1940 SCENARIO FOR AXIS & ALLIES 1942 SECOND EDITION MAP
Overview:
This scenario is loosely modeled on a May 1940 start date, with Germany firmly in control of northern Europe, but before the invasion of France and well before the start of the Barbarossa campaign against Russia. Japan has recently occupied the Dutch East Indies, but has not yet attacked Pearl Harbor, the Philippines, or French Indochina. France, Italy, and China are all modeled as their own independent nations with their own armies and economies. Compared to the official setup, the map starts with somewhat fewer pieces on the board, giving players more of a chance to shape their distribution of forces. As with most Axis & Allies maps, the Axis must quickly conquer enough territories to sustain an economic advantage before the Allies can organize a proper defense.
Turn Order:
France -> Italy -> Britain -> Germany -> Russia -> China -> Japan -> USA
Starting Bids:
Some countries have a “starting bid” of either a fighter or a factory. Before the game starts, each player must select one of the territories he or she controls, and place his or her starting bid in that territory. The bids are placed using the turn order.
Canal Rules:
Your team must control Central America to move ships through the Panama Canal.
Your team must control Egypt to move ships through the Suez Canal.
Your team must control at least one of Norway and Northwest Europe to move ships between the North Sea and the Baltic Sea.
Any player’s ships may move between the Central Mediterranean and the Black Sea.
Soft Neutrals:
West Indies, Mexico, East Mexico, Brazil, Congo, Trans-Jordan, Persia, the Baltic States, New Guinea, the Caroline Islands, and the Solomon Islands are considered “soft neutrals.” At the start of the game, they are not owned by any power and do not provide income to any players. However, soft neutrals have no defenses, so any country may choose to invade and conquer them.
Other neutral territories, such as Turkey, Saudi Arabia, Spain, and Sweden, are considered “hard neutrals.” Just like in a normal game, no player may ever attack or pass through a hard neutral territory.
Peacetime Economies:
Russia and the United States start the game at peace. While at peace, these countries each suffer a -20 IPC penalty to their economy each time they collect income, and neither country may use its combat move to attack any Axis ships, units, or territories. Countries at peace may still attack soft neutral territories. The armed forces of countries at peace will still roll defensive dice as normal if they are in a territory or sea zone that is attacked by the Axis.
Russia will declare war against all of the Axis powers if its ships or territories are attacked by any Axis power. This immediately removes the -20 IPC penalty and allows Russia to attack Axis forces. In addition, Russia will collect a one-time 20 IPC bonus when it is attacked, which can be spent at the start of the Russia’s next turn. Note that merely attacking Russian armies or planes does not trigger a declaration of war. For example, if Russian infantry reinforce China, and Japan attacks China, that will not bring Russia into the war.
Similarly, America will declare war against all of the Axis powers if its ships or territories are attacked by any Axis power. This immediately removes the -20 IPC penalty and allows America to attack Axis forces. In addition, America will collect a one-time 20 IPC bonus when it is attacked, which can be spent at the start of America’s next turn. Note that merely attacking American armies or planes does not trigger a declaration of war. For example, if American fighters reinforce France, and Germany attacks France, that will not bring America into the war.
When Russia begins its third turn, if it has not already been attacked, then Russia will declare war on its own. This removes the -20 IPC penalty and allows Russia to attack Axis forces. However, Russia does not collect a 20 IPC bonus if it is not “sneak attacked.”
Similarly, when America begins its third turn, if it has not already been attacked, then America will declare war on its own. This removes the -20 IPC penalty and allows America to attack Axis forces. However, America does not collect a 20 IPC bonus if it is not “sneak attacked.”
Victory Conditions:
There are 18 victory cities: Washington, Ottawa, London, Paris, Rome, Berlin, Leningrad, Moscow, Cairo, Capetown, Calcutta, Chongqing, Shanghai, Tokyo, Manila, Sydney, Honolulu, and San Francisco. If the Axis ever simultaneously control 10 victory cities, then they immediately win the game. If, at the end of Japan’s eighth turn, the Axis still have not won the game, then the Allies immediately win the game.
Starting Setup:
France (13 IPCs)
Paris: Capital, Factory, AA gun, 3 infantry, 1 fighter
Morocco: 1 infantry
Algeria: 1 artillery
West Africa: [owned]
Equatorial Africa: 1 infantry
French Indochina: 1 infantry
Madagascar: [owned]
Western Mediterranean (SZ 14): 1 transport, 1 cruiser
Starting Bid: 1 Factory
Italy (7 IPCs)
Rome: Capital, Factory, AA gun, 1 infantry, 1 tank, 1 fighter
Southern Europe: 1 infantry
Libya: 2 infantry
Italian East Africa: 1 infantry, 1 artillery
Central Mediterranean: 1 transport, 1 submarine, 1 battleship
West Indian Ocean (SZ 33): 1 submarine
Britain (24 IPCs)
London: Capital, Factory, AA gun, 3 infantry, 1 artillery, 1 fighter
W Canada: [owned]
E Canada: 1 infantry
Egypt: 3 infantry
Sudan: [owned]
S Africa: 1 infantry, 1 artillery
India: 3 infantry, 1 artillery, AA gun
Malaya: 1 infantry, AA gun
W Australia: [owned]
E Australia: 1 infantry, 1 fighter
N Zealand: [owned]
Northwest Atlantic (SZ 7): 1 transport, 1 destroyer, 1 battleship
Eastern Mediterranean (SZ 17): 1 transport, 1 destroyer, 1 carrier, 1 fighter
Straits of Malacca (SZ 36): 1 destroyer
Tasmanian Sea (SZ 39): 1 transport, 1 cruiser
Starting Bid: 2 factories
Germany (19 IPCs)
Berlin: Capital, Factory, AA gun, 4 infantry, 2 artillery, 3 tanks, 2 fighter, 1 bomber
Poland: 2 infantry, 1 tank
Romania: 2 infantry, 1 artillery, 1 tank
Norway: 2 infantry, AA gun
Finland: 3 infantry, 1 artillery, 1 fighter
NW Europe: 1 infantry, 1 tank
Baltic Sea (SZ 5): 1 transport, 2 submarine, 1 cruiser
North Sea (SZ 6): 1 submarine
Starting Bid: 1 factory
Russia (28 - 20 = 8 IPCs)
Moscow: Capital, Factory, AA Gun, 3 infantry, 1 fighter
Caucasus: Factory, AA Gun, 2 infantry, 1 tank
West Russia: 1 infantry
Belorussia: 2 infantry
Ukraine: 2 infantry
Karelia: 2 infantry
Archangel: 1 infantry, 1 artillery
Novosibirsk: [owned]
Kazakh: 1 infantry
Vologda: 1 infantry, 1 tank
Evenki: [owned]
Yakut: 2 infantry
Buryatia: 2 infantry
Soviet Far East: [owned]
White Sea (SZ 4): 1 transport, 1 destroyer
Black Sea (SZ 16): 1 transport, 1 cruiser
Sea of Okhotsk (SZ 63): 1 submarine
Starting Bid: 1 factory
China (6 IPCs)
Szechuan: Capital, Factory, AA Gun, 3 infantry, 1 fighter
Sinkiang: 1 infantry
Anhui: 2 infantry
Yunnan: 1 infantry, 1 artillery
Kwangtung: 1 infantry
Japan (21 IPCs)
Tokyo: Capital, Factory, AA Gun, 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 bomber
Manchuria: 3 infantry, 1 tank, 1 fighter
Kiangsu: 2 infantry, 1 tank
Borneo: 1 infantry
East Indies: 1 infantry
Outer Japanese Sea Zone (SZ 60): 2 transports, 1 battleship, 1 carrier, 1 fighter
Chinese Sea Zone (SZ 61): 1 transport, 1 destroyer, 1 cruiser
Borneo Sea Zone (SZ 47): 1 transport, 1 destroyer, 1 carrier, 1 fighter
Starting Bid: 1 fighter
USA (34 - 20 = 14 IPCs)
Western US: Factory, 1 infantry, 1 artillery
Central US: 1 infantry
Eastern US: Capital, Factory, AA gun, 1 infantry, 1 tank, 1 fighter
Hawaii: 1 infantry, 1 fighter
Alaska: 1 infantry, AA gun
Central America: 1 infantry
Philippines: 2 infantry
San Francisco Bay (SZ 56): 1 transport, 1 carrier, 1 fighter
West Panama Sea Zone (SZ 19): 1 battleship
Long Island Sound (SZ 11): 1 transport, 1 destroyer
Manila Bay (SZ 48): 1 destroyer
I have only playtested this once, so it might need serious editing! All comments welcome. :-)