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Could the 1940 Global edition get away with having both National Objectives as well as a National Advantages system (like revised)… or would that be considered throwing the kitchen sink at it?
I think it could be really fun.
What did you have in mind?
We tried that out using the National Advantages from Revised. UK Pacific and ANZAC shared part of UK Europe’s NAs. Italy shared some of Germany’s.
Overall, we found it kind of cumbersome having to refer to the Revised rulebook just about every turn and remember which ones were available to each country. Some of them can only occur once per game while others are ongoing.
It was kind of fun when a country could use something to it’s advantage that no other country could, but overall it seemed like more trouble than not.
We tried that out using the National Advantages from Revised. UK Pacific and ANZAC shared part of UK Europe’s NAs. Italy shared some of Germany’s.
Overall, we found it kind of cumbersome having to refer to the Revised rulebook just about every turn and remember which ones were available to each country. Some of them can only occur once per game while others are ongoing.
It was kind of fun when a country could use something to it’s advantage that no other country could, but overall it seemed like more trouble than not.
What if there was only one or two ongoing National advantages for each power? would that be less complicated?
Germany X3
Russia X2
America X2
China N/A
United Kingdom X2
France X1
There are some other resources in the old AAE99 and AAP01 I believe might be that might give some ideas too. I’m heading out of town shortly but I will take a look when I get a chance.
One that sticks out in my mind was Japanese DDs could carry one Infantry in the back of AAP01. I’m not saying this needs to be used but there were some interesting ideas in those old games.
WELL, lets get brainstorming.
I like grasshoppers listing methods.
Germany: X3
-Fortress Europe
Original German territory’s that are amphibiously assaulted are allowed to have naval bases, and air bases participate in the battle. Bases defend at 1 and can be chosen as a casualty as many times as a player likes(until maximum damage capacity is reached).
-Land abuse (anyone with a better name?)
immediately get +1 IPC for every territory you take from this list,
Normandy Bordeaux, France, Eastern Poland, Baltic states, Bessarabia, Western Ukraine, Ukraine, Kostov, Bryansk, Belaurs and Smoloensk.
-United effort
Immediately place the following units in the following territories when war is declared on Russia. Any neutral mentioned that is not already controlled immediately get a German national marker placed on it.
Romania, 3 Infantry
Slovakia-Hungary, 3 Infantry
Bulgaria, 2 Infantry
Finland, 3 Infantry
Russia: X2
-Partisan effort
Russia can create a partisan token in any original Russian territory at any time that is controlled by an enemy power.
Partisan tokens cost 1 IPCs, and only a maximum of 3 can be in a single territory, and only 1 may be built in each territory at a time.
any territory that has a 1 Partisan token can not be blitzed through.
any territory that has 2 tokens get a -1 IPC modifier while under enemy control.
any territory with 3 tokens reverts to Russian control. ONLY if there are not enemy units on that territory.
-Ural (mobile) industry
Russia can decrease the IPC value of any 2 IPC value territory to 1.
This territory cannot be Russia, Volgograd, or Novgorod.
The Urals then has its IPC value increased by 1.
This ability can only be used 1 per turn, and it costs Russia 1 IPC.
U.S.A:
-Endless Industry
Every time an American unit is killed, the American player can rebuild it for less in EUS or WUS, using regular factory limits.
Infantry $2.5, Artillery $3 , Tank $5, Fighter $8, Cruiser $10, Aircraft carrier $12, Battleship $17
E.g
America loses 6 Infantry and 2 Artillery in a battle. the American player can now immediately rebuild those units at a discount, placing them in EUS or WUS under regular factory limits.
-Lend lease effort
America can Build transport ships in another nations control. These transport ships are to be placed with an American control marker under them. When these ships reach the capital (or Novgorod for Russia) of a friendly nation, that transport can be immediately be removed from play during the controlling nations collect income phase for 5 IPCs.
(these ships do not have regular American player restriction because they do not belong to America.
U.K.E: X1
-colonial effort
During the collect income phase of U.K.P and A.N.Z.A.C, you can reduce their collection by up to 5 IPCs each, and immediately gain that many IPCs.
When doing this, Convoy routes in sea zone 109 increases by that many until U.K.Es collect income phase.
U.K.P: X1
-I, honestly have no clue
A.N.Z.A.C X1
-Coastal batteries
Artillery on adjacent land territory originally belonging to Australia may participate for 1 round in naval defense. (as well as be chosen as casualties)
Japan: X3
-Kamikaze fighters
During the mobilize units phase, instead of mobilizing a Fighter, Japan can gain 6 Kamikaze tokens.
-Island defenders
a maximum of 3 Infantry on Iwo Jima, Wake island, Marianas, Guam, Caroline islands, Marshall islands, Paulau Island, Johnston Island, Line islands, Haiwaiin islands, okinawa, Formosa, Solomon islands or New britain. Take 2 hits to kill during combat.
-Strike of a samurai (or whatever that 1 hit only strategy is called)
Any Naval units (or aircraft starting the turn on a carrier) may move 1 additional space if they were able to win a naval in only a single round of combat
Italy:
-Afrika corps
Every time Germany mobilizes a tank, that tank may be mobilized as an Italian tank on a legal Italian territory instead.
France:
Free French (resistance)
If the capital is under enemy control, the French player can continue collecting income. And is able to mobilize units on any french territory at a new price.
Infantry $8, Artillery $12. No other unit may be built.
China:
Peasant army (based on a suggestion in some other post)
During the collect income, the Chinese player can choose 1 original Chinese territory that does not contain any enemy units of any sort (including buildings) and revert it back to Chinese control. (and collect income from it).
Here is a list of the National Advantages from Revised, I think people might use the house rule if we take as many originals as possible. from the list below… which NAs would fit with Global game play? than we can build more like 1bean’s if we’re short some.
Soviet Union
Russian Winter : Once per game, the Soviet player may declare a “severe winter”; until the start of the next round, all Soviet Infantry defend on a 3.
Nonaggression Treaty : When Japan attacks a Soviet territory for the first time, the Soviet player may place four additional infantry in that territory for free. If the Soviet player attacks Japan first, this advantage is invalidated.
Mobile Industry : The Soviet player’s industrial complexes may move one space per turn
Salvage : If you win a battle agsinst attacking tanks in a red territory and at least 1 tank is destroyed, place 1 free tank in that terrtitory
Lend-Lease :During the purchase units phase, you can converts units from a friendly power on your territory
Trans-Siberian Railway :Your infantry , AA guns, artillery may move 1 space among Russia, Novosibirsk, Yakut & Buryatia.
Germany
U-Boat Interdiction : Subtract 1 IPC for US & UK income for each German sub on the map
Atlantic Wall : Your infantry defend at 3 vs amphibious assault in gray territories
Panzerblitz : If you destroy enemy units in the first round, your tanks may non-combat move 1 area
Wolf Packs : If you attack with 3+ subs, raise their attack factor to 3
Luftwaffe Dive-Bombers : Your fighters may strategically bomb at D3
Fortress Europe : Your artillery in gray territories defend at 3
United Kingdom
Radar : AA hits at 2
Joint Strike : Once per game, the UK player may declare a joint strike; the UK’s turn is completed without conducting combat moves or combat phases. On the US player’s turn, that player may move any UK units as though they belonged to the United States.
Enigma Decoded :Once per game, you may reinforce a German-attacked area from an adjacent area
Mideast Oil :If a plane lands in nonv-combat movement in Egypt, Jordan or Persia, it may move additional areas equal to is normal movement
French Resistance :Once per game, the allies control Western Europe, place 3 infantry
Colonial Garrison :Add 1 industrial complex to your starting setup.
Japan
Tokyo Express : Destroyers can carry 1 infantry
Kamikaze Attacks : Japan launch an air attack without a landing area. It may only hit ships. It is automatically lost in the first round, and does no absorb a hit
Kaiten Torpedoes : Submarines defend at 3 if adjacent to original Japanese territory or island
Lightning Assaults :Transports may move again after invading and invade again
Dug-In Defenders : Infantry in islands defend at 3.
Banzai Attacks : If you attack with only infantry, the infantry attack at 2.
United States
Island Bases : + 1 to air movement from islands, +1 to air movement to islands
Chinese Divisions : Receive 1 infantry each turn in 1 of there areas: China,Sinkiang,Kwangtung,Indochina
Marines :Your infantry attacks at 2 during the first round of an amphibious assault
Mechanized Infantry : Your infantry can move 2 and blitz
Fast Carriers : Air craft carriers have a move of 3
Superfortresses : Your Bombers are immune to anti-aircraft gun
@Young:
Here is a list of the National Advantages from Revised, I think people might use the house rule if we take as many originals as possible. from the list below… which NAs would fit with Global game play? than we can build more like 1bean’s if we’re short some.
Soviet Union
Russian Winter : Once per game, the Soviet player may declare a “severe winter”; until the start of the next round, all Soviet Infantry defend on a 3.
Nonaggression Treaty : When Japan attacks a Soviet territory for the first time, the Soviet player may place four additional infantry in that territory for free. If the Soviet player attacks Japan first, this advantage is invalidated.
Mobile Industry : The Soviet player’s industrial complexes may move one space per turn
Salvage : If you win a battle agsinst attacking tanks in a red territory and at least 1 tank is destroyed, place 1 free tank in that terrtitory
Lend-Lease :During the purchase units phase, you can converts units from a friendly power on your territory
Trans-Siberian Railway :Your infantry , AA guns, artillery may move 1 space among Russia, Novosibirsk, Yakut & Buryatia.Germany
U-Boat Interdiction : Subtract 1 IPC for US & UK income for each German sub on the map
Atlantic Wall : Your infantry defend at 3 vs amphibious assault in gray territories
Panzerblitz : If you destroy enemy units in the first round, your tanks may non-combat move 1 area
Wolf Packs : If you attack with 3+ subs, raise their attack factor to 3
Luftwaffe Dive-Bombers : Your fighters may strategically bomb at D3
Fortress Europe : Your artillery in gray territories defend at 3United Kingdom
Radar : AA hits at 2
Joint Strike : Once per game, the UK player may declare a joint strike; the UK’s turn is completed without conducting combat moves or combat phases. On the US player’s turn, that player may move any UK units as though they belonged to the United States.
Enigma Decoded :Once per game, you may reinforce a German-attacked area from an adjacent area
Mideast Oil :If a plane lands in nonv-combat movement in Egypt, Jordan or Persia, it may move additional areas equal to is normal movement
French Resistance :Once per game, the allies control Western Europe, place 3 infantry
Colonial Garrison :Add 1 industrial complex to your starting setup.Japan
Tokyo Express : Destroyers can carry 1 infantry
Kamikaze Attacks : Japan launch an air attack without a landing area. It may only hit ships. It is automatically lost in the first round, and does no absorb a hit
Kaiten Torpedoes : Submarines defend at 3 if adjacent to original Japanese territory or island
Lightning Assaults :Transports may move again after invading and invade again
Dug-In Defenders : Infantry in islands defend at 3.
Banzai Attacks : If you attack with only infantry, the infantry attack at 2.United States
Island Bases : + 1 to air movement from islands, +1 to air movement to islands
Chinese Divisions : Receive 1 infantry each turn in 1 of there areas: China,Sinkiang,Kwangtung,Indochina
Marines :Your infantry attacks at 2 during the first round of an amphibious assault
Mechanized Infantry : Your infantry can move 2 and blitz
Fast Carriers : Air craft carriers have a move of 3
Superfortresses : Your Bombers are immune to anti-aircraft gun
Sweet. I have some MOAR brain storms based on the originals.
Soviet Union
Russian Winter :
once per game, the Soviet player may declare a “severe winter”; until the start of the Soviet players next round, the following territory’s:
Poland, Eastern Poland, Baltic states, Novgorod, Belarus, Western Ukraine, Ukraine, Kostov, Caucuses, Volgograd, Tambov, Bryansk, Russia, Smolensk, Archangel, Karelia, Vyborg.
gain the following traits:
No enemy unit may blitz through them.
The attack and defense of all enemy Infantry is reduced by 1.
All territory’s effected by Russian winter while under enemy control also get a -1 to their IPC value.
Nonaggression Treaty :
Due to the loyal nature of Mongolia towards Russia, Mongolia will declare war on Japan if any Russian territory adjacent to a Mongolian territory is attacked.
To show this, place Russian control markers on all Mongolian territory, and all Infantry becomes active Infantry without the need to have friendly units moved into its territory.
Mobile (Ural) Industry :
Russia can decrease the IPC value of any 2 IPC value territory to 1.
This territory cannot be Russia, Volgograd, or Novgorod.
The Urals then has its IPC value increased by 1.
This ability can only be used 1 per turn, and it costs Russia 1 IPC.
Salvage :
Gain free IPCs for winning battles in original Soviet territory that are adjacent to Russian owned ICs.
+$3 for every Tank destroyed.
+$1 for every Artillery destroyed.
Lend-Lease :
Russia is able to absorb friendly U.S transports from Novgorod, Archangles, Karelia and Caucuses instead of just the capital. (see U.Ss NAs)
Trans-Siberian Railway :
Every turn, Any Unit in:
Amur, Siberia, Sakha, Buryatia, Yakut S.S.R, yenisey, Evenkiyskiy, Timguska, Novosibirsk and Samara.
Can be immediately moved 2 spaces, as well as conduct normal movement this turn. Any unit being moved the 2 extra spaces have their attack and defended values reduced to 0 until the start or Russia’s next turn.
Germany
U-Boat Interdiction :
The maximum amount of IPC damage subs can do is doubled in every convoy zone.
All subs also deal +1 IPC worth of damage during every convoy raid.
Atlantic Wall : Every coastal Gray AND blue territory under German control are considered to have a 2 block houses.
Block houses take two hits to kill, and support 1 Infantry to defend at 3.
Panzerblitz : If you destroy enemy units in the first round, Tanks and Mechanized may move 1 territory immediately and participate in another battle.
Units moving this extra space must move into territory’s already containing land units about to engage enemy units. therefore, Tanks and mech cannot move forwards into territory’s without friendly land unit and conduct another battle.
They CAN however move into un-occupied enemy territory without the need of friendly land units.
Land abuse (better name?):
immediately get +1 IPC for every territory you take from this list,
Normandy Bordeaux, France, Eastern Poland, Baltic states, Bessarabia, Western Ukraine, Ukraine, Kostov, Bryansk, Belaurs and Smoloensk.
Luftwaffe Dive-Bombers :
Tactical bombers have the same effect as destroyers against subs.
Tanks can support 2 tactical s at once.
Fortress Europe :
Original German territory’s that are amphibiously assaulted are allowed to have naval bases, and air bases participate in the battle. Bases defend at 1 and can be chosen as a casualty as many times as a player likes(until maximum damage capacity is reached).
United Kingdom
Radar :
Britain can scramble up to 5 planes from a single base at once.
AA guns are allowed to roll 4 dice @2 for defense.
All adjacent sea zones to Scotland and U.K prevent subs from first striking.
Dutch in exile:
Due to the the dutch exiled government, Dutch territorys may be captured and collected from in a single turn.
Enigma Decoded :
Fighters have a scrambling range of 2. And can participate in land attacks from enemy’s as well.
Mideast Oil :
Iraq, Saudi Araia, Persia, Northwest Persia, and Eastern Persia all have their IPCs values increased by 1 while under Allied control.
Convoy, war for the Atlantic:
Every convoy sea zone free from enemy warships give Britain an additional IPC each during the collect income phase.
Colonial Garrison :
The first units you build in a territory that isnt Scotland or U.K.
That unit has its price reduced by 1.
Japan
Factory migration:
Once per game, Japan may make a large IC in Korea for free. The IC on Japan however, can only produce 4 units this turn.
Kamikaze Attacks :
Instead of mobilizing a fighter, Japan can opt to get 6 kamikaze tokens instead.
Storm troopers:
Infantry can blitz on 1:1 ratio when paired with mechanized, and tanks.
(1 tank and 1 mechanized would allow 2 Inf to blitz)
Lightning Assaults :Transports may move again after invading and invade again.
Island troopers:
Infantry amphibious assault @2 against Islands OR against any original Australian territory.
Infantry defending Islands by themselves take 3 hits to kill. But defend @1
Banzai Attacks : If you attack with only infantry, the infantry attack at 2.
United States
Island Bases :
Chinese Divisions :
If china does not have any fighters. You may mobilize a single fighter as Chinese instead.
You can also mobilize a single Infantry every turn as Chinese instead of U.S
Marines :
Any Infantry paired with a bombarding ship can roll 2 attack dice instead of 1.
-Endless Industry
Every time an American unit is killed, the American player can rebuild it for less in EUS or WUS, using regular factory limits.
Infantry $2.5, Artillery $3 , Tank $5, Fighter $8, Cruiser $10, Aircraft carrier $12, Battleship $17
Lend lease effort:
America can Build transport ships in another nations control. These transport ships are to be placed with an American control marker under them. When these ships reach the capital (or Novgorod for Russia) of a friendly nation, that transport can be immediately be removed from play during the controlling nations collect income phase for 5 IPCs.
Superfortresses :
Your Bombers take 3 hits Vs AA gun fire.
China:
Burma road:
effectively the NO
Peasant army: (based on a suggestion in some other post)
During the collect income, the Chinese player can choose 1 original Chinese territory that does not contain any enemy units of any sort (including buildings) and revert it back to Chinese control. (and collect income from it).
A.N.Z.A.C:
Coastal batteries:
Artillery on adjacent land territory originally belonging to Australia may participate for 1 round in naval defense. (as well as be chosen as casualties)
Aussie Bush men:
A.N.Z.A.C Infantry amphibiously assault @3 for the first round of combat.
Colonial loyalty:
A.N.Z.A.C can mobilize 1 Infantry per turn in South Africa. (only if its friendly)
A.N.Z.A.C can mobilize 1 Infantry in South Italy. (only if its friendly)
A.N.Z.A.C can mobilize 1 Infantry in South France. (only if its friendly)
A.N.Z.A.C can mobilize 1 Infantry in Normandy. (OIIF)
1 INF New Guinea (OIIF)
1 INF New Zealand (even if its under enemy control)
Italy:
Arika corps:
Every time Germany mobilizes a tank, that tank may be mobilized as an Italian tank on a legal Italian territory instead.
Mini subs:
Sub cost 4 IPCs. But :
Deal -1 damage to covoy raids.
Attack @1
Vichy France:
Southern France and all units their immediately becomes Italian when Frances capital gets captured by any friendly power.
Fight for Rome:
Any amphibious assault on any territory from sea zones 100 to 92 against a Neutral power has all bombardment rolls get a -1. (or can hit on 1 more than usual)
Fortress Italy:
Northern Italy cannot be assaulted from the sea unless Sardinia is captured.
Southern Italy cannot be assaulted from the sea unless Sicily is captured.
Local transports:
Units from Southern Italy can more to Sicily as if it where connected via land.
France:
French resistance:
Free units in France NO
Free french:
If the capital is under enemy control, the French player can continue collecting income. And is able to mobilize units on any french territory at a new price.
Infantry $8, Artillery $12. No other unit may be built.
Evacuation:
France gets a special evacuation phase at the beginning of round of play (BEFORE GERMANY MAKES A MOVES). This NA becomes nullified for the rest of the game If France becomes Axis.
in this phase, France can use friendly ships to load and unload. However, France cannot move these transports.
France can also move units in this phase as if it was the non-combat phase.
Maginot line:
Normandy and southern France are considered to be fortified.
France is considered to be Maginot lined.
Fortified territory’s have 1 Fortification. This Fortification takes 3 hits to kill.
Maginot line territory’s take 3 hits to kill, and support up to 2 Infantry and 1 Artillery to defend @ 3.
I never played revised, but from what you describe I imagine these would be a good addition:
Germany
Wolf Packs : If you attack with 3+ subs, raise their attack factor to 3
Soviet Union
Russian Winter: Once per game, the Soviet player may declare a “severe winter”; until the start of the next round, all Soviet Infantry defend on a 3.
Japan
Dug-In Defenders: Infantry on islands defend at 3.
United States
Marines: Your infantry attacks at 3 during the first round of an amphibious assault
United Kingdom
Radar: AA hits at 2
Italy
Rome Express: Destroyers can carry 1 infantry
ANZAC
Sydney Express: Destroyers can carry 1 infantry
I never played revised, but from what you describe I imagine these would be a good addition:
Germany
Wolf Packs : If you attack with 3+ subs, raise their attack factor to 3Soviet Union
Russian Winter: Once per game, the Soviet player may declare a “severe winter”; until the start of the next round, all Soviet Infantry defend on a 3.Japan
Dug-In Defenders: Infantry on islands defend at 3.United States
Marines: Your infantry attacks at 3 during the first round of an amphibious assaultUnited Kingdom
Radar: AA hits at 2Italy
Rome Express: Destroyers can carry 1 infantryANZAC
Sydney Express: Destroyers can carry 1 infantry
Kinda bland. No offence intended.
The only one of those i REALLY have a problem with is japan’s dug-in-defenders.
U.S.A players a notorious for skipping the islands and going straight for Japan so Harry decided to give people encouragement by giving people $$$ for them.
But dug-in-defenders completely nullify this, and it makes for all the more reason to skip the islands as the Allies.