Axis American Cold War Final Copy


  • Hello everyone!

    Here is the final copy for my Axis American Cold War. The setup chart is a little ways down the thread.

    Look it over and please provide me with feedback!

    Axis-American Cold War

    Turn Order:
    The Greater German Reich and (capital: Berlin)
    United States of America (capital: Washington)
    Empire of Japan (capital: Tokyo)
    Empire of Manchukuo (capital: Manchuria) use the 1940 China pieces and 1940 American pieces for artillery, mechanized infantry, and AAA
    Warlord Coalition (capital: none) use 1940 ANZAC infantry and artillery and grey chips for roundels
    New Roman Empire (capital: Rome)
    The Canada/Republic of West India (ROWI) Commonwealth (capital: Ottawa)
    Vichy France (capital: Paris)
    Soviet Russian Free States, or SRFS (capital: none. If Moscow is liberated, it becomes the capital)

    Timeline:
    1940: Germany wins the Battle of Britain, Britain falls to German invasion
    The Royal Navy manages to escape destruction and heads to Canada
    The remaining British forces in Egypt, Africa, and Southeast Asia refuse to accept surrender conditions and entrench

    1941: Germany invades the USSR, Operation Barbarossa begins
    Rommel’s joint German and Italian forces push the remaining British forces out of Africa
    The Battle of Moscow begins
    Japan attacks Pearl Harbour; the United States joins the war
    Japan invades Burma

    1942: Moscow falls, the USSR’s remaining armies retreat
    Japan invades India
    The US lose the Battle of Midway, Japan imposes terms
    Australia and New Zealand leave the war and declare neutrality
    Spain joins the Axis powers
    Vichy France is given full political control of France, Paris is once again the capital

    1943: Japan leaves the Axis powers; the Greater German Reich and New Roman Empire are formed
    East India falls to Japan, Japan imposes terms of the newly formed Republic of West India or ROWI
    The Kuomintang government of China surrenders
    Japan invades the USSR
    The Fascism International League (FIL) is formed between the Greater German Reich, New Roman Empire, Vichy France, Spain, and Finland
    The Second Battle of Moscow begins; the Russians are pushed back

    1944: Spanish and Vichy French forces and invade Nigeria, the Gold Coast, and Portugal
    The ROWI invades Madagascar
    The New Roman Empire invades Turkey and Saudia Arabia
    The Greater German Reich presses economic sanctions against the other FIL members
    The Greater German Reich and Empire of Japan impose terms on the USSR, now the Soviet Russian Free States or SRFS
    Argentina joins the FIL and the US sends forces to Brazil; South America is split between fascism and democracy/capitalism
    The Greater German Reich launches full production into Plan Z, building their first two aircraft carriers
    Japan gives Manchukuo control over half of China to manage the strain on their armed forces; the Manchukuo Imperial Army moves to engage belligerent warlords
    The Greater German Reich form a regional government in occupied Russia, capital Stalingrad (to spite the Russians 😉 ), to help maintain control in the region
    The Empire of Manchukuo declares war on Mongolia; the Soviet Russian Free States support Mongolia

    1945: WW2 officially ends. The Axis-American Cold War begins

    Alliances:
    Fascism International League (FIL): The Third Reich-New Roman Empire-Vichy France
    Allied Nations: United States- Canada/ROWI Commonwealth
    Empire of Japan and Empire of Manchukuo
    Soviet Russian Free States and Mongolia

    Winning the Game:
    The FIL wins if the United States turns fascist and Ottawa is occupied or the FIL occupies Washington
    The Allied Nations win if any of these conditions are met:

    1. The United States does not turn fascist at the end of the 10th round
    2. The Canada/ROWI Commonwealth liberate London or Calcutta
    3. The FIL powers reach half of their total starting income at any point in the game
      The Empires of Japan and Manchukuo win if any of these conditions are met
    4. The Empire of Japan has 4 more battleships and 3 times as many aircraft carriers than the United States in the PACIFIC REGION ONLY at the end of the 10th round
    5. Either the Empire of Japan or Empire of Manchukuo occupy San Francisco
    6. The Empire of Manchukuo (NOT the Empire of Japan) occupies all of Mongolia
      The Soviet Russian Free States win if they can liberate Leningrad, Stalingrad and Moscow
      The Warlords win if they control all of Interior China (all Chinese territories NOT part of the coastland) and Manchuria (the only coastline exception)

    A power is out of the game and becomes a strict, cannot-be-invaded power when its capital is occupied (this doesn’t apply for the Soviet Russian Free States and Warlords. They are out of the game when they lose al of their territories)

    Declaring War:
    Currently, the only wars are the ones between the Empire of Japan+Empire of Manchukuo and Soviet Russian Free States and Empire of Japan+Empire of Manchukuo and Warlords. In order to declare war, a power must either-
    a) Pay 40 IPCS
    b) Be attacked by a power not part of their alliance
    c) A member of their alliance is at war, allowing them to join the war in support

    NOTE: The FIL and Allied Nations may NEVER align with each other during the game.

    Fascism in America:
    Similar to the Red Scare, people in the United States are afraid that fascism will spread to the country. The Greater German Reich can purchase Fascism Tokens for 50 IPCs to place in Washington. Similarly, the US can remove a Fascism Token if they pay 50 IPCs. If 6 tokens are placed in Washington, the United States will become a member of the FIL and leaves the Allied Nations.

    Reich Russian Regional Government”
    The Reich Russian Regional Government is a secondary income for the Greater German Reich. The Greater German Reich cannot use its main income to purchase units and facilities in the Regional Government territories. The capital of the Reich Russia Regional Government Stalingrad.

    The Empire of Manchukuo:
    Can only build infantry, artillery, mechanized infantry, and AAA. The Empire of Manchukuo can control and use Japanese transports, but only if the Empire of Japan does not load units on it as well.

    Warlord Coalition:
    Formed by multiple Chinese warlords as well as the Communist Chinese Party and remains of the Kuomintang army. The Coalition resists the Manchukuo regime and their Japanese backing. The Coalition can only purchase infantry and artillery, and do not require a factory.

    Soviet Russian Free States:
    Even through the Soviet Russian Free States do not have a capital, they can build units ONLY in the Ulannbaatar minor factory. The Soviet Russian Free States cannot build any other factory, but still can build air and naval bases.

    Researching Technology:
    There are numerous different technologies which can be researched throughout the game. Each technology has 4 stages which need to be completed before they can be applied in-game. Pay 20 IPCs FOR EACH technology you want to research and roll three dice. If the results equal or exceed 20, the research is successful. Increase your stage on that research by one. You can research each type of technology ONLY ONCE per round. The Empire of Manchukuo, Warlords, and Vichy France cannot research technology.
    Note: Some technologies are exclusive to The Greater German Reich.

    Technologies:
    Long Range Jet Planes (German exclusive): Add +1 movement and +1 attack to all your fighters and +1 movement to all your tactical and strategic bombers. Apply this technology the round AFTER completing the research for this technology. The Greater German Reich is at Stage 3 for this technology.

    Silent Subs: Your submarines can now nullify the effects of destroyers in the same sea zone. Apply this technology the round AFTER completing research for this technology.

    Advanced Mechanized Units (German exclusive): Each of your mechanized infantry can pair with your tanks and have their attack increased to 3. Apply this technology the round AFTER completing this technology. The Greater German Reich is at Stage 2 for this technology

    Fast Assault Craft: Each of your transports can now participate in naval combat and have attack and defence values of 1. They can also carry 2 infantry units in addition to one other land unit. Apply this technology the round AFTER research for this technology.

    Advanced Anti-Aircraft Defence System: Every one of your AAA can now:
    Roll 6x the number of anti-aircraft OR
    Roll equal to twice the number of enemy aircraft, whichever is the lesser.
    Apply this technology the round AFTER completing research for this technology.

    Ballistic Missile: Fires from an operational airbase, 4 space range. Roll 2 dice and add together the results to determine damage. A power can only fire 2 per round. The Greater German Reich has already completed this technology.

    Atomic Bomb: Destroys all units and minor factories in the territory. Apply 5 damage to all air, naval, and major factories. No IPC value can be collected from that territory for 3 turns, as well as units cannot enter or fly over the territory for 3 turns. Carried by a bomber to target, you must pay 20 IPCs to attach the Atomic Bomb to the bomber. The bomber cannot have the Atomic Bomb attached to it for more than 1 turn. The Greater German Reich is at Stage 2 for this technology

    Atomic V2 Rockets (Greater German Reich only): Fires from an operational airbase, 3 space range. Destroys half of all units, rounded down, in that territory and deals 4 damage to all facilities. Remaining units cannot leave and units cannot enter or fly over the territory for one round, as well as no income value can be collected for that one round.

    Chemical Warfare: Target a single enemy territory bordering one of your territories. Remove half of all infantry in that territory rounded down and decrease the IPC value by 2 for one round.

    Bombing Raid Rules:

    • Tactical Bombers and Ballistic Missiles are the only units/technology which can take part in a raid. To conduct a raid, the attacking player will either:
      a) Move their bombers to the territory
      b) Fire a ballistic missile at the territory (only if they have the technology AND have not fired both of their 2 missiles that turn)
    • The attacking player may provide up to 4 escort fighters to the raid IF they are moving bombers. This escorts cannot participate in any other action that turn. The defending player can commit up to 4 intercepting fighters. If this happens, a single turn of combat will be fought between the interceptors and escorts.
    • Surviving interceptors and escorts will no longer take part in the raid. Each AAA system can fire once at every tactical bomber or ballistic missile. Every 1 is a hit. If the attacker has the Advanced Anti-Aircraft Defence System, every 2 and 3 is a hit.
    • The remaining bombers or ballistic missile can now deal damage to the facilities. Each bomber rolls 1 dice and each missile rolls 2 dice.

    New Unit Stat:
    Tactical Bomber- attack @ 4

  • 2021 '20 '19 '18

    @monsieurmurdoch What game is this a mod of ?

  • '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10

    @monsieurmurdoch “Final copy” sounds exactly how i label my maps. Very strange you might use this phrase…


  • @barnee
    This is for 1940 Global 2nd


  • @imperious-leader
    Ah, that was an unintended coincedence


  • Additional power added: Warlords


  • @monsieurmurdoch What are the Warlords going to do?

  • 2022 2021 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    @grahamjmart said in Axis American Cold War Final Copy:

    @monsieurmurdoch What are the Warlords going to do?

    Smokin Peace Pipe !

  • 2021 '20 '19 '18

    @gen-manstein said in Axis American Cold War Final Copy:

    @grahamjmart said in Axis American Cold War Final Copy:

    @monsieurmurdoch What are the Warlords going to do?

    Smokin Peace Pipe !

    I just posted to see if i could get a contact buzz lol Even took my mask off 🙂


  • @GEN-MANSTEIN
    Hehehe, lol!

    @grahamjmart
    Sorry, I forgot to mention that any additional rules are added directly into the posted setup. I will let you know they are there in a separate comment.

    Just a rundown description, the Warlords, including the Communist Chinese Party, resist the Manchukuo regime backed by Japan. I added them in with the ulterior motive of relieving a little bit of pressure off of Russia.

    The setup is taking a little longer then expected to type, (it’s big and I’m a slow typer), so it should be finished by tomorrow


  • @monsieurmurdoch Is the setup done?


  • @grahamjmart
    Yes, the setup is indeed done, and I’m a very slow typer lol


  • I will get it posted tonight



  • @monsieurmurdoch said in Axis American Cold War Final Copy:

    @grahamjmart
    Yes, the setup is indeed done, and I’m a very slow typer lol

    I’m a slow typer too


  • Alright everyone, here is the setup! It has been play tested (one reason why it took a little longer to post) and I think it’s pretty balanced (but of course my opinion doesn’t matter, yours does 😉 )

    Setup:

    The Greater German Reich: Income 65
    Germany- 3 infantry, 3 AAA, 2 tactical bombers, major factory, airbase, naval base
    Western Germany- 1 mechanized infantry, 2AAA, 3 fighters, 2 tactical bombers, 2 strategic bombers
    Holland/Belgium- 1 infantry
    Normandy/Bordeaux- 3 infantry, 3 artillery, 2 tanks, naval base
    Spain- 2 infantry, 1 mechanized infantry, 1 AAA, minor factory, airbase
    Gibraltar- 1 artillery, naval base
    Morocco- 2 infantry, 1 mechanized infantry
    United Kingdom- 2 infantry, 2 AAA, 2 fighters, 1 tactical bomber, minor factory, airbase, naval base
    Scotland- 1 infantry
    Norway- 1 infantry
    Poland- I infantry
    Baltic States- 1 infantry
    Eastern Poland- 1 infantry

    Ukraine- 1 infantry
    Caucasus- 2 infantry
    Bulgaria- 1 infantry
    Yugoslavia- 1 infantry
    Rhodesia- 1 infantry
    Southwest Africa- 1 infantry
    South Africa- 1 infantry, 1 mechanized infantry
    Argentina- 1 infantry, 1 mechanized infantry, 1 artillery, minor factory
    Paraguay- 1 infantry
    Bolivia- 1 infantry
    SZ 114- 1 battleship
    SZ 113- 1 cruiser, 1 battleship, 2 aircraft carriers (both empty)
    SZ 112- 2 transports, 2 cruisers
    SZ 110- 5 destroyers
    SZ 118- 2 submarines
    SZ 108- 2 submarines
    SZ 107- 2 submarines
    SZ 66- 1 destroyer

    Reich Russian Regional Government: Income 15 (use upside down Soviet roundels)
    Russia- 2 infantry, 1 tactical bomber, 1 strategic bomber, airbase
    Vologda- 3 infantry, 2 mechanized infantry, 3 artillery, 2 tanks
    Samara- 3 infantry, 2 mechanized infantry, 3 artillery, 2 tanks
    Volgograd- 3 infantry, major factory
    Novgorod- 1 infantry

    The Greater German Reich also controls Greater Southern Germany, Slovakia/Hungary, Romania, Bessarabia, Western Ukraine, Rostov, Karelia, Vyborg, Finland, Denmark, (Reich Russian Regional Government territories) Nenetsia, Archangel, Bryansk, Smolensk, Belarus, Tambov, Kazakhstan, and Turkmenistan

    Empire of Japan: Income 58
    Japan- 3 infantry, 2 AAA, major factory, airbase, naval base
    Korea- 1 infantry
    Okinawa- naval base
    Kiangsu- 2 infantry, 1 AAA
    Anhwe- 1 infantry
    Hunan- 1 infantry
    Hopei- 2 infantry, 1 artillery
    Kwangsi- 1 infantry
    Kwangtung- 1 infantry, naval base
    French Indo China- 1 infantry
    Siam- 1 infantry, 1 tactical bomber, airbase
    Burma- 1 infantry, 1 mechanized infantry
    India- 3 infantry, 2 mechanized infantry, 3 artillery, 1 tank, 1 tactical bomber, minor factory, airbase, naval base
    Malaya- naval base
    Borneo- 1 infantry
    Java- 1 infantry
    Philippines- 2 infantry, 1 AAA, airbase, naval base
    Solomon Islands- 1 infantry, 1 artillery, 1 AAA, 3 fighters, airbase
    Midway- 2 infantry, 1 artillery, 2 AAA, 3 tactical bombers, airbase
    Soviet Far East- 1 infantry
    Buryatia- 6 infantry, 1 mechanized infantry, 2 artillery
    SZ 6- 2 battleships
    SZ 7- 1 destroyer, 1 aircraft (carrying 1 fighter and 1 tactical bomber)
    SZ 16- 1 cruiser, 1 aircraft carrier (carrying 2 fighters)
    SZ 25- 1 transport, 1 destroyer, 1 aircraft carrier (carrying 1 fighter and 1 tactical bomber)
    SZ 13- 1 submarine
    SZ 12- 1 subamrine
    SZ 27- 1 submarine
    SZ 19- 1 battleship
    SZ 35-1 cruiser
    SZ 49- 1 destroyer, 1 submarine
    SZ 39- 1 transport, 1 destroyer, 1 battleship
    The Empire of Japan also controls Siberia, Sakha, Amur, Shangtung, Iwo Jima, Marianas, Wake Island, Marshall Islands, Gilbert Islands, New Hebrides, New Britain, New Guinea, Dutch New Guinea, Caroline Islands, Palau Islands, Guam, Formosa, Hainan, Celebes, Sumatra, Shan State, and Ceylon

    New Roman Empire: Income 25
    Southern Italy- 1 infantry, 1 artillery, 1 AAA, 1 fighter, minor factory, airbase, naval base
    Northern Italy- 1 infantry, 1 mechanized infantry, 1 artillery, 1 tank, 1 tactical bomber, major factory, airbase
    Greece- 1 infantry
    Turkey- 2 infantry, 1 mechanized infantry, 2 artillery, 1 tank, minor factory
    Saudi Arabia- 1 infantry, 1 artillery
    Iraq- 1 infantry
    Egypt- 2 infantry, 1 artillery, 1 AAA
    Alexandria- naval base
    Libya- 1 infantry
    Anglo-Egyptian Sudan- 1 infantry
    Ethiopia- 1 infantry
    Kenya- 1 infantry
    Tanganyika Territory- 1 infantry
    Belgian Congo- 1 infantry
    SZ 95- 1 destroyer, 1 cruiser
    SZ 97- 1 destroyer, 1 battleship
    SZ 98- 2 transports, 1 cruiser
    SZ 70- 1 submarine
    SZ 87- 1 submarine
    The New Roman Empire also controls Malta, Sicily, Sardinia, Albania, Crete, Cyprus, Tobruk, Italian and British Somaliland, and Trans-Jordan

    Empire of Manchukuo: Income 9
    Manchuria- 3 infantry, minor factory + 2 Japanese infantry
    Jehol- 1 infantry + 1 Japanese infantry
    Suiyuan- 2 infantry + 1 Japanese infantry and 1 Japanese artillery
    Kansu- 2 infantry + 3 Japanese infantry and 1 Japanese artillery
    Tsagaan-Olom - 2 infantry
    Central Mongolia- 2 infantry
    Buyant-Uhaa- 2 infantry
    Kweichow- 1 infantry + 1 Japanese infantry
    Yunnan- 1 infantry +1 Japanese infantry and 1 Japanese artillery
    The Empire of Manchukuo also controls Chahar

    Vichy France: Income 14
    France- 2 infantry, 1 mechanized infantry, 2 AAA, minor factory + 1 German infantry and 2 German AAA
    Southern France- 2 infantry, 1 mechanized infantry, naval base
    Portugal- 2 infantry, 1 mechanized infantry, 1 artillery, naval base
    Algeria, Tunisia, French West Africa, French Equatorial Africa, Gold Coast, Nigeria, Syria- 1 infantry in each
    SZ 93- 1 destroyer, 1 cruiser, 1 battleship
    SZ 91- 1 destroyer
    Vichy France also controls French Equatorial Africa

    United States of America: Income 54
    Eastern USA- 6 infantry, 6 mechanized infantry, 4 artillery, 3 AAA, 3 fighters, 2 strategic bombers, major factory, airbase, naval base
    Central USA- 2 infantry
    Western USA- 6 infantry, 5 mechanized infantry, 2 artillery, 6 tanks, 2 AAA, 1 tactical bomber
    Alaska- 2 infantry, 1 AAA
    Aleutian Islands- 1 infantry, 1 artillery, 1 AAA
    Hawaiian Islands- 4 infantry, 3 AAA, airbase, naval base
    Brazil- 3 infantry, 1 mechanized infantry, 1 AAA, 1 fighter, minor factory, airbase
    Paraguay- 1 infantry
    Venezuela- 1 infantry
    Chile- 1 infantry
    SZ 101- 3 destroyers, 2 cruisers
    SZ 89- 3 transports- 1 destroyer
    SZ 10- 4 transports, 1 submarine- 1 destroyer, 1 cruiser, 1 aircraft carrier (carrying one tactical bomber), 1 battleship (damaged)
    SZ 26- 1 submarine, 1 destroyer
    The US also controls Mexico, Southeast Mexico, West Indies, Central America, Colombia, Ecuador, Peru, Suriname, French Guiana, Greenland, Johnston Island, and Line Islands

    The Canada/Republic of West India Commonwealth: Income 10
    Ontario- 2 infantry, 1 artillery, 2 AAA
    Quebec- 2 infantry, 2 mechanized infantry, 1 tank, minor factory
    Western Canada- 1 infantry
    New Brunswick/Nova Scotia- 1 infantry, 2 fighters, 1 tactical bomber, airbase, naval base
    Newfoundland/Labrador- 1 infantry
    British Guiana- 1 infantry
    West India- 2 infantry, 1 mechanized infantry, 1 artillery, 1 AAA, minor factory, naval base
    French Madagascar- 1 infantry, 1 artillery
    SZ 106- 1 transport, 3 destroyers, 1 cruiser, 1 battleship
    SZ 72- 1 destroyer
    SZ 79- 1 transport, 1 cruiser
    The Canada/ROWI Commonwealth also controls Alberta Saskatchewan Manitoba, Iceland, Fiji and Samoa

    Soviet Russian Free States: Income 6
    Urals- 2 infantry, 1 mechanized infantry, 1 artillery
    Novosibirsk- 3 infantry, 1 mechanized infantry, 1 artillery
    Timguska- 1 infantry
    Evenkiyskiy- 1 fighter, 1 tactical bomber, airbase
    Olgiy- 1 infantry
    Dzavhan- 1 infantry
    Yakuy S.S.R- 2 infantry, 1 mechanized infantry, 1 artillery
    Ulaanbaatar- 3 infantry, 1 mechanized infantry, 1 artillery, minor factory
    The SRFS also controls Yenisey

    Warlord Coalition: Income 4
    Tsinghai- 2 infantry, 1 artillery
    Shensi- 2 infantry, 1 artillery
    Szechwan- 1 infantry, 1 artillery
    Sikiang- 1 infantry

    Pro-Allied Nations Neutral Territories- Persia, Eastern Persia, and Sweden

    Pro-FIL Neutral Territories- Northwest Persia, Angola, Mozambique, Liberia, Sierra Leone, Portugese Guinea, and Rio de Oro

    Strict Neutral, Cannot be Invaded- All of Australia, New Zealand, and Afghanistan


  • In addition, a few changes were made directly on the posted scenario. These include and are limited to changing Warlords to Clique Alliance of the Interior and adding in an additional event to the timeline

    Enjoy and please provide feedback!


  • @monsieurmurdoch Wow that is a lot of typing!


  • @grahamjmart
    Hehehe, it was!


  • @monsieurmurdoch said in Axis American Cold War Final Copy:

    Hello everyone!

    Here is the final copy for my Axis American Cold War. The setup chart is a little ways down the thread.

    Look it over and please provide me with feedback!

    Axis-American Cold War

    Turn Order:
    The Greater German Reich and (capital: Berlin)
    United States of America (capital: Washington)
    Empire of Japan (capital: Tokyo)
    Empire of Manchukuo (capital: Manchuria) use the 1940 China pieces and 1940 American pieces for artillery, mechanized infantry, and AAA
    Clique Alliance of the Interior (capital: none) use 1940 ANZAC infantry and artillery and grey chips for roundels
    New Roman Empire (capital: Rome)
    The Canada/ROWI Commonwealth (capital: Ottawa)
    Vichy France (capital: Paris)
    Soviet Russian Free States, SRFS (capital: none. If Moscow is liberated, it becomes the capital)

    Timeline:
    1940: Germany wins the Battle of Britain, Britain falls to German invasion
    The Royal Navy manages to escape destruction and heads to Canada
    The remaining British forces in Egypt, Africa, and Southeast Asia refuse to accept surrender conditions and entrench

    1941: Germany invades the USSR, Operation Barbarossa begins
    Rommel’s joint German and Italian forces push the remaining British forces out of Africa
    The Battle of Moscow begins
    Japan attacks Pearl Harbour; the United States joins the war
    Japan invades Burma

    1942: Moscow falls, the USSR’s remaining armies retreat
    Japan invades India
    The US lose the Battle of Midway, Japan imposes terms
    Australia and New Zealand leave the war and declare neutrality
    Spain joins the Axis powers
    Vichy France is given full political control of France, Paris is once again the capital

    1943: Japan leaves the Axis powers; the Greater German Reich and New Roman Empire are formed
    East India falls to Japan, Japan imposes terms of the newly formed Republic of West India or ROWI
    The Kuomintang government of China surrenders
    Japan invades the USSR
    The Fascism International League (FIL) is formed between the Greater German Reich, New Roman Empire, Vichy France, Spain, and Finland
    The Second Battle of Moscow begins; the Russians are pushed back

    1944: Spanish and Vichy French forces and invade Nigeria, the Gold Coast, and Portugal
    The ROWI invades Madagascar
    The New Roman Empire invades Turkey and Saudia Arabia
    The Greater German Reich presses economic sanctions against the other FIL members
    The Greater German Reich and Empire of Japan impose terms on the USSR, now the Soviet Russian Free States or SRFS
    Argentina joins the FIL and the US sends forces to Brazil; South America is split between fascism and democracy/capitalism
    The Greater German Reich launches full production into Plan Z, building their first two aircraft carriers
    Japan gives Manchukuo control over half of China to manage the strain on their armed forces; the Manchukuo Imperial Army moves to engage belligerent warlords
    The Greater German Reich form a regional government in occupied Russia, capital Stalingrad (to spite the Russians 😉 ), to help maintain control in the region
    The Empire of Manchukuo declares war on Mongolia; the Soviet Russian Free States support Mongolia

    1945: WW2 officially ends. The Axis-American Cold War begins

    Alliances:
    Fascism International League (FIL): The Third Reich-New Roman Empire-Vichy France
    Allied Nations: United States- Canada/ROWI Commonwealth
    Empire of Japan and Empire of Manchukuo
    Soviet Russian Free States and Mongolia

    Winning the Game:
    The FIL wins if the United States turns fascist and Ottawa is occupied or the FIL occupies Washington
    The Allied Nations win if any of these conditions are met:

    1. The United States does not turn fascist in 10 turns
    2. The Canada/ROWI Commonwealth liberate London or Calcutta
    3. The FIL powers reach half of their total starting income at any point in the game
      The Empires of Japan and Manchukuo win if any of these conditions are met
    4. The Empire of Japan has more surface naval units than the United States in the PACIFIC REGION ONLY
    5. Either the Empire of Japan or Empire of Manchukuo occupy San Francisco
    6. The Empire of Manchukuo (NOT the Empire of Japan) occupy all of Mongolia
      The Soviet Russian Free States win if they can liberate Leningrad, Stalingrad and Moscow
      The Warlords win if they control all of Interior China (all Chinese territories NOT part of the coastland) and Manchuria (the only coastline exception)

    A power is out of the game and becomes a strict, cannot-be-invaded power when its capital is occupied (this doesn’t apply for the Soviet Russian Free States and Warlords. They are out of the game when they lose al of their territories)

    Declaring War:
    Currently, the only wars are the ones between the Empire of Japan+Empire of Manchukuo and Soviet Russian Free States and Empire of Japan+Empire of Manchukuo and Warlords. In order to declare war, a power must either-
    a) Pay 40 IPCS
    b) Be attacked by a power not part of their alliance
    c) A member of their alliance is at war, allowing them to join the war in support

    NOTE: The FIL and Allied Nations may NEVER align with each other during the game.

    Fascism in America:
    Similar to the Red Scare, people in the United States are afraid that fascism will spread to the country. The Greater German Reich can purchase Fascism Tokens for 50 IPCs to place in Washington. Similarly, the US can remove a Fascism Token if they pay 50 IPCs. If 6 tokens are placed in Washington, the United States will become a member of the FIL and leaves the Allied Nations.

    Reich Russian Regional Government”
    The Reich Russian Regional Government is a secondary income for the Greater German Reich. The Greater German Reich cannot use its main income to purchase units and facilities in the Regional Government territories. The capital of the Reich Russia Regional Government Stalingrad.

    The Empire of Manchukuo:
    Can only build infantry, artillery, mechanized infantry, and AAA. The Empire of Manchukuo can control and use Japanese transports, but only if the Empire of Japan does not load units on it as well.

    Clique Alliance of the Interior:
    Formed by multiple Chinese warlords, as well as the Communist Chinese Party and remains of the Kuomintang army, who resist the Manchukuo regime. The Alliance can only purchase infantry and artillery, do not require a factory to do so.

    Soviet Russian Free States:
    Even through the Soviet Russian Free States do not have a capital, they can build units ONLY in the Ulannbaatar minor factory. The Soviet Russian Free States cannot build any other factory, but still can build air and naval bases.

    Researching Technology:
    There are numerous different technologies which can be researched throughout the game. Each technology has 4 stages which need to be completed before they can be applied in-game. Pay 20 IPCs FOR EACH technology you want to research and roll three dice. If the results equal or exceed 20, the research is successful. Increase your stage on that research by one. You can research each type of technology ONLY ONCE per round. The Empire of Manchukuo, Warlords, and Vichy France cannot research technology.
    Note: Some technologies are exclusive to The Greater German Reich.

    Technologies:
    Long Range Jet Planes (German exclusive): Add +1 movement and +1 attack to all your fighters and +1 movement to all your tactical and strategic bombers. Apply this technology the round AFTER completing the research for this technology. The Greater German Reich is at Stage 3 for this technology.

    Silent Subs: Your submarines can now nullify the effects of destroyers in the same sea zone. Apply this technology the round AFTER completing research for this technology.

    Advanced Mechanized Units (German exclusive): Each of your mechanized infantry can pair with your tanks and have their attack increased to 3. Apply this technology the round AFTER completing this technology. The Greater German Reich is at Stage 2 for this technology

    Fast Assault Craft: Each of your transports can now participate in naval combat and have attack and defence values of 1. They can also carry 2 infantry units in addition to one other land unit. Apply this technology the round AFTER research for this technology.

    Advanced Anti-Aircraft Defence System: Every one of your AAA can now:
    Roll 6x the number of anti-aircraft OR
    Roll equal to twice the number of enemy aircraft, whichever is the lesser.
    Apply this technology the round AFTER completing research for this technology.

    Ballistic Missile: Fires from an operational airbase, 4 space range. Roll 2 dice and add together the results to determine damage. A power can only fire 2 per round. The Greater German Reich has already completed this technology.

    Atomic Bomb: Destroys all units and minor factories in the territory. Apply 5 damage to all air, naval, and major factories. No IPC value can be collected from that territory for 3 turns, as well as units cannot enter or fly over the territory for 3 turns. Carried by a bomber to target, you must pay 20 IPCs to attach the Atomic Bomb to the bomber. The bomber cannot have the Atomic Bomb attached to it for more than 1 turn. The Greater German Reich is at Stage 2 for this technology

    Atomic V2 Rockets (Greater German Reich only): Fires from an operational airbase, 3 space range. Destroys half of all units, rounded down, in that territory and deals 4 damage to all facilities. Remaining units cannot leave and units cannot enter or fly over the territory for one round, as well as no income value can be collected for that one round.

    Chemical Warfare: Target a single enemy territory bordering one of your territories. Remove half of all infantry in that territory rounded down and decrease the IPC value by 2 for one round.

    Bombing Raid Rules:

    • Tactical Bombers and Ballistic Missiles are the only units/technology which can take part in a raid. To conduct a raid, the attacking player will either:
      a) Move their bombers to the territory
      b) Fire a ballistic missile at the territory (only if they have the technology AND have not fired both of their 2 missiles that turn)
    • The attacking player may provide up to 4 escort fighters to the raid IF they are moving bombers. This escorts cannot participate in any other action that turn. The defending player can commit up to 4 intercepting fighters. If this happens, a single turn of combat will be fought between the interceptors and escorts.
    • Surviving interceptors and escorts will no longer take part in the raid. Each AAA system can fire once at every tactical bomber or ballistic missile. Every 1 is a hit. If the attacker has the Advanced Anti-Aircraft Defence System, every 2 and 3 is a hit.
    • The remaining bombers or ballistic missile can now deal damage to the facilities. Each bomber rolls 1 dice and each missile rolls 2 dice.

    New Unit Stat:
    Tactical Bomber- attack @ 4

    So for the Japanese to win all they have to do is have more ships then the US? If so then they could just buy subs and win.


  • @grahamjmart said in Axis American Cold War Final Copy:

    @monsieurmurdoch said in Axis American Cold War Final Copy:

    Hello everyone!

    Here is the final copy for my Axis American Cold War. The setup chart is a little ways down the thread.

    Look it over and please provide me with feedback!

    Axis-American Cold War

    Turn Order:
    The Greater German Reich and (capital: Berlin)
    United States of America (capital: Washington)
    Empire of Japan (capital: Tokyo)
    Empire of Manchukuo (capital: Manchuria) use the 1940 China pieces and 1940 American pieces for artillery, mechanized infantry, and AAA
    Clique Alliance of the Interior (capital: none) use 1940 ANZAC infantry and artillery and grey chips for roundels
    New Roman Empire (capital: Rome)
    The Canada/ROWI Commonwealth (capital: Ottawa)
    Vichy France (capital: Paris)
    Soviet Russian Free States, SRFS (capital: none. If Moscow is liberated, it becomes the capital)

    Timeline:
    1940: Germany wins the Battle of Britain, Britain falls to German invasion
    The Royal Navy manages to escape destruction and heads to Canada
    The remaining British forces in Egypt, Africa, and Southeast Asia refuse to accept surrender conditions and entrench

    1941: Germany invades the USSR, Operation Barbarossa begins
    Rommel’s joint German and Italian forces push the remaining British forces out of Africa
    The Battle of Moscow begins
    Japan attacks Pearl Harbour; the United States joins the war
    Japan invades Burma

    1942: Moscow falls, the USSR’s remaining armies retreat
    Japan invades India
    The US lose the Battle of Midway, Japan imposes terms
    Australia and New Zealand leave the war and declare neutrality
    Spain joins the Axis powers
    Vichy France is given full political control of France, Paris is once again the capital

    1943: Japan leaves the Axis powers; the Greater German Reich and New Roman Empire are formed
    East India falls to Japan, Japan imposes terms of the newly formed Republic of West India or ROWI
    The Kuomintang government of China surrenders
    Japan invades the USSR
    The Fascism International League (FIL) is formed between the Greater German Reich, New Roman Empire, Vichy France, Spain, and Finland
    The Second Battle of Moscow begins; the Russians are pushed back

    1944: Spanish and Vichy French forces and invade Nigeria, the Gold Coast, and Portugal
    The ROWI invades Madagascar
    The New Roman Empire invades Turkey and Saudia Arabia
    The Greater German Reich presses economic sanctions against the other FIL members
    The Greater German Reich and Empire of Japan impose terms on the USSR, now the Soviet Russian Free States or SRFS
    Argentina joins the FIL and the US sends forces to Brazil; South America is split between fascism and democracy/capitalism
    The Greater German Reich launches full production into Plan Z, building their first two aircraft carriers
    Japan gives Manchukuo control over half of China to manage the strain on their armed forces; the Manchukuo Imperial Army moves to engage belligerent warlords
    The Greater German Reich form a regional government in occupied Russia, capital Stalingrad (to spite the Russians 😉 ), to help maintain control in the region
    The Empire of Manchukuo declares war on Mongolia; the Soviet Russian Free States support Mongolia

    1945: WW2 officially ends. The Axis-American Cold War begins

    Alliances:
    Fascism International League (FIL): The Third Reich-New Roman Empire-Vichy France
    Allied Nations: United States- Canada/ROWI Commonwealth
    Empire of Japan and Empire of Manchukuo
    Soviet Russian Free States and Mongolia

    Winning the Game:
    The FIL wins if the United States turns fascist and Ottawa is occupied or the FIL occupies Washington
    The Allied Nations win if any of these conditions are met:

    1. The United States does not turn fascist in 10 turns
    2. The Canada/ROWI Commonwealth liberate London or Calcutta
    3. The FIL powers reach half of their total starting income at any point in the game
      The Empires of Japan and Manchukuo win if any of these conditions are met
    4. The Empire of Japan has more surface naval units than the United States in the PACIFIC REGION ONLY
    5. Either the Empire of Japan or Empire of Manchukuo occupy San Francisco
    6. The Empire of Manchukuo (NOT the Empire of Japan) occupy all of Mongolia
      The Soviet Russian Free States win if they can liberate Leningrad, Stalingrad and Moscow
      The Warlords win if they control all of Interior China (all Chinese territories NOT part of the coastland) and Manchuria (the only coastline exception)

    A power is out of the game and becomes a strict, cannot-be-invaded power when its capital is occupied (this doesn’t apply for the Soviet Russian Free States and Warlords. They are out of the game when they lose al of their territories)

    Declaring War:
    Currently, the only wars are the ones between the Empire of Japan+Empire of Manchukuo and Soviet Russian Free States and Empire of Japan+Empire of Manchukuo and Warlords. In order to declare war, a power must either-
    a) Pay 40 IPCS
    b) Be attacked by a power not part of their alliance
    c) A member of their alliance is at war, allowing them to join the war in support

    NOTE: The FIL and Allied Nations may NEVER align with each other during the game.

    Fascism in America:
    Similar to the Red Scare, people in the United States are afraid that fascism will spread to the country. The Greater German Reich can purchase Fascism Tokens for 50 IPCs to place in Washington. Similarly, the US can remove a Fascism Token if they pay 50 IPCs. If 6 tokens are placed in Washington, the United States will become a member of the FIL and leaves the Allied Nations.

    Reich Russian Regional Government”
    The Reich Russian Regional Government is a secondary income for the Greater German Reich. The Greater German Reich cannot use its main income to purchase units and facilities in the Regional Government territories. The capital of the Reich Russia Regional Government Stalingrad.

    The Empire of Manchukuo:
    Can only build infantry, artillery, mechanized infantry, and AAA. The Empire of Manchukuo can control and use Japanese transports, but only if the Empire of Japan does not load units on it as well.

    Clique Alliance of the Interior:
    Formed by multiple Chinese warlords, as well as the Communist Chinese Party and remains of the Kuomintang army, who resist the Manchukuo regime. The Alliance can only purchase infantry and artillery, do not require a factory to do so.

    Soviet Russian Free States:
    Even through the Soviet Russian Free States do not have a capital, they can build units ONLY in the Ulannbaatar minor factory. The Soviet Russian Free States cannot build any other factory, but still can build air and naval bases.

    Researching Technology:
    There are numerous different technologies which can be researched throughout the game. Each technology has 4 stages which need to be completed before they can be applied in-game. Pay 20 IPCs FOR EACH technology you want to research and roll three dice. If the results equal or exceed 20, the research is successful. Increase your stage on that research by one. You can research each type of technology ONLY ONCE per round. The Empire of Manchukuo, Warlords, and Vichy France cannot research technology.
    Note: Some technologies are exclusive to The Greater German Reich.

    Technologies:
    Long Range Jet Planes (German exclusive): Add +1 movement and +1 attack to all your fighters and +1 movement to all your tactical and strategic bombers. Apply this technology the round AFTER completing the research for this technology. The Greater German Reich is at Stage 3 for this technology.

    Silent Subs: Your submarines can now nullify the effects of destroyers in the same sea zone. Apply this technology the round AFTER completing research for this technology.

    Advanced Mechanized Units (German exclusive): Each of your mechanized infantry can pair with your tanks and have their attack increased to 3. Apply this technology the round AFTER completing this technology. The Greater German Reich is at Stage 2 for this technology

    Fast Assault Craft: Each of your transports can now participate in naval combat and have attack and defence values of 1. They can also carry 2 infantry units in addition to one other land unit. Apply this technology the round AFTER research for this technology.

    Advanced Anti-Aircraft Defence System: Every one of your AAA can now:
    Roll 6x the number of anti-aircraft OR
    Roll equal to twice the number of enemy aircraft, whichever is the lesser.
    Apply this technology the round AFTER completing research for this technology.

    Ballistic Missile: Fires from an operational airbase, 4 space range. Roll 2 dice and add together the results to determine damage. A power can only fire 2 per round. The Greater German Reich has already completed this technology.

    Atomic Bomb: Destroys all units and minor factories in the territory. Apply 5 damage to all air, naval, and major factories. No IPC value can be collected from that territory for 3 turns, as well as units cannot enter or fly over the territory for 3 turns. Carried by a bomber to target, you must pay 20 IPCs to attach the Atomic Bomb to the bomber. The bomber cannot have the Atomic Bomb attached to it for more than 1 turn. The Greater German Reich is at Stage 2 for this technology

    Atomic V2 Rockets (Greater German Reich only): Fires from an operational airbase, 3 space range. Destroys half of all units, rounded down, in that territory and deals 4 damage to all facilities. Remaining units cannot leave and units cannot enter or fly over the territory for one round, as well as no income value can be collected for that one round.

    Chemical Warfare: Target a single enemy territory bordering one of your territories. Remove half of all infantry in that territory rounded down and decrease the IPC value by 2 for one round.

    Bombing Raid Rules:

    • Tactical Bombers and Ballistic Missiles are the only units/technology which can take part in a raid. To conduct a raid, the attacking player will either:
      a) Move their bombers to the territory
      b) Fire a ballistic missile at the territory (only if they have the technology AND have not fired both of their 2 missiles that turn)
    • The attacking player may provide up to 4 escort fighters to the raid IF they are moving bombers. This escorts cannot participate in any other action that turn. The defending player can commit up to 4 intercepting fighters. If this happens, a single turn of combat will be fought between the interceptors and escorts.
    • Surviving interceptors and escorts will no longer take part in the raid. Each AAA system can fire once at every tactical bomber or ballistic missile. Every 1 is a hit. If the attacker has the Advanced Anti-Aircraft Defence System, every 2 and 3 is a hit.
    • The remaining bombers or ballistic missile can now deal damage to the facilities. Each bomber rolls 1 dice and each missile rolls 2 dice.

    New Unit Stat:
    Tactical Bomber- attack @ 4

    So for the Japanese to win all they have to do is have more ships then the US? If so then they could just buy subs and win.
    I mean destroyers.


  • @grahamjmart
    Ah, yes that’s a bit of an error.
    Instead of surface vessels in general, I’ll change it to that Japan has to have more battleships and carriers and add in the time limit (at the end of round X)


  • Alright, it’s been changed to Japan has to have 4 more battleships than the US and 3 times as many aircraft carriers than the US at the end of the 10th round of play.
    Examples:
    US has 1 carrier, Japan, at the end of the 10th round, must have 3 to win
    If the US has 2 carriers, Japan must have 6
    US has 0 battleships, Japan, at the end of the 10th round, must have 4 to win
    If the US has 1 battleship, Japan must have 5


  • @monsieurmurdoch Ok that makes more sense


  • @monsieurmurdoch and what’s the turn order?

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