Axis & Allies: Europe and Pacific 1940 Fact sheet ( AAE40 and AAP40)

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

    The Dardanelles and Fighter Escort/Interceptor optional rules are included as optional rules

    Neutrals are in this version

    New Mechanized Infantry and Dive Bomber making their first appearance

    Italy is in this game

    This will contain many new ideas and is not like the AA42 version that replaces AAR. This is a new kind of game entirely and upgraded in all respects.

    There will be a dedicated French infantry unit. The rest of the French units will be made up of various existing unit types. All French units will be a different color – probably some kind of blue-ish color.

    You collect income at the end of your turn… again, this is simply an established A&A system. It works and heck… I like it that way.

    The Italians will pretty much be the same as found in Anniversary.

    Mechanized infantry (1/2/2 – cost 4) will be represented with half-tracks. Allies M-3’s and Axis powers will use the SdKfz 251. Oh, and Russia has its own half track as well (if I remember correctly). They can blitz with tanks.

    You can invade Sweden or any neutral country frankly. There will be three types of neutrals… True neutrals, Pro-Axis and Pro-Allies. Their standing armies will be listed on the map and appear should they be attacked. Invade Sweden, a true neutral, and perhaps all the other True neutrals become pro-something else. Get my drift?

    The board(s) will be the biggest maps ever produced. Two words come to mind… “huge” and “amazing”. When combining the two games… because you can, five words come to mind… “huge, huge” and “Amazing, amazing… amazing”…

    Yes there will be an ANZAC power – It will/can be, controlled by a dedicated player.

    There are no specific neutral pieces. Neutral territories will be represented on the map in one of 3 possible colors. The specific color depends on their neutrality status.

    France gets its national tokens… it gets its colonies that are all over Africa in AAE and a couple of places in the AAP game (French Indo-China and New Hebrides) It has its own dedicated colored units. If captured by the initial German blitzkrieg its surviving units are controlled by one of the allied players – probably the British player. If France is liberated it recovers its liberated factories and goes back to war against the axis as any major power would.

    The biggest new pieces, in terms of number and game play are what I call Tac-bombers.
    At sea they are considered torpedo and/or dive bombers and on land they are strictly dive bombers. A couple of examples of the different aircraft represented… the Stuka (of course), the Japanese Val, the American Avenger, the British Mosquito, and … the Russian IL2. They are expensive (11) but when combined with armor… They attack at 4!, otherwise it has a 3/3 with a range of 4. It’s blitz time. Bye, bye France. At sea, or during sea battles, it selects its target for the first round of battle.

    By the way… AAE40 begins shortly after Dunkirk. Germany, on its first turn will probably be launching the Battle of France. Belgium, Holland, Denmark and Norway have just been successfully invaded and are occupied. AAP40 will also begin at around that same period (19 months before Pear Harbor). The Japanese can attack any time, but are they really ready? As the controlling Japanese player you decide when and how. ( LH 7/27/09)

    Kamikazes – yep. Blockhouse and paratrooper rules…not decided yet.
    No tech, but there will be NOs. Actually – there well be tech but it will only be used in what I’m calling the “Global game”.
    I don’t get into cost issues.
    Connectivity… interesting word. There will be a seamless “connectivity”.
    I think I’m only going to let Sweden attack Norway. There seems to be a lot of animosity in that part of the world (inside joke).
    Victory conditions will be based on Victory Cities and capturing of capitals.
    At this point it is a little bit difficult to define what exactly a power is. Sometimes a power has its own sculpts and sometimes a power is represented by the color of its sculpts and sometimes a power is represented by a combination of dedicated sculpts and color. But if you want to know which powers have their own “Income/economy”, they are:
    US
    UK
    Russia
    France
    China
    Australia/New Zealand (ANZAC)
    Germany
    Japan
    Italy
    Your questions go on… Size of the board… BIG (that’s all you’re going to get out of me for the moment). No, REALLY big would be more accurate. There is a completely new map lay out with many more territories and many more sea zones.
    (LH 7/29/09)

    Fortress Malta is in the game. You bet! How to turn it into a “fortress”. Any dedicated push by the Axis would eventually cause its fall. Calling it a fortress is probably a misnomer. It would require this “dedicated push” I’m talking about to take it over however. The island sits smack dab between Libya and Italy (Southern Italy actually) and causes some big problems for the Axis, as it historically did. Maybe it can win another George Cross. Perhaps, as I strive to capture this sort of thing in my designs, it will once again be, as Roosevelt called it…one tiny bright flame in the darkness. (LH 7/31/09)

    source:  (LH 8/1/09)

    On the other hand damaged capital ships, and there are now two such things - battleships and carriers, must return to a friendly naval base when damaged, if they want to be repaired. Damaged carrier’s can’t land or launch aircraft when in a damaged state… you know they’ll be making a bee line to a friendly naval base. Did I mention that ships leaving a naval base can move 3 sea zones? Did I tell you about airbases and two different sized factories… if not I’ll tell you about them some other time. Did I tell you that Russia now has a new Battle ship sculpt.

    Source: (LH 8/1/09)

    In AAP40 and AAE40 you can’t build on an island. Exceptions being Australia, England and of course Japan.

    AAE40 and AAP40 include some changes in the very areas you are talking about. Case in point, you can’t build a factory on an island. I don’t care how many IPCs it generates. China – you can move into Hong Kong and Burma. This does not include the Flying Tigers however, they’ve got to stay within China. If the Burma Road ( oh yeah now there’s a Burma Road) is open the Chinese can purchase artillery. In AAP40 China has its own economy, makes it own purchases, moves it own units. Being exactly like the other powers, in turn sequence, it will place its new units, purchased with IPCs generated by territories controlled by China. These new units can be placed on any Chinese territory that is free of Japanese forces. There are now 12 territories that China starts with and potentially there are 18 territories that China can control. Each generating 2 IPCs (exception (there always is one)) Manchuria is worth 3 IPCs. Oh and one more thing… China collects a bonus of 6 IPCs each turn the Burma Road is open. Chinese units are placed, during China’s Mobilize New Units phase 5 and collects income during phase 6. Those Flying Tigers… they’re nicely nestled in between 4 Chinese Infantry units.

    As for Egypt… guess what. There are NO Germans (at all) in North Africa at the beginning of the game. They don’t even have a ship in the Mediterranean. The Italians well be well represented however. If you’re playing the Axis you better hope they do better than they did historically. One more bit of information. between Libya and Egypt lays two new territories… Tobruk and Alexandria. There should be some additional back and forths going on down there. The cruisers… they’re still 12 and will have to remain so.

    Tanks are now 3-3-2-6 units! ( LH 8/1/09)

    All neutrals will be limited to infantry for the sake of simplicity. This could change however.

    FYI… naval bases, factories and airbases now each have their own air defense. AA guns are restricted to protecting land units only.

    I’m considering a boost for Mechs when supported by artillery. Don’t really feel comfortable increasing the artillery movement ability.

    Germany will be split into three territories.
    Germany (with Berlin), Western Germany and Greater southern Germany.

    Any CAP rules (I hope not)Huh. Sort of… An island can launch aircraft (fighters and Tac bombers to its surrounding sea zone and attack or defend in a battle if the island has an airbase.

    If ANZAC gets there own Income, why not Canada? Canada… Oh Canada… All the Canadian Provinces are represented . It has its own national control markers. Totally controlled by the British player, however. ANZAC forcers, in AAP40 have a different status due to its relative power and influence in the region. Canada would probably prove to be too small a power and there really is no need to have another Allied player represented in the Europe game.

    What countries will have their own sculpts? They all will to some extent, except perhaps Canada.

    Will the neutrals have sculpts (pieces) or just use other Allied pieces? They will be represented by the aggressor’s opposing alliance.

    The fact is tactical bombers now have, what is called, Air Superiority… Fighters can be matched up with Tac bombers. A matched up set of these aircraft increases the tac bomber’s attack number from 3 to 4. This same aircraft can also be matched up with tanks during land battles and attack at 4.

    I prefer the so called “cutting room floor” idea of Tac Bombers with tanks Vs land go to 4 on attack, and at sea they choose what they hit on the first round (if they get a hit). This rule was not included in the game, but i know it will be a house rule.

    LH 8/1/09

    AAP40 is not coming out in 2010. It’s coming out this year (2009). AAE40 will be released in summer 2010.

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

    AAE40 and AAE40 Fact Sheet: (Reformatted version of above)

    Components:
    Mechanized Infantry: 1-2-2-4 unit represented with half-tracks. Allies M-3’s and Axis powers will use the SdKfz 251.Russia has its own half track as well. They can blitz with tanks. Considering for a +1 attack boost when supported by artillery is under consideration.

    Dive Bomber (Fighter-Bomber):3-3-4-11 unit. A couple of examples of the different aircraft represented… the JU-87 Stuka, the Japanese Val, the American Avenger, the British Mosquito, and … the Russian IL2.

    At sea, or during sea battles, it selects its target for the first round of battle. (This rule has been changed and is a concept that was not in the and was left on the cutting room floor). The next rule is the final rule regarding DB below:

    The revised status is this: Air Superiority… Fighters matched up with Fighter-bombers. Increases the fighter- bomber’s attack number from 3 to 4. This same aircraft can also be matched up with tanks during land battles and attack at 4.

    Now you can assume that carriers take 2 hits. No word on whether the cost will change.

    Tanks are now 3-3-2-6 units.

    Possible Return of Blockhouse unit as a defensive fortification unit: (no stats as of yet). It’s being decided at the moment.

    Very large map (something comparable to AA50). Larry says that “when you combine the two maps…” leading the suspicion that the two games are linkable into what latter posts have it as 30 x 70 inches wide! Completely new map lay out with many more territories and many more sea zones are found in these versions.

    Unique French infantry pieces (blue color) Infantry will have a unique sculpt, while tanks, and non-infantry will use existing sculpts from other players (mostly using allied sculpts). France has its own national tokens.
        Regarding its starting positions, France gets its historical colonies that are all over Africa in AAE and a couple of places in the AAP game (French Indo-China and New Hebrides) It has its own dedicated colored units. If captured by the initial German blitzkrieg its surviving units are controlled by one of the allied players – probably the British player. If France is liberated it recovers its liberated factories and goes back to war against the axis as any major power would.

    ANZAC Infantry are represented and can be played an additional allied player.

    Canada is represented with its own national tokens

    Neutral Armies (may or may not involve more than just infantry). Their standing armies will be listed on the map and appear should they be attacked. Neutral territories will be represented on the map in one of 3 possible colors. The specific color depends on their neutrality status.

    Ports are in the game (it is not clear if they are tokens, fixed on the map or pieces) Ships in them can move 3 spaces.

    Air bases are in the game (it is not clear if they are tokens, fixed on the map or pieces), An island can launch aircraft (fighters and fighter-bombers to its surrounding sea zone and attack or defend in a battle if the island has an airbase.

    The game has 2 types of factories. Factories can no longer be built on small islands. The exceptions are: Australia, England and Japan.

    Return of the Italian pieces from AA50. (Possible that the cruiser will be replaced with an Italian cruiser)

    New rules:

    Income collection is normal. No change.

    Naval bases, factories and airbases now each have their own air defense.

    AA guns are restricted to protecting land units only.

    The Dardanelles and Fighter Escort/Interceptor optional rules from AA50 are included as optional rules in these games.

    Neutrals are in this version. They can be swayed to either Axis or Allied minor partners. Some will be aligned toward each side or completely neutral.

    AAE40 begins shortly after Dunkirk. AAP40 will also begin at around that same period

    As the controlling Japanese player you decide when and how to attack the United States/ UK players.

    Kamikazes are in the game.

    These games will not feature techs, but when the games are linked into what Larry calls “the global game” he will allow these rules and provide for them.

    NO’s are in these games however.

    Victory conditions will be based on Victory Cities and capturing of capitals.

    The following nations are considered ‘full nations’ in terms that they have an income and a national economy of which can build units in the traditional manner. These are:

    US
    UK
    Russia
    France
    China
    Australia/New Zealand (ANZAC)
    Germany
    Japan
    Italy

    Map items:

    Fortress Malta is in the game. The island sits smack dab between Libya and Southern Italy and causes some big problems for the Axis, as it historically did.

    Damaged Battleships and Carriers must return to a friendly naval base when damaged in order to repair, (if they want to be repaired). Damaged carrier’s can’t land or launch aircraft when in a damaged state…

    There are no Germans in North Africa at the beginning of the game. They don’t even have a ship in the Mediterranean. The Italians well be well represented however. If you’re playing the Axis you better hope they do better than they did historically. One more bit of information. Between Libya and Egypt lays two new territories… Tobruk and Alexandria.

    All the Canadian Provinces are represented. They are controlled by the British player, however the ANZAC forces in AAP40 have a different status due to its relative power and influence in the region. Canada would probably prove to be too small a power and there really is no need to have another Allied player represented in the Europe game.

    Germany will be split into three territories. Germany (with Berlin), Western Germany and Greater southern Germany.

    There are now 12 territories that China starts with and potentially there are 18 territories that China can control. Each generating 2 IPCs (exception (there always is one)) Manchuria is worth 3 IPCs.

    China – you can move into Hong Kong and Burma.

    China:

    1. Flying Tigers air unit must stay within China. They are starting in a spot with 4 Chinese infantry…so they won’t get destroyed on Japans first turn.

    2. While Burma Road is open, the Chinese can purchase artillery.

    3. In AAP40 China has its own economy, makes it own purchases, moves it own units. Being exactly like the other powers, in turn sequence, it will place its new units, purchased with IPCs generated by territories controlled by China. These new units can be placed on any Chinese territory that is free of Japanese forces.

    4. China collects a bonus of 6 IPCs each turn the Burma Road is open.

    5. Chinese units are placed, during China’s Mobilize New Units phase 5 and collects income during phase 6

    Starting IPC count

    Austrailia: 9
    Canada: 2
    China: 12 (+6 burma road)
    French: 2
    Japan: 26
    Netherlands: 11
    Soviet Union: 9
    United Kingdom: 18
    United States: 17/57

    AAP40 is coming out this Christmas 2009. AAE40 will be released in Summer 2010
    (Speculation is VE day).

    lastly, this thread is just to contain information with constant updating of same. If you find something to add that has not been added already, then post. Otherwise i will remove posts once i integrate the new information.
    Note: This is to make it easier for people to index the fact sheet which will now be centralized in one place.

    When an independent section for these games is opened, it will move to its new location.

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

    Source: LH 8/3/09

    how I Plan on designing this French-German-Soviet triangle. It’s based on pure simplicity. Situation – On round one turn one…Germany invades what’s left of the French and British armies in France. Dunkerque has already occurred. This fact is represented by an unusually small British land force present on Great Britain at the start of the game. The results of the attack and drive on Paris can possibly end up being a quick affair, as it was historically. If necessary a second round of turns may be required. Don’t get this wrong…I’m not sticking in some token French fall-guy force in France. France having one of the largest armies in Europe in 1940 will be well represented in terms of number of combat units on the map. The Germans will attack France with what appears to be a comparatively same size force as that of the French. The difference between the two armies will quickly become as clear to you as it became clear to the allies high command. The German combination of tanks and dive bombers (combined arms) will be shockingly effective what with those Stukas ability to roll 4’s when matched up with tanks. Mechanized infantry, based way back in Germany will suddenly and unexpectedly begin assisting with this new kind of war in this new kind of game… Blitzkrieg ! With the fall of Paris Germany receives captured French IPCs. These will come in handy soon enough.

    If a second round of attack is required against France then this will prove to be benificial for the Soviets. You see they (the Russians) will in no position to either defend or attack in any meaningful way. The Germans, at the same time, will also be in no position to attack Russia. As for the Russians the game set up reflects the results of their fiasco in Finland. Stalin’s purging of the army and simple old out dated military doctrine. The German military disposition on their Eastern border will reflect the friendly status that existed between Russia and Germany when these black and red fascist were good buddies. Again, this is not to say that the Russians are not well represented on the board. They are, but when the time comes it will be clear that they suffer from too many places to defend and too dispersed an army to go on the offensive against Germany. As a Russian player you can certainly attack if you want to but it would be pure suicide. In effect, Russia will spend its first 2 or 3 turns purchasing and position its armies. Each turn that goes by the Russians get stronger and a good Russian player will skillfully be busy preparing for this inevitable German on slot. How and what the German and Russian players do during these critical opening turns will set the tone for what will look and feel like Barbarossa June 22, 1941. The player making the best moves, having the best luck, and making the best decisions on how and where to place new units as well as existing units will determine the eventual out come of the “Patriotic War”.

    Allow me to keep some secrets from you. So I’ll not get into details. I’m not here to tell you how to do this or that. I simply want to give you insights into my design approach. There is nothing contrived or overly scripted here. Players, based on what is given to them at the start of the game will follow their natural instincts based on the historically simulated military balance of power of the time. It’s simple – the longer it takes for France to fall (and with dice being so key – who really knows how long that will take), the more time Russian has to prepare/. Here’s another twist that many of you will toy with… does Germany move on Russia immediately or does Germany try to conduct an Operation Sea Lion after the fall of France. You as the German player will have to figure that out. My job is make the board look and feel like it did historically, at least initially. After that you can mess it up all you want. 😉 When you look at the English Channel and contemplate an attack on this island nation, you will see exactly what the Germans saw… a totally depleted British land force. The only thing that stands between you and capturing London is the RAF… Good luck, you’re going to need it. If the allies end up owing so much to so few then you as the German player will suddenly have a more powerful Russian force on your door step than you would have otherwise, but what the hell - you need some Lebensraum.

    The north/south dividing lines runs through India.

    Multiple victory conditions – Nope, not VPs only. This must be one of those misunderstanding that everyone is always talking about. I never said that.
    The fact is, Japan loses the game only by be occupied. Japan wins the game by acquiring 6 of the 8 VCs on the board.

    No VP per round…

    Sub stalling… As in Anniversary you can either pass through a sub or attack it if you have a DD.

    There are convoy zones. They are a bit different from any prior system. I’ll be talking about them in time.

    There are fighter escorts and interceptors during bombing raids.

    Surprise… there is no surprise. The game starts 19 months before the historical Pearl Harbor date. The Japanese would have to sneak up realllllly slow for that to happen. With the game starting in 1940 there is not even a fleet based at Pearl yet. That didn’t happen until I think some time in May ’41. Nonetheless, at some point there probably will be an attack on Pear Harbor. The US has to, for strategical and logical reasons, move their fleet to Hawaii. Now all you have to do is find somebody to play with that has no knowledge of the fact that there was a Pearl Harbor attack. Boy, will they be surprised!

    As for Tech… Weapon technology will only occur in the uber game (combined Europe and Pacific.

    Of course there will be kamikazes – how could you have any fun if there weren’t any kamikazes… It’s a laugh a minute…

    Cruisers and Battleships can bombard… The number of ships capable of bombarding cannot exceed the number of ground units attacking. I guess you want unlimited bombardment, right?

    Aaah NAs… I don’t know yet. They don’t appear in the Pacific game – that’s for sure. Perhaps they will be in the uber game. Yeah, I think they will. I haven’t crossed that bridge yet.

    IPC’s at large. Nope

    Split IPCs in the combined game - this will be the case.

    There will be limited builds per factory… Actually there will be two types (or sizes) of factories. Major – can produce 10 units per turn minus any damage they have received. Minor – can build 3 units per turn minus damage. Factories (Industrial Complexes) cannot be built on islands (Japan and Australian exceptions). You will not be building many Major factories – they cost 30 IPCs each. Minor ICs cost 12. They each have their own AA gun defense systems built in. A minor IC can only be build on a territory with an IPC offering of 2 or more… a major requires 3 or more.

    Italy is a powerhouse in AAE40…

    (LH: 8/12/09)

    Canada is: A recognized commonwealth. They are controlled by the British player and contribute to the UK player’s economy. There is a frame work here that with a few house rules could make Canada a complete self standing power. As they are presented in this up coming game they would prove to be too small a power to provide a single dedicated player an interesting game experience.

    Tactical Bombers: No.

    Mechanized infantry over infantry: No

    In both cases these new units have their place and provide different benefits and issues. It would be pretty poor game design to add a new unit only to undermine an existing one. I hope that in time these new units establish there rightful place in the unit line up.

    regarding neutrals in AAE40:

    What I did:
    A territory on the map is either controlled and contributing to one power or the other. If not, they are either neutral, neutral and pro- Axis or neutral and pro ally.

    Finland – Presently Finland is being carried as Germany territory for purposes of German IPC income and starting positions. Technically I know this is technically not correct. I don’t want any automatic status changes based on Barbarossa. If I did it this way Finland would require a special rule. Not actually neutral and not actually occupied it would require a special status on the map. I’m not interested in going there with this game. Talk me out of it if you like.

    Hungary – Presented as a German controlled territory.

    Romania – Presented as a German controlled territory.

    Bulgaria – Presently as pro- Axis neutral

    Slovakia or Slovakia/Hungary is presented as a German controlled territory

    Siam – Presently as a Japanese controlled territory.

    As much as I recognize the impact and importance of Partisans I’m not ready to introduce them into the game rules. It certainly could be done but I think they are not in scale with the scope of this game system.

    LH 8/20/09

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

    (LH 8/5/09)

    FYI - After wrestling with this Vichy siht, I decided to skip the whole thing. France will be considered an ally power and that’s it. The confusion generated by the Vichy loyalty thing is just not worth the extra game steps. Also… perhaps I did not mention this but if and when France is liberated it reappears as a self-standing power with its own economy. The rule may end up providing France with an automatic influx of new units appearing on the board. - I’m still toying with this idea. It’s got to be simple and instinctive.

    Persia invaded by UK and Soviets…? I think “invaded” is too harsh a word. It was moved into not invaded. I’m carrying Persia as a pro-ally territory in the game. By the way… Persia was the biggest oil producer in the world at that time. It enjoys the biggest IPC value of any neutral state in the game.

    Iceland … Iceland will be an essential stepping stone for US fighters heading for Europe. You can’t get there with out first landing on Iceland.

    There will be convoy issues in these two games. I came up with a new and more simple system. I’ll write more about it at some point… I’m sure you won’t let me forget.

  • '10

    source LH (08-12-09)

    Major produces up to 10 units. Can only be built on a territory with an IPC value of 3 or higher (not too many of these out there – especially in AAP – With the exception of Manchuria there are no none in fact).  … Korea, Kiangsu (Shanghai), Kwangtung (Hong Kong) - forgot about those
    Minor factories can only be built on territories with an IPC income of 2 or higher. No factory can be built on an island – Exceptions - Japan and Australia (Which are not really considered islands and already have factories anyway). In a nutshell… There will not be a lot of new factories popping up in AAP40. As for bombers appearing in Sydney… it can happen, but in a (somewhat) limited manner.

    1. Being as Canada is a Commonwealth of UK, and ANZAC is a separate power, how will that play out in the “full” game, both economically and with territories? In the Global game both the ANZAC and Canadian forces will probably be controlled by the UK player.

    2. Will ANZAC control all of the UKs territories in the AAP map, with UK controlling the ones on the Europe map? No, again the UK player will control all commonwealth territories in the global game. I’m not 100% sure about this however… In the AAP there will be a dedicated UK player - based out of India and the ANZAC player out of Australia/New Zealand.

    3. If the answer to #2 is yes, will each power control half of India, being as the dividing line is cutting right through it?

    4. How will the French territories in AAP play out if only the AAP board is being used?
    The French territories will be French but there will not be any French units located on the AAP map. They will appear in the Europe game however. As for the Global game… I’m not sure there is a large enough French presence to warrant French units in FIC.

    5. How will the economy of the US work so that it has a fair amount of IPCs in both the AAP/AAE/“full” games? The US economy will shift gears when it enters the war. It will become the Arsenal of Democracy of sorts. Its IPC income will jump through the roof.

    6. Finally, if possible, could you try and get a picture of the AAP map for us, being as it must be finished or almost finished and not subject to more revision? It is my understanding that my publisher (Wizards of the Coast) will allow me to present a AAP50 map a Gen Con, this week. If so I’ll ask them if I can present the map here sometime after the convention.

    Thanks Johnny Marr!  Your very keen on doing this. Very much appreciated!!! :lol: 😉

  • Official Q&A

    @Imperious:

    Tanks are now 3-3-2-6 units.

    Why did you up the cost?

    Me? I didn’t do anything. This is Larry’s game. I just report the facts here. The tank cost is in direct response to the all tank buys frequent in AAE. Its not realistic and makes the other units less used. not good.

    It’s probably also related to the boost they give to tactical bombers on attack.

    @Imperious:

    Do they also become 4-3-4-11 when matched up with fighter at sea?
    Why can’t they pick their targets on land and sea, instead of just sea?

    i dont know about these

    They can’t pick their targets at sea, either.  That was a mistake.

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

    LH 8/12/09

    I have address your concerns about construction of factories. I’m sure I have not done it the way you would totally support but it’s a step in that direction. Let me see if I can quickly point out the key points of the system…
    Two types of factories. Major and minor.
    Major produces up to 10 units. Can only be built on a territory with an IPC value of 3 or higher (not too many of these out there – especially in AAP – With the exception of Manchuria there are no none in fact).
    Minor factories can only be built on territories with an IPC income of 2 or higher. No factory can be built on an island – Exceptions - Japan and Australia (Which are not really considered islands and already have factories anyway). In a nutshell… There will not be a lot of new factories popping up in AAP40. As for bombers appearing in Sydney… it can happen, but in a (somewhat) limited manner.

    I stand corrected.

    Yes indeed… Korea, Kiangsu (Shanghai), Kwangtung (Hong Kong) -

  • Official Q&A

    @Veqryn:

    major factories can produce 10, so how many can minor factories produce?
    does that mean germany will not be able to produce more than england (8 ipc value against 12 ipc value?) or for that matter, germany will produce the same as a factory in manchuria/poland/whatever?
    Or is it a lowest of: IPC value or 10 ?

    Minor industrial complexes can produce up to three units.  The IPC value of the territory has no bearing on production, other than the ability to build an IC there at all.

    @Krupp:

    Well as soon as those pics of Pacific come out I reckon we will need our own forums for this.

    When is Gen Con, or has it already past?

    It ends today.  I expect you’ll see some pictures soon.

  • '10

    source: LH (08-19-09)

    A territory on the map is either controlled and contributing to one power or the other. If not, they are either neutral, neutral and pro- Axis or neutral and pro ally.

    Finland – Presently Finland is being carried as Germany territory for purposes of German IPC income and starting positions. Technically I know this is technically not correct. I don’t want any automatic status changes based on Barbarossa. If I did it this way Finland would require a special rule. Not actually neutral and not actually occupied it would require a special status on the map. I’m not interested in going there with this game. Talk me out of it if you like.

    Hungary – Presented as a German controlled territory.

    Romania – Presented as a German controlled territory.

    Bulgaria – Presently as pro- Axis neutral

    Slovakia or Slovakia/Hungary is presented as a German controlled territory

    Siam – Presently as a Japanese controlled territory.

    As much as I recognize the impact and importance of Partisans I’m not ready to introduce them into the game rules. It certainly could be done but I think they are not in scale with the scope of this game system.

    The cost and abilities of Cruisers will NOT be changing. At least not in these 1940 games - That is all.

    Thanks buddy! These were added.

  • '10

    source LH (08-20-09)

    Dutch have no representation other than the motherland and some colonies. I wish this could be otherwise.

    No Blockhouse rules… Paratroopers – not sure yet.

    No A-bomb rules

  • '10

    source LH (08-24-09)

    Patriotic War Rules… not sure yet. Well, there are some but I don’t know if they really qualify. Let’s see how this goes.

    The US will be three territories West, Central, and East.

    I was studying the map and noticed that Libya and Egypt were taking up a lot of space for the backwater areas they represented. I thought if they were broken up a bit they might become a more interesting part of the game. I must say, however, I have read a lot of IL’s ideas and like the vast majority of them…

    There are no special Mideast rules per se… lot’s of neutrals etc… For example I’m carrying Iraq as a pro-Axis territory.

    Neutral Ireland … yes Neutral Irish units. No. Who the hell could they find to fill the ranks? All the men where in the British Army!

    I totally love the idea of a rail system game mechanic. It ain’t going to happen in this game but I’d like to think it will in some future game

    there are 6 territories between Berlin and Stalingrad

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

    LH 8/24/09

    Now fighter bombers get what is called Air Superiority. Fighters can be combined with tactical bomber (fighter bombers if you will). A matched up set of a fighter and tactical bomber increases the tactical bomber’s attack number from 3 to 4.

    They also can be matched with tanks and be promoted to an attack of 4.

  • '10

    LH 08/25/09

    Italy… Italy will be split into two territories… Northern Italy and, you guessed it, Southern Italy. Sardinia and Sicily will each be separate territories. No land bridge between Sicily and Italy…

  • '10

    Does anyone know if, assuming the territory has 3 or more ipcs, a Minor Factory can be UPGRADED to a Major Factory? (and at what price?  I hope it will be more than the difference, but less than the cost of a major, so if majors cost 25 and minors cost 10, the upgrade can cost 20, for example)
    Does anyone know the costs of a minor and major factories?

    There will be limited builds per factory… Actually there will be two types (or sizes) of factories. Major – can produce 10 units per turn minus any damage they have received. Minor – can build 3 units per turn minus damage. Factories (Industrial Complexes) cannot be built on islands (Japan and Australian exceptions). You will not be building many Major factories – they cost 30 IPCs each. Minor ICs cost 12. They each have their own AA gun defense systems built in. A minor IC can only be build on a territory with an IPC offering of 2 or more… a major requires 3 or more

  • '10

    Will the neutrals have their own pieces?

    Per LH:
    There are no specific neutral pieces. Neutral territories will be represented on the map in one of 3 possible colors. The specific color depends on their neutrality status.  They will be represented by the aggressor’s opposing alliance.


  • LH 9/5/09

    I have some catching up to do with your questions, sorry:
    No to Azores. Yes to Malta. No to Railroad (as much as I love the idea).
    Movements between Sicily and Italy require transports. Palma – I haven’t decided yet.
    Italy will not have the option of joining the Axis… by Spring 1940 Italy was firmly in the Axis camp. No separate Chinese player. US War-Time economy kicks in when it enters the war… around turn 3 or 4. this roughly equates to sometime around late 41.
    There will be TECH system but only in the Global game. . Probably no paratroopers. There will not be blockhouses.
    I don’t see blockhouses as a potential TECH. Yes… minor ICs can be upgraded to major providing they are on 3-IPC territories.

    Hi and welcome Wild Bill – France will be split into 3 territories. Indeed you cannot attack the same territory from the Med and the Atlantic. There is a central territory called France (it contains Paris). It has an IC. It does not touch coast. Coastal territories of the country (France) are worth far less than central France. No buffer between Paris territory and German border. France has two major ICs (This might change to one major and one minor). France will have a major or minor IC on the Atlantic coast. French fleet will have its own turn sequence… It will be controlled probably by the British player, however. Like any power, if the capital falls it cannot produce new units until it is liberated. France will fall! How many axis units it takes with it is what is in question. France can be liberated… In which case it will receive and activate its own economy. It will also receive a certain amount of infantry units (free) that are immediately placed in the game. Viva le France! England will be two territories…

    I don’t want to get too into convoys at this time other than to say: They are there. If an enemy fleet is parked on a convoy (sea zone) that is adjacent to one of your controlled territories, the income from these or this territory is subject to disruption.

    Totally impassable Pripet Marsh is in the game.
    There will be no Polish Corridor – not worth the effort and complications it presents.
    Greater Southern Germany will include Austria. I’ve linked Czech Republic (call it Slovakia) to Hungary. No, Northern Ireland will not be a separate territory.
    There will be no special D-Day rule.

    I don’t want a special case for Pripet marsh. It cannot be occupied nor can it be entered.
    I like your thinking Flashman…. I just can’t (or actually) – don’t want go into that kind of special detail for this one map location. This is purely a game mechanic decision. I feel like it crosses that “complication” line where you and i often differ.

    As I said above there will be no railroad game mechanics.

    The US gets into the war in one of two ways. It is either attacked by Japan or it automatically goes to war on a given turn… Japan, due to economic reasons WILL attack the US before it automatically finds itself at war (or at least at the same time). This had to be designed this way… Otherwise there was a real potential that the US player ended up not even playing.

    Who is this “Eagle” from Norway? Never heard of an Eagle with such a nice Icon. Are you asking a question or telling me that there is a special rule that says that the German player must declare war on USA in turn 3? You’ll be one of the few who will be happy to know there is no new rail system of movement in this game. Oh… sea movement changes… you’d like to see ships move 4 sea zones a turn? Wow, with the new naval bases that would let em move 5 sea zones per turn… I mean if I’m going to change a sea movement rule that has been traditionally (25 years) a 2 sea zones per turn and the design was based on 2 sea zones per turn stat , then I might just as well make it a 4 as any other number (I don’t think so). You think its silly to end a trannys move just because it dropped off some men… ok… its silly. What do you want me to tell you ?

    If Japan does attack the UK and ANZACs then yes… The US goes to war.


  • yes i am http://www.harrisgamedesign.com/phpBB3/viewforum.php?f=12 and heres more:

    LH 9/5/09

    East Africa – how will this be represented in AAE40?
    Well I think so. I mean the French, the Italians and the British are all represented down there. I mean there’s Kenya, Tanganyika Territory, Rhodesia, Union of South Africa, South West Africa, British Somaliland, Anglo-Egyptian Sudan and an administered from London - Belgian Congo, and that’s just the British stuff… Hope this answers your question.

    Cruisers? They are unchanged.

  • '10

    Found some facts…dont know if these have already been posted

    Major factories Can only be built on a territory with an IPC value of 3 or higher (not too many of these out there – especially in AAP – Korea, Kiangsu (Shanghai), Kwangtung (Hong Kong)

    already listed in facts

    Per LH

    Major produces up to 10 units. Can only be built on a territory with an IPC value of 3 or higher (not too many of these out there – especially in AAP – With the exception of Manchuria there are no none in fact).  … Korea, Kiangsu (Shanghai), Kwangtung (Hong Kong) - forgot about those
    Minor factories can only be built on territories with an IPC income of 2 or higher. No factory can be built on an island – Exceptions - Japan and Australia (Which are not really considered islands and already have factories anyway). In a nutshell… There will not be a lot of new factories popping up in AAP40. As for bombers appearing in Sydney… it can happen, but in a (somewhat) limited manner.

  • '10

    Per Krieghund 10/13/09

    Quote from: idk_iam_swiss on October 13, 2009, 07:23:59 pm
    Now we have specific production facilities?  Meaning I can ONLY build a bomber or fighter where theres an airfeild and I can ONLY build a battleship or sub where there is a port?

    Everything is still built at ICs (except Chinese units).  You can’t build units at bases.

    Quote from: Brain Damaged on October 13, 2009, 08:19:01 pm
    Are there going to be game pieces for air/naval bases like their are for factories?

    Yes.

  • '10

    can airfields and seaports be built?

    Per Krieghund 10/13/09

    Yes, they can

  • '10

    I am assuming that air/naval bases can be built in a territory that does not contain a factory. Is this true?

    has not been addressed yet

    I know that the naval bases are for repairing ships, but are they also a place to build ships other than factories? Can we build ships in territories containing facories? naval bases? or either?

    Per Krieghund:

    Everything is still built at ICs (except Chinese units).  You can’t build units at bases.

    What is the advantage of an airbase as with existing rules we can land planes in any territory?

    1. Per LH :FYI… naval bases, factories and airbases now each have their own air defense. AA guns are restricted to protecting land units only
    2. Per Krieghund:An island can launch aircraft (fighters and Tac bombers to its surrounding sea zone and attack or defend in a battle if the island has an airbase
    3.Per Krieghund:They also allow air units taking off from them to move one extra space.

  • Official Q&A

    @Brain:

    I am assuming that air/naval bases can be built in a territory that does not contain a factory. Is this true?

    They can be built in any territory.  Of course, it helps if a naval base is in a territory that’s adjacent to at least one sea zone.

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

    LH 9-18

    I can tell you this… There will be Paratroopers. They will be one of 12 techs (which are all pretty close to the Anniversary game’s techs.)

    I call out Paratroopers because they have been radically changed from that tech in Anniversary. Infantry (up to 2) can be flown, to join an attack, if that location is within a 3 territory/sea zone range. They don’t need bombers or any other aircraft representation. They must however be on a territory with an airbase.

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

    Will the Italians have nation-specific units?- besides the infantry and tanks??
    No.

    Will the Global Rules, NOs and such be included with the Europe??
    Yes and Weapons Development

    Will USSR, UK, USA, Italy, Germany, France have their own boxes???
    Not sure about France but otherwise - Yes

    How far is the E40 game finished, Global game??
    It’s in the can.


  • @johnnymarr:

    Found some facts…dont know if these have already been posted

    Major factories Can only be built on a territory with an IPC value of 3 or higher (not too many of these out there – especially in AAP – Korea, Kiangsu (Shanghai), Kwangtung (Hong Kong)

    And malaya
    think that south east asia will be one big battlefield, just like 25 years later 😄

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