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

    Axis & Allies 1942.3
    Time frame: The game is considered in four month turns, starting with turn one as May to August of 1942 as turn one, making for example turn 5 as September to December 1943 Turn. The time frame is created for the purpose of generating historical weapon developments outlined latter. Historically, the war would end on game turn 10 for Germany and turn latter for Japan.

    New Units:
    ALL NATIONS: Use of Tactical Bombers, Cruisers, and Mechanized Infantry and all the rules pertaining to them as per Global 40 rules. Units converted are done during the purchase units’ phase.

    Tactical Bomber: 3-3-4-11 unit. (Attacks at 4 with matching Fighter)
    Cruiser: 3-3-2-11 unit.
    Mechanized Infantry: 1-2-2-4 unit.
    Heavy Tank: 4-3-2-9 unit.
    Cavalry: 1-1-2-4 unit.
    Self-Propelled Artillery (spa): 3-3-2-9 unit. Defender must select any armor/artillery unit as hit in combat.
    Fortification: Allows up to 3 Infantry to be boosted +1 Defense in any area. Cost 4 IPC and only one can be built in an Area or Island.
    Paratrooper: convert any Infantry unit by paying 2 IPC. can build 2 per turn max with no more than 6 on the board at any time. These attack @3 1st round, @2 2nd Round, and @ 1 3rd and later rounds. They defend at 2 and move 1, or can be dropped by a Bomber no further than two spaces from any controlled area. (More explanation latter regarding these 3*-2-1-5 units.)
    Carrier: Special rules- They now take two hits. If they take one hit, only one fighter can fight, land, or take off. The other fighter must find another space to land or is lost in combat if a hit is assigned to Carrier. Carriers are now 1-2-2 units costing 16 IPC.

    RUSSIA:

    1. Conscript: Cost 2 IPC, can build 2 per turn max with no more than 6 on the board at any time. These are 1-1-1-2 units.
    2. Shock Armies: convert any Armored unit by paying 2 IPC. can build 2 per turn max with no more than 6 on the board at any time. These are 4-3-2-8 units.
    3. Katyusha Rockets: convert any Artillery unit by paying 2 IPC. can build 2 per turn max with no more than 6 on the board at any time. These are 3-2-2-6 units.
      Special Benefit: They fire first at the start of first combat round.

    GERMANY:

    1. Volkstrum: Cost 2 IPC, can build 2 per turn max with no more than 6 on the board at any time. These are 1-1-1-2 units. Building starts only when an originally controlled area is captured.
    2. Waffen SS Panzerkorps: convert any Armored unit during the purchase phase by paying 2 IPC. Can build/convert 2 per turn max with no more than 6 on the board at any time. These can be built new as 4-4-2-8 units.
    3. Panzer Grenadier: convert any Mechanized Infantry unit during the purchase phase by paying 1 IPC. Can build/convert 2 per turn max with no more than 6 on the board at any time. These can be built new as 3-2-2-5 units.
    4. Pocket Battleship: These are built from scratch and are 3-3-2-15 units taking two hits.
    5. Flak Towers: These are built at the cost of 8 IPC and gets up to 5 rolls against Aircraft attacking or performing SBR runs. Each roll is 2 or less. All other rules pertaining to Anti-Aircraft apply.
    6. Underground Factories (Mittelwerk): Starting on turn 5, the German player may build special factories that can still be bombed via SBR at ½ values rounded down. Atomic weaponry still does permanent damage on their production/IPC value.
    7. U-Boat Pen: The German player may build protections on coastal areas to protect Submarine units from any naval attacks for 8 IPC. These facilities 3 hits to destroy and only Submarines are protected. If the land area is captured during invasion, the Pen is automatically destroyed. It cannot take hits during the land combat and is only associated with protecting Submarines. Only air units can attack and the Pens attack at 2 or less each round.
    8. Super Battleship: Germany can build one Battleship for 20 IPC that is a 5-5-2-20 warship that takes three hits to sink. If it takes one hit, it fires like a regular Battleship. Only one of these can be on the board at any time. It fires first in any naval combat (loses removed then normal combat ensues) and Shore Bombards @5.

    UNITED KINGDOM:

    1. Battlecruiser: These are built from scratch and are 3-3-2-15 units taking two hits.
    2. Escort Carrier: These are built from scratch and are 0-2-2-9 units taking one hit. They carry one fighter.
    3. Commando: convert any Infantry unit during the purchase phase by paying 2 IPC. can build 2 per turn max with no more than 6 on the board at any time. These attack @3 1st round, @2 2nd Round, and 1 3rd and later rounds. They defend at 2 and move 1. They can be brought by Transports (2 per Transports treat like infantry).

    JAPAN:

    1. Super Battleship: Japan can build one Battleship for 20 IPC that is a 5-5-2-20 warship that takes three hits to sink. If it takes one hit, it fires like a regular Battleship. Only one of these can be on the board at any time. It fires first in any naval combat, SB @5.
    2. Light Carrier: These are built from scratch and are 0-2-2-9 units taking one hit. They carry one fighter.
    3. Japanese Marines-SNLF: These are Japanese marines. Cost 4 IPC, can build 2 per turn max with no more than 6 on the board at any time. These are 2-3-1-4 units. (Transports can carry two/Cruisers one).
    4. Japanese Cruiser: Can carry one infantry like a transport, but forgoes their shore bombardment if being used for this purpose. Can participate in naval combat and land their cargo latter in amphibious assault.
    5. Battlecruiser: These are built from scratch and are 3-3-2-15 units taking two hits.It can carry one Infantry like other Cruisers.

    UNITED STATES:

    1. Marines: Cost 4 IPC, can build 2 per turn max with no more than 6 on the board at any time. These are 2-3-1-4 units. (Transports can carry two).
    2. Escort Carrier: These are built from scratch and are 0-2-2-9 units taking one hit. They carry one fighter.
    3. Super Battleship: USA can build one Battleship for 20 IPC that is a 5-5-2-20 warship that takes three hits to sink. If it takes one hit, it fires like a regular Battleship. Only one of these can be on the board at any time. It fires first in any naval combat, SB @5. Can be build only starting turn 6.

    Strategic Redeployment: During the Non-Combat Movement phase each nation can move units according to the following rules:
    Land units must move between contiguously connected land areas owned by the same player (not his Allies). Three spaces maximum land movement. Sea and Air units cannot use this movement. The maximum number of units that can move in this manner is as follows:

    Russia: 4
    Germany: 7
    UK: 3
    Japan: 5
    USA: 5

    Technology:
    Essentially, different nations can receive specialized technology that historically appear on specific turns as follows:

    German V1 Rockets appear for Germany on turn 7. They have a range of two spaces and perform SBR at one D4 Dice. They cost 2 IPC and fire once. (Max 2 can be on board at one time).

    German Jet Fighters appear also on turn 7. These are 4-5-4-10 units. When defending during SBR runs, they have an aerial combat rating of 2 (all other planes escorting Bombers fight at 1).

    German Jet Bombers appear on turn 7. These are 4-2-4-11 units ( Cannot carry Paratroopers).

    German V2 Rockets appear for Germany on turn 8. They have a range of three spaces and perform SBR at one D4 and add +2 to the result. They cost 3 IPC and fire once. (Max 4 can be on board at one time).

    Heavy Bombers are available to the American and British player starting on turn 7. During SBR add +2 to the Dice Roll. These are 4-2-8-15 units and are the prerequisite to carry the Atomic Bomb, which is available on turn 10. On turn 9, Germany and Japan develop Heavy Bombers.

    Type 21 Submarines appear for Germany on turn 9, and are 3-2-3-7 units, they operate as is destroyers do not exist, and can move freely past Destroyers, however, Destroyers are still required to attack them. ( note: they move 3 spaces)

    Atomic Weaponry is available on turn 10 to the American player and only one can be dropped per turn. Each cost 15 IPC. On turn 12, Atomic Weaponry is available to Germany player and only one can be dropped per turn and also costs 15 IPC. Effects: roll one D6 and damage is permanent to the producing IPC of an area. Procedure: The bomb can only be dropped no farther than 3 spaces range from the Bombers flight path.

    All warships that take multiple hits receive a decrease of combat by -1 for each hit of damage, so a Yamato with 2 hits is a 3-3-2 ship that has shore bombard of 3.

    All damaged warships carry damage until they move past any coastal factory, the movement in the adjacent sea zone is sufficient to repair your ship.

    Strategic Bombing Raids:
    Both attacking and defending fighters can participate in strategic bombing raids as escorts or interceptors. Escort fighters (those accompanying the attacking bombers) can escort and protect the bombers, and they can originate from any territory or sea zone, range permitting. Any number of defending fighters based in a territory that is about to be strategically bombed can be committed to participate in the defense of the industrial complex as interceptors, whether or not there are attacking fighter escorts. The number of defending fighters that will intercept is decided by the owning player(s) after the attacker’s Combat Move phase is completed and before the Conduct Combat phase begins. If the defender has elected to commit fighter interceptors, an air battle will be fought immediately before the targeted industrial complex fires its antiaircraft shots against the attacking bombers. The air battle, which ends after one round of combat, is resolved in the following way:

    1. Both the attacking bombers and fighter escorts, if any, fire with an attack value of 1. For each “1” rolled, a defending interceptor is immediately removed as a casualty.

    2. The surviving defending interceptors then fire with a defense value of 2. For each result of “2” or less, the attacker chooses a casualty and removes it. After the air battle is complete, or if there were no defending fighter interceptors, surviving fighter escorts are considered to be retreated. They don’t participate in the actual bombing raid, are not subject to antiaircraft fire, and will remain in the territory until the Noncombat Move phase. Any surviving attacking bombers carry out the bombing raid as described above. Fighters participating as either an escort or an interceptor cannot participate in other battles during that turn, including a battle in the territory in which the bombing raid is occurring. Defending air units must return to their original territory. If that territory is captured, the fighters can move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs during the Noncombat Move phase, before the acting player makes any noncombat movements. If no such landing space is available, the fighters are lost. Note: German Jet Fighters as interceptors fire at 3 and as escorts fire at 2.
      Paratroopers: One can be picked up by a Bomber. Both units must start from the same Territory and be dropped off in any enemy Territory no more than two spaces away from your controlled area

    Lend Lease: The US player only can send Land Lease to UK and or Russia. For UK the US player must send only 6 IPC and the UK player rolls one D6 and receives a unit as follows:
    1=Artillery
    2=Mechanized Infantry
    3=Tank
    4=Transport
    5=Destroyer
    6=Fighter

    For Russia the US player must send only 4 IPC and the Russian player rolls one D6 and receives a unit as follows:
    1-2=Artillery
    3-4=Mechanized
    5-6=Tank

    Units received by Lend Lease in this manner arrive in that nations turn following the roll and can freely be placed in any Factory. The Axis players may interdict the sending of money by moving subs, combat ships, or planes and attacking the appropriate Lend Lease boxes on the map and rolling a D4. The entire value of Land Lease must be destroyed in its entirety, or it’s considered to get through in whole.

    Setup Changes/Additions: German Fighter and Bomber in Ukraine are moved to Germany and Libya respectively. Add at start: 1 German Cavalry, 1 Chinese Cavalry, 1 Japanese cavalry, 2 Russian Cavalry to starting setup (anywhere you want). Also, starting on turn 2, add 1 Russian Bomber to Moscow.

    China: China can immediately convert one Infantry to an Armored unit, but it fights as a 2-2-2-4 unit. It is replaceable but only one is allowed.

    Neutral Nations: Each nation can have one roll per turn to influence a neutral as follows: Pay 5 IPC select a neutral that is “pro” to your side. Roll a 6 and it is converted to your nation and you can substitute your pieces once you move a land unit in it. For example, Germany pays 5 IPC selects Spain on turn 3, and rolls a 4, which fails. Now Germany must wait till the following turn. All nations can also invest more IPC (Additional 5 IPC for a total of 10) into a “pro” neutral and make the success for conversion a 5-6 each turn for only that neutral. However, the investment must be over 2 turns (you can’t spend 10 IPC and immediately get to roll 5-6 and convert) The Axis nations are the only faction that can invade a neutral country. Allies however, can liberate a neutral once controlled by the Axis.

    Pro Axis:
    Spain: 8 Infantry, 2 Artillery, 1 Tank, 1 Fighter,1 Bomber, 1 Tactical Fighter 1 Destroyer and Transport in #13.
    Argentina: 5 Infantry, 1 Artillery, 1 Destroyer in #21
    Chile: 2 Infantry
    Sweden: (Gives 2 IPC as aid to Germany as long as it remains neutral) 1 Fighter, 1, Tank, 1 Artillery, 6 Infantry, 1 Cruiser, 1 Destroyer, and 1 Transport in #5.

    Pro Allies:
    Valenzuela: 2 Infantry
    Saudi Arabia: 2 Infantry
    Ireland: 2 Infantry
    Mongolia: 4 Infantry, 1 Artillery, 2 Cavalry.

    Strict Neutral:
    Angola:1 Infantry
    Switzerland: 5 Infantry, 1 Artillery
    Mozambique: 1 Infantry
    Peru: 3 Infantry
    Turkey: 8 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 2 Cavalry, 1 Destroyer, 1 Transport
    Afghanistan: (Impassible)

    Optional Rules:
    Defender Retreats:
    At the start of any combat round, the Defender followed by the Attacker may declare his intention to retreat some or all their units in battle according to the following:

    1. Declared units are placed on the border of the friendly territory they wish to retreat too. Attacking units can retreat to only areas they moved from. Defending units can retreat to any friendly controlled areas. Retreat takes place only after the end of the current combat round.
    2. In the current combat round, all units remaining in combat roll and if either player rolls hits that exceed the units remaining in battle, any additional hits are taken from those declared retreating units that did not fire. (Defender always decides which are lost).
    3. If all the defenders are retreating, the attacker essentially gets a free combat roll against those retreating units (Defender always decides which are lost).

    Scrambling Fighters: At the start of any combat round, the defender may declare that at the start of the NEXT combat round, his intention of scrambling any adjacent fighters or tactical bombers into combat. They then fight normally with other land or naval units.

    Aerial Combat (Dogfights): Allows the employment of air units to fight independently as follows:

    1. All planes are matched on a 1 to 1 basis, additional planes may go against land/naval units.
    2. Planes in Dogfights fight until one side retreats or is eliminated.
    3. Once one side has been retreated or destroyed, planes that didn’t fire can roll normally in combat with other units.

    Oil Centers: Any time a player captures an area that contains an oil center, they roll one D6 and immediately receive that amount in IPC. It is a one-time bonus, but if lost to the original player and recaptured, you get to roll another D6. Oil centers in neutral countries can trigger a D6 roll once by the controlling side and once by the liberating side. Oil centers are indicated on the map.

    Japanese Kamikaze: Starting on turn 8, Japanese Fighters and or Tactical Bombers may make targeted attacks against Allied warships with a +2-combat modifier in the first round of combat. The plane is lost whether it hits or misses.

    Japanese Banzai Attacks: Add +1 to all Japanese infantry in battle, however, the infantry are required to fight to the death. Only one such attack per turn.

    Generals: Each nation may use one General in one battle and one combat round per turn. The use of a General can be in any battle. Procedure: Perform one low luck battle (Divide total combat factors into 6, result equals hits and fraction is rolled. Example: Germany has 33 attack factors and decides in its first combat round against Ukraine to use the General. Five hits are assigned to the Soviet player as loses and the fraction is rolled yielding a 2, results in a sixth hit.

    Wolfpack Rules: Three German subs attacking receive one extra die hitting at 2 or less. This effect can transit into multiples (e.g., 9 German subs get three extra dice at 2 or less).

    Soviet Factories: Once per game, the Russian player may move any factory to any other area within an originally controlled area. The decision and move can take place at any turn phase of the Russian player.

    Minor Factories: In any area with a value of 3 or less, a new type of minor factory may be built for 8 IPC. Placement is equal to the value in IPC. They are damaged in the same manner as Major Factories.

    Azores: The only additional area on the map (SZ 12) representing the strategic projection of potential Axis Bombers.

    Chinese Infantry: Once per turn, the US player may place one Infantry they build in any area in China they control.

    Land Movement: All two-space land units that only used one space before entering combat, can use their second movement space post combat.

    Z-Plan: The first two Submarines on any turn Germany builds are for 5 IPC each. Each Battleship, Carrier or Cruiser built each turn is also 1 IPC less.

    Peenemünde Army Research Center: This facility (Located in Germany) was very important for research in advanced Rocketry and Atomic weaponry. If the Allies SBR this location for 5 different times (can only be hit once per turn, per nation), Weapon systems of V1, V2 rockets, and Atomic Bomb deployment are delayed for 2 turns.

    Kido Butai: All planes on starting Japanese Carriers attack at +1 for the first naval combat round. Once these planes are lost, they are not replaceable.

    Long Lance Torpedoes: Japanese Cruisers and Destroyers for at +1 for the first naval combat round until turn 8.

    Tankograd: The first two Russian tanks cost 5 IPC each.

    Essex class Carrier: Starting on turn 6, The US player may build carriers with 3 fighters’ capacity.

    Arsenal of Democracy: US player may build two Transports costing 6 IPC each.

    Rules: https://www.mediafire.com/file/x4jp95jyvprc9c5/Axis+and+Allies+1942.3.docx/file
    Map file in PDF: https://www.mediafire.com/file/lnd1z38rlao3d1p/1942+2nd+edition+final.pdf/file
    1942.3 IPC Record Chart: https://www.mediafire.com/file/40q4c8w70mvqz6r/Axis_and_Allies_1942.2_IPC_Chart.pdf/file
    1942.3 Player Aids: https://www.mediafire.com/file/bk9yxvfz6n903g1/Player+Aids+1942.3+Allies.pdf/file
    https://www.mediafire.com/file/flijh4yoiqbb4wd/Player+Aids+1942.3+Germany.pdf/file
    https://www.mediafire.com/file/i7clm6koddlwpa1/Player+Aids+1942.3+Japan.pdf/file

  • 2024 2023 '22

    @imperious-leader

    Oh my god. That’s a lot to take in. Can you show me your setup and the map you’e using? Thank you!

    Now, there are several historical inaccuracies but as it’s not advertised as meant to be accurate, I won’t push this.

    Otherwise, it’s an exceptional set of rules and seems well balanced. Can’t wait to see the map and setup! What pieces do you plan for us to use?

    I find it ludicrous though that German Type 21 U Boats are available before the V-1.


  • @superbattleshipyamato

    You are correct sir! The Electro Boats entry was a inadvertent typo. The orders for Speer were to begin completion of about 21 in April 44, but you need time for trials, etc. The first recorded use of a Type XXI was March 16th 1945!

    Note the text was corrected and a player aid will be made available so players can readily see all these new units . My intention in this was to create a tool box for 1942.2 players who want different units to suit different player options. To me now after all these years is to cater to them. Player options trumps Historical in a game setting like AA. That may not be the case in some hardcore wargame, but AA is a broad-stroke approach to Historical sensibilities. It is not a daunting set of ideas, rather 90% of players will not build all the types of units, but rather suit the need to their playing style. For example, if the German player prefers a Naval approach he can build lots of subs, if the UK player like to invade alot, he can create Commandos, while the German player can build an Atlantic wall to counter. Russia now has a bomber and that 3rd plane really helps the Soviet options. Germany now saves that bomber that usually gets wiped out before her turn in Ukraine ( why was it ever moved to Ukraine??) Japan has her Yamato, USA the Iowa, Marines, jets, Atomic bombs that don’t ruin the game.

    This took a great deal of number crunching to create balance and no its not finished. Look and see some changes at the end (Russian Factories) and on this topic before Germany takes Karelia, Russia can take the factory from Germany and move it to Kazakhstan or whatever to fight the Japanese. Take into account this is 6 pages of rules adding tons of new ideas that will shake up strategies ( for the most part i avoided changes to turn 1- Russia and Germany strategies ( except the bomber can hit Egypt, Gibraltar cruiser, and Russia)

    The map is the same except with IPC values for neutrals, but i may add the Azores and the drawback is purists who want an OOB map with no changes…Heavy Bombers can SBR USA if i do add Azores. ( yes another player option.)


  • @imperious-leader

    Ah, I see. I guess it’ll just take me some time to get used to. Too bad I’m not opening my 1942 game.

    Do you think some of these rules will work with Global 1940


  • @superbattleshipyamato All of them to some extent will work. Russia Factory rule would need adjustment, as others


  • @imperious-leader

    Thank you for responding!


  • @superbattleshipyamato alot of new info scrutinized and updated… Cruisers 11 for example, Conversion of some units is 1 not 2.



  • Changes and tweaking made to make sense of the document. Check first post.

  • 2024 2023 '22

    @imperious-leader

    Question: Does attack factor mean my designation of it as power (like tank has 3 attack factors, infantry have 1)?


  • @superbattleshipyamato Yes if im hearing you correctly. attack/defense/movement/cost


  • @imperious-leader

    Thank you!


  • updated first post, new ideas added for balance.

  • 2024 2023 '22

    @imperious-leader

    I like your new additions, here are some suggestions:

    It’s “Kido Butai”, not “Kido Batai”. Also, does that rule represent the increased power of carriers grouped together or Japan’s elite pilots? Thank you!

    Not sure the “Z Plan” advantage makes sense but the game isn’t historically accurate anyway so whatever.

    The other ones are great, especially “Land Movement”. It’s really helpful (and probably is)


  • @superbattleshipyamato I’m getting tired of these typos. The 1st air fleet had the best pilots in the world, so its modeling better pilots who can actually hit something, but once they are gone no replacements possible.

    “Z-Plan: The first two Submarines on any turn Germany builds are for 5 IPC each. Each Battleship, Carrier or Cruiser built each turn is also 1 IPC less.”

    The advantage is to promote a German naval solution to the war, but not give them any substantive advantage. Buying 2 subs or a surface warship for 1-2 IPC less will promote buying in 1942. It is also a combination of Admiral Raeders strategy to bring on board alot more U-boats to starve UK and the employment of same. Its a perfect but minor wripple to the game allowing Germany more player options. This module is to insert a toolbox of new ideas, while keeping turn one strategy similar to OOB/Online.

    In Chess we have “Fischer Random” which is a random setup of all pieces behind pawns for the purpose of allowing new strategy. This is like that, but i don’t want to throw everything out the window --rather MOST of the typical openings will work but now i added all sorts of new weapons, new defenses. A whole new approach.

  • 2024 2023 '22

    @imperious-leader

    Cool idea for Germany to build a navy to win. Plan Z will become reality, a great What If. Perfect for Axis and Allies.

    Thanks for clarification on Japanese pilots.


  • @superbattleshipyamato

    Here is the awaited map file. If you don’t have illustrator, i can provide a PDF

    https://www.mediafire.com/file/1izn6408ttw4pk7/1942+2nd+edition+final+print+copy+copy.ai/file


  • @imperious-leader

    Cool! Weird that Sweden is pro German. I assume being “pro” to a power is different from the Global 1940 rules?


  • @superbattleshipyamato Sweden supplied Iron ore, pig iron, and other things to Germany. Even let a German Division cross from Norway to Finland during the war. that’s why they give Germany 2 IPC a turn.


  • Pro means a 5-6 roll once a turn will turn them as allies to the Reich

Suggested Topics

Axis & Allies Boardgaming Custom Painted Miniatures

29

Online

17.0k

Users

39.3k

Topics

1.7m

Posts