Global 40 Free For All



  • My friend and I have been developing some rules for a Free For All on the Global 40 Board. Each country has a special unit and unique national objectives. Here is a rough outline, let me know what you think:

    Countries:
    Germany - 30 IPCs - Blitzkrieg Ability
    Russia - 37 IPCs - Movable Factories & Factories placeable anywhere (movement of 1)
    Japan - 26 IPCs - Yamato (24 IPCs, 3 hits to kill, 4 - 4 combat value)
    America - 52 IPCs - Marines (4 IPCs, 2 - 2 combat value, +1 attack during amphibious assaults, destroyers & cruisers have can carry 1 each similarly to a transport)
    Communist China - 4 IPCs - Cavalry (4 IPCs 2 - 1 combat value, can move two spaces, no blitz)
    China - 9 IPCs - Cavalry (4 IPCs 2 - 1 combat value, can move two spaces, no blitz)
    United Kingdom - 21 IPCs - Commando (5 IPCs, 2 - 3 combat value, can be paradropped by a bomber in which the first hostile territory the bomber goes over it has to be dropped, or can just be a noncombat)
    Italy - 10 IPCs - Armoured Car - (5 IPCs, 3 - 2 combat value, can blitz)
    ANZAC - 10 IPCs - Commando
    Canada - 7 IPCs - Commando
    India/FEC - 17 IPCs - Gurkhas (4 IPCs, 2 - 3 combat value)
    France - 19 IPCs - Fortifications (5 IPCs, up to 3 per territory, +5 IPCs for every existing fortification in the territory, enemy armies cannot blitz through and enemy infantry cannot pair with artillery)
    Netherlands - 12 IPCs - Colonial Infantry - (3 IPCs, can place in any originally owner territory)
    Middle East - 8 IPCs - Jihad - Does not have to wait a turn after declaring war
    Nordic States - 5 IPCs - Finnish Winter Soldiers - (3 IPCs, 1 - 3 combat value, no enemy blitz)
    South American Federation - 8 IPCs - T-Boats (4 IPCs, can carry 1 unit, 3 movements)

    Rules:
    Ideally each country is controlled by one player.
    All nations begin at peace; war takes 1 turn to declare.
    Each country has its own national objectives.
    Some units have been changed around with the setups; however, the majority of the setups have remained the same.
    If you conquer a country you may choose to puppet a portion of it.
    There are no pre-established alliances.
    When two nations are at peace they gain a trade bonus.
    Countries may form alliances, non-aggression pacts, request military access, declare war, and lend lease.
    Oil derricks give the controlling power 1D6 roll of IPCs.


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