
    Let them buy artillery all the time
    Let them buy AA when Burma road is open at beginning of turn.
    Allow Russian volunteers to be converted into Chinese troops. (Historical)
    Use some other well-known house rule like forcing Japan to cover every Chinese space or a partisan will pop up.

    I’m a long time player of the classic game from the 80’s, and got bored of the routine play so stopped playing for many years…but never forgot the game I loved so much. Looking around I stumbled upon all these newer versions. I love it. Of all the versions I find myself liking G40 best. The China issue is MUCH IMPROVED than the classic game. I’m really impressed with making it tougher for Japan on the continent. But it doesn’t go far enough.

    China is going through it’s own Civil War at the time, so it makes sense they are weakened and not allowed outside their territory. But can you imagine the HUGE MAINTENANCE of occupying China? I like the first and last of your suggestions: adding infantry to unoccupied Chinese territories and allowing for partisans in Japanese controlled but unoccupied territories…

    A country so big and so populous as China isn’t going to allow for easy occupation.
    I suggest having Japan consolidate it’s power over a new territory(specific only to China) by having it occupied for 2-3 before leaving it unoccupied or insurrections is likely to occur via die role. After 2-3 turns(or whatever) they have pacified it so can leave it unoccupied. This doesn’t mean they can’t advance though. They just couldn’t advance with all of their troops. Some are required for garrison.
    So in short, Japan required to garrison Chinese territories with 1-2 ground units for 2-3 turns which quells potential uprisings. It just doesn’t make sense to be able to roll China like that.

    But I don’t have a game or anyone to play with, so thanks to these forums I learned about TripleA and really have enjoyed that the past week or so I’ve been playing…but that means no adjustments either I think. I dunno. I only play against AI


  • @Charles:

    I’ve said it once, and I will not stop.

    Global 1940 is imbalanced because China is useless versus and decided Japanese assault.

    Don’t give more money to the biggest ally in the game.  Help the small guys.  China is perfect to upgrade for more reasons that one:
    1: they are ahistorically underpowered
    2: Japan gets deeper into China round one than they were in 1945
    3: Strong China prevents Japan from helping with Russia so much
    4: More Chinese fighting Japan = more American in Europe
    5: Simple setup changes and house rules can easily be implemented to without upsetting common things like J1.
    6: Most people make it like China is useless, but giving them a better chance will provide an all-around funner experience.

    Some suggestion:
    Add Chinese infantry to the empty spaces
    Let them buy artillery all the time
    Let them buy AA when Burma road is open at beginning of turn.
    Allow Russian volunteers to be converted into Chinese troops. (Historical)
    Use some other well-known house rule like forcing Japan to cover every Chinese space or a partisan will pop up.

    Wow…, I like that! Those are good ideas

  • '17 '16 '15

    you might want to give the “balanced” global mod a go savage. It handles China similar to what you suggest


  • I am myself am writing several NO for China that are completely unique to their situation that will be part of my historical 1940 setup.

    United China: If all Chinese territories are rule by China, China is now allowed to leave their territory under normal allied powers. Should Chinese territories be lost, any Chinese units outside China can continue to operate outside should the ruler choose to, if they return to China, they can’t leave until United China returns. Flying Tigers are now allowed to operate like a normal fighter under these rules.

    Industrial Minor Power: Should China take control of a factory, they may now produce any unit as if they are a normal allied power. (this will obviously require all units or ‘borrow allied’ units to function. They may now buy tech.

    Burma Road: They may now buy tanks and AA guns (reflects real life) (also on top of the normal rule of them being able to buy artillery)

    I have more but I am currently getting them correct.

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