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G40 Historial Beta



  • Santa Bárbara, G40 Historical, play tested rules (Beta).
    Hello A & A Players: These are the house rules and variants that we are using at home with Axis and Allies Global 1940, to have more historical experience, in this first post, we write rules we play tested, in other posts of this theme we writhe rule ideas.

    X. Time: Historical research of the powers star locations at January of 1940 is the base for the game time. Round limit is 12, like the combat is considered each turn simultaneous for each power. Order of play for this 1940 January 1, have not change from the original game. There are two modes of play 1 with time historical restrictions or 2 without them.

    Round 01 January - June1940 (Game starts) Round 03 January - June 1941. U.S.S.R. enter the war in attack face. Finland pro Axis Activation Allowed. Round 04 July - December 1941. U. S. A enter the war in Attack Face. Mexico and Central America, pro allies activation allowed. Round 05 January - June 1942. Brazil and Ecuador pro Allies activation allowed. Round 06 July - December 1942. Modern Heavy Tank Production allowed Round 07 January - June 1943. Colombia pro Allies activation allowed. Round 12 July - December 1945 (Final round).

    XX. Victory Conditions: 3 modes of play.
    -Victory Cities: Same of the base global game for the axis and the allies.
    -Historical: Same of the base global game for the axis and the allies, but with year historical restrictions and game max duration is 12 rounds.
    -Fuel of War: Axis need to capture and retain 12 of the 25 important producing centers of natural petroleum, for 07 ROUNDS MAX.
    Recurso.jpg
    USA 182.657mt* (1 Western United States, 2 Central United States, 3 Eastern United States) USSR 29.700mt (4 Caucasus, 5 Soviet Far East) Venezuela 27.443mt (6 Venezuela) Iran 10.426mt (7 Persia, 8 Northwest Persia)
    Dutch East Indies 7.939mt (9 Sumatra, 10 Java, 11 Celebes, 12 Dutch New Guinea) México 6.721 mt (13 Southeast Mexico) Romania 5.764mt (14 Romania) Colombia 3.636mt (15 Colombia) Iraq 3.438mt (16 Iraq) Argentina 2.871mt (17 Argentina) Trinidad 2.844mt (18 West Indias) Perú 1.776mt (19 Perú) Arabian Peninsula 1.652mt (20 Saudi Arabia) Burma 1.088mt (21 Burma) Canadá 1.082mt (22 Alberta Saskatchewan Manitoba) Borneo 0.932mt (23 Borneo) Egypt 0.929mt (24 Alexandria) China 0.050mt (25 Yunnan*)
    *All Valor’s are in Millions of Metric tons, for the production of the year 1940, and not contemplate synthetic oil production.
    *We considered only locations with production over 0.900mt, for total production of 1940, but allowed Yunnan for valance.
    M1.OIL1940.jpg
    Base map by ImASithLord

    1. Neutrals
      Like in real war Persia is Pro axis, Colombia, Ecuador Liberia and Sierra Leona are pro allies. Persia have 2 more infantry, one in North and one in East, but one less in central. Colombia, Ecuador Liberia and Sierra Leona have one infantry for each one.
      Sense Romania join the war in 23 November 1940, Romania star as deactivated Pro axis with 4 infantry (NO tank).
      Sense Siam Kingdom (Tailandia) join the war in 25 January 1942, Siam star as deactivated pro axis with 2 infantry.
      Mexico, Southeast Mexico and Central America, star as deactivated pro Allies, and have one infantry each. But wen activated, only by USA that country gain one Fighter in Southeast Mexico instant of one infantry (this for symbolize the Mexican Pacific Expeditionary force) and in Central America gain one AAA (this for symbolize leant lease military aid for defense of the canal Panama Canal) together with the infantry. NOTE 1: If any other Allied power activate Mexican and Central American territories this NOT affect the USA national objective “defense treaty and trade obligations”. NOTE 2: USA have the control of the Panama Canal no matter if Central America is pro allied deactivated or in other allied control.
      If Brazil if activated only by USA, instant of 3 infantry, they have one fighter and one infantry.
      All neutrals who don’t have an army, win one infantry, Portuguese Guinea and Spanish Rio the Oro Gain one infantry each.

    Pro-Axis
    Siam: 2 Infantry.
    Persia: 1 Infantry, Northwest Persia: 1 Infantry, Eastern Persia: 1 Infantry
    Iraq: 3 Infantry.
    Romania: 4 Infantry
    Bulgaria: 4 Infantry
    Finland: 4 Infantry.

    Pro-Allies
    Mexico: 1 Infantry, Southeast Mexico: 1 Infantry
    Central América: 1 Infantry, Canal Counter.
    Brasil: 3 Infantry
    Colombia: 1 Infantry
    Eire: 1 Infantry
    Ecuador: 1 Infantry
    Liberia: 1 Infantry
    Sierra Leona: 1 Infantry
    Yugoslavia: 5 Infantry
    Greece: 4 Infantry

    Special Neutral
    State of Spain
    Spain: 6 Infantry, Rio de Oro: 1, Infantry Balears: Empty.
    People’s Republic of Mongolia
    Ulaanbaatar: 1 Infantry, Buyant-Uhaa: 2 Infantry, Dzavhan: 1 Infantry, Olgiy: 1 Infantry, Tsagaan-Olom: Empty, Central Mongolia: Empty.

    True Neutral
    Venezuela: 2 Infantry
    Peru: 1 Infantry
    Bolivia: 1 Infantry
    Paraguay: 1 Infantry
    Chile: 2 Infantry
    Argentina: 4 Infantry
    Sweden: 6 Infantry
    Switzerland: 2 Infantry
    Portugal: 2 Infantry, Portuguese Guinea: 1 Infantry,Portuguese Angola: 2 Infantry, Portuguese Mozambique: 2 Infantry.
    Turky: 8 Infantry.
    Saudi Arabia: 2 Infantry
    Afghanistan: 4 Infantry

    1. New territories in Mediterranean Sea: for France: Corsica Island, I. P. C. value of 0. For Spain: Balears Island, I. P. C. value of 0.
      We added a new territory, the last one for the mod, the Sweden’s island of Gotland, IPC 0. We add sea zone 128, Caspian Sea.
      IMG_20190528_135158.jpg IMG_20190528_120803.jpg

    2. New Victory City in Pacific: Vladivostok, in Amur
      IMG_20190503_060104.jpg
      M201011940.jpg
      Base map by ImASithLord

    3. New National Objectives:
      Allies - Russia: Theme: “Western Worker’s military aid”. When Soviet Union is at war, during the US and UK E- UK P turn, roll a die, 1 = 1 I. P. C., 2= 2 I. P.C., 3 = Mechanized Infantry, 4 = Artillery, 5 = Tank, 6 = Fighter. To deliver the aid: USA requires sea zone 6 and soviet far east not axis control. Units spawn in Soviet Far East. UK E, requires sea zones 126, 127 free of enemy units and Archangel not axis control. Units spawn in Archangel. UK P, requires All Persia and Caucasus in allied control. Units spawn in Caucasus. NOTE: If Moscow is in axis hands the objective is still in play
      Italy: Theme: “Mare Nostrum”. 5 I. P. C. if Axis control all: Corsica, Sardinia, Sicily, Malta, Crete and Chipre.

    4. Setup Modifications
      Italy have one Mechanized Infantry in Italian Somaliland and Air base in Sicily, URSS have one port in Armur and in sea zone (5) one cruiser, those for symbol Vladivostok, Malta have and Air base, France have one infantry in Indochina, Japan one Mechanized infantry in Kwansi.

    5. Units modifications:
      Anti-Air Artillery: Like in the real WW2 Battlefields, players can choose at the star of a battle if all AAA defend against land units or Air units. Against air, each AAA now use two dice at 1, no need to target, because real flak don’t select, fire only in one round of combat them they can only use as casualties , against land, each AAA defend with one dice at 1 in al rounds of combat, and use as casualties.
      Air Files and Sea Ports don’t star with built in AAA defenses, players need to buy them. Cost is the same as regular AAA, defense against Bombers is the same as the normal rules, cardboard counter (1,2cmx1,2cm)Anti-Air.jpg
      Transports: now they can defend against Fighters and tactical bombers, at 1. One dice per transport.

    6. New Unit Complex: Canal, in ww2 the two canals in allied control were of important value, now they can by bombard, and have a new card board counter (1,2cmx1,2cm). Max hit points is 6. Canal.jpg

    7. New Unit: Heavy Modern Tank Figure: I. S. S. U and Tiger from the 1941 AA Game, or custom card board counter. Cost: 8 I. P. C. Movement: 1. Attack: 4. Defense: 4. Special Abilities: (1) combined weapons, tactical bomber paired with heavy tank, tactical bomber attacks 4. (2) Combined weapons, infantry paired with heavy tank attacks 2. Restrictions: (1) Without Blitz. (2) Without Mech Infantry combined weapons (3) Round 06 1942, Modern Heavy Tank Production allowed, if played with events per year.
      61518775_2313082605622807_6564142369816444928_n.jpg

    8. Other rules
      -Industrial complex: (a) USA don’t upgrade for free the Industrial complex, wen enter the war, but gain War bonus tec. for free. (b) Wen enemy capture a territory with a Major Industrial Complex, the complex downgrade to a minor one, like in Alfa 2 official rule set. © If china capture, or retake, a territory, witch a factory, the factory take full damage.
      -Bombarding Panama and Suez canals: tactical and strategy bombers can damage it, 3 points goes inoperative, a maximum of 6 damage, 1 I. P. C. for fix 1 damage.
      -Spanish rule: in real life Franco’s Spain were not a full ally of Axis, but support Axis war with commerce and volunteers, so Spain never goes pro Allies unless a direct attack of Axis power, and goes full pro Axis if Allies make a direct attack; so, to symbolize the historical situation: "as long as there are allied units in continental France or Corsica, European Axis loses I. P. C to bank, one for Germany and one for Italy, if there are no units there, Germany and Italy have one I. P. C. for free from the bank. NOTE: If Axis control Spain territory this rule stops working. If Allies conquer Spain, Axis Europe surrender to the bank 2 IPC each round, one Germany, one Italy.
      Research: WE ADOPT THE Anniversary MECHANICS, we change the place of the technologies so they are more realistic to the dates. For now we want to test 2 ways, powers start without technologies gained, or start with a technology. For now we are using the first one.
      During the purchase stage, the research counter (scientific equipment) is purchased with a value of 5 I. P. C, however, it can only be roll BEFORE the purchase-repair stage of the game. A counter = a die.
      Research.jpg
      A roll of 1 - 5 is equal to failure: the counters can be preserved.
      A roll of 6 is equal to success. The list of technology is chosen, a die is rolled again. All counters are lost and must be bought again.
      NOTE 1: if you are in the year 1943 - 1946 you can continue choosing the list 1939 - 1942 if you wish). NOTE 2: If the capital falls, the counters must be handed over to the conqueror power, and the conqueror acquires the same technologies of the conquered. NOTE 3: China can only acquire AVENGED ARTILLERY. They can NOT keep counters after a failed roll.
      NOTE 4: UK-E and UK-P share the technologies, but they buy counters separated.
      Research_Chart_G40_Historical.jpg



  • @Valladares I like the idea of a dice for the transports. I was on the John Brown and the transports have eight 20mm cannons on each ship. The transports biggest fear was from subs, especially in the Atlantic.



  • @sealion thanks, and as you say is realistic.
    Other rule we play test is all AAA defend against land units like infantry does, one dice per unit at 1, but defender choose, or all defend against the air or against the ground.

    We want to test the our new rule of bobombarding canals, tactical and strategy can damange it, 3 poins goes inoperative, a maximum of 6 daamange, 1 IPC for fix 1 damange.

    Tokem for Panama and for Suez (1,2cmx1,2cm game measure)
    Ajust dimencions wen paste in word, for print
    Canal.jpg

    We made new tokens, wen paste in word, for print1,9cmx1,9cm game measure
    Danish Straits.jpg Dardanelles Strait.jpg Gibraltar Strait.jpg Panama Canal.jpg Suez Canal.jpg VictoryCityBack (2).jpg
    Mediun cuality decal paper works fine, art shops sell card board with the same thickness of the game.



  • @Valladares I like the idea if bombing canals.



  • @Valladares I like your idea/rule for bombing canals too. From your images, are you treating Straits like canals? Straits shouldn’t be able to be bombed (open relatively narrow waterways)…maybe mined though.



  • @Gisgo-XVII said in G40 Historial:

    @Valladares I like your idea/rule for bombing canals too. From your images, are you treating Straits like canals? Straits shouldn’t be able to be bombed (open relatively narrow waterways)…maybe mined though.

    Hello, no i’m not treating Straits like canals. Sorry if i make a confusion with the tokens. The Tokens are only for point out belonging to a team, the only canals for attack are Suez and Panama.

    PD: We make a new territory for France: Corsica Island. And a new 5 IPC National Objetive for Italian Kingdom, or Fascist Italy, “5 IPC if Axis control all: Corsica, Sardinia, Sicily, Malta, Crete and Chipre” Theme: Mare Nostrum



  • Thanks for the clarification.



  • @Gisgo-XVII no problema, i need to writte more carefuly, english is not my primary leguaje. Now, we want to make a new rule, one for Spain, in real life Franco’s Spain were not a full ally of Axis, but suport Axis war with comerce and volunteers, so Spain never goes pro Allies unless a direct attack of Axis power, and goes full pro Axis if Allies make a direct attack; soo, to symbolize the historical situation: "as long as there are allied units in continental France or corsica, European Axis losse IPC to banck, one for Germany and one for Italy, if there are no units there, Germany and Italy have one IPC for free from the bank.


  • 2018

    @Valladares I like your idea about Spain being pro axis and how you can collect, or lose, 1 IPC from the bank. We may try that one.


  • 2018

    @Valladares I just read the history of Corsica and WW2. Very interesting. Thanks for posting this.



  • @Guam-Solo Thanks, the place of birth of Napoleon need some love.
    We not yet have play test the Spain Rule or the Italian new Objetive, for now are ideas. “Oficial” house rules we play test post only in first mensaje. We thanks all feedback of any rule you want to use.



  • Hello, these are the ideas we are testing.

    1 - Time and events according to round
    Round 01 Sumer 1940 (Game Starts)
    Round 02 Winter 1940 Romania and Bulgaria activation allowed
    Round 03 Sumer 1941 USSR enter the war in attack fase, Finland activation allowed.
    Round 04 Winter 1941 USA enter the war in attack fase
    , Mexico, Central America, and Brasil, activation allowed.
    Round 05 Sumer 1942 Siam activation allowed. Ecuador become pro allies
    Round 06 Winter 1942 Hevy Tank Producción *
    Round 07 Sumer 1943 Colombia become pro allies
    Round 08 Winter 1943
    Round 09 Sumer 1944
    Round 10 Winter 1944
    Round 11 Sumer 1945
    Round 12 Winter 1945 (Game Ends)

    2 - Crude oil: a determined point in real war, the original game does not represent all the important places. Important Oil production places for the year 1940, in millions of metric tons:

    USA (Central United States) 182.657,
    USSR (Caucasus) 29.700
    Venezuela 27.443
    Iran (Persia, Northwest Persia) 10.426
    Indonesia (Dutch east indies) 7.939
    Mexico (Southeast Mexico) 6.721
    Romania 5.764
    Colombia 3.636
    Iraq 3.438
    Argentina 2.871
    Trinidad (West indies) 2.844
    Peru 1.776
    Saudi Arabia and Bahrein (Saudi Arabia) 0.727, 0.925 = 1.652
    Burma 1.088
    Canada (Alberta - Sakatchewan - Manitoba) 1.082
    Borneo 0.932
    Egypt (Egypt) 0.929
    Malaya ¿? remplace for Yunnan, Malaya was a importan center of ruber (Caucho) and not for crude oil, we made a error.

    For now we only represent with a token, for esthetic, we don’t agreed on a game mechanic yet, bonus Objetive or penalty for axis and/or Allies, or Victory Points. We use the old Battle Of the Bulgue counter, real size of the game to print in decal paper 1,9cm x 1,9cm. Recurso.jpg
    IMG_20190503_060003.jpg



  • WE ADOPT THE Anniversary MECHANICS, we change the place of the technologies so the are more realistic to the dates. For now we want to test 2 ways, powers start without technologies gained, or start with a technology. for now we are using the first one.
    The rules are:

    1. During the purchase stage, the research counter (scientific equipment) is purchased with a value of 5 I. P. C, however, it can only be roll BEFORE the purchase-repair stage of the game.
      A counter = a die
      Research.jpg
    2. A roll of 1 - 5 is equal to failure: the counters can be preserved.
      A roll of 6 is equal to success. the list of technology is chosen, a die is rolled again. All counters are lost and must be bought again.

    NOTE 1: if you are in the year 1943 - 1946 you can continue choosing the list 1939 - 1942 if you wish).
    NOTE 2: If the capital falls, the counters must be handed over to the conqueror power, and the conqueror acquires the same technologies of the conquered.
    NOTE 3: China can only acquire AVANTED ARTILLERY. They can NOT keep counters after a failed roll.
    NOTE 4: UK-E and UK-P share the technologies.
    Research_Chart_G40_Historical_2.jpg


  • 2018 2017 2016 2015 '14 Customizer

    Ya this works. I would add when u lose a capital give them a chance to destroy there own tech



  • @SS-GEN well is an interesting idea to adapt in a mechanic. But technically it was more desirable for the countries to steal the technology instead of destroying it.
    Yes, historically sabotage existed to the research centers, it could be penalized the purchase of more counters or the dice roll, attacking the designated industrial complex that also serves as a research center, while the installation is damaged penalty is in place.
    The problem of destroying a technology is in the basic mechanics of the game, that indicates: once the technology is chosen, it is applied immediately in play. But if you have a mechanic who can over write this rule without breaking the game, I would love to listen to it, try it, and with your permission, adopt it.
    Research_Chart_G40_Historical.jpg


  • 2018 2017 2016 2015 '14 Customizer

    I can see a Tech facility being damaged by SBR attacks and losing some tokens but as sabotage by inf not likely to happen. It could be in game where you have elite inf 1 or 2 max on map only and C10 and can move 4-6 spaces and maybe doing a bombing attack but that’s another option.
    I mentioned destroying own tech research papers more or less so enemy can’t get a tech or all there tech. I can see what your saying as once you lose your Capital oh well now the enemy can gain 1-4 techs.
    In my game I use the techs you use in a 10 tree chart and some techs tweaked.
    Make this quick we use event cards for each country. So each deck has 22 cards. 2 cards u get a free tech token, 1 card saying you get a tech and 1 card a spy steals a tech.
    You only turn over 8-12 cards per game. So you may not get a tech for awhile. Can buy token for 5 icps. We had one game with 16 techs but never unbalanced the game. Not all techs good and some tweaks help. When spy steals a tech card comes up you can pick 1 tech from enemy from tech chart and keep.
    I’m mentioning this because you could add a spy to your game. Instead of 2 elites have it C6 for a spy and have max of 1 or 2 only on map and can move 4-6 spaces including sea zones and has to start in your capital. Or it can only move in sea zones to 2-3 on Transports. Speed or time is a factor here for spy where u can adjust it. Then when it reaches the tech facility than have a die roll where it needs to roll a certain number to steal a tech from enemy.
    Or if inf there at facility have it where if they don’t kill spy the spy steals a tech. If spy steals the tech then he goes automatically back to Capital or have it where you can try to kill the spy as he is moving to and from tech facility



  • @SS-GEN Yes, Tech facility being damaged by strategic bombing is an excellent mechanic, and losing counters of technology for damage too, would have to perform an equivalence between points of damage of the complex and lost counters. I see for example that only the Major Industrial Complexes can be designated as research centers as well.
    The idea of ​​creating new units, as spies, or others, at least personally concerns me, the idea in mind is not to make the modification in our mod / rules more complex.
    For example g1936 from H.B.G. with its new units, it is surprising and attractive, but it adds a lot of complexity, time game and costs (buying parts, creating counters, painting…), we test only a new unit, heavy tanks, whose models can be represented with 1941 pieces (low cost game in USA, no so to import to Costa Rica -he, he, he-) or with a counter below a normal tank,
    (heavy tank Movement 1, defense 4, attack 4, cost 8 I.P.C.)

    Note: Your idea of event cards that you use, type D-Day, sounds very interesting ¿where could I see the deck of cards?


  • 2018 2017 2016 2015 '14 Customizer

    I agree with all your saying. You could just add the spy and have just have them damage chip tokens or something to that affect. The cards I would need to take photos of and post.


  • 2018 2017 2016 2015 '14 Customizer


  • 2018 2017 2016 2015 '14 Customizer


  • 2018 2017 2016 2015 '14 Customizer



  • @SS-GEN nice, nice.
    I have some questions
    ¿You have a post whit the rules for use?
    ¿Is one card taken per country, per turn?
    ¿In which stage of the turn is the card taken?
    ¿Are any restrictions on taking cards?
    ¿Deck have a order or is ramdom?


  • 2018 2017 2016 2015 '14 Customizer

    Been using mine for 3 years now with tweaks. Spiced up the game more. Not that u want to add any to your game but options there. Brolie has 700 cards there. Maybe you could use a few in your game. Some of his or even smaller things that can happen.

    Anyway good luck



  • @SS-GEN ok, i look at them. Thanks man.


  • 2018 2017 2016 2015 '14 Customizer

    @Valladares said in G40 Historial Beta:

    @SS-GEN nice, nice.
    I have some questions
    ¿You have a post whit the rules for use?
    ¿Is one card taken per country, per turn?
    ¿In which stage of the turn is the card taken?
    ¿Are any restrictions on taking cards?
    ¿Deck have a order or is ramdom?

    1. I have a file but not up to date. Would change cards as we played.
    2. 1 card per country per turn at start of turn.
    3. Start of turn
    4. Cannot take cards
    5. Shuffle cards at start of game then draw randomly 1 at a time per turn per country and can use right away.
      So let’s say Russia receives a Tac Bomber they can use on that where ever it says to place

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