• @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 ?


  • @SS-GEN said in G40 Historial Beta:

    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 ?

    I’m not familiar enough about the subject to know if Siam had an appreciable guerilla movement or not. There are all sorts of things which were peculiar about Siam; I believe that, pre-war, it was the only genuinely independent nation in Southeast Asia, and I think that Japan technically “asked” Siam (more or less at gunpoint) to give it right of passage through its territory so that Japan could send forces from Vichy French Indo-China (where Japan had a presence) to Burma. Germany similarly wanted to traverse Spanish territory to attack Gibraltar from Vichy France, but opted to negotiate with Franco – ultimately unsuccessfully – rather than marching in first and asking for permission second (which is what I think happened in Siam). A further complication was that Siam had its own regional ambitions, as shown by the Franco-Thai War of 1940-1941.



  • Thanks for the information, we decided Siam will be Pro-Axis. And if you play with events per turn, Japan can activate it until round 4. For now, wen playing with turn-based events, Mexico, Central America, Ecuador, Colombia, Brazil, Siam, they are considered true neutrals until they enter the war; however, we want to implement the same restrictions for the other neutrals.
    For example, the countries of “Latin America”, except Argentina and Chile, signed a mutual defense treaty, supported by the USA.
    On the other hand, the Original rule with respect to true neutrals is unreal. What does it matter to Switzerland if Afghanistan was attacked by the UK or Japan? Why do all the neutrals turn to one side, when one of them is attacked? This is something that we want to modify.
    But for now here is the placement of the neutrals:

    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.
    Asian-Axis.jpg
    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
    Allies_2.jpg
    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, Angola: 2 Infantry Mozambique: 2 Infantry.
    Turky: 8 Infantry.
    Saudi Arabia: 2 Infantry
    Afghanistan: 4 Infantry

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

    Your question on why is if one Strict ( True) Neutral is attacked the rest join the other side.
    Yes This is wrong how some have this in the game. The way your game is going by using turns to add or change things is most of those neutrals will join allies at some point as war years go on. But as you mentioned you will get to that issue later.
    At least in my game you can attack any Strict Neutral or Influence them because both sides were doing it all the time. Just certain countries can influence certain Strict Neutrals. And if you get one in game on any turn helps a bit. Another little change you want in game to spice it up.
    For Mongola that should be Pro- Russia only. Russia should be able to just walk in there an activate them. Up to you how much you make territories worth and how many ground pieces in there army. They weren’t no push overs. My game I just have 2 territories worth 1 icp each and 1 inf each. Did you know they made most of the Russian winter coats for Russia ?
    Mongolians defended or stayed on alert for any Japanese attacks after they signed the treaty and the Stalin ordered all his Siberian or shock troops back to Moscow.


  • @SS-GEN Yes, I knew about the help of Mongolia in custody the border, but no the products,very interesting. I also think that it should be worth 1 IPC, Central Mongolia or Ulaanbaatar.

    There are errors that I do not understand how they happened to the editors of the game. Colombia, Peru, Dutch, New, Guinea, should be worth at least 2 IPC, for oil. Persia was to be pro-axis, or strict neutral, strict neutral Ireland, Mexico and central America as pro-allied… and no love for Corseca, no Sakhalin island. They are uncomfortable details that could be corrected with a little research, and this is the reason we created the house rules.

    Unfortunately I do not have the editing skills to create, Sakhalin, Malvinas and Cocos, islands. And an over map, to divide Yugoslavia, like the Historical Board Gamin one. There are many great ideas from them and from other players, like yours, the idea is to create a balance between history and acceptable complexity.

    That’s why we do not copy ideas like rail lines, which break the difference in the movements of the pieces, move factories, construction cycles for large units. We are clear on one thing, the scale, that is why ideas such as hospitals, pow camps, are very interesting, but they are for a small scale tactical game and not for large scale strategy one.

    One reason why we eliminate AAA from the facilities at start, is because they almost do not sufer attack in our games, now you have to buy the aaa (cardboard counter), and now we see more attacks in our games.

    PD: I am intrigued by your system to influence neutrals ¿how does the mechanics work?


  • @Valladares

    Here’s some peoples thoughts on neutrals if you’re interested.

    https://www.axisandallies.org/forums/topic/28180/should-we-make-better-rules-for-invadable-neutrals-1940

    I haven’t tried it myself but plan to at some point. I like how some of the more powerful nations are represented with units besides just infantry. Not saying you should implement it whole scale necessarily, just that you might get some ideas from it : )

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

    What Barney posted I have done to neutrals too as far as adding armies but not as much inf. Yes Spain and Turkey in my game have 11 inf each with a fig tank aa gun AB. Destroyer.
    In my game for strict neutral influence is where each country can only influence certain neutrals based on where they were at And which countries were trying to get to join them.
    So to influence Spain or Turkey cost you 10 icps
    And you roll a D20 die and on a 4 or less that strict neutral joins your side. If you get either one your inf are cut in half and you only get 6 plus the rest.
    To influence the other stricts it costa you 3 icps and roll same d20 die 4 or less then receive what ever army is there and yes you get the territories value added to your income.
    If you really want to get historic then some neutrals just join sides at time of war. A lot didn’t flip until 44. My way is to spice game up a bit every game and has a 30 to 40% games being different with all the other stuff added.
    Ya maybe I’ll tweak the neutrals more closer to 100% historic but I don’t see that happening soon.
    Testing new Cruiser BB AD values by using 2 different colored dice for each ship.


  • @barnee said in G40 Historial Beta:

    @Valladares

    Here’s some peoples thoughts on neutrals if you’re interested.

    https://www.axisandallies.org/forums/topic/28180/should-we-make-better-rules-for-invadable-neutrals-1940

    I haven’t tried it myself but plan to at some point. I like how some of the more powerful nations are represented with units besides just infantry. Not saying you should implement it whole scale necessarily, just that you might get some ideas from it : )

    Thank you very much for the information, i check the post, there are many interesting ideas that we adopt.

    Increase the army of neutrals and the value of some territories.

    IMG_20190528_143234.jpg IMG_20190528_135238.jpg IMG_20190528_135158.jpg IMG_20190528_121001.jpg IMG_20190528_120803.jpg

    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.


  • @SS-GEN said in G40 Historial Beta:

    What Barney posted I have done to neutrals too as far as adding armies but not as much inf. Yes Spain and Turkey in my game have 11 inf each with a fig tank aa gun AB. Destroyer.
    In my game for strict neutral influence is where each country can only influence certain neutrals based on where they were at And which countries were trying to get to join them.
    So to influence Spain or Turkey cost you 10 icps
    And you roll a D20 die and on a 4 or less that strict neutral joins your side. If you get either one your inf are cut in half and you only get 6 plus the rest.
    To influence the other stricts it costa you 3 icps and roll same d20 die 4 or less then receive what ever army is there and yes you get the territories value added to your income.
    If you really want to get historic then some neutrals just join sides at time of war. A lot didn’t flip until 44. My way is to spice game up a bit every game and has a 30 to 40% games being different with all the other stuff added.
    Ya maybe I’ll tweak the neutrals more closer to 100% historic but I don’t see that happening soon.
    Testing new Cruiser BB AD values by using 2 different colored dice for each ship.

    Interesting idea to adapt to a dice 6. In our modification we only add countries until 1943, historically. In normal mode the aligned neutrals can be activated from the first turn by powers that are legally at war. Since many countries joined the allies at the end of 44 or 45, because they were the winning team, and wanted to get a benefit of post war. In a game where the axis is winning in turn 10, ¿why Argentina or Turkey, would join the allies? Has no sense.

    I have adopted your idea of Mongolia, we have decided to give a value of 1 IPC to the capital.
    IMG_20190528_143314.jpg
    Here I leave you an information that you can use for sea routes and combois.
    52b1be3669bedd3277be02d8-1334-805.jpg


  • @Valladares said in G40 Historial Beta:

    @barnee said in G40 Historial Beta:

    @Valladares

    Here’s some peoples thoughts on neutrals if you’re interested.

    https://www.axisandallies.org/forums/topic/28180/should-we-make-better-rules-for-invadable-neutrals-1940

    I haven’t tried it myself but plan to at some point. I like how some of the more powerful nations are represented with units besides just infantry. Not saying you should implement it whole scale necessarily, just that you might get some ideas from it : )

    Thank you very much for the information, i check the post, there are many interesting ideas that we adopt.

    Increase the army of neutrals and the value of some territories.

    IMG_20190528_143234.jpg IMG_20190528_135238.jpg IMG_20190528_135158.jpg IMG_20190528_121001.jpg IMG_20190528_120803.jpg

    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.

    I think I have the Gotland Island too. The Caspian Sea yes. Did you know that was a route for lend lease for Russia ? They would truck everything to the sea and then transport it on ships if it couldn’t go by railroad or truck. I have all this in my game.


  • Sweet that you did the Mongolian update. Good luck with the game and post your results and future changes.


  • By chance do you have food charts just like the mineral charts you posted. I need to find out where China got all there wheat and rice from in Chinese territories. If it’s enough I m going to make it where if japan controls all of these Chinese resources I may make it s bonus point for axis towards game points for a win

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