You should make one, I don’t have a 1940 copy but have friends who do and would love to have one. Still I always like to put in a Bismark no matter what time period, just to stress Britian because they have vast, if thin superiority in the Atlantic ocan.
What you can do is eliminate the units, then noncom into newly captured territory.
This isn’t a blitz.
By holding mechs and tanks back during combat movement, you could potentially noncom them into zones (newly captured or not) they could not have reached during combat. you often need all your firepower so this isnt all that common but it is helpful
Ya but every thing is raised +1 across the whole game for AD
So far Allies 3-2
But should be 4-1. Axis had 1 tank in coast city. Allies Didn’t bring enough troops.
It was nice had allies attack St. lo on T4 or 5
Added a few pieces to setup. 3 extra paratroopers and a few tigers late on card and AD@5 I think M1 only. Moved 3 block houses off coast on upper left side of map and put in 2 more against big US beachhead and other one against other US beach head.
This is the map I use.
Better take d day discussion to correct thread from now on
I took another look at the house rules I’m considering, and hopefully will get a chance to test it out over the coming Christmas holidays. This mod is definitely intended for games with 4+ active players so that multiple people can be “active” at once and encourage a quicker, less downtime game.
If you only have 2 players, then of course use the the standard turn order.
My 2nd pass of writing it up has resulted with this. Rules/changes in bold, with discussion following.
-Start of game, the “one weird turn”: Russia and Britain take one simultaneous turn. Russia acts as normal. Britain only starts with 12 IPCs and can only move pieces from or into territories east of and including Persia. UK can only buy/place units on the pacific side of the board during this turn
-After this turn finishes, the turn order becomes: All axis powers followed by all allied powers
-The above change allows simultaneous turns while preserving the general flow of each theater and keeps the usual critical opening strikes intact.
Consequences and clarifications: A couple situations will pop up due to the changes.
Still not allowed, instead if more than one nation attack a single territory, battles will be resolved one attacker at a time.
IE: If Russia, Britan and US all combat move to a single axis territory, the attacks happen one at a time. Russians fight untill they win/lose/retreat, followed by UK, followed by US. The allied player 2nd/3rd in line may decide to immediately retreat before dice are rolled if they don’t like the results of the previous players attack.
Can opening: No longer possible. Losing this “trick” is an acceptable loss IMO.(Personal taste: It’s very “gamey”)
Loss of landing planes/strait use. IE: US cant land planes on territory UK just conquered. In practicality, this is a minor nerf to allied KGF play.(landing planes in west europe. If there is an example of strait use that happens in a “typical” game I’m unaware). Is this a big enough deal to warrant additional changes? We will see. Easiest solution for balancing may be modifying the British “bid” introduced for first turn pacific spending.