Stripped down g40, how to play using a simpler ruleset

  • Customizer

    Black Elk, as always good posts! When I have more time I’ll elaborate.


  • I agree that the National Objectives are too much. They should have made the map balanced without NO,s, and then let the NO,s be optional just like in Anniversary 50. If you skip the NO,s now, I figure both Germany and USA will be severely underpowered. Maybe just cut down the unnecessary ones. I never did understand how Germany could squeeze 7 IPC out of Leningrad after they bombed the city, killed all men and burned the land, while the original owner never got more than 2 IPC in peacetime. But that said, its hard to model the Swedish iron ore trade without a NO. And how about USA, should we print new values on the map, or just give USA a wartime bonus ?


  • On Turn orders and DOWs.

    A very old House rule is the All Axis turn, then the All Allies turn. So basically Germany, Italy and Japan purchase units, combat move, resolve combat, non combat move and place units  at the same time. Then all Allies do the same. Now this is a real time saver, and it only take away the dead time when 7 players are waiting bored for one player to do his stuff. But it will affect the tactics, since some players like to exploit the gamey stuff like can openers or reinforce a newly captured territory with other nations fighters. But besides that, the All Axis All Allies turn is very good.

    Now since some players start as neutrals, I suggest this

    All Axis turn
    All Allies turn
    All Neutrals turn

    While not at war, neutral USA and USSR must purchase units and do non combat movement in the All Neutrals turn. After they have been attacked, they move to the All Allies turn for the rest of the game.

    I think all neutrals should be attackable, even the true ones. But Spain, Turkey and Sweden should be cut in several territories, not just a big one. So if Germany attack Western Turkey, then the other parts of Turkey join the All Allies turn. It would be too bad if vital areas and great war contributes like Spain, Turkey and Sweden was impassable just because of simplicity.


  • I have also wrestled with how to simplify G40; I agree overwhelmingly with your opening post Black Elk. I think a G40 that keeps the OOB unit placement but with revised DoW/turn order, NOs is the only way to truly simplify.

    For my house rules I  make 2 main changes:

    1. Eliminate UK 2 economies rule by expanding ANZAC into a player called the Commonwealth (Commonwealth = original ANZAC + South Africa + Canada; updated UK = original UK + UK Pacific territories - UK territories handed to Commonwealth). This also has the bonus of making the Commonwealth a much more interesting nation to play than ANZAC.

    2. Replace all NOs with oil refineries worth 3 IPCs each to boost the value of certain territories. This can also provide an easy balancing mechanism depending on how many refineries you place in Allied vs. Axis controlled territories at the start.

    (Search for the thread ‘Global Streamlined Package’.)

    I haven’t experimented with changing the DoW rules but think different DoW rules in conjunction with the above would complete the simplification for me so would be interested to read further suggestions in that area particularly.


  • Yes, as Spitfired said, UK should be one economy and one player, not 3.

    If UK want to place 10 units in London and none in India, every turn, that should be a decision of the UK player, and not the game designer. I believe they added the ANZAC and Indian players for no good reasons.

    Come to think about it, the facilities can be improved too. We don’t need major or minor IC,s. The classic factory rule, that let the IPC value of the territory decide how many units to place, was good enough. Just fix the IPC values with a pencil. Scotland was never worth 2 anyway.


  • @Narvik:

    Yes, as Spitfired said, UK should be one economy and one player, not 3.

    If UK want to place 10 units in London and none in India, every turn, that should be a decision of the UK player, and not the game designer. I believe they added the ANZAC and Indian players for no good reasons.

    To clarify, I keep ANZAC as a bigger player (renamed the Commonwealth) but do eliminate the UK Pacific/“Indian” player.

    Thus, I operate with 2 players (1. UK; 2. Commonwealth) rather than the OOB 3 (1. UK Europe; 2. UK Pacific; 3. ANZAC).


  • ….and I operate with one UK player.

    UK, Canada, ANZAC, India, South Africa and all colonies are one UK player.

    Its a houserule thread, and Black Elk want a more simple game, not a long and complex one. 9 players don’t make for a simple game, it should be between 2 and 4. All UK nations, USA and China will probably be played by the same person. So why not gather all UK territories into one single UK player ? Why split it up ?

  • 2024 '22 '21 '19 '15 '14

    Great feedback!

    I like that oil refinery idea. A generic piece or marker which could stand in as +X for a territory at collect income is a very easy way to keep all this stuff visually out in the open. It also seems simple to implement, which of course is my preference. I might try a rule like that sometime as a NO alternative.

    @Narvik:

    So why not gather all UK territories into one single UK player ? Why split it up ?

    I can also see advantages to using both a single unified British Empire, or a British Empire + Dominions scheme. Either would be an improvement over the current set up which has the UK split into three separate economies. To me it would be cooler if the split was optional. So if you wanted a single UK player (for UK, UK pacific and Anzac) then you could play that way. Or if you want a Commonwealth player then you could just break them off and use the Anzac pieces that come in the box to do this.

    I feel like our Canadian friends especially always get the shaft in A&A. Putting them with the commonwealth gets them into the action in a more independent way, which seems like it could be fun. For the battle of the Atlantic and the Normandy invasion. For me including South Africa with a commonwealth faction makes sense from the historical and gameplay perspective. I could see the advantage of the Eire thing as well, as a mini base staging point, but since it starts Neutral I think its probably easier to stick with the Canadas, Anzacs, and South Africa/SW Africa.
    UK Pacific is 17, Anzac+Canada is 17, so replacing those is a wash. Giving the Commonwealth South Africa/SW is nice though for a functional starting economy at 20, and enough of a production split that they have to choose where to spend/defend. If the UK card read correctly with the wash I’d say forget S. Africa, but since the UK card has to change regardless (if you take away Canada) I say you might was well do it all at once. Its easy enough to split the roundels around.

    There are a fair number of UK control marker that could be used to re-chip the board to include Anzac if desired. Less Anzac chips OOB to re-chip Canada etc. I think if I had my choice I would try to make both options available so that it could be up to the players discretion.

    @SpitfirED:

    I have also wrestled with how to simplify G40; I agree overwhelmingly with your opening post Black Elk. I think a G40 that keeps the OOB unit placement but with revised DoW/turn order, NOs is the only way to truly simplify.

    For my house rules I  make 2 main changes:

    1. Eliminate UK 2 economies rule by expanding ANZAC into a player called the Commonwealth (Commonwealth = original ANZAC + South Africa + Canada; updated UK = original UK + UK Pacific territories - UK territories handed to Commonwealth). This also has the bonus of making the Commonwealth a much more interesting nation to play than ANZAC.

    2. Replace all NOs with oil refineries worth 3 IPCs each to boost the value of certain territories. This can also provide an easy balancing mechanism depending on how many refineries you place in Allied vs. Axis controlled territories at the start.

    (Search for the thread ‘Global Streamlined Package’.)

    I haven’t experimented with changing the DoW rules but think different DoW rules in conjunction with the above would complete the simplification for me so would be interested to read further suggestions in that area particularly.

    ps. Again to the DoW thing, I do think the easiest way to proceed would be to start all nations at war. The 1940 games are the only ones with rules for entry, all other A&A games used a total war start. If NOs and all combat restrictions are removed, then to me it is very simple to just consider “time” in the first round as abstract. I like to think of the Nations as paired roughly according to the situation at various points throughout the year

    Italy and UK-Dominions considered to be vaguely Aug-Nov during the Somaliland campaigns, up to the time of Greece, Battle Britain, and 1941 war with Japan.  France and Germany considered to be June-Sept 1940 on the eve of the invasion of France up to 1941 Vichy and the eve of Barbarossa. Russia and Japan considered to be roughly in the time between the Tripartite pact, Barbarossa to Soviet nap, up to the point of war in the Pacific against US.
    Japan and USA/China are considered to be into 1941 by the close of the first round.

    My brain has no problem at all reconciling these broad strokes with the in game positions of troops on the board at the end of the first round, so long as the action is driving more or less in the direction of 1941 by the second round. This is the sort of thing that would happen naturally anyway, without a DoW scheme in play, since it is the DoW mechanic that restricts US and Russia from moving into a 1941 position for several rounds.

    Basically its like bypassing the first four rounds of a normal G40 game and launching right into the total war midgame without requiring such lengthy build ups. This would give less focus on building out grinding stacks, or waiting around for the Axis to DoW, and instead make the action more immediate.

    Also to the point, if your approach is to collapse the turn order completely into an All Axis vs All Allies turn, then you are already tacitly endorsing a more/flexible condensed sense of time (game time to historical timeline) since its harder to imagine months going by between turns. Instead what you are accepting already, is an abstraction, that the game round corresponds basically to the historical timeline, but doesn’t mirror it in every particular phase, just broadly in the same sort of sequence of events.

    To me it just seems a lot easier, and doesn’t require a particularly crazy stretch of imagination. Once the game starts time progresses at whatever pace the players like to imagine for themselves.

    @Narvik:

    A very old House rule is the All Axis turn, then the All Allies turn. So basically Germany, Italy and Japan purchase units, combat move, resolve combat, non combat move and place units  at the same time. Then all Allies do the same. Now this is a real time saver, and it only take away the dead time when 7 players are waiting bored for one player to do his stuff. But it will affect the tactics, since some players like to exploit the gamey stuff like can openers or reinforce a newly captured territory with other nations fighters.

    The problem with allies fighter camping for defense seems almost intractable. Whether in a normal turn order or a collapsed one, the same issue comes up in practically all A&A games. The movement advantage of the fighter is just too hard for many to ignore. The only rules I’ve seen that have had any appreciable effect are the ones that force players to make harder decisions regarding fighter support. Penalties or restrictions, or taking the unit out of play for a round, or forcing the player to make some kind of defense declaration (where the fighter can either defend or move that round, but not both etc.) Its hard to come up with a system that really prevents Japan or the W. Allies from launching fighters to the Center, since fighter shifting is so powerful strategically, but it would be cool to see if there was some basic rule that could handle that. I just can’t think of one that solves all the problems.

    Perhaps if you had to give up possession of the fighter to your ally, and have it taken out of play for a round (like a lend lease) maybe players would think twice about sending fighters to their “allies”, but then those sorts of rules are open to abuse in other directions. Like just a dozen fighters turning Russia. Or Japan propping up the Luftwaffe. Not really sure what could be done to get rid of that phenomenon, I’ve seen it in play in every game since Classic.

    Probably some economic penalty would be easiest. Similar to the Russian NO in AA50 which encouraged Allied players to avoid parking fighters on Russian land if possible, or face a penalty. Something more generic might be more effective, like if the player pays a continuous penalty. So there is an actual cost to all players for having a bunch of “allies” fighters suddenly show up in their territory. Perceived as like a maintenance thing, or pilot exchanges. Or I’m not sure exactly how you want to interpret it, but basically some built in IPC penalty or cost, aimed at discouraging excessive Fighter camping for defense of your allies. Perhaps both players might face a cost? So something like: negative X ipcs at collect income, for any fighter landed outside a territory you control, and/or negative X ipcs for any friendly fighters on your land.

    Something like that might work, if it was more universal.

    @Narvik:

    Come to think about it, the facilities can be improved too. We don’t need major or minor IC,s. The classic factory rule, that let the IPC value of the territory decide how many units to place, was good enough. Just fix the IPC values with a pencil. Scotland was never worth 2 anyway.

    I agree that it would have been much easier if production matched ipc value, or if the ipc values were distributed differently across the map, but I am the sort who doesn’t like to draw directly on a board. The problem with changing the physical map (for anything) is that fewer players will adopt the rules or have a chance to try them. I tend to favor correctives that use all the same boxed materials and the same physical gameboard whenever possible for ease of adoption. But that is what intrigues me about the idea of a unit which does nothing but represent an IPC bonus meantioned earlier in this thread. Some simple way to alter the printed value on the board up to a new amount, but without confusing it for other purposes, or other possible adaptations. The thing that is unfortunate is that you probably have to introduce a new marker or sculpt, since there is nothing readily available in the box. But still things like monopoly houses, or coins, or anything readily available might work for such a scheme. I think the current factory system is unwieldy, and the ipc distribution doesn’t fit a classic scheme very well, unless you can say that Moscow is worth more than 3 by some mechanism hehe


  • @Black_Elk:

    I like that oil refinery idea. A generic piece or marker which could stand in as +X for a territory at collect income is a very easy way to keep all this stuff visually out in the open. It also seems simple to implement, which of course is my preference. I might try a rule like that sometime as a NO alternative.

    Glad you like it, FYI when we play with this rule we give the following nations oil refineries in these territories at the stated quantities:

    • Germany (1x Germany, 1x Romania);
    • Japan (1x Java, 1x Borneo);
    • UK (1x North Persia, 1x Persia);
    • USSR (1x Caucus, 1x Siberia);
    • USA (6x Central USA).

    We treat them as facilities which cannot be destroyed, only captured, but that can be subject to strategic bombing raids (inoperable at 3 damage points). For markers, we just use some blank factory tokens that came with my copies of G40.

    On DoW, I agree that removing all restrictions and treating the first round as more abstract is an appealing option.

    My only concern is what are the effects (if any) on game balance if you use a G40 SE OOB set up but play with all nations at war from the start? Has anyone done this and if so do you think it is viable? Presumably it inhibits the Axis slightly as 2 extra Allied players can counter them straight away from R1 rather than R3 and R4? Would love to hear some play test feedback on this.

  • TripleA '12

    Black Elk and others; I really like these rules changes. I personally find G40 too confusing as it stands, too many different rule exceptions. And I personally hate the rules concerning Mongolia - there was just no need to make it so complicated, especially when you consider that it’s not even worth any IPCs! I think WOTC really dropped the ball here.

    But anyway, I’m keen to try this new stripped down version of G40 that’s coming together here! I really like the idea of combining South Africa, Australia & New Zeleand, and Canada to form the Commonwealth playable nation. Can anyone please advise me exactly which territories would fall into this faction? So far I have it down as being:

    South West Africa
    Union Of South Africa
    New Brunswick Novia Scotia
    Newfoundland Labrador
    Quebec
    Ontario
    Alberta Saskatchewan Manitoba
    New Zealand
    Victoria
    New South Wales
    Queensland
    Northwest Territory
    South Australia
    Western Australia
    New Guinea
    New Britain
    Solomon Islands

    Am I missing any others? Thank you!


  • @Lozmoid:

    I really like the idea of combining South Africa, Australia & New Zeleand, and Canada to form the Commonwealth playable nation. Can anyone please advise me exactly which territories would fall into this faction? […] Am I missing any others? Thank you!

    For the answer that I worked out for my own customized version of the game map, have a look at the pictures I posted of my map table here…

    http://www.axisandallies.org/forums/index.php?topic=32700.0

    …and look for all the territories on which I put a customized blue-white-red roundel (the largest shot of which you’ll see on South West Africa and the Union of South Africa in the picture labeled “7 Europe Right Panel”).

    Note that I tinkered with some of the British and ANZAC possessions in the Pacific, which are incorrectly attributed on the OOB map.

Suggested Topics

  • 8
  • 36
  • 52
  • 7
  • 104
  • 9
  • 4
  • 115
Axis & Allies Boardgaming Custom Painted Miniatures

64

Online

17.0k

Users

39.3k

Topics

1.7m

Posts