• Updated 7/29
    Added tech rules
    Added starting production/IPCs (no change)
    Updated included text document

    Basic version of Global 1939.
    No special units.
    No minor powers.
    Price tweaks to improve unit-unit balance and promote more varied purchases throughout the game.
    Simple and fair tech token system.

    Text document is included at bottom of this OP

    Global 1939 simplified.
    Refer to Global 1940 Second Edition rules, except for the following revisions:

    The Powers
    Axis

    Germany
    Japan
    Italy
    Allies
    Soviet Union
    UK Common Wealth (UK/UK Far East Command/Canada/ANZAC -Incomes separate)
    France
    United States
    Communist China
    Nationalist China
    Order of play
    Germany
    Soviet Union & Communist China (Income separate. Moves as one nation)
    Japan
    UK Common Wealth & France (Incomes separate. Moves as one nation)
    Italy
    United States & Nationalist China (Incomes separate. Moves as one nation)
    Victory Conditions
    Axis: Control 12 or more victory cities by the end of round 15. -or- Control 12 victory cities at the end of round 10 AND maintain control of these 12 victory cities for one complete round of play.
    Allies: Control 9 or more victory cities at the end of round 15. -or- Control Berlin, Rome or Tokyo for one complete round of game play before the end of round 9.
            Allies victory cities: Ottawa, Washington, London, Paris, Warsaw, Cairo, Leningrad, Stalingrad, Moscow, Calcutta, Singapore, Hong Kong, Shanghai, San Francisco, Honolulu, Manilla, Sydney
    Axis victory cities: Berlin, Rome, Tokyo

    Neutral rules: If either axis or allied forces attack a strict neutral, any surviving units and territories after that attack become friendly to the other side. Naval vessels become active to the other side when an adjacent territory of theirs, or their capital, is attacked. EX: Germany attacks Denmark and successfully takes over the territory. Iceland and Greenland would now become pro-allied neutrals since they are part of Denmark, and the destroyer and Submarine in SZ 17 become allied warships. When a power activates a friendly neutral’s capital, all of that neutral power’s territories and units (including naval units) activate along with the capital. Non capital friendly neutral territories are activated one at a time (and no ships are activated) as per global 1940 2nd edition OOB rules.

    Convoy Zones: Convoy zones are treated as territories for the purposes of collecting income and sea zones for the purposes of movement. The production value of each convoy zone is accounted for in the total production of the applicable power. Convoy zones will never be captured by another power. In order to collect income for a particular convoy zone (during collect income phase) it must be free of enemy warships (all vessels excluding transports).

    Map Clarifications
    The Following territories are not connected by land:
    Quebec - Nova Scotia
    Labrado - Newfoundland
    Belfast - Scottland
    Greece - Corinth
    Sicily - Taranto
    Vladivostok - Korea
    The Following territories are connected by land:
    Great Plains - Pacific Northwest
    Great Plains - Mid West
    Southwest - Deep South
    Ontario - Yukon
    Ontario - Alberta
    Mexico - Baja
    The following sea zones are adjacent:
    60 - 102
    54 - 102
    54 - 105
    50 - 105
    50 - 110
    50 - 116
    50 - 122

    The Pripet Marshes are semi-impassable which means aircraft can fly over it, but no land units can move through it. All other impassable territories (Andes Mountains, Sahara Desert and the Himalayas) prevent the movement of all aircraft and land units.

    Straights and Canals
    The Turkish straights (sz42 - sz43) are closed at the beginning of the game to all naval vessels and remain so as long as Turkey is neutral. Once a power captures or activates Istanbul, that power gains control of this straight. The straight is then controlled by the possession of Istanbul for the remainder of the game.
    The Straights of Gibraltar (sz35 - sz36) are controlled by the possession of Gibraltar. Only surface vessels are affected. Submarines may pass, enemy or friendly, following normal rules.
    The Danish Straights (sz17 - sz18) are open to all vessels of all powers as long as Denmark remains neutral. Once a power captures or activates Denmark, that power immediately gains control of the straight. The straight is then controlled by the possession of Denmark for the remainder of the game. Only surface vessels are affected by this straight. Submarines may pass, enemy or friendly, following normal movement rules.
    The Suez Canal (sz47 - sz64) is only open if the same side (Axis or Allies) controls both Cairo and Trans-Jordan.
    The Panama Canal (sz50 - sz51) is controlled by the possession of Panama.

    Unit Cost Changes
    Tactical Bomber - 10
    Cruiser - 10
    AA Gun - 6
    Air base - 12
    Naval Base - 12

    Anti-Aircraft Gun(see spring42 rules): Roll one dice for each attacking airplane. On a roll of 1 that air unit is destroyed and is immediately removed from the game. AA guns do not participate during SBR. AA guns are captured by victorious invading forces.

    Strategic Bombing Raids: Follow Global 1940 2nd edition rules except for the following revisions:
    Each Strategic bomber will roll 2D6 to determine damage. Changed from 1D6+2.
    Tactical Bombers are no longer restricted to targeting bases. They may target ICs during SBR. At 1D6.
    AA guns are valid targets for SBR, and are destroyed on a roll of 2 or less from any bomber. AA guns defend against SBR in the same way that other facilities do.

    Technology Rules
    Each power will receive tech tokens based on their current production (tracked on the production chart), at the beginning of their respective turns. NOTE: National objective IPCs and/or IPCs saved do not count towards tech tokens. The following determines the amount of tech tokens a given power will receive: 25-49 production = 1 token : 50-99 production = 2 tokens : 100+ production = 3 tokens
    In addition:
    .Additional tokens may not be purchased
    .Only nations at war may receive tech tokens
    .China will never receive tech tokens
    .A roll of 1 is a token lost
    .Unsuccessful tokens, not lost, remain and stack for subsequent turns, until a breakthrough is achieved.
    .A roll of 6 is a breakthrough
    .Once a breakthrough has been made, discard all tech tokens. That power may begin receiving more tech tokens on its next turn.
    .Select a category below and roll a single breakthrough die (1D6) to determine which technological advance you receive.
    Tech Categories:
    Army Doctrine
    (1-2) Paratroopers (per G40 2nd edition OOB rules)
    (3-4) Advanced Artillery (per G40 2nd edition OOB rules)
    (5-6) Improved Mechanized (Mech attack at +1, can blitz, no longer are supported by artillery)
    Naval & Aviation Technology
    (1-2) Super Submarines (per G40 2nd edition OOB rules)
    (3-4) Rockets (per G40 2nd edition OOB rules, except from AA Guns)
    (5-6) Radar        (per G40 2nd edition OOB rules)
    Infrastructure
    (1-2) Inc Factory Production (per G40 2nd edition OOB rules)
    (3-4) Improved Shipyards (per G40 2nd edition OOB rules)
    (5-6) War Bonds (per G40 2nd edition OOB rules, except roll 2D6)
    Combat Aviation
    (1-2) Jet Fighters        (per G40 2nd edition OOB rules)
    (3-4) Long Range Aircraft (per G40 2nd edition OOB rules)
    (5-6) Heavy Bombers (per G40 2nd edition OOB rules, except roll 3D6)

    G39 Simplified (Rules) (text doc).txt


  • Objectives, Advantages and Political Situations:

    All original Japanese territories in mainland Asia (except Korea) are considered to be original Nationalist Chinese territories for the purpose of liberation for allied forces. EX: Northern Manchuria is taken by Soviet forces, Northern Manchuria becomes a territory of Communist China. EX: Northern Manchuria is taken by US forces, Northern Manchuria becomes a territory of Nationalist China.

    Japan
    National Objectives:

    +5 IPCs for each of the following VCs Japan controls: Singapore, Calcutta, Sydney, Honolulu.
    +5 IPCs if all of the Dutch islands (Sumatra, Java, DEI, Celebes) are under Japanese control, while Japan controls all of its original territories.
    National Advantages:
    Dug-in defense: All Japanese infantry defend at a +1 in all original territories. (Does not include mech)
    Sneak attack: Japan may use up to 3 sneak attacks, on ONE round only, BEFORE round 8. The Japanese player must declare the intent to use these sneak attacks prior to any combat moves. Sneak attacks may only be carried out against a power that was not previously at war with Japan before this turn. After the combat movement phase and prior to conducting combat, Japan will choose up to 3 battles in which the defender will not roll on defense during the first round of combat (and only the first round). In case of an amphibious assault with a sea battle, the defender loses defense in the first round of the sea battle but not the land battle. In order to sneak attack both the sea battle and land battle of this amphibious assault, a second (of the 3) sneak attacks must be used. Any sneak attacks used on the US also results in a -1 defense to all US units for the second round of battle. NOTE: 1 is the lowest defense dice possible. Victorious Japanese forces who were involved in these sneak attacks may move again during the non-combat movement phase of the same turn, as if they did not attack. Japan will collect an additional 35 IPCs the round these sneak attacks are used.
    Siam forces: Japan receives 1 free infantry in Japan controlled Siam, at the beginning of each of its turns.
    **Political Situation:**Starts the game at war with Nationalist/Communist China and can attack any power at any time. Japan can attack France and/or the Soviet Union without entering a state of war with the UK commonwealth or US.

    Germany
    National Objectives:

    +5 IPCs if Germany is not a war with the Soviet Union.
    +5 IPCs if Germany controls Denmark and Norway (Oslo and Narvik) while Sweden (Stockholm and Goteborg) is either neutral or under Axis control.
    +3 IPCs if at least one German land unit is in Cairo.
    National Advantages:
    German Wolf Pack: Germany receives super sub technology at the start of the game.
    Eastern Front: During the turn of the first attack on the Soviet Union, that doesn’t involve Finland (Helsinki, Torin, Viipuri), Germany may choose one Soviet land territory to launch a surprise attack. All German units attack on a +1, and all Soviet units defend on a -1 for the duration of the battle for that territory. NOTE: 1 is the lowest possible defense.
          Mechanized divisions: Starting on turn 2, Germany receives a free mechanized infantry at the beginning of each of its turns, for each major IC it controls.
    Blitzkrieg: Germany may carry out a blitzkrieg on its first turn of the game (and only first turn). This allows them to make up to 2 attacks per unit.
    Turn sequence becomes the following:
    First impulse:
    1. Build and repair units
    2. Combat moves
    3. Conduct combat
    4. Non combat moves
    -End first impulse-
    Second impulse:
    5. Combat moves
    6. Conduct combat
    7. Non-combat moves
    8. Place new units
    9. Collet income
    -End turn-
    Vichy French: When Germany takes Paris from France for the first time, the German player may choose to set up a Vichy government. The decision must be made immediately after Paris falls. Once invoked the German player must roll 1D6 for each French territory and individual naval vessel to determine its status as either Vichy or Free French. Vichy French territories, and any French forces within them, become pro-axis neutrals. If a French territory  has German units in it when it becomes Vichy, it is immediately activated by Germany. Free French territories, and the French forces within them, remain as they were. Free French forces capture territories for the UK until Paris is liberated. NOTE: Any unresolved combat, after a Vichy French government has been declared, will be resolved once all French territories and ships have been rolled for.
    Territories
    -Roll 1-3 = Vichy
    -Roll 4-6 = Free French
    Naval vessels:
    -Roll 1-2 = vessel immediately becomes German
    -Roll 3-4 = vessel is scuttled and removed from the board
    -Roll 5-6 = vessel is Free French and remains as it were
    Political Situation: At the beginning of the game, Germany is not at war but is preparing to attack Poland and/or France. Germany can attack any strict or pro-Allied neutral and may declare war on any allied power at any time. Germany has a non-aggression pact with Russia that ends when Russia reaches full production. This pact keeps Russia from declaring war, but not Germany. In addition Germany and Russia may conduct combat within Finland territories (Helsinki, Torin, Viipuri) without a state of war existing.

    Italy
    National Objectives:
    +5 IPCs if Axis powers control all of the following territories: Cairo, Greece and Marseilles.
    +5 IPCs if the Mediterranean Ocean is free of Allied surface warships, while Italy is at war.
    Political Situation: Starts the game as neutral. The first time that Germany takes Paris and/or declares war on the Soviet Union, Italy joins the Axis on the start of its next turn. Note that while Italy is considered neutral no Allied power may attack Italy until it has joined the Axis.

    The Soviet Union
    National Objectives:

    +5 IPCs if the Soviet Union is at war with Germany, Archangel is under Soviet control and there are no Allied units in any original Soviet territory.
    +6 IPCs for each original German territory under Soviet control as long as the Soviet Union controls all of its original territories.
    National Advantages:
    Russian Partisans: At the start of each turn the Soviet Union may roll one dice for each of its original territories under axis control that are currently vacated (totally empty, including any facilities). On a roll of 3 or less place one Soviet infantry in that territory. The infantry is treated as if it attacked the territory during combat movement. The territory becomes Soviet during the conduct combat phase and the infantry may not move until the next round.
    Second Capital: The first time an Axis power captures Moscow, that Axis power will only receive half of the Soviets IPCs (round up), the rest are lost. On the Soviets very next turn following the loss of Moscow it may declare a new capital of either Karelia or Novosibirsk and may collect income on that same turn.
    Soviet Armor: Starting on round 4 or the turn at which the Soviets reach their full production (whichever happens second), the Soviet Union may produce up to 2 armor each turn at the reduced cost of 5 IPCs each. Further armor production will remain at 6 IPCs each. Ex: 3 tanks would cost 16 IPCs.
            Conscription: Once at war, place 1 free infantry at the start of each of its turns, at each original Soviet VC under Soviet control (Stalingrad, Leningrad, Moscow).
    Political Situation:
    Europe: The Soviet Union starts the game neutral and cannot attack any European country except for Poland, Baltic States and Finland. If East Poland is under Axis control when the Soviet Union takes its first turn, it may declare war on Germany/Italy. The Soviet Union may never activate any Polish territories as pro-allied neutrals, it may however attack Poland in this state. The Soviet Union and the axis may conduct combat within Finland territories (Helsinki, Torin, Viipuri) without a state of war existing.
    The Soviet Union may attack any strict neutral country not in Europe.
    The Soviet Union cannot move units into China unless it is at war with Japan. It can however declare war on Japan at anytime. If Japan makes an unprovoked attack against the Soviet Union before it has reached its full Production level, then it will receive its full production income for the remainder of the game; it then cannot attack Germany or Italy unprovoked until the beginning of turn 5.
    Starting on round 1, the Soviet Union will roll 4D6 at the end of each turn to determine its production level starting from 0, adding them together on subsequent turns until Russia reaches full production as tracked on the production chart (begins the game at 48) . Once the Soviet Union reaches its full production level it then can declare war on Germany/Italy. If Germany and/or Italy declares war on the Soviet Union first, it will immediately receive its full production for the remainder of the game.
    Example: Turn 1, roll 8 and collect 8 IPCs. Turn 2, roll 10 and collect 18 IPCs, turn 3, roll 5 and collect 23 IPCs etc… until it has reached its full production level, tracked on the production chart (Begins game at 48).

    UK Common Wealth
    United Kingdom (London), Canada (Ottawa), UK Far East Command (Calcutta), ANZAC (Sydney) track income, IPCs and purchases separately. However these powers move and research as one nation. During R&D the total production of the Common Wealth is considered. An axis attack on any of these nations is considered an attack on all of them.
    United Kingdom & Canada
    National Objectives:

    +5 IPCs to UK if there are no axis submarines in the Atlantic ocean. (Does not include szs 50, 54 or 60)
    +5 IPCs to UK, +3 IPCs to Canada: if the UK controls all of its original territories in North America, Europe, Africa and the Middle East.
    +5 IPCs to Canada the first time the US declares war on an axis power.
    National Advantages:
    Finest Hour: UK fighters defend defend Great Britain on a +1 (London, Liverpool, Scotland). Includes SBR interceptors. Does not include scrambling to a �sea zone.
    Call to Arms: On the first turn that Great Britain (London, Liverpool, Scotland) is attacked by land units, UK infantry cost 2 IPCs on its very next turn.
    The Empire: The first time an Axis power captures London, that Axis power will only receive half of the UKs IPCs (round up), the rest are lost. On the UK players very next turn following the loss of London it may merge with Canada as one power. Choosing either South Africa or Ottawa as its new capital. All UK and Canada territories are accounted, IPCs collected and purchases made as one power.
    UK Far East Command & ANZAC
    National Objectives:

    +5 IPCs to UKFEC if they are at war and control all of the following: Hong Kong, Singapore and Calcutta.
    +5 IPCs to ANZAC if Allied powers (not including the Dutch) control Dutch New Guinea, New Guinea, Rabaul and the Solomon Islands.
    National Advantages:
    Colonials: The IC in Calcutta can produce 3 UKFEC infantry and 3 other units each turn. The 3 infantry must be purchased first.
    Call to Arms: The first time that Great Britain (London, Liverpool, Scotland) is attacked by land units, FEC infantry cost 2 IPCs on its very next turn. The first turn that the Australian mainland and/or New Zealand is attacked, ANZAC infantry cost 2 IPCs on its very next turn.

    UK Common Wealth Political Situation: Starts the game allied with France, Poland and Holland and declares war on Germany when any of these nations are attacked. Can declare war on Japan at the start of turn 3. If not at war with Japan, the UK Common Wealth cannot move troops into China. Japan may attack France without entering a state of war with the UK Common Wealth.

    France
    National Advantages:

    La Resistance: The first time Paris is liberated from Axis control, France may place up to 4 infantry (not mech) in Paris at no cost. This is done immediately.
    Political Rules: Starts the game allied with Poland and the United Kingdom and declares war on Germany when either Poland or the UK is attacked. Free French forces capture territories for the UK until Paris is liberated.

    United States
    National Objectives:

    +20 IPCs if the US controls Washington, New England and San Francisco while at war.
    National Advantages:
    US Airborne Corps: USA receives the Paratroopers tech its second turn at war.
    Marines: Up to 3 US infantry may attack at a +1 during the first round of combat during amphibious assaults. Does not stack with artillery combined arms.
    Call to Arms: The first turn the US is at war, it may produce infantry at 2 IPCs each on that round only.
    Liberty ships: While the US is at war transports cost 6 IPCs each when produced within the continental United States.

    Political Situation: Starts the game as a neutral country. While not at war with the Axis, the US has to end each movement in an original US territory, a sea zone bordering an original US territory, or a US convoy zone. Additionally, while not at war with Japan, the US cannot move any units into China other than the fighter that begins the game there. If an Axis power declares war on the US, then it in turn may declare war on any or all Axis powers.
    Starting on round 1, the US rolls 4D6 at the end of each turn to determine its production level starting from 0. Add these amounts together on subsequent turns until the US reaches its full production level as tracked on the production chart (Begins the game at 80). Once the US reaches full production, it can declare war on the Axis.
    If an Axis power declares war on the US first, it immediately reaches full production. If the Axis take control of London at any point, the US immediately reaches full production and is at a state of war with all Axis powers.
    The following events will increase the US’s production level for its next turn:
    +5 IPCs the first time the axis attack Paris.
    +20 IPCs the first time the axis attack the UK homeland (London, Liverpool or Scotland).
    +10 IPCs the first time an axis power declares war on Russia.
    +30 IPCs the first time an axis power attacks any territory in North or South America or activates Argentina.
    +25 IPCs if Japan declares an unprovoked declaration of war against the UK Commonwealth.
    +25 IPCs the first time Japan attacks the Australian mainland or New Zealand.
    NOTE: A strategic bombing raid is considered an attack.

    Nationalist China
    National Objectives:

    +5 IPCs if the Burma road is entirely controlled by the Allies. This also allows for the production of artillery.
    National Advantages:
    Flying Tigers: See Global 1940 second edition rulebook. In addition, this fighter may only attack if the Burma Road is entirely controlled by the Allies.
    Decentralized Military: See Global 1940 second edition rulebook. In addition, placement of new units is restricted to a maximum of 3 units per territory.
    Political Situation: Starts the game at war with Japan. Will capture original Communist Chinese territories instead of liberating them. May not move units into any territory originally owned by the UK Common Wealth except for Hong Kong, but may move units into French Indochina or Saigon. Nationalist China is limited to placing a maximum of 3 new units per territory during the Place New Units Phase and can build only infantry, unless the Burma Road is open, in which case it can also purchase artillery. Nationalist China cannot attack Communist China.

    Communist China
    Political Situaion
    : Starts the game at war with Japan. Cannot attack Nationalist China but automatically takes over a Nationalist Chinese territory when either a Soviet or Communist Chinese land unit moves into an empty Nationalist Chinese territory. Communist China is limited to placing a maximum of 3 new units per territory during the Place New Units Phase and is limited to building only infantry. Communist China is not limited in movement as is Nationalist China.


  • Coastal battleships become cruisers
    Fortifications become 2 infantry + AA gun (if there isn’t already one)
    Special infantry become regular infantry with infantry added to account for strength differences.
    Special fighters become regular fighters with fighters added to account for strength differences.
    Naval air units become regular air units.

    SETUP
    GERMANY
    (Production: 24, Starting IPCs: 52)
    Berlin: 6 Infantry, Mechanized, AA Gun, Fighter, Tactical Bomber, 2 Bombers, Air Base, Major IC
    Western Germany: 8 Infantry, Mechanized, AA gun, Major IC
    Stettin: 2 Infantry, Mechanized, 2 Artillery, 3 Armor, AA Gun, Fighter, Tactical Bomber,
    Air Base, Naval Base (SZ 18), Minor IC
    Bavaria: 6 Infantry, Mechanized, AA Gun, Fighter, Tactical Bomber, Air Base
    Czechoslovakia: 4 Infantry, 2 Mechanized, Fighter, Tactical Bomber, Air Base
    Austria: Infantry
    Elbing: 3 Infantry, Mechanized, 2 Armor
    Sea Zone 16: Submarine
    Sea Zone 17: Submarine, Destroyer
    Sea Zone 18: 4 Submarines, 2 Destroyers, Cruiser, Battleship, Transport
    Sea Zone 22: Submarine
    Sea Zone 24: Submarine
    Sea Zone 27: 2 Submarines
    Sea Zone 28: Submarine
    Sea Zone 55: Cruiser

    ITALY (Production: 26, Starting IPCs: 23)
    Turin: 2 Infantry, AA Gun, Fighter, Air Base, Naval Base (SZ 39), Major IC
    Rome: 3 Infantry, AA Gun, Fighter, Tactical Bomber, Air Base, Major IC
    Taranto: 2 Infantry, Artillery, Amor, Tactical Bomber, Bomber, Air Base, Naval Base (SZ 41)
    Tripoli: Infantry
    Tobruk: 3 Infantry, AA Gun, Naval Base (SZ46)
    Albania: Infantry
    Ethiopia: Infantry
    Italian Somaliland: Infantry
    Cyrenacia: 2 Infantry
    Sea Zone 38: Submarine
    Sea Zone 39: Submarine, 3 Destroyers, Cruiser, Transport
    Sea Zone 41: Submarine, 2 Destroyers, Cruiser, Battleship, Transport
    Sea Zone 45: Submarine, Destroyer, Transport
    Sea Zone 46: Submarine

    JAPAN (Production: 41, Starting IPCs: 30)
    Tokyo: 6 Infantry, Artillery, AA Gun, Fighter, Air Base, Naval Base (SZ 125), Major IC
    Fukuoka: 4 Infantry, Armor, AA Gun, Tactical Bomber, Bomber, Air Base, Naval Base (SZ 124), Major IC
    Korea: 2 Infantry
    Manchuria: 5 Infantry, Artillery
    Shanghai: 3 Infantry, 4 Fighters, Tactical Bomber, Air Base, Naval Base (SZ 106)
    Okinawa: Air Base
    Caroline Islands: 2 Infantry, Air Base, Naval Base (SZ 95)
    Mariana Islands: 2 Infantry
    Formosa: 2 Infantry, 3 Fighters, Air Base
    Hainan: 3 Infantry
    Shantung: 3 Infantry, 2 Artillery
    Shansi: 4 Infantry
    Sea Zone 91: Submarine, 2 Destroyers, 2 Cruisers, 2 Transports
    Sea Zone 95: Submarine, Destroyer
    Sea Zone 106: Submarine, 2 Destroyers, 2 Cruisers, 2 Transports
    Sea Zone 114: 2 Submarines
    Sea Zone 124: 2 Destroyers, 2 Cruisers, 2 Battleships, 2 Transports
    Sea Zone 125: 2 Destroyers, 2 Carriers, 2 Fighters, 2 Tactical Bombers

    SOVIET UNION (Production: 0/48, Starting IPCs: 15)
    Moscow: Infantry, Mechanized, Artillery, AA Gun, 2 Fighters, Tactical Bomber, Air Base, Major IC
    Leningrad: 3 Infantry, AA Gun, Fighter, Air Base, Naval Base (SZ 20)
    Stalingrad: Minor IC
    Smolensk: 2 Infantry, Mechanized, Artillery
    Karelia: Infantry, Armor, AA Gun, Major IC
    Pskov: 2 Infantry
    Belorussia: 3 Infantry, Artillery
    Bessarabia: Infantry
    Kiev: 3 Infantry, Artillery, Fighter, Air Base
    Eastern Ukraine: Infantry, Artillery
    Orel-Kursk: Infantry, Armor
    Novosibirsk: 3 Infantry, AA Gun, Major IC
    Vladivostok: 4 Infantry, AA Gun
    Amur: 3 Infantry
    Sakha: 2 Infantry
    Sea Zone 9: Submarine, Destroyer, Cruiser, Battleship
    Sea Zone 20: Destroyer

    Communist China: (Production: 3, Starting IPCs: 3)
    Pingliang: Infantry
    Yanan: 2 Infantry, Artillery

    UK COMMON WEALTH
    Nation :Production:Starting IPCs
    UK      :33:35
    UKFEC  :23:16
    Canada:10:10
    ANZAC :10:10
    London : 4 Infantry, Mechanized, AA Gun, 2 Fighters, 2 Bombers, Air Base, Naval Base (SZ 24) Major IC
    Liverpool: 2 Infantry, AA Gun, Air Base, Naval Base (SZ 23), Major IC
    Scotland: Infantry, Fighter, Air Base, Naval Base (SZ 14)
    Gibraltar: 3 Infantry, AA Gun, Naval Base (SZ 35)
    Alexandria: Infantry
    Malta: 3 Infantry, AA Gun
    Upper Egypt: Naval Base (SZ 64)
    Cairo: 3 Infantry, Armor, AA Gun, Naval Base (SZ 47)
    Trans-Jordan: Infantry
    Anglo-Egyptian Sudan: Infantry
    South Africa: 2 Infantry, AA Gun, 2 Naval Bases (SZ 63+77), Minor IC
    Ottawa: Infantry
    Quebec: 2 Infantry, AA Gun, Naval Base (SZ 21), Minor IC
    Calcutta: 3 Infantry, AA Gun, Air Base, Naval Base (SZ 68) Minor IC
    Burma: 2 Infantry
    Madras: 2 Naval Bases (SZ 66+67)
    Singapore: 5 Infantry, AA Gun, Naval Base (SZ 70)
    Hong Kong: Infantry, 2 Naval Bases (SZ 91+106)
    Sydney: 3 Infantry, Artillery, AA Gun, Fighter, Air Base, Naval Base (SZ 99), Minor IC
    Northern Australia: Naval Base (SZ 89)
    Western Australia: Naval Base (SZ 90)
    New Zealand: Infantry, Naval Base (SZ 101)
    New Guinea: Infantry, Air Base
    Sea Zone 14: 2 Destroyers, Cruiser, Battleship, Carrier, Tactical Bomber, Transport
    Sea Zone 21: Destroyer, 2 Transports
    Sea Zone 23: 2 Destroyers, Cruiser, Battleship
    Sea Zone 35: Submarine, 2 Destroyers
    Sea Zone 47: Destroyer, Cruiser, Battleship, Carrier, Tactical Bomber, Transport
    Sea Zone 57: 2 Destroyers, Transport
    Sea Zone 63: Transport
    Sea Zone 66: Destroyer, Cruiser, Battleship
    Sea Zone 67: Destroyer, Transport
    Sea Zone 89: Submarine, Destroyer
    Sea Zone 91: Destroyer, Transport
    Sea Zone 99: 2 Submarines, Cruiser, Transport

    FRANCE (Production: 20, Starting IPCs: 10)
    Paris: 2 Infantry, Mechanized, Artillery, AA Gun, 2 Fighters, Tactical Bomber, Air Base, Major IC
    Normandy: Infantry, Air Base, Naval Base (SZ 24)
    Reims: 8 Infantry, Artillery, Armor, AA Gun
    Marseilles: 2 Infantry, Artillery
    Morocco: 3 Infantry
    Tunisia: 3 Infantry, Naval Base (SZ 45)
    Syria: Infantry
    Northern Algeria: 4 Infantry
    West Africa: Naval Base (SZ 53)
    Sea Zone 24: Submarine, 2 Destroyers, Cruiser, Battleship, Transport
    Sea Zone 37: 2 Destroyers, 2 Cruisers, Transport
    Sea Zone 38: Submarine
    Sea Zone 45: Submarine

    UNITED STATES (Production: 0/80, Starting IPCs: 20)
    Washington: Infantry, Artillery, AAGun, Fighter, TacticalBomber, AirBase, 2 NavalBases(SZ25+29), Major IC
    New England: Infantry, AA Gun, Major IC
    Western US: Infantry, Artillery
    San Francisco: Infantry, AA Gun, Air Base, Naval Base (SZ 133), Major IC
    Great Plains: Infantry
    Hawaiian Islands: Infantry, Air Base, Naval Base (SZ 120)
    Philippines: 3 Infantry, AA Gun, Naval Base (SZ 92)
    Midway: Air Base
    Sea Zone 29: Submarine, Destroyer, Transport
    Sea Zone 92: Destroyer
    Sea Zone 120: 2 Destroyers, Cruiser, Battleship, Carrier, Fighter, Tactical Bomber, Transport
    Sea Zone 133: Submarine, Destroyer, Cruiser, Battleship, Transport

    NATIONALIST CHINA (Production: 12, Starting IPCs: 12)
    Tsinghai: 2 Infantry
    Szechwan: 6 Infantry, AA Gun, Fighter (USA), Air Base
    Yunnan: 3 Infantry
    Kwangsi: 2 Infantry
    Kwangtung: 4 Infantry, AA Gun
    Hunan: 3 Infantry
    Shensi: 2 Infantry
    Chungking-Hupeh: 3 Infantry

    PRO-AXIS NEUTRALS
    Siam: 2 Infantry, Fighter, Air Base, Destroyer (SZ 85)
    Iraq: Infantry
    Hungary: 2 Infantry, Artillery, AA Gun
    Romania: 6 Infantry, Artillery, AA Gun, Fighter, Air Base
    Bulgaria: 4 Infantry, Artillery, AA Gun
    Finland:––*Helsinki: 2 Infantry, AA Gun, Fighter, Air Base, Destroyer (SZ 20)
        *Torin: 2 Infantry
        *Viipuri: 2 Infantry, Artillery
    Argentina:–*Veidma: 3 Infantry, Destroyer, Cruiser (SZ 61)

    PRO-ALLIED NEUTRALS:
    Yugoslavia: 5 Infantry, Artillery, Fighter, Air Base, Destroyer (SZ 40)
    Liberia: Infantry
    Iran: 2 Infantry
    Greece: 4 Infantry, Artillery, 2 Destroyers, Cruiser (SZ 42)
    Brazil:–----*Recife: 3 Infantry, Cruiser, Transport (SZ 55)
    Dutch:-----*Holland: 3 Infantry, Artillery
    *Java: 2 Infantry, Naval Base (SZ 75)
    *Celebes: Infantry
    *New Guinea: Infantry, Submarine, Destroyer, 2 Cruisers, Transport, Naval Base (SZ 88)
    *Sumatra: 2 Infantry

    STRICT NEUTRALS
    Denmark: Infantry, Submarine, Destroyer (SZ 17)
    Switzerland: 11 Infantry, AA Gun, Fighter
    Baltic States: 2 Infantry
    Norway:––*Oslo: 3 Infantry, AA Gun, Submarine, Destroyer, 2 Cruisers (SZ 7)
    Poland:-----*West Poland: 5 Infantry, 2 Artillery, Fighter, Air Base
    *East Poland: 3 Infantry, Artillery
    *Warsaw: 2 Infantry, AA Gun, Fighter, Air Base, Minor IC
    Sweden:—*Stockholm: 2 Infantry, Artillery
      *Goteborg: 2 Infantry, Submarine, Destroyer, 2 Cruisers (SZ 18)
    Portugal:—*Portugal: 2 Infantry, Artillery, Destroyer, Cruiser (SZ 32)
    *Mozambique: Infantry
    Spain:------*Madrid: 3 Infantry, Artillery, Armor, AA Gun, Fighter, Tactical Bomber, Air Base
    *Barcelona: 4 Infantry
    *Seville: Submarine, Destroyer, 2 Cruisers, Transport (SZ 36)
    Turkey:–—*Istanbul: 6 Infantry, Artillery, AA Gun, Destroyer, Cruiser (SZ 42)
      *Ankara: 2 Infantry, Fighter, Air Base
    Mongolia:—*Buyant-Uhaa: 2 Infantry
          *Olgiy: Infantry


  • Version 7.0 is coming out, which is effectively going to do what you’re doing here for the most part in terms of clarity, as far as I know.  I myself much prefer special units and specific/unique attributes included in the game.

    I’ll write up my review on this after I get a chance to read over everything.  Seems like you put alot of time into it.


  • @Ben_D:

    Version 7.0 is coming out, which is effectively going to do what you’re doing here for the most part in terms of clarity, as far as I know.  I myself much prefer special units and specific/unique attributes included in the game.

    I’ll write up my review on this after I get a chance to read over everything.  Seems like you put alot of time into it.

    I feel special units on this grand of a scale, where 1 unit represents potentially tens of thousands of men and machines, is an absurd notion. Not to mention the extra pieces needed to play, the extra rules to read/follow and the extra clutter added to the board.


  • It really depends on how you look at it.  I think special units are very cool.  The more the better.

    Also, the larger the scale of the map, the smaller the amount of units the piece on the board represents.  I’d say 1 infantry represents no more than 2000 men here; I think it could very well be less than that.  That’s fine for a group of paratroopers.

    Think of the 41 board.  Those pieces on the board represent way more units than almost any other board, because of the scale of the game.

    Anyway, I still have to go through all that info you put up.  I still want to respond to it properly.


  • And i look forward to it  ;]


  • @Ben_D:

    Also, the larger the scale of the map, the smaller the amount of units the piece on the board represents.  I’d say 1 infantry represents no more than 2000 men here; I think it could very well be less than that. That’s fine for a group of paratroopers (and ).

    The Red Army 1939: roughly 1.4 million strong. 3.8 million by 1945.
    At 2000 for each piece you’d need about 700 game pieces at start lol.
    There are about 60 Soviet pieces including facilities at setup in G39, that comes to more than 23 thousand men per piece.
    Really not the most valid argument.

    History and realism aside playing with all the special units is a massive headache.

    There needs to be a basic 1939 game without them, which is what this thread is aimed at.
    Keep all the special units/rules in the advanced game for anyone who enjoys that style of A&A.

    I really feel this game would have more interest with a set of basic rules like the ones i wrote above.

    I will be playing this next week hopefully with some of my family.

    Also just an fyi:

    Coastal battleships become cruisers
    Fortifications become 2 infantry + AA gun (if there isn’t already one)
    Special infantry become regular infantry with infantry added to account for strength differences.
    Special fighters become regular fighters with fighters added to account for strength differences.
    Naval air units become regular air units.


  • Well, I must say after going through this, your take on this game  will function.  I don’t have any real problem with it.  There’s one thing that I see that would change things fundamentally, but not significantly, is the fact that you roll for income with 4 d6 instead of 2 d12, which makes the minimum roll 4, instead of 2.  It’s not really a big deal though, I’d play with it.  I think the Vichy rules you put in don’t really simplify things, they just change how it’s done.  Why not just let Germany have control over those Vichy territories right off the bat like originally stated?  Simpler, no?

    And as for your math, I really don’t see how lumping everything into one sum and dividing it by what you see on the map, especially with infrastructure, is a valid way to do it.  Disect the numbers.  Infantry pieces represent infantry, tanks represent tanks, etc.   It’s not a conglomerate of everything.  I’m sure both of us have read debates on how this is done already, we just need to go back under the House Rules section and go from there.  I don’t have the numbers right now on all the militaries in '39, but I can get to you on that if need be.

    I remember one post a while back saying that because of the nature of the game, different powers have their pieces represent different numbers.  It’s because of the balancing act and the lack of accounting for endless amount of variables, like terrain, weather and logistics, etc.  Example: Germany’s infantry pieces represent an X amount of actual units.  By contrast, the U.K.'s infantry pieces may represent less units than Germany, even though they only have one infantry piece each on the board.  That makes doing math like this REALLY hard lol.


  • Yes the entire game is D6. I may have forgot to mention this lol.
    But it is implied, as no where in the OP is there a d12 chart, and it states everything is g40 OOB rules unless otherwise stated…
    On rolling 4D6 instead of 2D12 for income this would actually increase balance a bit imo. As rolling a 2 is pretty devastating and a 4 is just a little less so.


  • Updated after one test game
    Added tech rules
    Updates in red
    Updated the download

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