• I just find the whole strategy to be offensive…  :wink:

    Just because something ‘works’ doesn’t mean it’s the right thing to do. Finding a break in this game and exploiting it over and over again to beat people seems uninspired. For the few people who pioneered it, it’s different. Have fun, keep tweaking it, you earned it. It works, so hats off to you. I experienced some of the early losses to it.

    When I was 15 I could see myself employing this strategy, maybe. It depends why you’re playing the game, I guess. To math and dice others into submission - yup, one of the best strategies going. If you’re a WWII enthusiast, not quite so much.

    I recognize this post won’t be popular with a bunch of people, but we just have different motivations as to why we play this game.


  • The greatest thing about bombers is their range. One game I had almost ten bombers in western Germany, was right next to Moscow gathering all my NOs, wassail threatening London with transports, and forcing the US to keep building heavy on sea units. Next turn I toke Moscow and London and with a big bomber purchase, made it a suicide mission for the US to liberate UK. He did and then I countered sacking UK’s IPCs again. Allies toke Japan that turn as well :/ So what turned into a week long game ended with me building an IC in captured Manchuria(yes I got that far!) And taking Japan with a transport or 2 and my now 20+ bombers.

  • '15

    I think the Balanced Mod solves a lot of the problems posed by this strategy, in that it’s less optimal for the Axis to simply bypass Russia and starve them out.


  • @Shin:

    I think the Balanced Mod solves a lot of the problems posed by this strategy, in that it’s less optimal for the Axis to simply bypass Russia and starve them out.

    I’ve been reading these boards for years, but I’ve missed this. What is the balanced mod, and where can I find out more about it?


  • Hi Just this guy, you can follow this link:

    http://www.axisandallies.org/forums/index.php?topic=36715.0

    There is a thread in the house rule Forum.

  • '19 '18

    But the thread you linked, aequitas, only contains a fraction of the changes from the mod.
    I would love to see all features listed somewhere, too.

  • '15

    Everything you need, assuming you already have TripleA, can be found in the game notes here.

    G40 Balance Mod (1).tsvg


  • @Shin:

    Everything you need, assuming you already have TripleA, can be found in the game notes here.

    I’m afraid Triple A is not an option for me until there’s a mobile version. Haven’t had a desk/laptop computer in quite some time. Can someone at least summarize the major changes (and reasons for them)?

  • '15

    Global 1940 Second Edition - Balance Mod (with “Vichy France” Rule Set)

    Original Game Credits: Bung, Veqryn

    Balance Mod Credits: Adam514, aznz, Deathbringer1974, dust, dss85, Gencre, regularkid


    REVISIONS


    Revised Air Raid Rules: Fighters attack and defend at 2. Strategic and tactical bombers attack at 1.

    Revised Capital Capture Rules: The capture of a player’s capital results in the plunder of that player’s PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player’s PUs being destroyed.

    New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults; no bonus from artillery); Defend at 2; Can be loaded onto cruisers and battleships (1 to a ship).

    Additional National Objectives

    Russia
    • 3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.
    • 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia’s “Spread of Communism” objective).
    • 2 PUs for each of the following Lend-Lease lanes that is “open” (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia’s “Lend Lease” objective).
    • An additional 2 PUs per each “open” Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.

    Note: When not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia.
    Japan
    • 5 PUs if Axis controls Dutch New Guinea, New Guinea, New Britain and Solomon Islands. (This modifies Japan’s “Strategic Perimeter” objective).
    • 5 PUs if Axis controls Midway, Wake Island, Guam.
    USA
    • 5 PUs if USA is at war and Allies control Midway, Wake Island, Guam.
    • 5 PUs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas.
    • 5 PUs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and USA has at least one land unit in any of these territories.
    • 5 PUs if Allies control Morocco, Algeria, and Tunisia, and USA has at least one land unit in any of these territories.
    China
    • 3 PUs if Allies control Yunnan, Szechwan, Burma, and India. (This modifies China’s “Burma Road” objective).
    • At the start of China’s turn, a Chinese infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit (i.e., infantry, marine, mech infantry, artillery, or armor). These “guerrillas” engage in combat wherever they are spawned and may not be moved until China’s next turn.
    UK
    • 3 PUs if UK Europe controls all its original territories. (This modifies UK’s “Original Territories” objective).
    • 3 PUs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and Allies have at least one land unit in any of these territories.
    • 3 PUs if there are no enemy submarines in the Atlantic, excluding szs 112 and 125-127.
    • 3 PUs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled.
    • 3 PUs for UK Pacific when at war with the Japanese if: (1) British control West India and either Egypt or South Africa; and (2) there are no enemy submarines in the western half of the Indian Ocean (sz71,…,sz81).
    Italy
    • 3 PUs if Malta, Cyprus, and Crete are Axis controlled.
    ANZAC
    • 3 PUs if ANZAC is at war with the Japanese and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies (other than the Dutch). (This modifies ANZAC’s “Strategic Islands” objective).
    • 3 PUs if ANZAC is at war with the Japanese and Gilbert Islands, Fiji, and Samoa are Allied controlled.

    VICHY FRANCE RULE SET

    The following rule-set simulates the circumstances and strategic consequences of the Franco-German Armistice, and is intended for play with the G40 Balance Mod.

    Game Conditions for Franco-German Armistice

    At the beginning of France’s turn, if the following conditions are met, the Franco-German Armistice will occur:

    1. Axis has control of both France and Normandy Bordeaux;
    2. Axis has never controlled Southern France; and
    3. There are no non-French, Allied units in Southern France.

    Game Consequences of Franco-German Armistice

    French Territorial Control: At the beginning of France’s first turn in which Armistice conditions are met, all originally French territories not already under Axis control immediately change ownership to Pro-Axis Neutrals, except: (1) French Equatorial Africa; (2) New Hebrides; (2) any French territories containing non-French allied units.

    With the exception of Southern France (see discussion of “Zone Libere” below), Vichy French territory works the same way as other Pro-Axis Neutral territory–i.e., an Axis player may capture Vichy French territory and commandeer its forces by moving a land unit into the territory during the non-combat phase of his turn.

    Fly-over restrictions applicable to other Neutral territories do not apply to Vichy French territory.

    Fleet at Toulon: In addition to the change in French territorial control, the Armistice changes control of the the French fleet in sz 93, from French to Pro-Axis neutral. The Vichy French fleet maintains a strictly defensive posture. It may not be moved. It may not be captured by the Axis. The fleet is immediately destroyed if any power, other than the Free French, occupies Southern France

    “Zone Libre”: Any Axis occupation of Southern France following the Armistice results in the scuttling of the Vichy French Fleet at Toulon and the disbandment of all remaining Vichy French forces. These forces are removed at the end of the Axis player’s turn in which the occupation of Southern France takes place. Any formerly Vichy French forces that were previously commandeered by the Axis are unaffected by this change.

    Armistice’s Effect on National Objectives: Following the armistice, Southern France is considered Axis-controlled for purposes of Italy’s “Roman Empire” objective. Otherwise, the Vichy France arrangement has no impact on National Objectives. Tunisia, Algeria and Morocco must still be directly occupied by Germany or Italy to achieve Italy’s “North Africa” objective. Japanese occupation of French Indo China still negates Japan’s “Trade With America” objective.

    Liberation of France: The Allied liberation of France effectively terminates the Armistice. Any territory and forces still under Vichy French control (including any surviving fleet in sz 93) revert back to Free French control. The Vichy French forces in the Southern France and sz 93 will also revert back if Southern France is liberated by the Free French.



  • The balanced mod is quite interesting and I am excited to have my first game.  My main question is about the Vichy France rules.  It seem like there is a 70% likelihood that the Axis can pull it off (getting Normandy with the Germans and strafing off any UK planes that land in Southern France).  It is tough to dial in the right amount of units to use in the Southern France attack because you need to have some ground unit cannon fodder, but not too much so you don’t accidentally capture the territory.  If they get it to work, The Axis is about 50 PUs better shape than if one of the fights fails.  That seems like an enormous swing that will reshape the rest of the gameplay.  Am I right in this assessment?

    Anyway, I am excited to play my first league game using the balanced mod and am willing to start another one with anyone interested.

  • '19 '18

    Capturing Normandy and France is not thaaat hard actually. It can fail, yes, there’s a slight chance. But then, there’s still Italy, that can grab France.

    To prevent Vichy, UK can land a fighter in Southern France, but since Sealion is always a big risk, especially with no bid units at the beginning, that “lost” fighter for UK really hurts.


  • When I play the balanced mod I ignore Vichy France, as I am quite convinced that Axis can win easily without the crutch and otherwise see no advantage for attacking Normandy in G1.

  • '15

    A lot of people misunderstand how Southern France factors into Vichy.  You don’t have to kill the french units there.  The only situation where you would need to attack the territory without taking it would be if the UK landed a plane there.

    And honestly, at that point it probably makes sense to just take the tt and give up Vichy entirely.


  • What is the advantage as axis to doing vichy france?

  • '19 '18

    You do not need to kill the french destroyer+cruiser. These usually score 1 hit on average if you attack them. So, at the very least, you save 6 IPC for a submarine.

    You do not need to kill the french Infantry+Artillery in South africa, saving you 1 Infantry in the process, worth 3 IPC. Additionally, you can send the Italian troops (or German) to the Eastern Front 2 rounds faster.

    You do not need to kill the french infantry in North africa. Each of these has a chance to kill a unit too, and additionally it forces you to send a small army that way, if you want these territories (you can’t just walk there with one infantry). At the very least you save 1 infantry here too, which would otherwise die, for another 3 IPC.

    You get 3 (!!!) Inf for free in north africa, which is worth 9 IPC. And we are talking about 9 IPC spended in north Africa, where you normally need to use transports. Which is not always possible when UK has a strong fleet / airforce at Egypt.

    You get another free inf in Syria, worth again 3 IPC + 1/3 chance of losing another infantry.

    You get free blockers at South france, if the Allies are at Gibraltar with their fleet and threatening Rome.

    So, at the very least you save around 25 IPC, get free blockers for Rome and you can speed up the attack on Russia or Egypt. For the cost of 3 IPC per round.


  • I would say that you would very quickly back those 3 IPC per round from French North Africa, plus you now have more options on using your Italian troops on I1 if you aren’t trying to destroy the French Navy. Furthermore the UK needs to lose a fighter in Southern France if they want any chance of blocking Vichy France.  That fighter should die if the Italians can strafe the sea zone with a ground unit and planes.    I put the benefit to be around 40, but I need to play a full game to find out.  Guess we are going to see, huh MrRoboto.

  • '19 '17 '16

    Germany can be attacking with 8SBs on G3 - but after that their growth slows. The thing is London has insufficient incentive to repair damage. They have factories in Quebec and South Africa which they can use. They need to do something to get fighters across from Quebec but it is far from impossible. Buying a US carrier and positioning it off the Quebec Coast seems to suffice but there is also staging via Iceland (still out of range of bombers) and building an airbase are all options. Assuming London is already maxed out for damage after turn 2, then what do these bombers actually do but provide a threat? Attack Leningrad and Kiev seem their next target but they’re hardly juicy targets. I guess G4 you can be getting to bomb Moscow, assuming a G2 DOW. They won’t likely be intercepting 8SBs unless they have a lot of fighters, although 8 inbuilt AAA rolls would be against them. Still, without a few turns of ground troop production, USSR isn’t likely to fall too quickly.

    Perhaps that is the counter to this strategy - build a lot of Russian fighters the first few turns. Even if you buy all ground troops R1, R2 & R3 you could build 7 fighters for 9 total. Has anyone tried this counter? Germany can’t out build Russia unless it is already winning, it has to out fight it with its starting superiority.

    They can’t do what they did in the actual war - relocate their factories to Siberia. All the territories have a production of 1 so can’t build a minor complex. However, you can repair Stalingrad cheaply and build some more planes there. Probably lasts for a turn.

    I’m going to call this the Red Sky counter. Once many German bombers are out of reach of London and the Royal Navy, the UK can be active again.

  • '19 '18

    The strength of dark sky is not only the damage of bombardment. It is projecting a threat. Buy enough ground troops G1, G2 and G3, after that mostly bombers.

    US can’t build lots of transports, chances are they can’t build any at all. UK can’t build a fleet in the med. UK even needs to reinforce london at some point, since it can fall to even 1 transport, if there are enough bombers behind. Of course Moscow is still doomed. Once moscow falls, germany can either continue via middle east or threaten London heavily.

    At some point, probably after a lot of rounds, though, USA has a fleet big enough to withstand the bomber threat. They can finally move to Gibraltar. They probably have lots of destroyers and carriers, not many transports. What can they do now? whereever they land, the ground troops are immediately killed by 30 bombers. And another problem is that USA very likely don’t have such a large fleet, that they can defend two seazones. So once they move out of Gibraltar, they can’t get reinforcements.

  • '19 '17 '16

    I would say that by that time the Allies should be about bombing the cr*p out of Germany and West Germany or ready to do so. I guess they can still buy their bombers at one of their minor complexes. I would say with this approach, you haven’t been convoying UK much or at all because they can counter - destroyer in Quebec + planes from London.

  • '19 '18

    well, UK should be busy defending Cairo against Italy.
    And how is USA supposed to bomb Germany? With a J3, they can only move to Gibraltar as early as US3. And do they really have enough already to not be bombed out of there immediately? Probably not… And if they indeed have a fleet that’s big enough, they either don’t have lots of transports or they didn’t invest in the Pacific at all, which means Japan will win anyway

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