The problem with 1936 is that Com China is so weak at the start of 1936 that KMT can easily destroy them within two turns and USSR can’t do anything about it since they can’t Lend-Lease due to Com China not boarding USSR.
Global 40 Free For All
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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.