Has Anyone Tried An "Historically Accurate" A&A Game?


  • It would be better with a 1939 variant (which exists) but 1940 is still ok. If you are very knowledgeable with history and wanted to pretend like you were in the war itself, then I would suppose this could be fun. I wonder if anyone has tried this. As you probably know, each turn is half a year according to the A&A G40 OOB rules.

    There would be no winning however, I am a terrible actor and my emotions go in the way of accurately depicting: Oh sh-t…I shouldn’t of tried retaking Yunnan but tell me your experiences roleplaying the entire war if you do.


  • @all-encompassing-goose

    I created a place where people could put their ideas (this was actually my first post ever):

    https://www.axisandallies.org/forums/topic/37367/an-accurate-version-of-axis-and-allies-global-1940/1?_=1636224576143

    This was also an attempt to make The Captain’s house rules more accurate (which I mainly have a problem with how they execute certain historical pieces of equipment or units, such as Waffen-SS units or landing crafts, the most annoying of which, like super heavy battleships and paratroopers, are limits on how many can be produced):

    https://www.axisandallies.org/forums/topic/37504/let-s-make-the-axis-and-allies-global-1940-expansion-rules-even-more-accurate?_=1636224576145

  • 2024 2023 '22

    @all-encompassing-goose

    Here is a 1939 game I found on this forum (I have never played this, nor is this my own):

    Axis And Allies 1939 setup with the Axis And Allies 1940 board:

    The world stands on the brink of catastrophe. The rising tide of fascism approaches the breakwater of history, as the dictatorial regimes of Nazi Germany, Imperial Japan, and The Italian Empire seek to expand their rule across the entire planet. A decade of instigation, skirmishes, and attempts to placate these tyrants have failed. And so the world plunges into a new World War. The German Reich, wants “Living Space” to expand it’s nation, which it plans to absorb from it’s west and it’s east. The Italians seek to restore the glory of the Roman Empire and dominate the entire Mediterranean basin. While the Japanese Empire desires to flush out the western colonial powers from Asia, and establish a Pan-Asian Co-Prosperity sphere, with themselves at it’s apex. Their goals are lofty, and if successful these powers would establish a new world order. However, standing against them, weary from the last war, disorganized by purges and economic depressions stand the Allied Powers. The strength of The United Kingdom, its Commonwealth and French Republic may be waning, but they will not see the world fall into a new dark age without a fight. The Soviet Union, stands as their unlikely ally, since it too finds itself in the cross-hairs of the fascist wolves. Will it be able to withstand the coming storm? Though the new world, and the United States stands reluctant to spill blood and treasure in this most trying of times. Political willpower is hard to come by, and though the economy has begun to recover and some strength has been regained, the world holds it’s breath in hope they will decide in time to rescue the world from a new dark age. The year is 1939, and the war to decide the fate of the world has begun.
     
    2nd Edition Rules are in effect with a modified National Objectives package.
    Politically the game begins as if it were two turns before a normal 1940 start.
     
    Germany is at war with France, UK, and ANZAC.
    Japan is at war with China.
     
    Special Rules
    • Soviet naval units in the Pacific Theater must remain adjacent to original Soviet territory while the Soviet Union is neutral to Japan. (Or until Moscow has been captured)
    • The Japanese Kamikaze special rule is deactivated when using the 1939 setup.
    • Italy, while not at war may not move naval units out of the Mediterranean. They may declare war at any time. However, unless Paris has already been captured by Germany their combat moves may not include attacks on any game space occupied by French or British units on the turn they declare war.
    • The Benelux Faction (Dutch & Belgians) are an independent faction aligned to no power. However, when and if any territory they posses is attacked by an Axis power, all Benelux territories become treated as Pro-Allied
    • Factories built on Chinese territory are no longer destroyed/removed if liberated by Allied forces.
    Modified National Objectives
     
    Germany: “Lebensraum”
    Living Space. Extra space was needed for the growth of the German population for a greater Germany. This space would be found in the East. 
     
    When Germany Is Not At War with the Soviet Union:
     
    5 IPCs while at peace with the Soviet Union Theme: Beneficial trade with the Soviet Union.
     
    5 IPCs for German or Italian control any 7 of the following 9 at the end of your turn. (Baltic States, Belarus, Smolensk, Eastern Poland, Western Ukraine, Ukraine, Bessarabia, Bryansk, Rostov) Theme: Domination in the East.
     
    5 IPCs for Axis control of the Caucasus. Theme: Control of vital Soviet oil production.
     
    3 IPCs for Axis control of each or any of the following. (Lenningrad, Stalingrad, Moscow) Theme: High strategic and propaganda value.
     
    When Germany Is At War with the United Kingdom and France:
     
    Swedish Iron Ore
    5 IPCs for control of Norway, Denmark, and having a pro-axis or neutral Sweden. Theme: Access to iron ore and other strategic resources
     
    Middle Eastern Oil
    2 IPCs for each of the following territories occupied by a German land unit: Persia, Northwestern Persia, Iraq, Saudi-Arabia, Egypt. Theme: Access to strategic oil reserves.
     
    3 IPCs for Axis control of all of the following. (Holland/Belgium, France, Southern France, Normandy/Bordeux) Theme: Domination in the West.
     
    Soviet Union: “The Great Patriotic War”
    In June of 1941, Germany launched Operation Barbarossa. German forces soon laid siege to Leningrad and stood within sight of the Kremlin. As the Soviet Union’s fear of foreign invasion grew, a security buffer of foreign territory became a Soviet objective.
     
    Lend Lease
    3 IPCs for control of any/each of the following combination of territories and sea zones free of hostile axis warships:
    Archangel & SZ 125
    Soviet Far East & SZ 3
    Western Allied control of Persia & SZ 80
    In the event Moscow is no longer controlled this bonus may be collected and spent in the form of infantry directly on any original Soviet territory. This only applies if there are no Western Allied units are in original Soviet territory, and when at war with the European Axis. Theme: National prestige and access to Allied Lend-Lease material.
     
    1 IPC for each Soviet National Control Marker placed on any Axis, Pro-Axis, Pro-Allied, or Neutral territory (Including Mongolia). Theme: Propaganda value and spread of communism.
     
    Japan: “The Greater East Asia Co-Prosperity Sphere”
    Asia for the Asians. The stated objective was to create a self sufficient “block of Asian nations led by the Japanese and free of Western Powers.”
     
    5 IPCs for control of Korea and if each originally Chinese territory you control contains at least one Japanese land unit. Theme: The subjugation of the peoples in those places.
     
    When Japan Is Not At War with the Western Allies:
     
    5 IPCs if you are not at war with the Western Allies. Theme: Strategic resource trade with the Western powers.
     
    When Japan is at war with the Western Allies:
     
    5 IPCs for control of each or any of the following: Calcutta, Sydney, Honolulu. Theme: Control of Western power centers.
     
    5 IPCs for control of Korea and any five originally Soviet territories (May not be collected in any turn with the IJN’s plan for expansion). Theme: The IJA’s plan for expansion.
     
    5 IPCs for control of Borneo, Java, Sumatra, Celebs (May not be collected in any turn with the IJA’s plan for expansion). Theme: The IJN’s plan for expansion.
     
    5 IPCs for Japanese control of any eight Pacific Islands that have no IPC value. Theme: Pacific primacy.
     
    United States: “Arsenal of Democracy”
    The United States was not always the industrial giant that it suddenly became the conversion from a peacetime industry to a wartime one was done practically overnight. Nonetheless, the reality of this historical phenomenon proved to be one of the undeniable strategic realities of World War 2.
     
    When the United States Is At War:
     
    10 IPCs for control of the territories Western United States, Central United States,  and Eastern United States. Theme: Basic national sovereignty.
     
    5 IPCs for control of the Philippines. Theme: Center of American influence in Asia.
     
    5 IPCs for control of Hawaii, Alaska, Aleutians, Johnston and Line Islands. Theme: National sovereignty issues.
     
    5 IPCs for control of Mexico, Southeast Mexico, West Indies, and Central America. Theme: 
     
    5 IPCs for US control of any eight Pacific Islands that have no IPC value. Theme: Pacific primacy.
     
    3 IPCs for each/any continental European territory with a printed IPC value that is controlled by the Western Allies and occupied by US land forces, and the land forces of any other Western Allied power(s). Theme: The importance of a second front against the Axis.
     
    China: Japanese expansion into China in the early ‘30s was designed not only to control China’s resources, but also to eliminate British, American, and Soviet influence. Japan wanted to isolate China from all external aid.
     
    6 IPCs for if the Burma Road. This means Allied control of the following territories: India, Burma, Yunnan, and Szechwan. China may also build artillery. Theme: Chinese military supply line corridor.
     
    5 IPCs for control of any industrial complex. China may also build artillery. Theme: Control of a major industrial base and heavy industry.
     
    United Kingdom: “The British Empire”
    At the time the war broke out, the United Kingdom had stretched its empire around the world. But the empire was stretched thin and was trying to retain its control on its old centers of power.
     
    When the United Kingdom Is at War in Europe (awarded to the Europe economy):
     
    5 IPCs for control of United Kingdom, Gibraltar, Malta, Egypt, Trans-Jordan, British Somali-land, West India & India and no hostile Axis warships adjacent to these territories. Theme: Vital shipping lanes to the Empire secure.
     
    5 IPCs for control of all Canadian territories, the United States is at war, and no axis warships in sea zones 101-109 or 116-123. When the UK does not control London, this bonus and onlyCanadian marked IPCs, may continue to be collected, saved and spent at any Canadian industrial complex. Theme: Aid of the New World coming to the defence of the Old World.
     
    When the United Kingdom Is at War with Japan (awarded to the Pacific economy):
     
    3 IPCs for control of United Kingdom, Gibraltar, Malta, Egypt, Trans-Jordan, British Somaliland, West India & India and no hostile Axis warships adjacent to these territories. Theme: Vital shipping lanes to the Empire secure.
     
    5 IPCs for Control of Hong Kong and Malaya when at war with Japan. Theme: Maintenance of the empire considered vital national objective.
     
     
    Italy: “Mare Nostrum”
    Our Sea. Mussolini wanted to reestablish the greatness of the Roman Empire. This could best be demonstrated by controlling the entire Mediterranean Sea.
     
    When Italy Is At War:
     
    5 IPCs if no hostile Allied surface warships are in the Mediterranean (92-99) OR Axis control of all islands in the Mediterranean, which are the following territories: Sardinia, Sicily, Malta, Crete, and Cyprus. Theme: Propaganda and strategic advantage.
     
    5 IPCs for Axis control of North Africa, which are the following territories: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria. Theme: Stated North African military objectives.
     
    Mediterranean Power Centers
    5 IPCs for control of 3 of 4 (Gibraltar, Egypt, Southern France, Greece)
     
    2 IPCs for each or any of the following territories occupied by an Italian land unit: Persia, Northwestern Persia, Iraq, and Saudi Arabia. Theme: Access to strategic oil reserves.
     
    12 IPCs (One Time Only) of units to be placed in Northern Italy or Southern Italy at the end of a combat movement phase if you are attacked by the Western Allies while you are still neutral before Paris has fallen. Theme: Massive mobilization for a war of national defence.
     
    ANZAC: “Australian-New Zealand Army Corps”
    The ANZAC pre-war plans to defend Southeast Asia from a potential Japanese attack were primarily centered on Malaya (Singapore). They were also focused on defending the strategic islands north of Australia.
     
    Island Security
    5 IPCs for control of Dutch New Guinea, New Guinea, New Britain, and Solomon Islands, when at war with Japan.
    Shipping Security
    5 IPCs for allied control of Malaya and all original ANZAC territory, when at war with Japan
     
    France:
    The French army emerged out of World War 1 being regarded as the most powerful army in Europe, if not the world. However, a leadership that took the wrong lessons from World War 1 and a weak air force, coupled with a powerful German army, might soon shatter that reputation.
    12 IPCs (One Time Only) of French units to be placed in the territory France (Paris) if it ever contains US or UK land units. Theme: Increased morale and due to help from the other Western Allies.
     
     
    [Germany] - 14 IPCs
    Germany - 16 Infantry, 6 Artillery, 6 Tanks, 1 Fighter, 2 Bombers, 4 AAA, Major Industrial Complex
    Western Germany - 1 Infantry, 6 Fighters, 4 Tactical Bombers, 4 AAA, Major Industrial Complex, Naval Base, Air Base
    Greater Southern Germany - 6 Infantry, 2 Mech Infantry, 4 Artillery
    SZ 113 - 2 Subs, 1 Destroyer, 2 Cruisers, 1 Battleship, 2 Transports
    SZ 112 - 2 Subs, 1 Destroyer
    SZ 124 - 1 Submarine
    SZ 123 - 1 Submarine
    SZ 86 - 1 Battleship, 1 Transport
     
    Soviet Union - 35 IPCs
    Russia - 4 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Fighter, 2 AAA, Major Industrial Complex, Air Base
    Samara - 2 Infantry
    Novosobirsk - 2 Infantry
    Timguska - 2 Infantry
    Yenisey - 2 Infantry
    Yakut S.S.R. - 2 Infantry
    Buryatia - 2 Infantry
    Sakha - 2 Infantry
    Amur - 6 Infantry, 1 Mech Infantry, 2 Artillery, 1 Tank, 1 Fighter, 2 AAA
    Siberia - 2 Infantry
    Soviet Far East - 2 Infantry
    Caucasus - 1 Infantry, 1 Artillery
    Volgograd - 1 Infantry, 1 Tank, Minor Industrial Complex
    Ukraine - 2 Infantry, 1 Mech Infantry, Minor Industrial Complex
    Western Ukraine - 1 Infantry
    Belarus - 1 Infantry, 1 Artillery
    Novgorod - 4 Infantry, 1 Mech Infantry, 1 Fighter, 1 AAA, Minor Industrial Complex, Naval Base, Air Base
    SZ 5 - 1 Destroyer
    SZ 100 - 1 Submarine, 1 Destroyer
    SZ 115 - 1 Submarine, 1 Cruiser, 1 Battleship
    SZ 127 - 1 Destroyer
     
    Japan - 24 IPCs
    Japan - 11 Infantry, 2 Mech Infantry, 2 Artillery, 2 Tanks, 2 Fighters, 2 Tactical Bombers, 2 Bombers, 2 AAA, Major Industrial Complex, Naval Base, Air Base
    Korea - 4 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Fighter, 2 AAA
    Manchuria - 6 Infantry, 1 Artillery, 1 Tank, 2 Fighters, 2 Tactical Bombers, 2 AAA, Control Marker
    Jehol - 2 Infantry, 1 Artillery, Control Marker
    Shantung - 2 Infantry, 1 Artillery, Control Marker
    Kiangsu - 2 Infantry, 1 Artillery, 1 Fighter, 1 Tactical Bomber, Minor Industrial Complex (With 6 Points of Damage), Naval Base (With 6 Points of Damage), Control Marker
    Iwo Jima - 1 Infantry
    Okinawa - 1 Infantry, 1 Fighter, Air Base
    Formosa - 1 Infantry, 1 Fighter
    Hainan - 1 Infantry
    Siam - 3 Infantry, 1 Artillery
    Paulau Island - 1 Infantry
    Caroline Islands - 2 Infantry, 1 Artillery, 1 AAA, Naval Base, Air Base
    Marshall Islands - 1 Infantry
    Marianas - 1 Infantry
    SZ 6 - 1 Submarine, 1 Destroyer, 1 Cruiser, 2 Battleships
    SZ 19 - 2 Cruisers, 2 Carriers with 2 Fighters & 2 Tactical Bombers, 2 Transports
    SZ 20 - 1 Submarine, 1 Cruiser, 1 Carrier with 1 Fighter and 1 Tactical Bomber
    SZ 33 - 1 Submarine, 1 Destroyer
    SZ 36 - 1 Destroyer
     
    United States - 52 IPCs
    Eastern United States - 1 Infantry, 2 Mech Infantry, 1 Fighter, 1 Bomber, 2 AAA, Minor Industrial Complex, Naval Base, Air Base
    Central United States - 1 Infantry, 2 Mech Infantry, Minor Industrial Complex
    Western United States - 1 Infantry, 2 Mech Infantry, 1 Fighter, 1 Bomber, 2 AAA, Minor Industrial Complex, Naval Base, Air Base
    Central America - 1 Infantry, 1 AAA
    Alaska - 1 Infantry
    Hawaii - 1 Infantry, 1 Mech Infantry, 1 Fighter, 1 AAA, Naval Base, Air Base
    Wake - 1 Infantry, Air Base
    Midway - 1 Infantry, Air Base
    Guam - 1 Infantry, Air Base
    Philippines - 2 Infantry, 1 Fighter, Naval Base, Air Base
    SZ 101 - 1 Cruiser
    SZ  10 - 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Carrier with 1 Fighter & 1 Tactical Bomber
    SZ 26 - 1 Submarine, 1 Battleship, 1 Transport
    SZ 29 - 1 Destroyer, 1 Carrier with 1 Fighter & 1 Tactical Bomber
    SZ 35 - 1 Destroyer, 1 Transport
     
    China - 14 IPCs
    Kiangsi - 2 Infantry, 1 Artillery
    Kwangsi - 1 Infantry
    Yunnan - 1 Infantry, 2 AAA
    Burma - 1 Infantry, 1 Fighter
    Szechwan - 1 Infantry
    Hunan - 1 Infantry
    Kweichow - 1 Infantry
    Hopei - 1 Infantry
    Anhwe - 4 Infantry
    Shensi - 1 Infantry
    Suiyuyan - 1 Infantry
    Chahar - 1 Infantry
    Kansu - 1 Infantry
    Sikang - 1 Infantry
    Tsinghai - 1 Infantry
     
    United Kingdom [Europe] - 27 IPCs
    United Kingdom - 1 Infantry, 1 Artillery, 1 Tank, 2 Fighters, 1 Bomber, 4 AAA, Major Industrial Complex, Naval Base, Air Base
    Scotland - 1 Infantry, 1 Mech Infantry, 1 Fighter, 1 AAA, Air Base
    New Brunswick/Nova Scotia - Naval Base
    Quebec - 1 Infantry, 1 Artillery, 1 Tank, 1 Fighter, Minor Industrial Complex
    Ontario - 1 Infantry, 1 AAA
    Alberta, Saskatchewan, Manitoba - 1 Infantry
    British Colombia {Western Canada} - 1 Infantry, 1 Mech Infantry
    Gibraltar - 1 Infantry, 1 Fighter, 1 AAA, Naval Base
    Malta - 1 Infantry, 1 Fighter, AAA, Air Base
    Alexandria - 1 Infantry
    Egypt - 1 Infantry, 1 Tank, 1 AAA, 1 Tactical Bomber, Naval Base
    Trans-Jordan - 1 Infantry
    Anglo-Egypt Sudan - 1 Infantry
    Kenya - 1 Infantry, 1 Artillery
    Southwest Africa - 1 Infantry
    Union of South Africa - 1 Infantry, 1 Mech Infantry, 1 Aritllery, 1 Fighter, 1 AAA, Minor Industrial Complex, Naval Base
    SZ 106 - 1 Destroyer
    SZ 109 - 2 Cruisers, 1 Battleship
    SZ 110 - 1 Cruiser, 1 Transport
    SZ 119 - 1 Carrier with 1 Fighter
    SZ 93 - 1 Destroyer, 1 Battleship, 1 Transport
    SZ 98 - 1 Submarine, 1 Destroyer
    SZ 71 - 1 Destroyer, 1 Transport
    SZ 84 - 1 Cruiser
    SZ 83 - 1 Transport
     
    United Kingdom [Pacific] - 17 IPCs
    India - 6 Infantry, 2 Artillery, 2 Fighters, 1 Tactical Bomber, 2 AAA, Major Industrial Complex, Naval Base, Air Base
    West India - 2 Infantry
    Malaya - 3 Infantry, 1 AAA, Naval Base
    Kwangtung - 2 Infantry, Naval Base
    SZ 39 - 1 Submarine, 2 Destroyers, 1 Cruiser, 1 Transport
    SZ 37 - 1 Battleship
     
    Italy - 10 IPCs
    Southern Italy - 6 Infantry, 1 Fighter, 2 AAA, Minor Industrial Complex, Naval Base, Air Base
    Northern Italy - 2 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber, 2 AAA, Major Industrial Complex
    Albania - 2 Infantry, 1 Tank
    Sicily - 1 Infantry, 1 Tactical Bomber, Air Base
    Libya - 4 Infantry, 1 Artillery, 1 Tank, 1 AAA
    Tobruk - 4 Infantry, 1 Mech Infantry, 1 Artillery
    Ethiopia - 2 Infantry, 1 Artillery
    Italian Somaliland - 1 Infantry, 1 Mech Infantry
    SZ 95 - 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Transport
    SZ 96 - 1 Destroyer, 1 Transport
    SZ 97 - 1 Cruiser, 1 Battleship, 1 Transport
    SZ 99 - 1 Submarine
     
    ANZAC - 10 IPCs
    New South Wales - 1 Infantry, 1 AAA, Minor Industrial Complex, Naval Base
    Queensland - 1 Infantry, 1 Artillery, 1 Fighter, 1 AAA, Naval Base, Air Base
    Northern Territory - 1 Infantry
    South Australia - 1 Infantry
    Western Australia - 1 Infantry, Air Base
    New Zealand - 1 Infantry, 1 Fighter, 1 AAA, Minor Industrial Complex, Naval Base, Air Base
    Malaya - 1 Infantry
    SZ 54 - 1 Destroyer
    SZ 62 - 1 Cruiser, 1 Transport
    SZ 63 - 1 Submarine
    SZ 65 - 1 Cruiser
     
    France - 19 IPCs
    France - 11 Infantry, 1 Tank, 1 Fighter, 2 AAA, Minor Industrial Complex, Air Base
    Normandy/Bordeaux - 2 Infantry
    Southern France - 1 Infantry, 1 Artillery
    Morocco - 1 Infantry
    Algeria - 1 Infantry
    Tunisia - 1 Infantry
    Syria - 1 Infantry
    French Central Africa - 1 Mech Infantry
    SZ 105 - 1 Battleship, 1 Transport
    SZ 93 - 1 Destroyer, 1 Cruiser
    SZ 94 - 1 Cruiser
    SZ 98 - 1 Destroyer
     
    Pro-Allied Neutrals
    Poland - 10 Infantry
    Eastern Poland - 0 Infantry
    Denmark - 1 Infantry
    Norway - 3 Infantry
    Iceland - 0 Infantry
    Greenland - 0 Infantry
     
    Pro-Axis Neutrals
    Vyborg - 2 Infantry
    Baltic States - 1 Infantry
    Bessarabia - 0 Infantry
    Romania - 5 Infantry
    Slovakia Hungary - 5 Infantry
    Northwestern Persia - 1 Infantry (no longer Pro-Allied)
    Persia - 1 Infantry (no longer Pro-Allied)
    Eastern Persia - 1 Infantry (no longer Pro-Allied)
     
    Benelux [Holland Belgium] (Treat as Pro-Allied after any of their possessions are attacked):
    Holland Belgium - 4 Infantry
    Belgian Congo - 1 Infantry
    Java - 1 Infantry


  • @all-encompassing-goose

    And here’s a little place if you want to come up with an Axis strategy in real life:

    https://www.axisandallies.org/forums/topic/37587/how-to-win-the-war-as-the-axis/1


  • @all-encompassing-goose

    It appears I have misunderstood you-if you mean simply having units and borders change the way they were in real life, I suggest you should do away with the dice (or most rules, for that matter) and just set up a game and move units and change borders based on how it was in real life (you should also add damage to industrial complexes and put new units when necessary). The one problem is that you will have to come up with a representation of each unit in the game, which is talked about here:

    https://www.axisandallies.org/forums/topic/10805/the-representational-scale-of-axis-allies?_=1636225453815

    Even though I often think of them as divisions, in reality each ground unit is probably a corps, and one aircraft carrier unit are two fleet carriers in real life (maybe with a light carrier as well). A problem with aircraft and naval bombardment comes up, so I’m interested in seeing how you handle that.


  • @superbattleshipyamato Hello! Over the past 3 days, I have been working on my own Europe 1940 Axis and Allies map. The map is made to be played with just Europe, Africa, and North America. I wanted to make it to like this so people can play games in-depth but not have to be drawn-out over so many continents.

    ATM, the base map is finished and I am working on the additional small (but important) details like:

    Roundels
    IPC’s p/ Territory
    Extra small creative things

    The rulebook will be the hardest to make and I will post the full map for play testing. The map will cost too much money to print ATM so I will mostly rely on community members to help. I am afraid about people copying but I will find a way to prevent that.

    I need a logo for the corner of the map so I will work on that soon. I hope when everything is play tested I can print it. It might be another 1-2 years (or more)

    So yeah, if you have any ideas, I will mark them down in my notes maybe I can add them to my map or add them in the rulebook (there is like 2 pages done…)


  • @all-encompassing-goose

    Thank you for responding! For your new game, what ideas are you asking for? As in, do you want it to be historically accurate, or do you want to change the game dynamics (such as changing the value of capitals, the value of the Soviet Union, or making China really big and adding communist partisans to make it very hard to conquer like in real life)?


  • @superbattleshipyamato

    just ideas you would wish would be in the E40 map that wasn’t previously. The map is made so if I did add the Middle East and onwards, it would be terribly distorted (there is a thread where someone made a map with my European proportions and it is wild)

    I made the map “handdrawn” so the straight lines in the borders for example in Algeria isn’t exactly straight (but the sea zones are and stuff)

    Should I add “roundels” for each province or maybe add their flag in each province (with some blending filters on) or maybe a tiny flag below/above the IPC thing. I don’t want to add naval ports and airports if someone wanted to make a variant for the map then there wouldn’t be random naval ports and air port pre-installed into the map with no actual marker–

    Thank you for replying :)

  • 2024 2023 '22

    @all-encompassing-goose

    Thank you for responding!

    Just add flags for small countries, such as Romania and Bulgaria. For your game I would just add all the historically accurate rules I highlighted in previous posts. An interesting idea for games with the maximum amount of players is diplomacy-making and breaking alliances and peace treaties. Bribes of territories, ships, IPCs, aircraft, and maybe even some ground units are allowed. This might make victory conditions for both sides fairly problematic though.


  • @superbattleshipyamato I was thinking of making an Antarctica map (Nazis in the middle, bunches of Cold War countries at the coasts) with a mix of Diplomacy. Each player chooses a country on the board and then the other, and the other until everyone chooses their country. They place a “capital” marker on it. Each territory has an 3 IC besides of the middle.

    The Nazis is only played by one player and that player cannot choose any other territory from the coast of Antarctica 🇦🇶

    Once every player has their capital territory (besides Nazis) they choose a territory from around the coast that they choose to “control” and it goes around and around the players until every territory is controlled by some sort of player.

    There might be 2+3 inland provinces separating the coastal territories from the Nazis. The game province system is picked out a lot like Risk. Anyways, every country can be in alliances or be at war. Diplomacy will not work if there is 2-3 players.

    If there is 2 players (Nazis vs Coastal Regions) then I haven’t thought of a rule for that yet but this is in the planning stages tehe…

    Update for my map:

    Each Victory City is going to have a star with the country’s original flag in it. Everywhere else is marked with their airforce roundel. Croatia territory is marked as “Pro-Axis” and deemed seperate than rest of Yugoslavia. Don’t remember the full names ATM but it is made to represent the puppet Croatian government having the north of Yugoslavia while the rest is split up (whoever takes it, usually the Germans but could be the Italians)
    Romania is split into 3 territories to make the country more interesting. It is still a pro-axis but it takes atleast 2-3 turns to get all the Balkans controlled by the Axis (blitzing through them heh)

    I want to make the game a lot slower since we have time for a drawn-out game (it’s a smaller map, not as much territories as Global 36 but is plentiful in distance) When I make the rulebook I will have to tweak lots of stuff.

    The map is probably 92% finished. It looks alot like Axis and Allies Europe (1999) but 3x nicer. If I could get this done in a few months with all the rulebook testing and things I would like to get it printed at HBG (problem is is that I don’t know their policy) I could tell them to print it and keep like 30% of the profits or something (just generalizing) My map is like ~500 MB or something on Photoshop if I remember (might be wrong)

    Today I didn’t do as much as I wanted. My computer + school computer is just so slow at loading and moving everything so it is sluggish process with all the time I have for it. I did the logo and I think it looks fantastic. I made special effects like snow and mountains yesterday but I messed up and it doesn’t look very good (I want to make it so they can stop blitzes and -1 attack tank, mech) I believe tomorrow I will try to fix it the best I can because after a day of look at them they aren’t very good… (.

    If I was good at photoshop I would add a nice-looking HD coastline but there’s probably some plugin for it (I just downloaded Photoshop 3 days ago) The black borders and sweet, crisp borders (better than G36 and A&A) but I will have to work on some things more I guess.

    One important thing I want to do tomorrow however is the convoy boxes in the middle of the Atlantic (instead of on the “coasts”) I believe they would look great. I might just add them without creating a new sea zone border and whenever Germany is in the seazone they can just use an extra movement with their subs and sit on the IPC-breaking machine…

    Oh maybe I forgot to add the text for the land provinces. That will be last since I want to make sure there is room for the IPC per province thing and the roundels (of course)

  • 2024 2023 '22

    @all-encompassing-goose

    Awesome stuff! Your Antarctica thing sounds really crazy, which will be interesting, especially the map and the radically different rules from normal Axis And Allies.

    For your map, Croatia should be a very weird sort of territory that doesn’t exist at the start, but only after the fall of Yugoslavia. For your convoy zones, I found this on another forum by Keodis:

    “You don’t have to be on the coast of britain to sink merchant vessels-if we changed it so certain sea zones (I can’t name them yet i gotta check the board first) that have a German warship or U-boat in it cause an automatic loss of 1 IPC to the UKs economy, and if there’s a warship in a convoy sea zone that equals 3 ipcs lost (limit 12 IPCs a turn total?), then the RN is going to be going around the atlantic trying to sink all the U-boats and wont be sitting around the UK all the time.

    I think changing the way convoys are disrupted are good because it will speed up the game.”

    What year is your game taking if Romania is pro-Axis? Thank you!

    You mention about Historical Board Gaming and how they will release your game on their website-I’m s bit confused about how all of this works, so maybe you can help me like that? Thank you!

    The Black and Baltic Seas should be more dynamic and have more sea sones in the naval war there-I always found the small naval battles between the Soviet Union and the Axis in the Black and Baltic Seas, as it’s so different from the great naval battles of the Atlantic and the Pacific.

    I hope you will have an easier time making this map in the future! I look forward to seeing it here.

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

    F3B4E40C-7F5A-4074-99B6-5F3A10CA0F60.jpeg

    Here’s my convoy boxes we use on my map and setup in Atlantic. There is boxes in pacific too. Double click on map to blow up.


  • @general-5-stars Looks very good, will be taking inspiration. I see your event cards at the bottom. I was thinking in the shower yesterday about specific “real life event decision cards” for countries like Italy. Either choose to be in the war on Turn 1 or 2 (France almost destroyed by then) or choose to be neutral until later. Makes Italy a much more independent nation. I want to use a 12 dice system because one of the special things about that is if you spam infantry as the Soviets, it isnt that big of a deal it’s just an extra HP and ~3-2+ defense if I make a tank for example, fight at 6-~7 but of course you can buy anti tank weapons and things :} Haven’t typed the rules yet so just pondering I gueesss.

    The Atlantic Ocean in my map is shrunk to make Europe and Africa as important as possible (while still keeping North America on the far-left side separated from 3 seazones to Portugal, 2 to Azores, 4 to France, 4-5 to UK/Ireland

    Ofc I will have to revamp the movements of the navies and stuff. I need to read all of the realistic suggestion posts again–

    You’re map looks very nice but it is so big :astonished: it’s like a dream! (Edit: the proportions are quite accurate but it makes sense because the size) I just realized today that my map is so filtered with tons of glowing borders and stuff maybe that is why most maps I see dont have them pokes self in eye printing

    Hmmmmm I cant think of anything else to say so I will talk again in a few hours


  • @superbattleshipyamato I am going to test this variant out it sounds like alot of fun. My “group” is almost done with our test-Pacific-40 game… I will set that 39 game for Thanksgiving Break


  • Those 3 cards are not event cards on map. Those are National Objective 3 Island Group cards. 3 for the Med and 9 cards for the Pacific. It promotes more Island hopping and control of certain islands for plane assaults.


  • @general-5-stars Well that sounds like a nice addition either way


  • FF4E46B2-6AB2-4BA7-BD25-86A592B2C6FA.jpeg

    This is the pacific setup with convoy boxes and the 9 island groups on this side doesn’t show the cards. But the cards are colored and there also is a colored dot by the island in the groups.

    Here’s a taste of German event cards but some have been changed.

    5EDC1904-C46C-49F8-9733-344B000E1AD1.jpeg


  • @All-Encompassing-Goose

    I finished several games. A little hard for the Axis to win, but definitely enjoyable otherwise.

    What do you think?


  • @All-Encompassing-Goose

    How’s the map going?

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