Global 1940 Alpha 2 - cash in all units and purchase House Rule


  • Yes but in the above setup, china is toast.


  • so is anyone up for a game with this house rule??

  • '18 '17 '16 '11 Moderator

    Most assuredly.@thatonekid:

    so is anyone up for a game with this house rule??


  • ok jen, you want axis or allies? or do you wanna bid???

  • '18 '17 '16 '11 Moderator

    really hard to bid since you cannot adequately judge the strength of each side yet, perhaps just throw a die?  Odds you are allies, evens I am allies?


  • ok sure DiceRolls: 1@1; Total Hits: 11@1: (1)

    ps i did it like that cuz idk how to just roll


  • so it looks like im allies, start a forum and do germanies first buy  (oh, and list the rules that we’re doing this with, im still confused about where naval units can be placed and junk)


  • I am trying to think of rules to avoid the “Super Stacks” on the front lines.


  • @thatonekid:

    so it looks like im allies, start a forum and do germanies first buy  (oh, and list the rules that we’re doing this with, im still confused about where naval units can be placed and junk)

    France always goes first in the placement rounds. Germany goes last.


  • ok, ty taschuler. could you quick recap all of the rules necesary??


  • The most up to date are in the original post. I update that as I see fit.

  • '18 '17 '16 '11 Moderator

    RULES:

    Unless otherwise specified, all alpha 2 rules are in effect
    All Industrial Complexes and Naval/Air Bases Remain and are not cashed in
    Anti-Aircraft units have been cashed in and are part of the IPC amounts listed below
    Additional Industrial Complexes and Naval/Air Bases may be purchased with the players cash, with the exception of China which may not build any of these
    Each territory with an IPC value of 2 thru 5 must have Infantry (Mechanized or regular) in a quantity of at least one less than the IPC value of the territory
    Territories with an IPC value higher than 6 must have at least 5 Infantry (see the United States mainland)
    There will be four placement turns prior to the first actual turn of the game. Each player purchases and places their units in reverse order of the normal turn order. France first, Italy second, etc.
    The Chinese player may only purchase (non-mechanized) Infantry and a single Fighter, but the Chinese player is not required to purchase a Fighter
    A maximum of 2 IPCs can be carried over to the next turn, with the exception of turn 4 when up to 5 IPCs may be saved for the players first actual turn in the game
    Players cannot place units in territories other than their own with the exception of Japanese controlled China, France and UK (London), ANZAC and UK (London or Calcutta). The UK player must keep his two sides separate and cannot share money or place units on the other side of the map.
    You can only place naval units in zones adjacent to your territories. In sea zones where opposing sides border the same sea zone, total up the adjacent land IPC value and the side with the highest value can place units in that sea zone.
    Germany may place a Sub in any neutral Atlantic sea zone, no more than one Sub per neutral sea zone
    A land territory can only have a number of ships adjacent to it equal to the IPC value of the territory. If the territory has a naval base in it, it will allow 3 additional naval units to be placed in adjacent waters.

    PLACEMENT TURN ORDER (Total IPCs): IPCs per turn:

    FRANCE (Total 132): 33 per turn
    ITALY (Total 223): 56 for the first three turns, 55 for turn four
    ANZAC (Total 91): 23 per turn, 22 for turn four
    UK (Calcutta) (Total 130): 33 for the first two turns, 32 for the last two turns
    UK (London) (Total 318): 80 for the first two turns, 79 for the last two turns
    China (Total 58): 15 for the first three turns, 13 for turn four
    USA (Total 278): 70 for the first two turns, 69 for the last two turns
    Japan (Total 570): 142 for the first two turns, 141 for the last two turns
    Russia (Total 248): 62 per turn
    Germany (Total 399): 100 for the first three turns, 99 for the last turn


  • so are we playing a game jen or not? you told taschuler to do frances buys so im comfused……  :?

  • '18 '17 '16 '11 Moderator

    @thatonekid:

    so are we playing a game jen or not? you told taschuler to do frances buys so im comfused……  :?

    We are, I got confused is all. It happens to the best of us (and me too…)

    Go for France and do please give me a link so I can find it easier.



  • @Cmdr:

    RULES:

    Unless otherwise specified, all alpha 2 rules are in effect
    All Industrial Complexes and Naval/Air Bases Remain and are not cashed in
    Anti-Aircraft units have been cashed in and are part of the IPC amounts listed below
    Additional Industrial Complexes and Naval/Air Bases may be purchased with the players cash, with the exception of China which may not build any of these
    Each territory with an IPC value of 2 thru 5 must have Infantry (Mechanized or regular) in a quantity of at least one less than the IPC value of the territory
    Territories with an IPC value higher than 6 must have at least 5 Infantry (see the United States mainland)
    There will be four placement turns prior to the first actual turn of the game. Each player purchases and places their units in reverse order of the normal turn order. France first, Italy second, etc.
    The Chinese player may only purchase (non-mechanized) Infantry and a single Fighter, but the Chinese player is not required to purchase a Fighter
    A maximum of 2 IPCs can be carried over to the next turn, with the exception of turn 4 when up to 5 IPCs may be saved for the players first actual turn in the game
    Players cannot place units in territories other than their own with the exception of Japanese controlled China, France and UK (London), ANZAC and UK (London or Calcutta). The UK player must keep his two sides separate and cannot share money or place units on the other side of the map.
    You can only place naval units in zones adjacent to your territories. In sea zones where opposing sides border the same sea zone, total up the adjacent land IPC value and the side with the highest value can place units in that sea zone.
    Germany may place a Sub in any neutral Atlantic sea zone, no more than one Sub per neutral sea zone
    A land territory can only have a number of ships adjacent to it equal to the IPC value of the territory. If the territory has a naval base in it, it will allow 3 additional naval units to be placed in adjacent waters.

    PLACEMENT TURN ORDER (Total IPCs): IPCs per turn:

    FRANCE (Total 132): 33 per turn
    ITALY (Total 223): 56 for the first three turns, 55 for turn four
    ANZAC (Total 91): 23 per turn, 22 for turn four
    UK (Calcutta) (Total 130): 33 for the first two turns, 32 for the last two turns
    UK (London) (Total 318): 80 for the first two turns, 79 for the last two turns
    China (Total 58): 15 for the first three turns, 13 for turn four
    USA (Total 278): 70 for the first two turns, 69 for the last two turns
    Japan (Total 570): 142 for the first two turns, 141 for the last two turns
    Russia (Total 248): 62 per turn
    Germany (Total 399): 100 for the first three turns, 99 for the last turn

    I would like to play a game with these rules, who’s up? I let you choose the side, but I want a 1vs1 game

  • Customizer

    Well, so far we have gotten to Round 5 of our game using this setup.  It’s not over yet, maybe will get finished on my next weekend.  Here’s a brief summary:
    Round 1–France fell to Germany, more or less same as a normal game.  UK navy sunk by 10 German subs plus Luftwaffe.  Italy took S France, Yugoslavia and Greece.  UK handed Italy the Med NO by moving ships off Gibraltar back to England.  Japan got bold and attacked UK & ANZAC, allowing USA to declare war on Axis.  USA made HUGE fleet + invasion force and moved to Midway.  Japan made mistake of not buying enough warships and most of what they had was down south taking DEI.
    Round 2–Germany launches Barbarossa.  Not as well as expected.  Of 4 attacks (Karelia, Baltic States, East Poland, Bessarabia) only 2 were successful.  Force attacking Karelia from Finland repulsed badly.  USSR promptly attacked and took Finland and Baltic States back.  Not enough stuff to properly reinforce E Poland so Italy ends up taking that land.  Italy also crushes small French force in N Africa but having trouble with Brits.  UK kills most of German subs, but still a couple in SZ 112.  Japan half-way through China with little resistance left.  Having a field day taking up undefended Soviet territories in Far East.  Also took Burma and poised to take Calcutta.  US fleet commanding SZ 6 but invasion of Japan failed.  Japan lost several unescorted transports.  Only 4 left.
    Round 3–Germany struggling with USSR over Baltic States.  Attacked and took Ukraine.  USSR took Ukraine back, plus Norway.  Italy ends up taking Ukraine.  Italy finally gets Cairo.  Japan smashed China down to 2 territories, take Calcutta, advancing farther into Russian territories.  Japan finally swats pesky ANZAC warships and regains DEI.  Second invasion of Japan by USA failed but US still controls SZ 6.  Japan doesn’t have enough warships to challenge them.
    Round 4–Germany retakes Norway, still struggles over Baltic States.  SBR on Russia IC with 3 bombers, cost Russia 10 points.  Russia starting to lose steam now.  UK finally killed ALL German subs and built some transports.  Italy trying to head into Africa but still a strong British presence there.  Italy takes Rostov in Russia, plans to take Stalingrad next.  Also advancing into Middle East.  Japan has crushed China totally and is advancing well into Russia now.  Japan finally takes Philippines but US sends some warships from SZ 6 fleet and kills both Jap battleships plus 2 of Japan’s 4 remaining transports.  Also, US invades and takes Korea.
    Round 5–Germany retakes Finland and Baltic States with a force that Russia can’t beat this time.  Russia starting to fall back and looking desparate now.  USSR takes back Rostov but Italy retakes it.  Japan takes Stalingrad and is right on Moscow’s doorstep.  However, UK has landed troops in Normandy.  Japan made a fatal error thinking they had enough defense but USA invaded with force left from Korea plus a fresh force from the States that was marshalled on Midway.  US force survives with 1 tank left, but that is enough.  Since Japan has very limited navy (2 carriers, 1 cruiser, 1 destroyer, 1 sub and 2 transports) and too much of it is still way south, and the US still has a strong fleet in SZ 6, it is unlikely Japan will be liberated.  USA is already looking toward Europe now.


  • Sounds like a game on steroids.

  • Customizer

    Hello all.  We finished our game last night.  The Axis won in 8 rounds.  I already told you about Japan’s huge blunder and losing their capital in Round 5.  While the Jap Navy was extinguished, they still had a decent land force in Russia.  They "Banzai"ed themselves against the Moscow defenses which allowed Italy to come in with 8 tanks and take Moscow Round 7 – which was the 8th Victory City on the Europe board:  Germany = Berlin, Paris, Warsaw, Leningrad.  Italy = Rome, Cairo, Moscow.  Japan = Stalingrad.
    It seemed kind of weird to me that Japan was in control of a victory city on the Europe board, but they ARE an Axis power and they only need to have one Axis capital to win, so I guess it counts.
    USA tried a large invasion, 7 transports full, to take Rome but Italy and Germany managed to stack enough stuff down there to repulse the invasion.  Therefore, the Axis controlled 8 VCs for 1 full round.  It’s kind of weird to have Italy as the dominant power, although Germany did start to pick back up.  Germany really struggled with Russia.  The Axis victory might have been more clear-cut if Japan wouldn’t have messed up so bad and left their capital open.
    Interesting note, NO country purchased an AA Gun with their beginning IPCs.  Russia (Me) did get one toward the end trying to defend my capital, for all the good it did.  The one time my capital was attacked with aircraft in the mix, my AA gun missed both planes.  It makes me wonder about AA guns and most players’ feeling on them.  In my group, none of us buy AA guns during play.  I know some people like to get AA guns for different reasons, but I’m wondering if most players kind of consider them a waste of money, especially since ICs, Air bases and Naval bases all have their own AA capacity now.

  • Customizer

    Oh yeah, taschuler, you are right, it was a very beefed-up game.  Lots of huge battles in the first couple of rounds.  I’ve got a bucket that I toss the combat casualties in during play and it is nearly half full.

    Also, yeah, I’m not crazy about using chips.  I really prefer to have the actual units whenever possible, although as you could see, it does make the board very crowded in some places.  I took a long time collecting sets of playing pieces for that very reason.  If you are familiar with the set-up of FMG’s combat pieces sets, then take one set X 5 and that is how many pieces I have in each country, excluding the new pieces of course (trucks, commanders, transport planes).

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