• @SS-GEN tanks for respond.

    I have seen almost all the deck of cards, and it’s very interesting. There are cards that could be integrated in the future. But it is a shame that they do not have a number to indicate which would be compatible with the MOD / house rules set, that we are creating.

    On creating new units, like the spy, after debate with my two friends, we believe that the MOD must be simple, and that the only new unit is the heavy Tank.
    Statistics of the Heavy Tank unit.
    Figure: ISSU and Tiger from the 1941 AA Game. (or card board counter)Hevy Tank Allies.jpgHevy Tank Axis.jpg
    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) Round 06, Winter 1942, Modern Heavy Tank Production allowed, if played with events per year.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    That works. As you know go slow with group on adding stuff. So your saying can’t build tigers or h tanks until T6 Winter in your game ?
    I have to double check again because I have tigers being built in 42 spring summer season for me.
    As for the cards yes that is a good option to put on hold until group is ready


  • @SS-GEN hello.
    In tropico there is only summer (“dry”) and winter (rainy), we will change that vision in the final document, for January to June, and July to December, each round represents 6 months, and although there is an order of players, like the combat is considered simultaneous.
    If you were going to put stations to apply restrictions for climate, you would have to go through tropic and equator lines, because the stations are inverse in the emisphere and in the center there are only 2 instead of 4 stations. The climate is an interesting mechanism to represent, but we are not going to include it because make to heavy the mod.

    The heavy tanks existed from the beginning of the war, but we want to highlight the modern heavy tank, that is, the practical one, and we believe that the first is the Panzerkampfwagen VI H, which left the factory on August 15, 1942.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Right know we just have tigers and kvs in game.
    Ya can’t remember if I mentioned weather in game and some in event cards.
    Basic for all is game based on
    42 monsoon. T1
    Rasputita. T2
    Winter. T3
    43. Monsoon. T4
    Rasputita. T5
    Winter. T6
    44 so on game ends by 45 winter if it goes that long
    Each turn is like 4 months


  • @SS-GEN Climate is a nice idea, but for now we dont want to make to complex the rules/mod. But i like all your ideas.
    Now this are the last of the rules. Now we need to make the charts of the IPC and start locations as in 1940, Balance in China Asia need some debate and test, because China Control most of the following provinces in 1940 Kiangsi and kwangsi, Tailandia (Siam) star deactivated pro-Axis.

    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)

    Victory Conditions: 3 modes of play.

    1. Victory Cities: Same of the base global game for the axis and the allies.
    2. 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.
    3. Fuel of War: Axis need to capture and retain 12 of the 25 important producing centers of natural petroleum, for 07 ROUNDS MAX.

    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 balance.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Where did you get your oil producing list for these countries. There’s a few I saw maybe right that I have are not. Not that it matters here. Just asking.

    I do like your 3 option for a axis win. VC ok up to a certain point. Make the axis get most of total resources and control by a certain turn or holding what ever your conditions are for a turn. My game based on VC worth points and the axis can get up to 4 different things of control for 1 Bonus point that goes with your VC points total.

    1. Axis total income 1 bonus point
    2. Middle East oil 1 bonus point
    3. Control 3 Dutch Islands for Oil and refineries 1 bonus point
    4. Control 4 Dutch Islands/Maylay for Oil, Refineries and Rubber 2 bonus points

    The goal is to give Japan more options for a win instead of just sitting there and doing nothing while Germany has to do all the work. Also it’s to get US to spend 60/40 or 50/50 for both sides like war was. If they go one side then Japan cleans up and vice versa. Remember to in my game I have 3 island group NOs that you can receive 5 icps per group. Now Japan has to come off Asia more, can’t blitz Moscow (have movement of 1 for all motorized units in Siberia and Asia.) rule and Japan has tank restriction buys. Japan can go and try to get Calcutta too for 2 VC points but still need to get a few islands for money and prevent US from getting to many island NOs. Japan should have to win by getting the oil they worth money and to help win the game. Just throwing ideas at ya from my game.


  • @SS-GEN No problem. Sources 1. The Pacific War Online Encyclopedia https://pwencycl.kgbudge.com/O/i/Oil.htm 2.https://wayback.archive-it.org/6321/20160901222852/http://digital.library.northwestern.edu/league/le0280ah.pdf
    -Leon in the trenches-, has a video, in YouTube, where he explains rules for making rules, we have taken as an example.
    The idea of this Mode / house rules, is to offer a historical 1940 Start, conserving the scale, without diminishing too much the strategic options, and adding few material elements.
    Now, I see your point, about the options in Japan. In 2 of the “5” tests, Japanese loses in the long run (by production as in real life), if China and USA play well.
    If Germany and Italy manage to defeat Russia and defend Egypt, it is won by cities in Europe.
    The tests have been solo and in group, 2 in group (Axis 1 allies 1, win ratio) 3 alone (Axis 2 Allies 1), we want to go through all the rules (and a victory condition) once we have decided on the placement of units in Asia. To make the final post and PDF file.
    Then, with time, make an arrangement of pieces for 1 Sep. 1939, and a modification for 1942 oficial Start.
    Obviously we are 100% open to corrections, ideas and analysis. Especially because Spanish is our language, and we know that asistid translation can make the rules confusing. I have a level (CEFR) B2 + in reading and C1 in listening, but A- in grammar, so I apologize for my writing errors.


  • @Valladares
    Ya I’ll check that out and post more of your game tests and or results.


  • Holy crap. That is some awesome stats for resources there.

    I do have in game you can convoy raid an oil derrick or refinery for representing oil tankers and SBR both too from air.


  • @SS-GEN nice idea to add to a mode, or house rules, that represents petroleum resources, or resources centers, would be treated as facilities, with their determined points of impact, their cost of repair and penalties.
    I do not see that my friends accept that the oil production sites can be bombed, because it would be necessary to create more rules … -ha, ha, ha-


  • @Valladares said in G40 Historial Beta:

    @SS-GEN nice idea to add to a mode, or house rules, that represents petroleum resources, or resources centers, would be treated as facilities, with their determined points of impact, their cost of repair and penalties.
    I do not see that my friends accept that the oil production sites can be bombed, because it would be necessary to create more rules … -ha, ha, ha-

    Lol
    But that is part of the Dutch island oil. Japan has to protect and defend it too. So makes them deal with more stuff off Asia and you want the 7 icp islands with refineries (worth 2 icp owned) for the money which they should have to fight over plus now they have to deal with US Anzac and Fec SBR raids or sub convoy raids.


  • @SS-GEN said in G40 Historial Beta:

    Holy crap. That is some awesome stats for resources there.

    I do have in game you can convoy raid an oil derrick or refinery for representing oil tankers and SBR both too from air.

    Yea that was a good read : )


  • @barnee I’m glad to see the sources are useful for all.
    Soon I will be placing the order of the troops. We searched, compared and discussed, its location for January 1, 1940, always attached to the original game frame.
    I can tell you that ANZAC has no troops in Africa, they arrived in significant form by the end of the 40s, and their first operation in 41 in Greece. China controls Kwangsi, since it expels Japan almost entirely in its offensive of the late 39; China controls Kiangsi.
    We are debating if an attack by the British empire or Anzac, on Siam (Thailand) would be considered an unproven attack on Japan. ¿What do you think?IMG_20190518_152823.jpg

  • 2023 '22 '21 '20 '19 '18

    heh heh nice :+1:

    yea idk if the Brits attack Siam, I guess it’d be basically a counterattack after Japan whacks the French, then I’d think Japan would be all over them. Not sure if i quite understand the question.

    Don’t know if this will help, but some guys made a game called" World in Flames" that is highly touted for it’s historicity. Sadly, I’ve never played it, but may be worth checking out to see how they had forces/resources set up.

    Good action here. Keep us updated : )


  • @barnee OK, I’m going to inquire about the game. The Historical start of 1940 OIL1940.jpg
    Base map by ImASithLord https://www.reddit.com/r/AxisAllies/comments/73lpgi/axis_and_allies_global_1940_map_made_with_paint/?st=jvvq5t8x&sh=680c5a44


  • If you are starting in 1940 Siam is neutral with Siam roundel which you have on map is correct but not a pro axis neutral. I know about the treaty and such but japan did attack them on dec 8 41 and then signed treaty dec 21 41.
    And if UK or Anzac does attack Siam it’s not a war with Japan


  • @SS-GEN Yes, you’re right, if UK, or ANZAC, attack Siam it’s not a UNPROVOKED attack to Japan. Siam attacked Malaysian positions and territories of France in Indochina, in 1940. We will leave it as pro-axis for gameplay, but if you play with historical events, they could by activated until round 4.

    This is the initial configuration of troops we are testing. We did a little research, and we believe that this is a good aproximation. If there are errors or suggestions, you may feel free to put them.

    Germany (3° German Empire) 27 I.P.C.
    Germany: 11 Infantry, 3 Artillery, 3 AA, 1 Tactical Bomber, 2 Strategic Bombers, Major Industrial Complex.
    Western Germany: 3 Infantry, 4 Mechanized Infantry, 1 Artillery, 3 AA, 2 Fighters, 3 Tactical bombers, Air Base, Naval Base, Major Industrial Complex.
    Denmark: 2 Infantry.
    Norway: 3 Infantry, 1 Fighter
    Holland/Belgium: 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
    Greater Southern Germany: 6 Infantry, 2 Artillery, 3 tanks
    Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
    Poland: 3 Infantry, 1 Tank, 1 Tactical Bomber
    Sea Zone 103: 1 Sub
    Sea Zone 108: 1 Sub
    Sea Zone 113: 1 Battleship, 1 Sub.
    Sea Zone 114: 1 Transport, 1 Cruiser
    Sea Zone 117: 1 Sub
    Sea Zone 118: 1 Sub
    Sea Zone 124: 1 Sub

    Soviet Union (Union of Socialist Soviet Republics) 37 I.P.C
    Karelia: 2 Infantry
    Archangel: 1 Infantry
    Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 2 AA Guns, 1 Airbase, 1 Major IC
    Volgograd: 1 tank, 1 Mech Infantry, 1 Minor IC
    Caucasus: 2 Infantry, 1 Resource marker.
    Bessarabia: 2 Infantry
    Western Ukraine: 1 Infantry, 1 Artillery
    Eastern Poland: 2 Infantry
    Baltic States: 3 Infantry
    Belarus: 1 Infantry
    Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 2 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Vyborg: 3 Infantry
    Ukraine: 3 Infantry, 1 Minor IC
    Amur: 5 Infantry, 1 Mech Infantry, 1 Tank, 1 Fighter, 1 AA Gun, 1 Naval Base
    Sakha: 2 Infantry
    Buryatia: 6 Infantry, 1 AA Gun
    Siberia: 2 Infantry
    Soviet Far East: 2 Infantry, 1 Resource marker
    Sea Zone 5: 1 Cruiser
    Sea Zone 115: 1 Cruiser, 1 submarine
    Sea Zone 127: 1 Sub

    Japan (Empire of Japan) 23 I.P.C.
    Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bomber, 3 AA Guns, 1 Airbase, 1 Naval Base, 1 Major IC
    Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 1 Tank, 3 Fighters, 2 Tac Bombers
    Palau Island: 1 Infantry
    Formosa: 2 Infantry, 1 Artillery, 1 Fighter
    Shantung: 2 Infantry, 1 Artillery
    Iwo Jima: 1 Infantry
    Jehol: 2 Infantry, 1 Artillery
    Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base.
    Okinawa: 1 Infantry, 1 Fighter
    Kiangsu: 2 Infantry, 2 Artillery, 1 Mech Infantry, 1 Fighter, 1 Tac Bomber.
    Korea: 4 Infantry, 1 Fighter
    Hainan: 2 Infantry, 1 Artillery
    Sea Zone 6: 2 Sub, 2 Destroyers, 2 Carriers each with 1 Tac & 1 Ftr., 1 Cruiser, 1 Battleship, 1 Transport.
    Sea Zone 19: 1 Sub, 1 Battleship, 1 Destroyer, 1 Transport
    Sea Zone 20: 1 Cruiser, 1 Transport.
    Sea Zone 36: 1 Transport, 1 Destroyer, 1 Carrier w/ 1 Tac & 1 Ftr.

    United States of America 48 I.P.C.
    Western US: 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Fighter, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC, Resource, Marker.
    Hawaiian Islands: 2 Infantry, 2 fighters, 1 Airbase, 1 Naval Base.
    Philippines: 2 Infantry, 1 fighter, 1 Airbase, 1 Naval Base.
    Midway: 1 Airbase
    Wake Island: 1 Airbase
    Guam: 1 Airbase
    Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC, Resource Marker.
    Central United States: 1 Infantry, 3 Mech Infantry, 1 Tank, 1 Bomber, 1 Minor IC, Resource Marker.
    West Indies: Resource Marker
    Sea Zone 26: 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
    Sea Zone 10: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, Carrier w/Tac & Ftr
    Sea Zone 35: 1 Destroyer, 1 Submarine
    Sea Zone 101: 1 Cruiser, 1 Transport.

    China (Nationalists, Communists and Warlords, Chinese Alliance) 14 I.P.C.
    Szechwan: 2 Infantry and one fighter
    Yunnan: 2 Infantry
    Kweichow: 2 Infantry
    Shensi: 2 Infantry
    Suiyuyan: 2 Infantry
    Chahar: 2 Infantry
    Anhwe: 2 Infantry
    Kiangsi: 2 Infantry
    Kwangsi: 1 Infantry, 1 Artillery.

    United Kingdom Europe (British Empire) 28 I.P.C.
    United Kingdom: 2 Infantry, 1 Mechanized Infantry, 4 AA, 2 Fighters, 1 Strategic Bomber, Air Base, Naval Base, Major Industrial Complex
    France: 1 Artillery, 1 Tank
    Scotland: 2 Infantry, 1 AA, 1 Fighter, Air Base
    Iceland: Air Base.
    Greendland: Control Marker
    Quebec: 1 Infantry, 1 Tank, Minor Industrial Complex
    Ontario: 1 Infantry, 1 Artillery
    New Brunswick Nova Scotia: Naval Base
    Alberta, Sakatchewan, Maritoba: Resource Marker.
    Gibraltar: 1 Fighter, Naval Base
    Malta: 1 Infantry, 1 AA, 1 Fighter, Air Base.
    Alexandria: 2 Infantry, 1 Artillery, 1 Tank, Resource Marker.
    Egypt: 2 Infantry, 1 Mechanized Infantry, 1 Artillery, Naval Base, Canal Marker.
    Anglo-Egyptian Sudan: 1 Infantry
    British Somalia: 1 Infantry.
    Union of South Africa: 2 Infantry, Naval Base, Minor Industrial Complex
    Sea Zone 71: 1 Destroyer
    Sea Zone 91: 1 Cruiser
    Sea Zone 98: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Aircraft Carrier (Carrying 1 Tactical Bomber)
    Sea Zone 106: 1 Transport, 1 Destroyer
    Sea Zone 109: 1 Transport, 1 Destroyer
    Sea Zone 110: 1 Cruiser, 1 Battleship
    Sea Zone 111: 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Submarine.

    United Kingdom Pacific (British Far East Command) 17 I.P.C.
    Kwangtung: 2 Infantry, 1 Naval Base
    Burma: 2 Infantry, 1 Fighter, Resource Marker.
    Malaya: 3 Infantry, 1 Naval Base.
    Borneo: Resource Marker.
    India: 6 Infantry, 1 Artillery, 3 AA Guns, 1 Fighter, 1 Tactical Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
    West India: 1 Infantry
    Sea Zone 37: 1 Battleship
    Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport.

    Italy (Italian Kingdom) 10 I.P.C.
    Northern Italy: 2 Infantry, 2 Artillery, 1 tank, 1 Bomber, 2 AA Guns, 1 Major IC
    Southern Italy: 7 Infantry, 2 Fighters, 2 AA Guns, 1 Naval Base, 1 Airbase, 1 Minor IC
    Albania: 2 Infantry, 1 tank
    Italian Somaliland: 1 Infantry
    Ethiopia : 2 Infantry, 1 Mech Infantry, 1 Artillery
    Libya: 2 Infantry, 1 Artillery
    Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank.
    Sicily: Air Base.
    Sea Zone 95: 1 Destroyer, 1 Cruiser, 1 Sub, 1 Transport
    Sea Zone 96: 1 Destroyer, 1 Transport
    Sea Zone 97: 1 Cruiser, 1 Battleship, 1 Transport

    ANZAC (Australia and New Zealand Army Corps) 10 I.P.C.
    New South Wales: 3 Infantry, 1 AA gun, 1 Minor IC, 1 Naval Base.
    New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
    Queensland: 3 Infantry, 1 AA gun, 1 Fighter, 1 Airbase, 1 Naval Base.
    Malaya: 1 Infantry, 1 Artillery.
    Sea Zone 37: Destroyer, 1 Transport.
    Sea Zone 62: 1 Destroyer, 1 Transport.
    Sea Zone 63: 1 Cruiser.

    France (Republic of France) 19
    France: 6 Infantry, 1 Artillery, 1 Tank, 1 AA, 1 Fighter, Air Base, Major Industrial Complex
    United Kingdom: 2 Infantry, 1 Fighter
    Normandy/Bordeaux: 1 Infantry, 1 Artillery, Naval Base, Minor Industrial Complex
    Southern France: 1 Infantry, 1 Artillery, Naval Base, Minor Industrial Complex
    French West Africa: 1 Infantry.
    French IndoChina: 1 Infantry.
    Morocco: 1 Infantry
    Algeria: 1 Infantry
    Tunisia: 1 Infantry
    Syria: 1 Infantry
    Sea Zone 91: 1 Destroyer, 1 Transport.
    Sea Zone 93: 1 Destroyer, 1 Cruiser
    Sea Zone 105: 1 Cruiser

    M201011940.jpg

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Ok if you want it to be pro axis.
    History wise Japan did Attack Siam for 2 days on Dec 8 1941. Then on Dec 27 41 signed treaty so they were allowed to go thur and attack maylay and other country.
    I believe there was a ton of guerilla inf resistances. I could add a event card where they could pop up like they did in Philippines had. I do have an event card for US for that action.
    But getting back if Japan wants Siam I believe they should have to attack it first period to get any icps for territory and use.
    The real and correct way would be Japan needs to attack Siam for 1 round of combat then signs treaty and gets it.
    Setup for Siam should be 2 inf 1 fig


  • @SS-GEN said in G40 Historial Beta:

    History wise Japan did Attack Siam for 2 days on Dec 8 1941. Then on Dec 27 41 signed treaty so they were allowed to go thur and attack maylay and other country.
    I believe there was a ton of guerilla inf resistances. I could add a event card where they could pop up like they did in Philippines had. I do have an event card for US for that action.

    James Dunnigan’s book Victory at Sea: World War II in the Pacific has an interesting section on Siam/Thailand’s odd and complicated situation in WWII. As I recall (I don’t have the book in front of me right now), Siam had an authoritarian leader who was was willing to collaborate with Japan, but there were also pro-Allied elements in the government, in the population at large, and in the diplomatic service abroad. If I remember correctly, for example, Siam technically declared war on the US and/or the UK, but the US and the UK ignored the declaration, either because the Siamese ambassabors refused to pass the declaration along to them or because the US and the UK refused to receive it. And the Allies supposedly got a lot of intelligence during the war from the pro-Allied Siamese factions.


  • Thanks Marc. Ha ha now it’s pro allies.
    I read where yes to what your saying but then I maybe wrong but I thought I read that there were 150,000 guerilla resistance people that just kept causing havoc for Japan ?

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

30

Online

17.0k

Users

39.3k

Topics

1.7m

Posts