The US as an aggresive Axis power, Japan as a peaceful Allied power.
Young Grasshopper last edited by
I love the intro, and the way you set the stage for us. Is this ready to go or does it need more refinement? It seems like a massive change that could cause many loop holes in the rules, have you found many glitches?
Oh yeah, I have been noticing things that probably need some tweaking. I think I need to rework the US NOs for one thing. They are a little too much like their old NOs and I need to make them more in line with an aggressor nation.
I’ve also tossed around the idea of adding a few more Allied starting units, like perhaps a few more ground units for Russia and maybe some ships for the UK. Just not sure what or where just yet. The Allies have still got to be weaker militarily than the Axis so I don’t want to give them so much that the Axis can’t win. On the other hand, I don’t want to leave it a blowout for the Axis either. There has got to be a balance in there somewhere.
For one thing, I think this version has made Sealion much more acceptable for the Axis. Think about this: Sure, Russia can attack if London falls but they will only get so far. Germany can hold Russia off, at the very least from getting Berlin. Then with the London Treasury, they can buy a LOT of stuff to fight off the Soviets. This might be okay even in a regular G40 game. BUT, here is the hitch: Now Germany knows there will be no great liberating fleet steaming in from America because now the US and Germany are pals. On top of that, the first thing USA does is to take over Canada so England will not be getting any help there either.
So, basically if Germany can withstand the initial Russian attack, and Russia does not have a strong enough force to really press Berlin, then sacking London is pretty much a total plus for Germany. It will hurt them if they lose a lot of units in the battle for London, but even at that Germany doesn’t have to worry about losing their navy because the only threat to that was the US Air Force and/or US Navy, which in this case will not be coming. In fact, in our game US bombers SBRed London.
This is making me think maybe my London defenses should be stronger in this variant. Or would it be better to have more Royal Navy?
A while back, just for kicks we played a game where the US simply stayed neutral. It was really an easy Axis victory. Without US interference, Germany easily handled both UK and Russia while Japan just pretty much flowed throughout the Pacific. The only difference was Japan had to side step US territories.
With the US as an active Axis nation, even with Japan becoming an Ally, I think it makes things that much harder for the Allies.
I want to see how our current game ends up – will probably be taking it back up this weekend – but I will try to figure out how to balance things out better. I don’t want Sealion to be too easy, which I think is what I have done, but I don’t want it totally off the table either.
I might need to try out a game where Germany goes Barbarossa first and see how that works out. I am also wondering if I should make a rule where the US can not immediately attack Canada. I think it would be nice if Canada were able to help out London some.
Perhaps some weird political rules where the US won’t attack UK or the Commonwealth, but they will not fight the Germans or Italians either.
Or, maybe put in some conditions that have to happen before the US would go to war with UK/Commonwealth. The US starts out at war with Japan and China. Maybe some other conditions would have to happen for the US to go to war with Russia too.
Ugh! This seems to be getting kind of complicated now.
Anybody that has some ideas, feel free to chime in. I’m always open to ideas.
Japan has fallen too easily, I think. Coupled with a successful Sealion and very rich Germany, I see some change is necessary.
Thank you for considering my ideas and asking for opinions.
I like the possibility of reducing the US to 42, by stripping if of its overseas possessions, but think that should be the last alternative.
I think taking away the Homeland NO and chopping off a couple or three of its TTs is a start.
Russia has to be given 10 ground units, maybe even Mech and Tanks.
I can’t remember if you changed the 18 Far East Inf to a mid of ground units. If not, that will help. There is no longer a Iapanese threat, so either making them all mechanised or moving 12 of them West will help.
Can’t say much more: need to go work in the garden with my wife!
Will think on it again. Good luck and great job Knp .
As for the 18 Russian infantry in the far east, Russia still gets them but I sort of spread them out. I put some on Soviet Far East, Siberia and Amur because of the strong US presence in Alaska. There are a few along the Chinese/Russian border in Central Asia because in this alternate history, since the Nationalist Chinese crushed the Chinese Communists, Russia now doesn’t trust China so they want to keep an eye on their borders.
So I didn’t take any away from Russia, but I think you are right that maybe Russia needs some more. I was also thinking of putting a ship or two in SZ 5.
First off, a minor complaint: I love this idea so much, I found it rather difficult to focus on my work duties last Friday. But seriously, thank you for coming up with an awesome idea and laying the groundwork for it!
After a good weekend of thinking (but not playtesting), I came up with several thoughts. Your original scenario seems grossly imbalanced, but that can be fixed. I particularly liked wittman’s idea to heat up South America. So, a shout-out also to CWO Marc for doing that research!
I don’t mean to step on anyone’s toes, here. I just like this so much, I’m taking the ball and running with it!
I’ll post the sheet I’ve been working on in a minute. If anyone has any questions like “Why did you choose ___,” or even “So does this mean ___,” I’d be happy to answer them! I also encourage any you to post any thoughts, critiques, or pointing out errors. Thanks!
[cue dramatic music and gruff Narrator:]
This story has its beginnings in the Spanish-American War. The Manifest Destiny fervor that swept the United States decades prior has not subsided. The US, after a crushing defeat of Spain, receives both Cuba and the Philippines in the Treaty of Paris. The Latin American nations, traditionally on good terms with the US due to the Monroe Doctrine’s protectionism from European influence, realize that the United States is not too different from their old colonial rulers after all.
Britain, concerned that it is no longer the most influential power in the Caribbean, supports the continued Cuban resistance. After a nationwide revolt planned by Jose Marti succeeds nearly overnight in establishing control, Cuba publicly sues for protection from Great Britain, as planned. It is now the English that are seen as champions of freedom in the New World.
Meanwhile, a similar scenario finds itself occurring in the Philippines. Japan, as the most advanced nation in Asia and led by their holy Emperor, views opposing the expansion of Western powers in Asia as its sacred duty. The Japanese provide arms and training to the Filipinos, and after 4 years of war they succeed in winning independence.
Shortly after, in the Russo-Japanese War, the Japanese gain global recognition by defeating the Russians to protect Korea and capture part of Manchuria. The Japanese Navy is famed throughout the world after annihilating two of Russia’s three fleets, and Japanese naval designs are considered to be of top design and prestige.
Moving forward –
(edits made to knp7765’s story)
…Franklin Roosevelt lost the 1933 election to a more isolationist candidate. This new guy uses similar national building project to put people to work and jump start the economy, but he also decides to build up the military in order to protect his isolationist ideals. The thinking is that if the US is militarily strong, no outside forces would dare try to impose their ideas on America. This is due in part to strong military leaders lobbying the president for larger military budgets.
Later, when war breaks out in Europe, even though aghast at the horrible carnage there is some level of envy at how quickly the Third Reich has managed to increase their holdings. After all, the United States is great, but they could always be better, right? This, coupled with a bit of sympathy for Germany over the harsh terms of the Versailles Treaty, actually causes the openings of negotiations between the US and Germany. Of course, Germany is keen to obtain such a powerful and rich ally. They say, “Why should such a powerful nation as the US have to import and pay for things like rubber, tin and oil from the East Indies when they could go out and simply OWN them?” Of course, these actions would invariably draw attention and resources from the British Empire and perhaps make it that much harder for England itself to keep holding out. In spite of the awesome attacks by the Third Reich upon England and the ongoing U-Boat campaign against British shipping, Churchill is adamant to keeping the British Empire intact.
Then once England is “put in it’s place” and the US has a strong position in Asia, the hated Soviet Union could be dealt with. After all, Communism must be stopped, right? The US President is starting to see the light. The US military grows.
Meanwhile, on the other side of the world, the Japanese leaders in favor of peace are much stronger willed than we remember in our history. When the Japanese Army invaded Chinese Manchuria in 1931, all of the commanding officers involved were immediately arrested and imprisoned. The Army was called back into Korea. The War Hawks clamoring for a “strong” Japan suddenly slinked back into the holes they came from, fearing for their own freedom from prison. The new peaceful Japanese Government took further steps to punish the “impudent” military by drastically cutting military budgets. These actions earned Japan great applause in the League Of Nations and made for very good relations with China, who forgave Japan the assault on Manchuria when they saw that it was an illegal move by the military without the government’s endorsement. As further recompense and to build more unity in Asia not by sword, but through solidarity, Japan returns control of its possessions in Manchuria, and the islands of Formosa and Hainan, to the Chinese government.
In rapid succession, the small Pacific nations of the Caroline Islands, the Marshall Islands, the Marianas, and Palau Island see the strengths of an allied Asia, and request to join the Japanese Protectorate.
In China, since the Kuomintang did not have to deal with a Japanese invasion, they were able to concentrate on hunting down and stomping out the Communists once and for all.
Russia, witnessing the Kuomintang’s defeat of the Chinese Communists, distrusts the Chinese government and decides it would be a good idea to have a few eyes along the Russo/Sino borders. Thus some of the far eastern divisions are stationed along Russia’s borders with China. Also, seeing the large US military presence just across the Bearing Straits, and noting the somewhat more aggressive stance of the US Government in recent months, Russia stations protection divisions in their far east lands just to be safe. While diplomacy with the US has dropped as of late, would the US dare to attack the great Soviet Union? Perhaps a preemptive strike would be in order…
In Canada, they have also noticed the growth of the US Military machine and are aware of the negotiations between America and the Third Reich, with which they are already at war with. This has caused an increase in recruitment for Canada’s own defense. There is great worry that if the United States openly joins with the Third Reich that Canada’s own sovereignty would be threatened, never mind being able to help Britain.
In step with the German invasion of Denmark and Norway, the United States has annexed Greenland without a shot fired in resistance. The US, keen to continue its expansionism and war posture, announces a Tripartite Pact with Nazi Germany and Italy. Although the US eyes the territories in its own hemisphere and the Pacific as an ideal focus for its national interests, the President and Congress promise aid to her allies, and has the ambassador deliver a notice of war to London.
Spain, who, thanks to support from France, has recently defeated the Fascists in its civil war, and sees an opportunity to strike back at the United States and her Axis allies for its defeat 42 years prior, from which it had never fully recovered. The government of Spain announces a partnership with France, and prepares to go to war once again.
–—CHANGES TO THE BOARD-----
Siam is a strict neutral territory with a standing army of 2 Infantry.
Formosa and Hainan belong to China.
Philippines is a Japanese territory.
Amur and Szechuan will have factories on them, therefore these territories are worth 2 IPCs.
Spain is a Pro-Allies neutral territory.
West Indies is a United Kingdom territory.
Mexico and Southeast Mexico are a Pro-Allied neutral territories with a standing army of 3 Infantry each.
Colombia borders sea zone 89.
Venezuela and Chile are Pro-Allied neutral territories.
Colombia, Ecuador, Peru, and Uruguay are Pro-Allied neutral territories with a standing army of 2 Infantry each and IPC values of 1.
Bolivia is a Pro-Allied neutral territory with a standing army of 1 Infantry and an IPC value of 1.
Argentina is a Pro-Axis neutral territory.
Paraguay is a Pro-Axis neutral territory with a standing army of 1 Infantry and an IPC value of 1.
Brazil is a strict neutral territory.
(In simpler terms: UK gets West Indies. Mexico and almost everything else becomes pro-allied, except Brazil (strict neutral) and Argentina + Paraguay (pro-Axis). If it was neutral and didn’t have an IPC value, it is now worth 1. If the standing army isn’t marked, it’s 2 Infantry - except Mexico (3), Southeast Mexico (3), Bolivia (1), and Paraguay (1). US still has the Panama Canal.)
- 5 IPCs if the United Kingdom controls Gibraltar, Egypt, India, Malaya, and Kwangtung. Theme: Maintenance of the empire considered vital national objective.
- 8 IPCs if the United Kingdom controls West Indies, and there are no Axis submarines in the North Atlantic (SZ 88-91, 102-112, 116-119, and 121-127. aka: Excluding the Baltic, Mediterranean, Hudson Bay, and Eastern US coast). Theme: Access to vital wartime resources and maintaining center of influence in Latin America.
- 5 IPCs if the Allies control Central America (Panama Canal). Theme: Strategic advantage and trade with allies.
- 2 IPCs if the Axis do not control any originally Pro-Allies territory in South America (Venezuela, Colombia, Ecuador, Peru, Bolivia, Chile, or Uruguay). Theme: Unified support and propaganda value as champion of freedom in Latin America.
- 5 IPCs if the Commonwealth controls both New South Wales (Sydney) and Toronto (Ottowa).
/ OR 5 IPCs if the Commonwealth controls both New South Wales (Sydney) and Quebec. Theme: Centers of power.
- 5 IPCs if the Allies control Borneo, Sumatra, Java, Celebes, and Dutch New Guinea. Theme: Access to raw materials.
- 5 IPCs if the Allies control Central America (Panama Canal). Theme: Strategic advantage and trade with allies.
- 5 IPCs if the Allies control New Guinea, New Britain, Solomon Islands, and 3 of the following territories: Guam, Wake Island, Midway, Hawaiian Islands, Johnston Island, and Line Islands. Theme: Defense perimeter and war progress.
When Japan Is Not at War with the United States:
- 15 IPCs if Japan is not at war with the United States. Theme: Peacetime happiness and strategic resource trade with the United States.
- 5 IPCs if the Allies control Borneo, Sumatra, Java, Celebes, and Dutch New Guinea. Theme: Access to raw materials.
When Japan Is at War with the United States:
- 5 IPCs if Japan controls at least 2 Battleships and the territory of Korea. Theme: Global recognition of Japan as a major power.
- 5 IPCs if Japan controls all homeland territories (Japan, Okinawa, and Iwo Jima). Theme: National integrity.
- 5 IPCs if Japan controls the Philippines, Marianas, Palau Island, Caroline Islands, and Marshall Islands. Theme: Fulfilling promise as protectorate of Asia.
- 5 IPCs if the Allies control Guam, Gilbert Islands, Fiji, and Samoa. Theme: Expansion of influence and protectorship of Asian-Pacific nations.
- 5 IPCs if the United States controls all original Pacific territories and 2 other island territories in the Pacific. (New Zealand and Japan do not count. New Guinea does.) Theme: Maintaining national sovereignty and expansion of influence in the Pacific.
- 10 IPCs if the United States controls all Western Hemisphere continental territories, except Brazil, but including Greenland. (Aleutian Islands and West Indies not required.) Theme: Manifest destiny.
- 5 IPCs if the Axis control all Dutch Pacific territories (Sumatra, Java, Celebes, Dutch New Guinea).
/ OR 8 IPCs if the Axis control all Dutch Pacific territories AND Malaya, Borneo, and New Guinea. Theme: Access to raw materials.
- 5 IPCs if the Axis control at least 3 original Soviet territories AND the United States has at least one land unit in an original Soviet territory. Theme: Practical success against rival Communist ideology.
- 5 IPCs if the United States control Japan (Tokyo). Theme: Winning the war.
- 5 IPCs if the United States control New South Wales (Sydney) and Ontario (Ottowa). Theme: Winning the war.
- 5 IPCs if the United States control Kiangsu (Shanghai). Theme: Winning the war.
- 5 IPCs if the United States control India (Calcutta). Theme: Winning the war.
- 8 IPCs (one time only) the first time the United States controls both the Philippines and West Indies. Theme: Propaganda boost for recapturing rightful territory.
Political Situation: China is in the final stage of ending a long civil war and routing all Communist opposition. As such, China starts with 0 IPCs.
- 2 IPCs if the Allies control the Burma Road (Szechuan, Yunnan, Burma, and India). Theme: Military supply line.
- Troop bonus: When Spain joins the Allies under the control of the French player, that player immediately places his or her choice of up to 12 IPCs’ worth of any French land units on the territory Spain for free. This happens only once per game. Theme: Mobilizing as per stated alliance.
- Troop bonus: When the territory France is liberated or recaptured by the Allies, the player controlling France immediately places 4 Infantry on the territory France for free. This happens only once per game. Theme: National liberation and national prestige.
Italy’s second national objective is changed to read:
- 5 IPCs if Axis powers control at least 3 of the following territories: Gibraltar, Southern France, Greece, Egypt, and Spain. Theme: Stated national objectives - Greater Roman Empire.
Soviet Union’s first national objective is changed to read:
- 5 IPCs if the convoy in sea zone 125 is free of Axis warships, and Archangel is controled by the Soviet Union,
and there are no units belonging to other Allied powers present in any territories originally controlled by the Soviet Union. Theme: National morale and access to Allied material.
Soviet Union gains these additional national objectives:
- 5 IPCs if the Soviet Union controls Alaska AND if the Allies control Aleutian Islands. Theme: Strategic interest and practical success against rival ideology.
- 2 IPCs any time the Soviet Union liberates an occupied Allied (non-Soviet) territory. Theme: Propaganda value and spread of communism.
1. China is now an industrialized nation. It can only build units at factories. It does not require the Burma Road to build artillery. China cannot build Battleships or Aircraft Carriers.
2. China starts with 0 IPCs.
3. China may not move men into Kwangtung (Hong Kong) unless China is at war with the United States.
4. Japan and China cannot move men into a territory controlled by the Soviet Union until they are at war with Germany.
5. The United States may not move vessels into Sea Zones 5, 6, 17, 19, and 20 without declaring war on Japan.
6. Other nations are not restricted in their movement.
7. Japan cannot declare war until Turn 3. China can only declare war if Japan is at war against that power. Any nation that declares war on China will also declare war on Japan.
8. The Soviet Union may break it’s Non-Aggression Pact with Germany to declare war on Germany on Turn 3.
9. The Soviet-Mongolian Defense Pact is changed to read: “If any Axis power attacks any Soviet-controlled territory that is adjacent to any Mongolian territory…”
10. Dutch territories are treated as defenseless territories open to capture by any player, and doing so does not trigger any state of war.
TURN ORDER and Starting IPCs
Germany - 30 IPCs
United Kingdom - 39 IPCs
United States - 46 IPCs
Japan - 15 IPCs
Russia - 38 IPCs
Italy - 10 IPCs
France - 19 IPCs
The Commonwealth - 17 IPCs
China - 0 IPCs (China will earn 25 IPCs from territories if no territories are gained or lost in the first turn.)
–—SETUP CHANGES---- (+/- compared to OOB)
Germany: +1 Tank
Western Germany: +1 Infantry
Sea Zone 117: -1 Submarine
Northern Italy: -1 AAA
Southern Italy: +2 Mechanized Infantry, -3 Infantry
Sicily: +1 Infantry
Tobruk: +1 Artillery
Sea Zone 95: +1 Destroyer
Alaska: 2 Infantry, 1 Fighter
Western United States: 4 Infantry, 3 Mechanized Infantry, 2 Artillery, 1 Tank, 1 AAA, 1 Fighter, 1 Tactical Bomber, Air Base, Naval Base, Industrial Complex
Central United States: 5 Infantry, 1 Artillery, 3 Tanks, 1 AAA, 1 Strategical Bomber, Industrial Complex
Eastern United States: 6 Infantry, 2 Artillery, 1 Tank, 1 AAA, 2 Fighters, 1 Tactical Bomber, Air Base, Naval Base, Industrial Complex
Greenland: 1 Infantry
Central America: 2 Infantry
Hawaiian Islands: 3 Infantry, 2 Artillery, 2 Tanks, 2 AAA, 1 Strategical Bomber, Air Base, Naval Base
Guam: 1 Infantry, 1 Fighter, Air Base
Midway: 1 Infantry, Air Base
Wake Island: 1 Infantry, 1 Tactical Bomber, Air Base
Sea Zone 1: 1 Submarine
Sea Zone 10: 2 Transports, 1 Destroyer, 1 Cruiser, 1 Aircraft Carrier (w/ 1 Fighter, 1 Tactical Bomber), 1 Battleship
Sea Zone 25: 1 Aircraft Carrier (w/ 2 Fighters)
Sea Zone 26: 2 Transports, 2 Cruisers, 1 Aircraft Carrier (w/ 1 Fighter, 1 Tactical Bomber), 1 Battleship
Sea Zone 29: 1 Submarine
Sea Zone 30: 1 Destroyer
Sea Zone 31: 1 Destroyer
Sea Zone 102: 1 Submarine
Sea Zone 121: 1 Submarine, 1 Cruiser
Gibraltar: +2 Infantry
Morocco: -1 Infantry
Sea Zone 72: -1 Destroyer
Sea Zone 94: +1 Destroyer
New Foundland / Labrador: +1 Infantry, +1 Tank, +Naval Base
West Indies: +3 Infantry, +1 Artillery, +2 AAA, +Naval Base
British Guiana: +2 Infantry
India: -3 Infantry, -2 AAA, Major Factory
Burma: +1 Artillery, -1 Infantry, -1 Fighter
Malaya: -1 Infantry
Borneo: +2 Infantry
New South Wales: +1 Infantry
Sea Zone 37: +1 Cruiser, -1 Battleship
Sea Zone 39: +1 Battleship, -1 Transport, -1 Destroyer, -1 Cruiser
Sea Zone 89: +1 Transport, +2 Destroyers
Sea Zone 106: +1 Submarine, -1 Transport, -1 Destroyer
Sea Zone 116: +1 Transport, +1 Destroyer
No units in Canadian territories.
The Commonwealth (Canada)
Western Canada: 2 Infantry, 1 Artillery, Commonwealth control marker
Alberta / Saskatchewan / Manitoba: 1 Infantry
Ontario: 2 Infantry, 1 Artillery, 1 Tank, 2 AAA, 1 Fighter
Quebec: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank, 1 AAA, 1 Fighter, Major Factory
New Brunswick / Nova Scotia: 1 Infantry, 1 Artillery, -Naval Base
Sea Zone 106: 1 Transport
New South Wales: 2 Infantry, 1 Artillery, 2 AAA, Naval Base, Major Factory
Queensland: 3 Infantry, 1 Fighter, Air Base, Naval Base
Western Australia: 1 Infantry
New Zealand: 3 Infantry, 1 Artillery, 2 Fighters, Air Base, Naval Base
New Britain: 1 Infantry
Solomon Islands: 1 Infantry
Sea Zone 50: 1 Destroyer
Sea Zone 62: 1 Transport, 1 Destroyer
Sea Zone 63: 1 Transport, 1 Cruiser
Soviet Union (Pacific)
Soviet Far East: 3 Infantry, 1 AAA
Siberia: 2 Infantry
Amur: 2 Infantry, 1 Artillery, 1 Tank, Naval Base, Major Factory (Amur has an IPC value of 2)
Buryatia: 1 Infantry
Yakut SSR: 1 Infantry, 1 Artillery
Yenisey: 2 Mechanized Infantry
Sea Zone 5: 1 Transport, 1 Submarine, 1 Cruiser
Kansu: 1 Infantry
Sikang: 1 Infantry
Shensi: 1 Infantry
Szechwan: 2 Infantry, 1 Minor Factory (Szechwan has an IPC value of 2)
Hopei: 1 Infantry
Anhwe: 1 Infantry
Manchuria: 2 Infantry, 1 Artillery
Jehol: 1 Infantry
Shantung: 2 Infantry
Kiangsu: 1 Infantry, 2 Mechanized Infantry 1 Artillery, Naval Base
Kiangsi: 1 Infantry
Hunan: 1 Infantry
Kwangsi: 1 Infantry
Yunnan: 1 Infantry
Formosa: Chinese control marker
Hainan: Chinese control marker
Sea Zone 19: 1 Destroyer
Sea Zone 36: 1 Submarine
Japan: 6 Infantry, 2 Artillery, 1 Tank, 3 AAA, 2 Fighters, 1 Tactical Bomber, Air Base, Naval Base, Industrial Complex
Korea: 2 Infantry, 1 Artillery, 1 Tank, 1 Fighter
Okinawa: 2 Infantry
Iwo Jima: 2 Infantry
Philippines: 4 Infantry, 2 Artillery, 1 Fighter, Air Base, Naval Base, Japanese control marker
Marshall Islands: 1 Infantry
Caroline Islands: 2 Infantry, Naval Base
Marianas: 1 Infantry
Palau Island: 1 Infantry
Sea Zone 6: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Aircraft Carrier (w/ 1 Fighter, 1 Tactical Bomber), 2 Battleships
Sea Zone 17: 1 Submarine
Sea Zone 19: 1 Transport, 1 Destroyer
Sea Zone 33: 1 Cruiser, 1 Aircraft Carrier (w/ 1 Fighter)
Sea Zone 35: 1 Transport, 1 Submarine, 1 Destroyer
- I am using the 1940G 2nd Edition.
- This is played with Halifax Rules, with South Africa as part of the United Kingdom.
- You will probably need more grey unit tokens to play this. There are a lot more units on the board.
- I recommend the usage of French troops for China’s non-infantry units.
- Ontario (Ottowa) DOES border Central United States and Eastern United States.
- New Brunswick / Nova Scotia does NOT border Quebec.
–—HOW THE WAR IS WON-----
The Axis wins the game by controlling either 8 victory cities on the Europe map (excluding Ottowa) or any any 6 victory cities on the Pacific map at the end of a round of turns, as long as they control an Axis capital (Berlin, Rome, or Washington).
The Allies win by controlling Berlin, plus either Washington or San Francisco, at the end of a round, as long as they control an Allied capital (London, Paris, Moscow, or Tokyo).
I’m anxious to hear everyone’s thoughts! Especially yours, knp7765.
I managed to do a couple rounds of self-playtesting. Based on that I made some small changes to almost all the sections, and fixed some errors. (Hello v1.2!)
I was very happy how it turned out so far. But I’m not you guys! I’m sure someone can point out a gap I missed, or a better idea. (It’s cool to just say I’m awesome, too. I dig flattery.)
Seriously, any feedback is good feedback. And I’d be thrilled to hear how a game went. One thing about this that excites me so much is that it seems to be very re-playable and can go off in several different directions!
May the dice be ever in your favor.
Sorry it took me so long to respond. I haven’t looked over your setup thoroughly yet, but from what I have seen it looks pretty good. You have some pretty good ideas. I like how you expanded some on my alternate history. I want to try out your setup and see how it goes in an actual game. It might be a while as other things have kind of gotten in the way of gaming for now.
We did finish my first game. It took 8 rounds. Germany finally captured Moscow. It wasn’t as big of a battle as it usually is because in this game Russia decided to be a little more offensive. They kept hitting back at Germany and were successful at keeping Germany in place for a couple of rounds. When it got to the point where Russia’s attacks were not successful and Germany started advancing, then Russia finally started buying defensively, although it was really too late as Germany flooded tanks and mechs into Russia.
The US also took Shanghai for good and occupied all the coastal territories and started advancing inland. They also destroyed all the Far East Russians and started rolling across northern Russia. Since London was taken by Germany round 3, Calcutta ended up being an easy capture for the US.
Italy finally got the upper hand in the Med and North Africa thanks to a little help from German and US naval help and started advancing on Egypt with a growing land force. Egypt seems to be where the Allies decided to make a last stand. There were British, Commonwealth, French and even Soviet units all piled up there in Egypt. It would have taken a couple of more rounds or so for Italy to build up enough forces, but Egypt would have fallen. All the Allied capitals were captured.
Two things I noticed about my version of this game are:
1 > Sealion was too easy to accomplish. Without the threat of a US liberation or even US attack somewhere in western Europe, Germany really has nothing to fear from launching Sealion. There needs to be some other way to make it somewhat more risky or perhaps harder for Germany to take out London. The way things are, I see no possible way for London to be liberated once taken. France is taken out round 1, Russia has no navy and can’t afford to buy any, Japan is on the other side of the world. The only other ally is Commonwealth which could possibly retake London from Canada, except they are threatened by the big Axis US.
2 > I’m also wondering if the US should be allowed to overrun Canada so early. For one thing, that cuts the Commonwealth income almost in half right away. The other thing is that Canada can not help the UK in Europe or even stand up to the US. I will have to look into this.
Narvik last edited by
USA aggressive, Japan peaceful, is it a Cold War scenario ?
Nope, not Cold War. The idea is history went a different path after the Spanish-American War, leading to America joining the Axis and Japan joining the Allies. It’s still 1940 WWII, just an alternate timeline.
I’m glad you like the story additions! It all just seemed to come together. Building from the bottom-up, I had 3 goals at the start: The need to make invading London not the obvious go-to win, the need to cut US income down while still making it feel like America, and an objective to turn South America into a conflict zone. With the Philippines and West Indies on the chopping block, it went from there and the pieces just fell together.
The biggest reason, I think, that your game’s Sealion was too easy, is pretty simple: you gave the USA 387 IPCs worth of naval units. For comparison, OOB Japan is 234. At my present iteration, USA has 268.
I decided right away to take out all the transports in the Atlantic. Spain popping up with 11 troops or so demands attention from Germany. Thanks to Halifax, UK’s income is centralized, so more can be spent in the Atlantic. Furthermore, Russia can break the NAP on Turn 3 now instead of Turn 4. All serve to counterbalance Sealion.
I’m OK with Canada getting overrun. It should lose. It doesn’t make sense not to, and the border mapping isn’t conducive to a drawn out fight. But, while Canada goes down, it can still put up a fight! While the US is focused on Canada, it won’t be focused on Latin America or it might spread itself too thin, giving time for UK/Commonwealth to build up an army down there. To make up for the lost income, the Commonwealth can still nab some territories in Indonesia and/or South America.
I did just make a couple more changes, too.
V1.2 –-> V1.3
-Moved US submarine from SZ 101 to SZ 102 (I didn’t intend for US to be able to scramble fighters to defend the sub.)
-Closed a loophole that would let China throw itself in the war early, should US choose to invade Hong Kong on T2. (gameplay change rule #3)
-Added 1 AAA to Ontario and Quebec, and 1 Infantry to Queensland.
I think I overreacted on the Italian situation. I foresaw UK being able to focus more on Italy in this compared to a normal game, since Britain’s income is centralized due to Halifax, and because it can probably afford to redirect Pacific forces west since USA in the Pacific isn’t as immediate of a threat to Calcutta as Japan was. Additionally, to defend the mobilization of Spain, I moved France’s destroyer by Madagascar to the Mediterranean to block off a Italian T1 transport heading to Gibraltar.
To counterbalance that I made one of Italy’s NO more attainable, upgraded 2 infantry to mechs, gave a free tank and artillery already in Africa, combined the Somalian infantry with the Ethiopians which is almost like giving an extra infantry, gave a free destroyer, and took away an ANZAC infantry from Egypt and a UK AAA from Malta.
But there’s another big factor to consider. Like, uh, I don’t know… USA PLAYING ON THE OTHER TEAM, MAYBE??
So! I’m changing some of that, and that’s the biggest change of these tweaks here. I acknowledge most of these changes are in favor of the Allies. I now present v1.4, which I intend to be playable as-is and the last of this series of changes, until I play some real games myself or get feedback from you kind or heartless souls. ^_^
v1.3 —> v1.4 changes
-Burma: -1 Infantry, -1 Fighter, +1 Artillery
-switched Cruiser and Battleship in SZ37/SZ39 (this and the Burma changes were actually done a while ago, I just forgot to write them down)
-removed extra tank in Libya, re-separated Somalian infantry, returned Malta AAA
-added to Story (Greenland)
-placed Commonwealth transport in SZ106 (Canada should have SOME sort of Navy, right?)
-removed extra Inf in Slovakia
-changed Eastern Mex standing army to 3 Inf (from 2)
-simplified Commonwealth defense perimeter NO
-modified Commonwealth 1st NO to require Ontario or Quebec (to encourage US player to strike fast and not overwhelm them separately)
-modified UK anti-sub NO to exclude eastern US coast
-fixed Russian lend-lease NO to not penalize Russia for support from allies
-added 2 Inf in Borneo
-added 1 Inf in Hawaii
-fixed a conflicting statement about Bolivia (Bolivia is Pro-Allies)