1939 Scenario for the 1942.2 Map and Pieces


  • 2019 2018 2017 2016

    Overview

    This is a scenario beginning in 1939, using the map and pieces from Axis & Allies: 1942 Second Edition. At the start of the game, many territories are considered neutral, including France and its colonies, the Netherlands and their colonies, the USA, Poland, and southern Europe. Germany and Japan start the game with a reduced set of core territories, but they are in a position to expand very, very rapidly – the Axis player will get to choose which direction(s) to expand in, and whether to risk trying to expand on 5-6 fronts simultaneously, or whether to choose a more conservative strategy. The USA begins the game with the ability to send ‘volunteers’ to help defend friendly territories, and will fully enter the war in about 2 to 6 turns, depending on how aggressively the Axis conduct their initial invasions. Most of the impassible neutral territories, such as Sweden and Argentina, have been activated in this scenario, the penalties for losing your capitol have been reduced, and there is a new list of victory cities and new starting factory locations. Otherwise, the rules are virtually identical to OOB Axis & Allies 1942: Second Edition.

    Victory Conditions

    At the start of the game, the Axis have 5 VCs (Berlin, Rome, Addis Ababa, Tokyo, Shanghai), and the Allies have 10 VCs (London, Ottawa, Szechuan, Honolulu, Manila, Calcutta, Moscow, Leningrad, Stalingrad, Vladivostok). There are 3 starting neutral VCs (Paris, Warsaw, Rio de Janeiro). The game lasts for a minimum of 2 turns. At the end of turns 2, 3, 4, 5, 6, 7, 8, and 9, if either the Allies or the Axis control 12 or more of the 18 available VCs, then that team automatically wins. Otherwise, at the end of turn 10, whoever controls the most Victory Cities wins. If both players control an equal number of victory cities at the end of turn 10, then the game is a draw.

    Modified Turn Order

    The turn order is Germany - Britain - USA - Japan - Russia.

    Invading Neutral Territories

    The Sahara, Afghanistan, the Himalayas, and Mongolia are still considered impassible. All other territories marked as impassible start the game as ‘neutral’ territories, which can be invaded if you have the troops to spare. Each neutral territory has an economic value as marked on the setup chart at the bottom of this post.

    Any player can invade a neutral territory. If successful, the neutral territory becomes conquered by the invader, and is treated just like any other conquered territory. However, if you begin the invasion of a true neutral territory but do not conquer it on the same turn, the neutral falls under the control of the enemy with the closest territory (e.g. 1 space away, 2 spaces away, etc.) Sea zones count as 1 space each. For example, at the start of the game, a failed German invasion of Sweden would result in Sweden being controlled by the Russians, whereas a failed British invasion of Sweden would result in Sweden being controlled by the Germans. In case of a tie, the team that will receive the territory can decide which nation to assign it to. If the team cannot decide, the player whose invasion failed may decide which enemy nation to assign it to. For example, a failed German invasion of Turkey would allow the Allies to assign control of Turkey to either Britain or Russia, since both the Russians and the British have territories that are adjacent to Turkey. If the British and Russian players cannot agree, then Germany would get to decide whether Turkey goes to Britain or to Russia.

    Neutral countries do not �remember� who they were controlled by, and they can be liberated (and thereafter controlled and used) by any enemy of the current occupying power.

    If you invade a French neutral territory, regardless of whether your invasion is successful, there is a 50% chance that each of the uninvaded French neutral territories will defect to your opponents at the end of your turn, using the rules described above. There is also a 16% chance that the unconquered French neutral territories will defect to the Germans. For example, suppose Germany attacks France, Morocco, and Algeria on turn 1. The French and Moroccan invasions are successful, but the Algerian invasion fails. Germany will control France and Morocco, and Britain will control Algeria, but Madagascar, French West Africa, and French Equatorial Africa will each have a 50% chance of defecting to the British. Roll 1d6 for each unconquered territory. On a roll of 1, 2, or 3, it joins the British. On a roll of 4 or 5, it stays neutral. On a roll of 6, it joins the Germans (or, in the case of Madagascar, the Japanese). Note that when the USA joins the war, then after the end of the entire USA turn (including income collection and unit placement), any French territories that are still neutral become owned by the USA.

    Similarly, if you invade a Dutch neutral territory, there is a 50% chance that uninvaded Dutch neutral territories will defect to your opponents at the end of your turn, and a 16% chance that the territories will defect to you. For example, if Japan launches a failed invasion of Borneo, then Borneo automatically defects to the British, and then on a roll of 1, 2, or 3, the West Indies, the Congo, and Northwestern Europe will each defect to the British, and on a roll of 6 each of those three territories will defect to the Axis (Germany would control Northwest Europe and Congo; Japan would control the West Indies and Borneo).

    If you invade a true neutral territory, nothing special happens other than that you either conquer it or activate it for your opponents.

    Modified capital capture rules

    If your capital is captured, the captor loots half your total treasury, rounded down – e.g., if you have 11 IPCs, the captor steals 5 IPCs, and you keep 6 IPCs. On subsequent turns, you collect income as normal, although obviously you do not collect income from your capital while the capital is occupied. Losing your capital obviously prevents you from building units at your capital, but it does not completely shut down your production abilities. Instead, you may continue to build units at ICs outside your capital as normal. If you can afford it, you may even build a new IC outside your capital.

    Turkish Straits

    The Turkish straits are closed by default to all players at the start of the game. You must control Turkey (either by conquering it or by having it survive an enemy attack) in order to freely move ships between the central Mediterranean and the Black Sea. Planes may freely fly over the Turkish straits as normal.

    If you wish, you may defy Turkish neutrality and cross the straits without permission. Each time you do so, for each boat (including transports) that you move through the straits, roll 1d6. A ship that rolls a “5” or “6” is considered to be sunk by fire from Turkish coastal guns, and is immediately destroyed, along with (for transports) any of its cargo. In addition, if you rolled at least one “6”, then Turks align with your enemies at the end of your turn, as if you had invaded Turkey by land.

    You may not cross the Turkish straits at all if Turkey is controlled by an enemy power.

    US entry counter

    The USA starts the game with a -20 IPCs/turn income penalty, which represents the economic effects of a peacetime economy. On turn 1, the USA controls 39 IPCs’ worth of territory, so it will collect 39 - 20 = 19 IPCs. The USA also starts the game unable to initiate combat against the Axis. The USA may still send troops to defend Allied-occupied territories (�volunteers�) and/or attack neutral territories. Each time the Axis powers invade a true neutral, French, Dutch, or Chinese territory, add 1 chip to the �US Entry� zone. Each time the Axis powers invade a British or Russian territory, add 2 chips to the �US Entry� zone. For example, if on turn one, Germany invades Karelia, Poland, and Egypt, you would add 5 chips to the US entry zone – 2 for Karelia, 1 for Poland, and 2 for Egypt. If later on turn 1, Japan invades Anhwei and Kwangtung, you would add 3 more chips to the US entry zone, for a total of 8 chips – 1 for Anhwei (a Chinese territory) and 2 for Kwangtung (a British-controlled territory). If at the start of turn 2, Germany also invades Northwest Europe and Sudan, you would add 3 more chips to the US entry zone, for a total of 11 chips (1 for neutral NW Europe, and 2 for British-controlled Sudan).

    At the end of each USA turn, roll 4d6. If the result is less than the number of chips in the US Entry zone, the USA enters the war, and may thereafter initiate combat against the Axis. For example, based on the game described above, there would be 5 chips in the US entry zone on the first roll, so it would be very unlikely for the US to enter the war – the US would have to roll quadruple ones on four dice. At the end of turn 2, the US would have about a 15% chance of entering the war – there would be 11 chips in the pot, so the US needs to roll an 10 or less on four dice. The odds that the US will enter the war on any given turn keep going up over time as the Axis make more invasions, and the cumulative odds that the US will have entered the war by a certain turn go up even faster.

    Also, if either Axis player invades or bombs any American-controlled territory (other than China) or attacks any purely American fleet, then the USA enters the war, and may thereafter initiate combat against the Axis. For example, if Japan attacks the Philippines, then the US will automatically enter the war at the beginning of its next turn, without the need to roll any dice. Because the US already paid the ‘peacetime penalty’ of -20 IPC at the end of its last turn, it will have a reduced income during its first turn at war in response to a direct attack.

    Note that attacking a mixed group of ships, or attacking a territory where there happen to be some American troops, does not have any effect on when the USA enters the war – what matters is the owner of the invaded territory, not the owner of the defending troops.

    Damaged Starting Factories

    Many of the Allied powers begin with one or more damaged industrial centers (factories). This represents the Axis powers’ successful surprise attack, and the need for the Allies to ‘gear up’ for war before they can recruit significant troops for the war effort. As the Allied player, you are not required to remove this damage, but normal damage rules apply, and may prevent you from deploying troops, so you may find it necessary to remove some or all of the damage as part of your strategy.

    The French factory also begins with maximum strategic damage. This primarily represents the need for the Germans to engage in costly pacification and occupation efforts before the Vichy regime can begin to contribute useful resources to the Axis war effort. If the Axis attack on France fails, the strategic damage can also represent the French reluctance to raise a large army, since the French are still reeling from World War I.

    Setup

    GERMANY (17 IPCs with 0 damage)

    Germany: 6 inf, 2 art, 4 tnk, 2 ftr, 2 bmb, 1 AAA, 1 IC
    Italy: 3 inf, 1 art, 1 tnk, 1 ftr, 1 IC
    Libya: 2 inf
    Rumania: 2 inf, 1 art, 1 ftr, 1 IC
    Finland: 3 inf, 1 art, 1 ftr
    Italian East Africa: 3 inf, 1 art, 1 ftr

    Baltic Sea (SZ 5): 1 cruiser, 1 destroyer, 1 transport, 1 submarine
    Central Med (SZ 15): 1 battleship, 1 destroyer, 1 transport
    West Indian (SZ 33): 1 submarine
    Norwegian Sea (SZ 3): 1 submarine
    East Atlantic (SZ 13): 1 submarine
    West Altantic (SZ 22): 1 cruiser
    South Atlantic (SZ 25): 1 submarine

    BRITAIN (30 IPCs with 20 damage)

    United Kingdom: 3 inf, 1 art, 1 tnk, 1 ftr, 1 AAA, 1 IC with 6 damage
    (Iceland)
    Eastern Canada: 1 inf, 1 IC with 6 damage
    Western Canada: 1 inf
    (Gibraltar)
    Egypt: 3 inf
    Sudan: 1 inf, 1 art
    Rhodesia: 1 inf
    South Africa: 2 inf, 1 IC with 4 damage
    Trans-Jordan: 1 inf, 1 ftr
    India: 3 inf, 1 art, 1 AAA, 1 IC with 4 damage
    Burma: 1 inf
    Malaya: 1 inf
    Kwangtung: 1 inf
    New Guinea: 1 inf
    Eastern Australia: 1 inf, 1 art, 1 AAA, 1 IC with 2 damage
    Western Australia: 1 inf
    (Solomon Islands)
    New Zealand: 1 inf

    English Channel (SZ 8): 1 destroyer, 1 cruiser, 1 transport
    North Sea (SZ 6): 1 cruiser
    Nova Scotia (SZ 10): 1 battleship, 1 carrier, 1 destroyer, 1 transport
    East Mediterranean (SZ 17): 1 battleship, 1 destroyer, 1 transport
    South Atlantic (SZ 21): 1 cruiser, 1 destroyer, 1 submarine
    Indian Ocean (SZ 35): 1 carrier with 1 fighter, 1 destroyer, 1 transport
    Tasmanian Sea (SZ 39): 1 submarine
    Australian Sea (SZ 45): 1 cruiser, 1 transport

    USA (19 IPCs with 24 damage)

    Eastern US: 1 inf, 1 tnk, 1 ftr, 1 AAA, 1 IC with 12 damage
    Central US: 1 inf
    Western US: 1 inf, 1 art, 1 AAA, 1 IC with 10 damage
    Alaska: 1 inf
    Hawaii: 1 inf
    Panama: 1 inf
    (Midway)
    Phillipines: 1 inf, 1 art
    Szchewan: 2 inf, 1 ftr, 1 IC with 2 damage
    Anhui: 1 inf
    Yunnan: 1 inf
    Sinkiang: 1 inf
    (Greenland)

    West Atlantic (SZ 11): 1 cruiser, 2 destroyer, 1 transport
    East Pacific (SZ 56): 1 carrier w/ 1 fighter, 1 battleship, 1 destroyer, 1 transport
    Panama Canal (SZ 19): 1 cruiser, 1 transport

    JAPAN (15 IPCs with 0 damage)

    Japan: 2 inf, 2 art, 1 tnk, 2 ftr, 1 bmb, 1 AAA, 1 IC
    Manchuria: 3 inf, 1 art, 1 tnk, 1 ftr
    Shanghai: 2 inf, 1 art, 1 tnk, 1 ftr
    Thailand: 2 inf, 1 art
    Okinawa: 1 inf
    Caroline Islands: 1 inf
    (Iwo Jima)
    (Wake)
    (Formosa)

    Sea of Japan (SZ 60): 1 battleship, 1 carrier w/ 2 ftrs, 2 destroyers, 1 transport
    Yellow Sea (SZ 61): 1 cruiser, 1 carrier w/ 1 ftr, 1 destroyer, 2 transports

    USSR (29 IPCs with 14 damage)

    Karelia: 2 inf, 1 tnk, 1 ftr, 1 AAA, 1 IC with 2 damage
    Archangel: 1 inf
    West Russia: 2 inf, 1 art
    Belorussia: 2 inf
    Moscow: 1 inf, 1 art, 1 tnk, 1 AAA, 1 IC with 6 damage
    Ukraine: 1 inf, 1 tnk
    Caucuses: 2 inf, 1 art, 1 AAA, 1 IC with 4 damage
    Kazakhstan: 1 inf
    Vologda: 1 inf
    (Novosibirsk)
    Evenki: 1 inf, 1 art, 1 IC with 2 damage
    Yakutsk: 1 inf, 1 ftr
    Soviet Far East: 1 inf
    Buryatia: 4 inf

    White Sea (SZ 4): 1 destroyer, 1 submarine, 1 transport
    Black Sea (SZ 16): 1 cruiser, 1 transport
    Northwest Pacific (SZ 63): 1 submarine

    NEUTRAL (36)

    French
    !France: 3 inf, 1 tnk, 1 ftr, 1 AAA, 1 IC with 12 damage
    Morocco: 1 inf
    Algeria: 1 inf, 1 art
    French West Africa: 1 inf
    French Equatorial Africa: 1 inf
    French Madagascar: 1 inf

    Dutch
    Northwest Europe: 2 inf, 1 IC with 4 damage
    Belgian Congo: 1 inf
    Borneo: 1 inf
    Dutch East Indies: 1 inf

    True Neutral
    Norway: 3 inf
    Sweden: 3 inf, 1 ftr (2 IPCs)
    !Poland: 2 inf, 1 ftr
    Baltic States: 1 inf
    Southern Europe: 2 inf, 1 art
    Persia: 1 inf
    Saudi Arabia: 2 inf (1 IPC)
    Mexico: 2 inf
    West Indies: 1 inf
    Brazil: 2 inf
    Argentina: 1 inf (2 IPCs)
    Colombia: 1 inf (1 IPC)
    Venezuela: 1 inf (1 IPC)
    Spain: 5 inf, 1 art, 1 ftr (3 IPC)
    Turkey: 6 inf, 1 art, 1 ftr (3 IPC)
    Eire: 3 inf (1 IPC)

    EDIT: Tweaked USA-entry rules based on second solo playtest. Invading Chinese territories now only adds 1 USA-entry chip (not 2), but if France is still neutral when USA enters war, then all French territories become owned by USA. This puts a clock on Germany’s conquest of France…you don’t have to attack France right away, but if you leave them alone for turns and turns, eventually France will manage to get an offensive together.



  • Extreamly well thought out Argothair, I would love to see a setup someday for a 1943 scenario for the 1940 Global board. Please don’t take that as a request, I’m just saying that I think you have a good grasp and patience for house rule setups and I hope to see more unique ideas. Also, I expressed an apology on my latest youtube channel update for not getting around to reviewing your last setup, I will do my up most best to make that video after the renovations to my house in season 2.

    Cheers.



  • Which type of units are you using for France and the Dutch?


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    I did one, YG.
    Will email if you pm me yours. I have it in AAA and I know  you don’t (need to)play.
    Could try and post it here, but am a slow typist!


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    Russia 34.
    SZ 127: Sub.
    Novgo: 3Inf, AA.
    Arch: 3INf, Tk.
    Smolensk: 2 Inf, 1 Art.
    Bryansk: 4, Art, 2 TK.
    Rostov: 4, Art, TK.
    Caucasus: Inf.
    Russia: 5, 3 Art, Mech, Tk, 2Ft, 2Tac.
    Twnbov: Inf.
    Volgo: 1, Mech, 2 Tanks.
    Kazak: 1 inf.
    Novo:  1 Inf.
    Eventi: 2 Inf.
    Yakut:!1 inf.
    Buryatia: 2 Inf.
    Siberia: 2 Inf.

    Will post rest tomorrow, but am out tonight.
    Russia goes  first. Have used the 1942 Tournament order. Is set after Kursk and the Tunisia surrender.


  • 2019 2018 2017 2016

    Young Grasshopper, thanks for the kind words, and good luck with your renovations!

    When you have time, I’m curious to hear what kinds of game-play and strategies you are looking to get out of your 1943 scenario. Where do you see the game going, and what interests you about it? I’ve seen 1944 “fall of the Reich” scenarios where the Axis players ‘win’ if they stave off defeat longer than their historical counterparts, but I’ve never seen a 1943 scenario. If the game setup starts in spring 1943, after the surrender of Tunisia, after the German defeat at Kursk, and after the defeat of the Japanese navy at Midway, then how can the Axis hope to win? If the Axis are not supposed to win, will people really enjoy roleplaying that many turns of the Axis being pushed back to Berlin and Tokyo? What is it that you want the 1943 scenario to offer to players? (Evidently wittmann thinks he’s figured that out – you’ve got at least one loyal fan of your idea!)

    Frederick, you do not need any special pieces for the French / Dutch / true neutrals, because they have no effect on play until someone invades, and then you can immediately put down, e.g., British units, or German units, as appropriate. However, if you have another color handy, like Blue or Brown or Purple, then you can use that color for the neutrals, and it is a nice bit of chrome that helps avoid the need to reference a setup card during the game.



  • Okay, but won’t you mess which unit is who’s?
    I like the idea on 1939 in 1942.2 because usually people use other Axis and Allies.


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    Hi Argothair.
    The Axis can’t win in 43. I set it up, because I quite like playing a losing battle. As Germany, you have to shift forces East to West, and vice versa, to stem the breakthroughs, as the Allies come at you, mercilessly, from both sides.
    I accept I am not normal.

    Will try my best to put up the other nations,'later today.


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    Japan 45.
    Japan: 4 Inf, Art, AA, FT and Bomber.
    Korea: 1 Inf.
    Manchuria: 2 Inf, FT.
    Jehol: 2 Inf.
    Shantung: 1 Inf.
    Kiangsi: 3 Inf, Art, FT, Tac.
    Kwantung: 1 Inf.
    Indo: 2 Inf, 1 Art, FT.
    Siam, Shan and Malaya: all 1 Inf.
    Burma: 2 Inf.
    Sumatra, Java, New Britain: 2 Inf.
    Borneo, DNG and Celebes: 1 Inf.
    Philippines, Carolines: 2 Inf.
    Paulau, Gilberts, Marshalls, Wake, Guam, Okinawa and Iwo: 1 Inf.
    sz6: DD, TT, BT, AC, FT and Tac.
    19: DD, TT.
    35: BT, AC, TT, FT and Tac.
    45: DD.
    47: CR, DD and Sub.


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    US 74.
    East: 2 Inf, Art, Mech, AA, FT and BB.
    Central: 1 Inf.
    West: 4’Inf, Art, AA,  2 FT and BB.
    Brazil, Morocco and Algeria: controlled.
    Tunisia (UK): Inf, Mech and Tank.
    Alaska: 1 Inf.
    Midway: 1 Inf.
    Hawaii: 2 Inf and FT.
    Solomons. 3 Inf,  1 Art, FT.
    UN: FT and BB.
    SZ 10: BT, CV, CR, 2 DD, Sub , FT and Tac.
    SZ26: CV, DD, 2 Subs, 2 FT.
    SZ 40: BT, CV, CR, DD, 2 TT, FT and Tac.
    SZ101: BT, CR, DD and TT.
    SZ 94: CR, DD 2 TT.


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    China 14.
    Chahar, Kweichow, Kwangsi, Kiangsi: all 1 Inf.
    Yunnan, Anhwe:  both 2 Inf.
    Szechwan: 2 Inf and a FT.

    Germany: 54 income.
    Normandy: 1 Inf, 1 Tank.
    Belgium: 1 Inf, 1 Tank.
    S France: 1 Inf.
    France: Inf, Art, Tank, AA.
    Denmark and Southern G: 1 Inf.
    Germany: 2 Inf, Art, 2AA, 2 Fts and BB.
    Poland: 2 Mech.
    Hungary, Bulgaria, Greece, Yugo and Bessarabia: 1 Inf.
    N italy: Mech and Tank.
    S Italy: Tank.
    Romania: 2 Inf, Tank and FT.
    E Poland: 2 Inf, FT and Tac.
    Baltic: 1 Inf and 1 Tank.
    Belarus: 3 Inf, Art, Tank and AA.
    W Ukraine: 3 Inf, Art, Tank , AA and FT.
    Ukraine: 4 Inf, Art, Tank , AA and FT.
    Karelia, Vyborg: 1 Inf.
    Finland: 2 Inf.
    Norway: 2 Inf and FT.
    SZ103 105, 107: Sub.
    SZ113: CR, TT and Sub.
    Crete: comtrolled.



  • Is it a bit like G40? Where on neutrals they have a number of what units they defend with and you can pick which power to represent who’s.


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    Was that question for me, Frederick?
    If so, yes. All is as 1940, but the turn order follows the 1942 Tournament set up that  Larry endorsed.
    I realise I have omitted ICs and Bases. I was happy with the standard set up ones. Please fill I the gaps.
    This copying up is taking forever. I do apologise.



  • Oh I’m sorry wittmann, that question was for Argothair, my question was talking about the french and dutch pieces for the setup. Because I was wondering what units represent french and dutch so then I figured if it was like G40 where in the 1939 case if Germany attacks France then the french setup would activate then british units would then represent the french or if it was not like G40 and the starting setup is already there. Wouldn’t you get pieces mixed up because I only own 1941 and 1942.2 so I don’t have different types of units to represent the french and dutch. I know it sounds confusing.

    Maybe if you own an Italian set you could have Italy, and give Germany some extra ipcs to start with.

    Also wittmann, is that G40 setup your posting and is that 1943?


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    I did wonder, Frederick.
    It is a 1943 set up, after the failed Kursk offensive and the loss of North Africa.
    I think I just posted UK in another thread: what an idiot!



  • 1943 is not very popular as I think it is maybe Larry should make a version of it.

    I did see your mistake. 😉


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    : 34.
    2 Inf, Art, TK, AA, 2Ft amd BB.
    Scotland: Inf, FT and Tac.
    Tunisia: Inf, Art, Mech, Tk and FT.
    Egypt: 1 Inf (with an Anzac Inf).
    Pacific: 5 IPCs.
    West India: 1 Inf.
    India: 4 Inf, Art, 2AA, FT and Tac.
    SZ43: Sub.
    sZ41: Sub.
    SZ39: Cruiser, CV and FT.
    SZ94: BT, CR, DD and TT.
    SZ91: DD
    SZ98: DD.
    SZ119: BT, CR and DD.


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    Italy: 8.
    South: 2 Inf, AA and Ft
    North: inf, Art, Tank, AA, FT.
    Sicily: 1 Inf.
    Yugo (German controlled)1 Inf.
    Albania: 1 Inf.
    SZ95: Cruiser.
    SZ96: BT and Sub.

    Ansac: 10.
    NSW: 2 Inf and AA.
    Queensland: 2 Inf, Art and FT.
    Western: 1 Inf.
    NZ: 1 Inf and FT.  
    New Guinea: 1 Inf, with an American one.
    Egypt: 1 Inf.
    SZ37: Sub.
    SZ62: CR, DD and TT.

    France 0 (5).
    Algeria (US) and Morocco(US) 1 Inf each.
    Syria (French) 1 Inf.
    FWAfrica: (French) 1 Inf.
    UK: 2 Inf and FT.
    SZ72: DD.
    SZ83: CR.



  • @Argothair:

    Young Grasshopper, thanks for the kind words, and good luck with your renovations!

    When you have time, I’m curious to hear what kinds of game-play and strategies you are looking to get out of your 1943 scenario. Where do you see the game going, and what interests you about it? I’ve seen 1944 “fall of the Reich” scenarios where the Axis players ‘win’ if they stave off defeat longer than their historical counterparts, but I’ve never seen a 1943 scenario. If the game setup starts in spring 1943, after the surrender of Tunisia, after the German defeat at Kursk, and after the defeat of the Japanese navy at Midway, then how can the Axis hope to win? If the Axis are not supposed to win, will people really enjoy roleplaying that many turns of the Axis being pushed back to Berlin and Tokyo? What is it that you want the 1943 scenario to offer to players? (Evidently wittmann thinks he’s figured that out – you’ve got at least one loyal fan of your idea!)

    Hey Argo,

    You said spring 1943, is it possible to have a 1943 date and it be before Tunisia, Midway, and Kursk? My idea is simply for originality in the title as 1939, 1940, 1941, and 1942 have all been used in the titles of various varients.



  • Hey wittmann, good job so far and it looks like Libya and Tobruk are empty are they up for grabs?


  • 2019 2018 2017 2016

    You have some flexibility, Young Grasshopper, but not much. Let’s say you try a January 1, 1943 start date.

    At that point, the Americans had already gained naval dominance in the Pacific at the Battle of Midway back in the summer of 1942, and the Americans were massively outproducing the Japanese all through the summer and fall of 1942, so the Imperial Japanese Navy is going to be outnumbered roughly 2:1 vs. the US Pacific Fleet if you want any kind of historical realism. What the Japanese still had going for them was control of a middle and inner layer of defensive islands – you could give Japan some infantry and some land-based fighters on Iwo Jima, the Mariana Islands, Palau, and New Guinea, and you could leave the American transports back in Hawaii or even San Francisco, to show the difficulty in transporting troops over the entire Pacific Ocean.

    In Africa, the Allies have seized Morocco, Algeria, and Libya. You can leave Tunisia in German hands, but it wasn’t held very strongly – it’s not really a useful beachhead; the Germans couldn’t afford to reinforce it, much less counterattack, without dangerously draining forces needed to occupy France or occupy the Balkans. Even if you leave the Germans in Tunisia, with American, British, and French forces all converging on Tunis, it’s only a matter of time until Germany gets pushed out of Africa.

    On the eastern front, the Germans were crushed at the battle of Stalingrad, but they still held Rostov and the Caucuses in force, which makes for an interesting opportunity for the Germans to push forward. In real life, the Germans sensibly retreated from the Caucuses, but they could have doubled down with their last remaining reserves on the eastern front to try for Round 2 in Stalingrad, or to try to break into Persia and Iraq. The German front line at the time would have been something like Baltics - Belarus - Bryansk - Rostov - Caucuses. It’s a good front line, but the Russians are mustering a very large counterattack that will almost certainly break that line. The Germans could plausibly take Leningrad, Stalingrad, and maybe even Persia, but even if all of those battles went well, they would not have any realistic opportunities for breaking through to Moscow for at least another 4-6 turns, by which point the Allies are almost certainly sitting in Paris and Rome and threatening Warsaw.

    The Japanese could plausibly have crushed the Chinese resistance in 1943 if they had poured additional tanks into the region instead of reinforcing their barrier island chains; it’s unclear if that would have had any serious effect on the defense of Moscow. As accurately reflected on the 1940 Pacific map, Moscow is 7 turns away from the Japanese industrial complexes on the eastern coast of china – even if China were totally undefended, it’s hard for Japan to move significant forces all the way through China and into Russia.

    So, long story short, I think you could make an interesting game out of a January 1, 1943 starting setup, but you would need different victory conditions to give the Axis a chance at winning – maybe an economic victory condition, like the Axis win if they control 100 IPCs (I have no idea of the proper number), or something like that. The Axis could have made some major economic gains against the allies if they had a good year in 19432, but they just aren’t in a position to realistically assault more than a couple of victory cities in January 1, 1943, let alone in a position to conquer any Allied capitals.


  • 2019 2018 2017 2016 2015 '14 Customizer '13 '12 '11 '10

    Good assessment of the general war situation that existed in 1943, Argothair.  For an A&A game to be set in 1943, it would have to take one of two approaches: either realistically model the situation that existed in 1943 (meaning that the Axis would be in a worse starting position than in 1941 or 1942), or it would have to be some kind of alternate-history scenario (which could achieve game balance at the price of historical accuracy).

    That being said, 1943 does fall within the middle phase of WWII, so the date might still allow for a decent slugging match.  The period from 1939 to about mid-1942 was the period when the Axis was in the driver’s seat.  During 1944 and 1945, the Allies were clearly in the driver’s seat.  The period between those two time brackets was the “deep war” phase during which, from the Allied point of view, the Axis advance had been checked and partially rolled back but victory was by no means yet certain.  In Europe, Germany still had some strategic options open to it (as Kursk in 1943 and the Battle of the Bulge in 1944 were to show), but those options were much more limited than in 1942.  In the Pacific, Japan was in a somewhat worse position (it made no land conquests after its failed attempt at Guadalcanal), but it did have the resources for two major rolls of the dice at sea: the Battle of the Philippine Sea in June 1944 and the Battle of Leyte Gulf in October of the same year.

    Assuming one were trying to model historical reality accurately for a 1943 scenario, it would help to start as early in 1943 as possible because the problems for the Axis got worse and worse as the year progressed.  Just off the top of my head, I’d say that if I had to design a 1943 scenario, I’d pick February (specifically February 10) as my starting date: 8 days after the fall of Stalingrad and 1 day after Guadalcanal was declared secured by the Americans.  Those were two pivotal moments, so I’d choose mid-February 1943 in much the same way as Larry chose to start his Europe 1940 scenario right after the evacuation of Dunkirk.  I’m not sure what I’d do in terms of victory conditions or force allocations, but conceptually the date seems like a workable candidate.



  • Those are both great posts, thanks guys… I don’t have time tonight to respond in detail and I don’t want to hijack Argo’s thread, all I can say is the term 1943 “Deep War” would make an awesome game title.



  • Are we talking about the 1939 scenario in 1942.2 or are talking about 1943?


  • 2019 2018 2017 2016 2015 '14 '13 Moderator

    @Frederick:

    Hey wittmann, good job so far and it looks like Libya and Tobruk are empty are they up for grabs?

    They are UK controlled, sorry for the omission. (Remember I was working from a AAA map.)
    The Axis have no TTs and Italy’s fleet should not be able to defeat te joint Allied one. That was the plan, anyway!
    It probably makes for a boring game for the Axis, unless, like me, you are a weird masochist.


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