Axis American Cold War Final Copy


  • @grahamjmart said in Axis American Cold War Final Copy:

    @monsieurmurdoch said in Axis American Cold War Final Copy:

    Hello everyone!

    Here is the final copy for my Axis American Cold War. The setup chart is a little ways down the thread.

    Look it over and please provide me with feedback!

    Axis-American Cold War

    Turn Order:
    The Greater German Reich and (capital: Berlin)
    United States of America (capital: Washington)
    Empire of Japan (capital: Tokyo)
    Empire of Manchukuo (capital: Manchuria) use the 1940 China pieces and 1940 American pieces for artillery, mechanized infantry, and AAA
    Clique Alliance of the Interior (capital: none) use 1940 ANZAC infantry and artillery and grey chips for roundels
    New Roman Empire (capital: Rome)
    The Canada/ROWI Commonwealth (capital: Ottawa)
    Vichy France (capital: Paris)
    Soviet Russian Free States, SRFS (capital: none. If Moscow is liberated, it becomes the capital)

    Timeline:
    1940: Germany wins the Battle of Britain, Britain falls to German invasion
    The Royal Navy manages to escape destruction and heads to Canada
    The remaining British forces in Egypt, Africa, and Southeast Asia refuse to accept surrender conditions and entrench

    1941: Germany invades the USSR, Operation Barbarossa begins
    Rommel’s joint German and Italian forces push the remaining British forces out of Africa
    The Battle of Moscow begins
    Japan attacks Pearl Harbour; the United States joins the war
    Japan invades Burma

    1942: Moscow falls, the USSR’s remaining armies retreat
    Japan invades India
    The US lose the Battle of Midway, Japan imposes terms
    Australia and New Zealand leave the war and declare neutrality
    Spain joins the Axis powers
    Vichy France is given full political control of France, Paris is once again the capital

    1943: Japan leaves the Axis powers; the Greater German Reich and New Roman Empire are formed
    East India falls to Japan, Japan imposes terms of the newly formed Republic of West India or ROWI
    The Kuomintang government of China surrenders
    Japan invades the USSR
    The Fascism International League (FIL) is formed between the Greater German Reich, New Roman Empire, Vichy France, Spain, and Finland
    The Second Battle of Moscow begins; the Russians are pushed back

    1944: Spanish and Vichy French forces and invade Nigeria, the Gold Coast, and Portugal
    The ROWI invades Madagascar
    The New Roman Empire invades Turkey and Saudia Arabia
    The Greater German Reich presses economic sanctions against the other FIL members
    The Greater German Reich and Empire of Japan impose terms on the USSR, now the Soviet Russian Free States or SRFS
    Argentina joins the FIL and the US sends forces to Brazil; South America is split between fascism and democracy/capitalism
    The Greater German Reich launches full production into Plan Z, building their first two aircraft carriers
    Japan gives Manchukuo control over half of China to manage the strain on their armed forces; the Manchukuo Imperial Army moves to engage belligerent warlords
    The Greater German Reich form a regional government in occupied Russia, capital Stalingrad (to spite the Russians ;) ), to help maintain control in the region
    The Empire of Manchukuo declares war on Mongolia; the Soviet Russian Free States support Mongolia

    1945: WW2 officially ends. The Axis-American Cold War begins

    Alliances:
    Fascism International League (FIL): The Third Reich-New Roman Empire-Vichy France
    Allied Nations: United States- Canada/ROWI Commonwealth
    Empire of Japan and Empire of Manchukuo
    Soviet Russian Free States and Mongolia

    Winning the Game:
    The FIL wins if the United States turns fascist and Ottawa is occupied or the FIL occupies Washington
    The Allied Nations win if any of these conditions are met:

    1. The United States does not turn fascist in 10 turns
    2. The Canada/ROWI Commonwealth liberate London or Calcutta
    3. The FIL powers reach half of their total starting income at any point in the game
      The Empires of Japan and Manchukuo win if any of these conditions are met
    4. The Empire of Japan has more surface naval units than the United States in the PACIFIC REGION ONLY
    5. Either the Empire of Japan or Empire of Manchukuo occupy San Francisco
    6. The Empire of Manchukuo (NOT the Empire of Japan) occupy all of Mongolia
      The Soviet Russian Free States win if they can liberate Leningrad, Stalingrad and Moscow
      The Warlords win if they control all of Interior China (all Chinese territories NOT part of the coastland) and Manchuria (the only coastline exception)

    A power is out of the game and becomes a strict, cannot-be-invaded power when its capital is occupied (this doesn’t apply for the Soviet Russian Free States and Warlords. They are out of the game when they lose al of their territories)

    Declaring War:
    Currently, the only wars are the ones between the Empire of Japan+Empire of Manchukuo and Soviet Russian Free States and Empire of Japan+Empire of Manchukuo and Warlords. In order to declare war, a power must either-
    a) Pay 40 IPCS
    b) Be attacked by a power not part of their alliance
    c) A member of their alliance is at war, allowing them to join the war in support

    NOTE: The FIL and Allied Nations may NEVER align with each other during the game.

    Fascism in America:
    Similar to the Red Scare, people in the United States are afraid that fascism will spread to the country. The Greater German Reich can purchase Fascism Tokens for 50 IPCs to place in Washington. Similarly, the US can remove a Fascism Token if they pay 50 IPCs. If 6 tokens are placed in Washington, the United States will become a member of the FIL and leaves the Allied Nations.

    Reich Russian Regional Government”
    The Reich Russian Regional Government is a secondary income for the Greater German Reich. The Greater German Reich cannot use its main income to purchase units and facilities in the Regional Government territories. The capital of the Reich Russia Regional Government Stalingrad.

    The Empire of Manchukuo:
    Can only build infantry, artillery, mechanized infantry, and AAA. The Empire of Manchukuo can control and use Japanese transports, but only if the Empire of Japan does not load units on it as well.

    Clique Alliance of the Interior:
    Formed by multiple Chinese warlords, as well as the Communist Chinese Party and remains of the Kuomintang army, who resist the Manchukuo regime. The Alliance can only purchase infantry and artillery, do not require a factory to do so.

    Soviet Russian Free States:
    Even through the Soviet Russian Free States do not have a capital, they can build units ONLY in the Ulannbaatar minor factory. The Soviet Russian Free States cannot build any other factory, but still can build air and naval bases.

    Researching Technology:
    There are numerous different technologies which can be researched throughout the game. Each technology has 4 stages which need to be completed before they can be applied in-game. Pay 20 IPCs FOR EACH technology you want to research and roll three dice. If the results equal or exceed 20, the research is successful. Increase your stage on that research by one. You can research each type of technology ONLY ONCE per round. The Empire of Manchukuo, Warlords, and Vichy France cannot research technology.
    Note: Some technologies are exclusive to The Greater German Reich.

    Technologies:
    Long Range Jet Planes (German exclusive): Add +1 movement and +1 attack to all your fighters and +1 movement to all your tactical and strategic bombers. Apply this technology the round AFTER completing the research for this technology. The Greater German Reich is at Stage 3 for this technology.

    Silent Subs: Your submarines can now nullify the effects of destroyers in the same sea zone. Apply this technology the round AFTER completing research for this technology.

    Advanced Mechanized Units (German exclusive): Each of your mechanized infantry can pair with your tanks and have their attack increased to 3. Apply this technology the round AFTER completing this technology. The Greater German Reich is at Stage 2 for this technology

    Fast Assault Craft: Each of your transports can now participate in naval combat and have attack and defence values of 1. They can also carry 2 infantry units in addition to one other land unit. Apply this technology the round AFTER research for this technology.

    Advanced Anti-Aircraft Defence System: Every one of your AAA can now:
    Roll 6x the number of anti-aircraft OR
    Roll equal to twice the number of enemy aircraft, whichever is the lesser.
    Apply this technology the round AFTER completing research for this technology.

    Ballistic Missile: Fires from an operational airbase, 4 space range. Roll 2 dice and add together the results to determine damage. A power can only fire 2 per round. The Greater German Reich has already completed this technology.

    Atomic Bomb: Destroys all units and minor factories in the territory. Apply 5 damage to all air, naval, and major factories. No IPC value can be collected from that territory for 3 turns, as well as units cannot enter or fly over the territory for 3 turns. Carried by a bomber to target, you must pay 20 IPCs to attach the Atomic Bomb to the bomber. The bomber cannot have the Atomic Bomb attached to it for more than 1 turn. The Greater German Reich is at Stage 2 for this technology

    Atomic V2 Rockets (Greater German Reich only): Fires from an operational airbase, 3 space range. Destroys half of all units, rounded down, in that territory and deals 4 damage to all facilities. Remaining units cannot leave and units cannot enter or fly over the territory for one round, as well as no income value can be collected for that one round.

    Chemical Warfare: Target a single enemy territory bordering one of your territories. Remove half of all infantry in that territory rounded down and decrease the IPC value by 2 for one round.

    Bombing Raid Rules:

    • Tactical Bombers and Ballistic Missiles are the only units/technology which can take part in a raid. To conduct a raid, the attacking player will either:
      a) Move their bombers to the territory
      b) Fire a ballistic missile at the territory (only if they have the technology AND have not fired both of their 2 missiles that turn)
    • The attacking player may provide up to 4 escort fighters to the raid IF they are moving bombers. This escorts cannot participate in any other action that turn. The defending player can commit up to 4 intercepting fighters. If this happens, a single turn of combat will be fought between the interceptors and escorts.
    • Surviving interceptors and escorts will no longer take part in the raid. Each AAA system can fire once at every tactical bomber or ballistic missile. Every 1 is a hit. If the attacker has the Advanced Anti-Aircraft Defence System, every 2 and 3 is a hit.
    • The remaining bombers or ballistic missile can now deal damage to the facilities. Each bomber rolls 1 dice and each missile rolls 2 dice.

    New Unit Stat:
    Tactical Bomber- attack @ 4

    So for the Japanese to win all they have to do is have more ships then the US? If so then they could just buy subs and win.
    I mean destroyers.


  • @grahamjmart
    Ah, yes that’s a bit of an error.
    Instead of surface vessels in general, I’ll change it to that Japan has to have more battleships and carriers and add in the time limit (at the end of round X)


  • Alright, it’s been changed to Japan has to have 4 more battleships than the US and 3 times as many aircraft carriers than the US at the end of the 10th round of play.
    Examples:
    US has 1 carrier, Japan, at the end of the 10th round, must have 3 to win
    If the US has 2 carriers, Japan must have 6
    US has 0 battleships, Japan, at the end of the 10th round, must have 4 to win
    If the US has 1 battleship, Japan must have 5


  • @monsieurmurdoch Ok that makes more sense


  • @monsieurmurdoch and what’s the turn order?


  • @grahamjmart
    Turn Order:
    The Greater German Reich and (capital: Berlin)
    United States of America (capital: Washington)
    Empire of Japan (capital: Tokyo)
    Empire of Manchukuo (capital: Manchuria) use the 1940 China pieces and 1940 American pieces for artillery, mechanized infantry, and AAA
    Clique Alliance of the Interior (capital: none) use 1940 ANZAC infantry and artillery and grey chips for roundels
    New Roman Empire (capital: Rome)
    The Canada/ROWI Commonwealth (capital: Ottawa)
    Vichy France (capital: Paris)
    Soviet Russian Free States, SRFS (capital: none. If Moscow is liberated, it becomes the capital)

    This is found at the very top of the setup, if you’re having trouble finding it.


  • @monsieurmurdoch Ok thanks!


  • @grahamjmart
    Out of curiosity, have you had the chance to try this out?


  • @monsieurmurdoch Just finished setting it up.


  • @grahamjmart
    How long did it take you lol?!


  • Took me forever!


  • @monsieurmurdoch Probably 45 min.


  • @grahamjmart
    Hmm, that’s actually a pretty good setup time. Shows the setup isn’t too big and lengthy. Will you be playing a game today or some other time?


  • @monsieurmurdoch Starting it today


  • @grahamjmart
    When you’ve finished, tell me how it went! I’ve played two games of this so far and it seems pretty balanced, but again this was before I changed the Japan condition, so that technically forfeits their victory in game one


  • @monsieurmurdoch Ok, I’m excited!


  • @grahamjmart
    Hey! How’s the game going?


  • @monsieurmurdoch Hey, it’s going good for Germany🙂. So I’m on turn 6 or so and the Japanese and Manchucko Empire wiped out the CAI and the free Russians and took India and are building up in eastern Persia. Then they took Alaska and built a minor there. The Germans have been building up in Persia. They also took all of South America and built minors in Chile and Venezuela. They just got Quebec. The Italians took Central America and Nova Scotia. The Vichy French are building a fleet and getting ready to go take India (The Japanese and the German Alliance aren’t at war YET ) and the US is just turtleing.


  • @grahamjmart
    Nice! (for Germany :) I’m actually kinda surprised that Italy has gotten up that far; I would’ve expected them to go straight for the US itself.
    Is Vichy France going for West India or India itself? If it’s India, how large is the Japanese force there (your hinting at a war between the former Axis!)
    It sounds like your having a blast with this! From the sounds of it, the Reich is closet to winning the game. Saying that, does it seem relatively balanced, or should Germany and Japan be nerfed/the US be strengthened? Also, how do you feel about the winning conditions as well as the two weaklings Russia and CAI?


  • @monsieurmurdoch France’s fleet is in sz 81 and getting ready to take out the Japanese western fleet. The Japanese had about 15 tanks in eastern Persia. Yeah, I think the German could be nerfed a little and the US and UK definitely buffed.

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