• Santa Bárbara’s, G40 Historical, play tested rules (v1.2)

    IMG_20191126_172342.jpg IMG_20191123_092340.jpg

    Hello A & A Players: These are the house rules and variants that we are using at home with Axis and Allies Global 1940, to have more historical experience, in this first post, we write rules we play tested, in other posts of this theme we writhe rule ideas.

    6° Play Test Video: https://www.youtube.com/watch?v=3BDQ5XXoyOE

    X. Time: Historical research of the powers star locations at January 1° of 1940 is the base for the game time. Rounds, like the combat, is considered simultaneous for each power. Order of play for this 1940 January 1° start, have not change from the original game. There are four modes of play but, only USA and Soviet Union, new order of enter to the war is fixed in all.

    Round 01 January - June1940 (Game starts)
    Round 02 July - December 1940
    Round 03 January - June 1941. U.S.S.R. enter the war in attack face. Finland pro Axis Activation Allowed.
    Round 04 July - December 1941. U. S. A enter the war in Attack Face. Mexico and Central America, pro allies activation allowed.
    Round 05 January - June 1942. Brazil and Ecuador pro Allies activation allowed.
    Round 06 July - December 1942. Modern Heavy Tank Production allowed
    Round 07 January - June 1943. Colombia pro Allies activation allowed.
    Round 08 July - December 1943
    Round 09 January – June 1944
    Round 10 July - December 1944 (Japan Kamikaze Special allowed)
    Round 11 January – June 1945
    Round 12 July - December 1945 (Final round)

    We believe that the minimum time that can be adapted each round is 3 months, but in our case that would be to extend the game to 48 rounds…

    XX. Modes of play.

    1. Victory Cities and capitals: Same of the base global game for the axis and the allies but game max duration is 12 rounds.

    2. Historical: Same of the base global game for the axis and the allies, but with year historical restrictions and game max duration is 12 rounds.
      Note: When a capital of the axis is taken, the victory cities that country controls do not count for win.

    3. Fuel of War: Axis need to capture and retain 12 of the 25 important producing centers of natural petroleum. SEVEN ROUNDS MAX. Producing centers areas:

    Recurso.jpg
    Old Resource Counter from A&A battle of the Bulge, print at 1,9cm, in decal Paper, paste in cardboard, cut and use as oil mark.

    USA 182.657mt* (1 Western United States, 2 Central United States, 3 Eastern United States) USSR 29.700mt (4 Caucasus, 5 Soviet Far East) Venezuela 27.443mt (6 Venezuela) Iran 10.426mt (7 Persia, 8 Northwest Persia)
    Dutch East Indies 7.939mt (9 Sumatra, 10 Java, 11 Celebes, 12 Dutch New Guinea) México 6.721 mt (13 Southeast Mexico) Romania 5.764mt (14 Romania) Colombia 3.636mt (15 Colombia) Iraq 3.438mt (16 Iraq) Argentina 2.871mt (17 Argentina) Trinidad 2.844mt (18 West Indias) Perú 1.776mt (19 Perú) Arabian Peninsula 1.652mt (20 Saudi Arabia) Burma 1.088mt (21 Burma) Canadá 1.082mt (22 Alberta Saskatchewan Manitoba) Borneo 0.932mt (23 Borneo) Egypt 0.929mt (24 Alexandria) China 0.050mt (25 Yunnan*)
    *All Valor’s are in Millions of Metric tons, for the production of the year 1940, and not contemplate synthetic oil production.
    *We considered only locations with production over 0.900mt, for total production of 1940, but allowed Yunnan for valance.
    Bibliography: https://wayback.archive-it.org/6321/20160901222852/http://digital.library.northwestern.edu/league/le0280ah.pdf
    Bibliography: https://pwencycl.kgbudge.com/O/i/Oil.htm
    M1.OIL1940.jpg
    Base map by ImASithLord

    1. Historical and Victory Conditions: With year historical restrictions and game max duration is 12 rounds, axis or allies have 3 of 4 victory conditions.
      (1) Majority of victory cities in Europe
      (2) Majority of victory cities in Pacific
      (3) Majority of oil producing areas
      (4) Majority of global team I. P. C. (Map and bonuses)

    XXX. National Setup by Power. For 1° January 1940, Historical Approximation.

    Germany (3° German Empire) 28 I.P.C.
    Germany: 11 Infantry, 3 Artillery, 3 AA, 1 Tactical Bomber, 2 Strategic Bombers, Major Industrial Complex.
    Western Germany: 3 Infantry, 4 Mechanized Infantry, 1 Artillery, 3 AA, 2 Fighters, 3 Tactical bombers, Air Base, Naval Base, Major Industrial Complex.
    Denmark: 2 Infantry.
    Norway: 3 Infantry, 1 Fighter
    Holland/Belgium: 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
    Greater Southern Germany: 6 Infantry, 2 Artillery, 3 tanks
    Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
    Poland: 3 Infantry, 1 Tank, 1 Tactical Bomber
    Sea Zone 103: 1 Sub
    Sea Zone 108: 1 Sub
    Sea Zone 113: 1 Battleship, 1 Sub.
    Sea Zone 114: 1 Transport, 1 Cruiser
    Sea Zone 117: 1 Sub
    Sea Zone 118: 1 Sub
    Sea Zone 124: 1 Sub

    Soviet Union (Union of Socialist Soviet Republics) 38 I.P.C
    Karelia: 2 Infantry
    Archangel: 1 Infantry
    Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 2 AA Guns, 1 Airbase, 1 Major IC
    Volgograd: 1 tank, 1 Mech Infantry, 1 Minor IC
    Caucasus: 2 Infantry, 1 Resource marker.
    Bessarabia: 2 Infantry
    Western Ukraine: 1 Infantry, 1 Artillery
    Eastern Poland: 2 Infantry
    Baltic States: 3 Infantry
    Belarus: 1 Infantry
    Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 2 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Vyborg: 3 Infantry
    Ukraine: 3 Infantry, 1 Minor IC
    Amur: 5 Infantry, 1 Mech Infantry, 1 Tank, 1 Fighter, 1 AA Gun, 1 Naval Base
    Sakha: 2 Infantry
    Buryatia: 6 Infantry, 1 AA Gun
    Siberia: 2 Infantry
    Soviet Far East: 2 Infantry, 1 Resource marker
    Sea Zone 5: 1 Cruiser
    Sea Zone 115: 1 Cruiser, 1 submarine
    Sea Zone 127: 1 Sub

    Japan (Empire of Japan) 24 I.P.C.
    Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bomber, 3 AA Guns, 1 Airbase, 1 Naval Base, 1 Major IC
    Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 1 Tank, 3 Fighters, 2 Tac Bombers
    Palau Island: 1 Infantry
    Formosa: 2 Infantry, 1 Artillery, 1 Fighter
    Shantung: 2 Infantry, 1 Artillery
    Iwo Jima: 1 Infantry
    Jehol: 2 Infantry, 1 Artillery
    Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base.
    Okinawa: 1 Infantry, 1 Fighter
    Kiangsu: 2 Infantry, 2 Artillery, 1 Mech Infantry, 1 Fighter, 1 Tac Bomber.
    Korea: 4 Infantry, 1 Fighter
    Hainan: 2 Infantry, 1 Artillery
    Sea Zone 6: 2 Sub, 2 Destroyers, 2 Carriers each with 1 Tac & 1 Ftr., 1 Cruiser, 1 Battleship, 1 Transport.
    Sea Zone 19: 1 Sub, 1 Battleship, 1 Destroyer, 1 Transport
    Sea Zone 20: 1 Cruiser, 1 Transport.
    Sea Zone 36: 1 Transport, 1 Destroyer, 1 Carrier w/ 1 Tac & 1 Ftr.

    United States of America 48 I.P.C.
    Western US: 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Fighter, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC, Resource, Marker.
    Hawaiian Islands: 2 Infantry, 2 fighters, 1 Airbase, 1 Naval Base.
    Philippines: 2 Infantry, 1 fighter, 1 Airbase, 1 Naval Base.
    Midway: 1 Airbase
    Wake Island: 1 Airbase
    Guam: 1 Airbase
    Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC, Resource Marker.
    Central United States: 1 Infantry, 3 Mech Infantry, 1 Tank, 1 Bomber, 1 Minor IC, Resource Marker.
    West Indies: Resource Marker
    Sea Zone 26: 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
    Sea Zone 10: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, Carrier w/Tac & Ftr
    Sea Zone 35: 1 Destroyer, 1 Submarine
    Sea Zone 101: 1 Cruiser, 1 Transport.

    China (Nationalists, Communists and Warlords, Chinese Alliance) 15 I.P.C.
    Szechwan: 2 Infantry and one fighter
    Yunnan: 2 Infantry
    Kweichow: 2 Infantry
    Shensi: 2 Infantry
    Suiyuyan: 2 Infantry
    Chahar: 2 Infantry
    Anhwe: 2 Infantry
    Kiangsi: 2 Infantry
    Kwangsi: 1 Infantry, 1 Artillery.

    United Kingdom Europe (British Empire) 29 I.P.C.
    United Kingdom: 2 Infantry, 1 Mechanized Infantry, 4 AA, 2 Fighters, 1 Strategic Bomber, Air Base, Naval Base, Major Industrial Complex
    France: 1 Artillery, 1 Tank
    Scotland: 2 Infantry, 1 AA, 1 Fighter, Air Base
    Iceland: Air Base.
    Greendland: Control Marker
    Quebec: 1 Infantry, 1 Tank, Minor Industrial Complex
    Ontario: 1 Infantry, 1 Artillery
    New Brunswick Nova Scotia: Naval Base
    Alberta, Sakatchewan, Maritoba: Resource Marker.
    Gibraltar: 1 Fighter, Naval Base
    Malta: 1 Infantry, 1 AA, 1 Fighter, Air Base.
    Alexandria: 2 Infantry, 1 Artillery, 1 Tank, Resource Marker.
    Egypt: 2 Infantry, 1 Mechanized Infantry, 1 Artillery, Naval Base, Canal Marker.
    Anglo-Egyptian Sudan: 1 Infantry
    British Somalia: 1 Infantry.
    Union of South Africa: 2 Infantry, Naval Base, Minor Industrial Complex
    Sea Zone 71: 1 Destroyer
    Sea Zone 91: 1 Cruiser
    Sea Zone 98: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Aircraft Carrier (Carrying 1 Tactical Bomber)
    Sea Zone 106: 1 Transport, 1 Destroyer
    Sea Zone 109: 1 Transport, 1 Destroyer
    Sea Zone 110: 1 Cruiser, 1 Battleship
    Sea Zone 111: 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Submarine.

    United Kingdom Pacific (British Far East Command) 18 I.P.C.
    Kwangtung: 2 Infantry, 1 Naval Base
    Burma: 2 Infantry, 1 Fighter, Resource Marker.
    Malaya: 3 Infantry, 1 Naval Base.
    Borneo: Resource Marker.
    India: 6 Infantry, 1 Artillery, 3 AA Guns, 1 Fighter, 1 Tactical Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
    West India: 1 Infantry
    Sea Zone 37: 1 Battleship
    Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport.

    Italy (Italian Kingdom) 11 I.P.C.
    Northern Italy: 3 Infantry, 2 Artillery, 1 tank, 1 Bomber, 2 AA Guns, 1 Minor IC
    Southern Italy: 7 Infantry, 2 Fighters, 2 AA Guns, 1 Naval Base, 1 Airbase, 1 Minor IC
    Albania: 2 Infantry, 1 tank
    Italian Somaliland: 1 Infantry
    Ethiopia: 2 Infantry, 1 Mech Infantry, 1 Artillery
    Libya: 2 Infantry, 1 Artillery
    Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank.
    Sicily: Air Base.
    Sea Zone 95: 1 Destroyer, 1 Cruiser, 1 Sub, 1 Transport
    Sea Zone 96: 1 Destroyer, 1 Transport
    Sea Zone 97: 1 Cruiser, 1 Battleship, 1 Transport

    ANZAC (Australia and New Zealand Army Corps) 11 I.P.C.
    New South Wales: 3 Infantry, 1 AA gun, 1 Minor IC, 1 Naval Base.
    New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
    Queensland: 3 Infantry, 1 AA gun, 1 Fighter, 1 Airbase, 1 Naval Base.
    Malaya: 1 Infantry, 1 Artillery.
    Sea Zone 37: Destroyer, 1 Transport.
    Sea Zone 62: 1 Destroyer, 1 Transport.
    Sea Zone 63: 1 Cruiser.

    France (Republic of France) 19
    France: 6 Infantry, 1 Artillery, 1 Tank, 1 AA, 1 Fighter, Air Base, Major Industrial Complex
    United Kingdom: 2 Infantry, 1 Fighter
    Normandy/Bordeaux: 1 Infantry, 1 Artillery, Naval Base, Minor Industrial Complex
    Southern France: 1 Infantry, 1 Artillery, Naval Base, Minor Industrial Complex
    *Corsica: Empty.
    French West Africa: 1 Infantry.
    French IndoChina: 1 Infantry.
    Morocco: 1 Infantry
    Algeria: 1 Infantry
    Tunisia: 1 Infantry
    Syria: 1 Infantry
    Sea Zone 91: 1 Destroyer, 1 Transport.
    Sea Zone 93: 1 Destroyer, 1 Cruiser
    Sea Zone 105: 1 Cruiser

    XXXX New I.P.C. territory values.
    New Guinea: 1
    Dutch New Guinea: 1
    Burma: 2
    Szechwan: 2
    Jehol: 2
    Amur: 2
    Ulaanbaatar: 1
    Afghanistan: 1
    Northwest Persia: 1
    Turkey: 3
    Bulgaria: 2
    Poland: 3
    Alexandria: 1
    Italian Somaliland: 1
    Eire: 1
    Rio de Oro: 1
    Switzerland: 2
    Colombia: 2
    Ecuador: 1
    Perú: 1
    Bolivia: 1
    Paraguay: 1
    Uruguay: 1

    1. Neutrals
      We correct some errors that the out of box have. So, like in the real war: Persia is Pro axis, Colombia, Ecuador Liberia and Sierra Leona are pro allies. Persia have 2 more infantry, one in North and one in East, but one less in central. Colombia, Ecuador Liberia and Sierra Leona have one infantry for each one. Sense Romania Kingdom join the war in 23 November 1940, Romania start as deactivated Pro axis with 4 infantry (NO tank). Sense Siam Kingdom (Tailandia) join the war in 25 January 1942, Siam start as deactivated pro axis with 3 infantry. Mexico, Southeast Mexico and Central America, start as deactivated pro Allies, and have one infantry each. But wen activated, only by USA that country gain one Fighter in Southeast Mexico instant of one infantry (this for symbolize the Mexican Pacific Expeditionary force) and in Central America gain one AAA together with the infantry. (this for symbolize leant lease military aid for defense of the Panama Canal). If Brazil if activated only by USA, instant of 3 infantry, they have one fighter and one infantry, for symbolize Brazilian Expeditionary force of ww2. All neutrals who don’t have an army, win one infantry, Portuguese Guinea and Spanish Rio the Oro Gain one infantry each.
      NOTE 1: If Allies Attack Siam this is not considerate and attack to Japan.
      NOTE 2: If any other Allied power activate Mexican and Central American territories this NOT affect the USA national objective “defense treaty and trade obligations”.
      NOTE 3: USA have the control of the Panama Canal no matter if Central America is pro allied deactivated or in other allied control.
      Pro-Axis
      Siam: 3 Infantry.
      Persia: 1 Infantry, Northwest Persia: 1 Infantry, Eastern Persia: 1 Infantry
      Iraq: 3 Infantry. Romania: 4 Infantry. Bulgaria: 4 Infantry. Finland: 4 Infantry.
      Pro-Allies
      Mexico: 1 Infantry, Southeast Mexico: 1 Infantry
      Central América: 1 Infantry, Canal Counter. Brasil: 3 Infantry. Colombia: 2 Infantry . Eire: 1 Infantry. Ecuador: 1 Infantry. Liberia: 1 Infantry. Sierra Leona: 1 Infantry. Yugoslavia: 5 Infantry
      Greece: 4 Infantry, Crete: Empty
      Special Neutral
      State of Spain
      Spain: 8 Infantry, Rio de Oro: 1, Infantry *Balears: Empty.
      People’s Republic of Mongolia
      Ulaanbaatar: 1 Infantry, Buyant-Uhaa: 2 Infantry, Dzavhan: 1 Infantry, Olgiy: 1 Infantry, Tsagaan-Olom: Empty, Central Mongolia: Empty.
      True Neutral
      Venezuela: 2 Infantry. Peru: 1 Infantry. Bolivia: 1 Infantry. Paraguay: 1 Infantry. Chile: 2 Infantry. Argentina: 4 Infantry
      Sweden: 6 Infantry, *Gotland: Empty
      Switzerland: 4 Infantry
      Portugal: 2 Infantry, Portuguese Guinea: 1 Infantry, Angola: 2 Infantry Mozambique: 2 Infantry.
      Turky: 8 Infantry. Saudi Arabia: 2 Infantry Afghanistan: 4 Infantry

    M201011940.jpg
    Base map by ImASithLord

    1. New Territories: in Mediterranean Sea: for France: Corsica Island, I. P. C. value of 0. For Spain: Balears Island, I. P. C. value of 0.New Territory in Baltic Sea, the Sweden’s island of Gotland, I. P .C. value of 0.New Sea Zone 128, the Caspian Sea.
      IMG_20190528_135158.jpg
      IMG_20190528_120803.jpg

    2. New Victory City in Pacific: Vladivostok, in Amur
      img_20190503_060104.jpg

    3. New National Objectives:
      Russia: Theme: “Western Worker’s military aid”. When Soviet Union is at war, during the end of SU turn roll a die for US, UK E and UK P, 1 = 2 I. P. C.,2 = Mechanized Infantry, 3 =Anti-Aircraft Artillery, 4 = Artillery, 5 = Tank, 6 = Fighter.
      To deliver the aid: USA requires Alaska, sea zone 2, 3 and soviet far east not in axis control. Units spawn in Soviet Far East. UK E, requires sea zones 126, 127 free of enemy units and Archangel not in axis control. Units spawn in Archangel. UK P, requires All Persia and Caucasus in allied control. Units spawn in Caucasus. NOTE: If Moscow is in axis hands the objective is still in play. If USA, UKE and UKP capitals are in Axis control, that country can give the help.
      Italy: Theme: “Mare Nostrum”. 5 I. P. C. if Axis control all: Corsica, Sardinia, Sicily, Malta, Crete and Chipre.

    4. Units modifications:
      Anti-Air Artillery: Like in the real WW2 Battlefields, players can choose at the star of a battle if all AAA defend against land units or Air units. Against air, each AAA now use two dice at 1, no need to target, because real flak don’t select, fire in all round of combat, but only to air units, them they can only use as casualties, against land, each AAA defend with one dice at 1 in al rounds of combat, and use as casualties. AAA can’t attack move.
      Air Files and Sea Ports: cost decreased to 10 I. P.C., and don’t star with built in AAA defenses, players need to buy them, cost is the same as regular AAA, defense against Bombers is the same as the normal rules.
      Minor industrial complex: Cost increased to 15 I.P.C.
      Transports: now they can defend against Fighters and tactical bombers, at 1. One dice per transport, they can by chose as casualties at any time.

    Anti-Air.jpg AAA cardboard counter (1,2cmx1,2cm)

    1. New Unit Complex: Canal, in ww2 the two canals in allied control were of important value, now they can by bombard, and have a new card board counter. Deactivated with 3 hits. Max hit points is 6.
      New canal card board counter (1,2cmx1,2cm). Max hit points is 6. Canal.jpg

    2. New Unit: Heavy Modern Tank Figure: I. S. S. U and Tiger from the 1941 AA Game, or custom card board counter. Cost: 8 I. P. C. Movement: 1. Attack: 4.
      Defense: 4. Special Abilities: (1) combined weapons, tactical bomber paired with heavy tank, tactical bomber attacks 4. (2) Combined weapons, infantry paired with heavy tank, attacks 2. Restrictions: (1) Without Blitz. (2) Without Mech Infantry combined weapons. (3) Round 06 1942, Modern Heavy Tank Production allowed, if played with events per year.
      61518775_2313082605622807_6564142369816444928_n.jpg
      Cardboard counters (1,9cm)
      Hevy Tank Axis.jpgHevy Tank Allies.jpg

    9 Other rules

    Industrial complex: Wen enemy capture a territory with a Major Industrial Complex, the complex downgrade to a minor one, like in Alfa 2 official rule set. If china capture, or retake, a territory, witch a factory, the factory take full damage.

    Bombarding Panama and Suez canals: tactical and strategy bombers can damage it, 3 points goes inoperative, a maximum of 6 damage, 1 I. P. C. for fix 1 damage.

    Spanish rule: in real life Franco’s Spain were not a full ally of Axis, but support Axis war with commerce and volunteers, so Spain never goes pro Allies unless a direct attack of Axis power, and goes full pro Axis if Allies make a direct attack; so, to symbolize the historical situation: "as long as there are allied units in continental France or Corsica, European Axis loses 2 I. P. C to bank, one for Germany and one for Italy, if there are no units there, Germany and Italy have one I. P. C. for free from the bank.
    NOTE: If Axis control Spain territory this rule stops working. If Allies conquer Spain, Axis Europe surrender to the bank 2 IPC each round, one Germany, one Italy.

    Research: WE ADOPT THE Anniversary MECHANICS, we change the place of the technologies so they are more realistic to the dates. During the purchase stage, the research counter (scientific equipment) is purchased with a value of 5 I. P. C, however, it can only be roll BEFORE the purchase-repair stage of the game.
    A counter = a die.
    A roll of 1 - 5 is equal to failure: the counters can be preserved.
    A roll of 6 is equal to success. The list of technology is chosen, a die is rolled again. All counters are lost and must be bought again.

    Chart 1940
    1 Improved Shipyards, 2 Radar, 3 Paratroopers, 4 Increased Factory Production, 5 War Bounds, 6 Improved Mechanized Infantry.
    Chart 1943
    1 Super Submarines, 2 Rockets, 3 Advanced Artillery, 4 Jet Fighters, 5 Long Range Aircraft, 6 Heavy Bombers

    NOTE 1: if you are in the year 1943 - 1946 you can continue choosing the list 1939 - 1942 if you wish).
    NOTE 2: If the capital falls, the counters must be handed over to the conqueror power, and the conqueror acquires the same technologies of the conquered.
    NOTE 3: USA can share with China AVENGED ARTILLERY. China can NOT buy counters.
    NOTE 4: UK-E and UK-P share the technologies, but they buy counters separated.

    Research.jpg
    Old Research Counter from A&A Anniversary, print at 1,9cm, in decal Paper, paste in cardboard, cut and use.

    Research_Chart_G40_Historical.jpg

    Bonus Units: Those units represent historical volunteers and partisans, and reinforces. Those units spawn only one time per game, some are special for powers, others can be owned for any member of the alliance that liberated or recapture a region and maintain it at the final of the round.
    Germany:
    Division Azul: One infantry spawn in Western Germany (End of Round 3)
    USSR:
    Soviet Heavy tanks: 1 Belarus, 1 Bryansk. (End of Round 3)
    USA
    Mexico, Southeast Mexico and Central America, start as deactivated pro Allies, and have one infantry each. But wen activated, only by USA that country gain one Fighter in Southeast Mexico instant of one infantry (this for symbolize the Mexican Pacific Expeditionary force) and in Central America gain one AAA together with the infantry. (This for symbolize leant lease military aid for defense of the Panama Canal). If Brazil if activated only by USA, instant of 3 infantry, they have one fighter and one infantry, for symbolize Brazilian Expeditionary force of ww2
    Axis:
    Free India: 1 Infantry, India, 1 Infantry, West India. State Burma: 1 Infantry, Burma. Independent state of Croatia: 1 Infantry Yugoslavia.
    Finland Volunteers: 1 Infantry Vyborg. Baltic States Volunteers: 1 Infantry Baltic States. Russian liberation Army: 1 Infantry Ukraine, 1 Infantry, Western Ukraine.
    Allies:
    Tito’s Partisans: 2 Infantry Yugoslavia. Republic Partisans: 2 Infantry Spain
    Pilipino Partisans: 1 Infantry Philippines. Poland Partisans: 1 Infantry Poland
    Rumania antifascists 1 Infantry, Rumania. Bulgaria antifascists: 1 Infantry, Bulgaria.


  • @Valladares I like the idea of a dice for the transports. I was on the John Brown and the transports have eight 20mm cannons on each ship. The transports biggest fear was from subs, especially in the Atlantic.


  • @sealion thanks, and as you say is realistic.
    Other rule we play test is all AAA defend against land units like infantry does, one dice per unit at 1, but defender choose, or all defend against the air or against the ground.

    We want to test the our new rule of bobombarding canals, tactical and strategy can damange it, 3 poins goes inoperative, a maximum of 6 daamange, 1 IPC for fix 1 damange.

    Tokem for Panama and for Suez (1,2cmx1,2cm game measure)
    Ajust dimencions wen paste in word, for print
    Canal.jpg

    We made new tokens, wen paste in word, for print1,9cmx1,9cm game measure
    Danish Straits.jpg Dardanelles Strait.jpg Gibraltar Strait.jpg Panama Canal.jpg Suez Canal.jpg VictoryCityBack (2).jpg
    Mediun cuality decal paper works fine, art shops sell card board with the same thickness of the game.


  • @Valladares I like the idea if bombing canals.


  • @Valladares I like your idea/rule for bombing canals too. From your images, are you treating Straits like canals? Straits shouldn’t be able to be bombed (open relatively narrow waterways)…maybe mined though.


  • @Gisgo-XVII said in G40 Historial:

    @Valladares I like your idea/rule for bombing canals too. From your images, are you treating Straits like canals? Straits shouldn’t be able to be bombed (open relatively narrow waterways)…maybe mined though.

    Hello, no i’m not treating Straits like canals. Sorry if i make a confusion with the tokens. The Tokens are only for point out belonging to a team, the only canals for attack are Suez and Panama.

    PD: We make a new territory for France: Corsica Island. And a new 5 IPC National Objetive for Italian Kingdom, or Fascist Italy, “5 IPC if Axis control all: Corsica, Sardinia, Sicily, Malta, Crete and Chipre” Theme: Mare Nostrum


  • Thanks for the clarification.


  • @Gisgo-XVII no problema, i need to writte more carefuly, english is not my primary leguaje. Now, we want to make a new rule, one for Spain, in real life Franco’s Spain were not a full ally of Axis, but suport Axis war with comerce and volunteers, so Spain never goes pro Allies unless a direct attack of Axis power, and goes full pro Axis if Allies make a direct attack; soo, to symbolize the historical situation: "as long as there are allied units in continental France or corsica, European Axis losse IPC to banck, one for Germany and one for Italy, if there are no units there, Germany and Italy have one IPC for free from the bank.

  • '18

    @Valladares I like your idea about Spain being pro axis and how you can collect, or lose, 1 IPC from the bank. We may try that one.

  • '18

    @Valladares I just read the history of Corsica and WW2. Very interesting. Thanks for posting this.


  • @Guam-Solo Thanks, the place of birth of Napoleon need some love.
    We not yet have play test the Spain Rule or the Italian new Objetive, for now are ideas. “Oficial” house rules we play test post only in first mensaje. We thanks all feedback of any rule you want to use.


  • Hello, these are the ideas we are testing.

    1 - Time and events according to round
    Round 01 Sumer 1940 (Game Starts)
    Round 02 Winter 1940 Romania and Bulgaria activation allowed
    Round 03 Sumer 1941 USSR enter the war in attack fase, Finland activation allowed.
    Round 04 Winter 1941 USA enter the war in attack fase
    , Mexico, Central America, and Brasil, activation allowed.
    Round 05 Sumer 1942 Siam activation allowed. Ecuador become pro allies
    Round 06 Winter 1942 Hevy Tank Producción *
    Round 07 Sumer 1943 Colombia become pro allies
    Round 08 Winter 1943
    Round 09 Sumer 1944
    Round 10 Winter 1944
    Round 11 Sumer 1945
    Round 12 Winter 1945 (Game Ends)

    2 - Crude oil: a determined point in real war, the original game does not represent all the important places. Important Oil production places for the year 1940, in millions of metric tons:

    USA (Central United States) 182.657,
    USSR (Caucasus) 29.700
    Venezuela 27.443
    Iran (Persia, Northwest Persia) 10.426
    Indonesia (Dutch east indies) 7.939
    Mexico (Southeast Mexico) 6.721
    Romania 5.764
    Colombia 3.636
    Iraq 3.438
    Argentina 2.871
    Trinidad (West indies) 2.844
    Peru 1.776
    Saudi Arabia and Bahrein (Saudi Arabia) 0.727, 0.925 = 1.652
    Burma 1.088
    Canada (Alberta - Sakatchewan - Manitoba) 1.082
    Borneo 0.932
    Egypt (Egypt) 0.929
    Malaya ¿? remplace for Yunnan, Malaya was a importan center of ruber (Caucho) and not for crude oil, we made a error.

    For now we only represent with a token, for esthetic, we don’t agreed on a game mechanic yet, bonus Objetive or penalty for axis and/or Allies, or Victory Points. We use the old Battle Of the Bulgue counter, real size of the game to print in decal paper 1,9cm x 1,9cm. Recurso.jpg
    IMG_20190503_060003.jpg


  • WE ADOPT THE Anniversary MECHANICS, we change the place of the technologies so the are more realistic to the dates. For now we want to test 2 ways, powers start without technologies gained, or start with a technology. for now we are using the first one.
    The rules are:

    1. During the purchase stage, the research counter (scientific equipment) is purchased with a value of 5 I. P. C, however, it can only be roll BEFORE the purchase-repair stage of the game.
      A counter = a die
      Research.jpg
    2. A roll of 1 - 5 is equal to failure: the counters can be preserved.
      A roll of 6 is equal to success. the list of technology is chosen, a die is rolled again. All counters are lost and must be bought again.

    NOTE 1: if you are in the year 1943 - 1946 you can continue choosing the list 1939 - 1942 if you wish).
    NOTE 2: If the capital falls, the counters must be handed over to the conqueror power, and the conqueror acquires the same technologies of the conquered.
    NOTE 3: China can only acquire AVANTED ARTILLERY. They can NOT keep counters after a failed roll.
    NOTE 4: UK-E and UK-P share the technologies.
    Research_Chart_G40_Historical_2.jpg


  • Ya this works. I would add when u lose a capital give them a chance to destroy there own tech


  • @SS-GEN well is an interesting idea to adapt in a mechanic. But technically it was more desirable for the countries to steal the technology instead of destroying it.
    Yes, historically sabotage existed to the research centers, it could be penalized the purchase of more counters or the dice roll, attacking the designated industrial complex that also serves as a research center, while the installation is damaged penalty is in place.
    The problem of destroying a technology is in the basic mechanics of the game, that indicates: once the technology is chosen, it is applied immediately in play. But if you have a mechanic who can over write this rule without breaking the game, I would love to listen to it, try it, and with your permission, adopt it.
    Research_Chart_G40_Historical.jpg

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    I can see a Tech facility being damaged by SBR attacks and losing some tokens but as sabotage by inf not likely to happen. It could be in game where you have elite inf 1 or 2 max on map only and C10 and can move 4-6 spaces and maybe doing a bombing attack but that’s another option.
    I mentioned destroying own tech research papers more or less so enemy can’t get a tech or all there tech. I can see what your saying as once you lose your Capital oh well now the enemy can gain 1-4 techs.
    In my game I use the techs you use in a 10 tree chart and some techs tweaked.
    Make this quick we use event cards for each country. So each deck has 22 cards. 2 cards u get a free tech token, 1 card saying you get a tech and 1 card a spy steals a tech.
    You only turn over 8-12 cards per game. So you may not get a tech for awhile. Can buy token for 5 icps. We had one game with 16 techs but never unbalanced the game. Not all techs good and some tweaks help. When spy steals a tech card comes up you can pick 1 tech from enemy from tech chart and keep.
    I’m mentioning this because you could add a spy to your game. Instead of 2 elites have it C6 for a spy and have max of 1 or 2 only on map and can move 4-6 spaces including sea zones and has to start in your capital. Or it can only move in sea zones to 2-3 on Transports. Speed or time is a factor here for spy where u can adjust it. Then when it reaches the tech facility than have a die roll where it needs to roll a certain number to steal a tech from enemy.
    Or if inf there at facility have it where if they don’t kill spy the spy steals a tech. If spy steals the tech then he goes automatically back to Capital or have it where you can try to kill the spy as he is moving to and from tech facility


  • @SS-GEN Yes, Tech facility being damaged by strategic bombing is an excellent mechanic, and losing counters of technology for damage too, would have to perform an equivalence between points of damage of the complex and lost counters. I see for example that only the Major Industrial Complexes can be designated as research centers as well.
    The idea of ​​creating new units, as spies, or others, at least personally concerns me, the idea in mind is not to make the modification in our mod / rules more complex.
    For example g1936 from H.B.G. with its new units, it is surprising and attractive, but it adds a lot of complexity, time game and costs (buying parts, creating counters, painting…), we test only a new unit, heavy tanks, whose models can be represented with 1941 pieces (low cost game in USA, no so to import to Costa Rica -he, he, he-) or with a counter below a normal tank,
    (heavy tank Movement 1, defense 4, attack 4, cost 8 I.P.C.)

    Note: Your idea of event cards that you use, type D-Day, sounds very interesting ¿where could I see the deck of cards?


  • I agree with all your saying. You could just add the spy and have just have them damage chip tokens or something to that affect. The cards I would need to take photos of and post.



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