Axis & Allies Pacific 1940 NA’s


  • I have not used these NA in Pacific1940 yet, this list was copied and pasted from my Spring1942 NA I sometimes use. I modified them while writing the post to fit into the rules of Pac40. I can see some NA’s are easily more powerful than others. The 2 free fighters was a way of maybe replicating the battle of midway and Japans lost. Perhaps simply ignoring the first two Jap hits or having the America loose the fighters after the battle would be more balanced. I also don’t play with tech rules so some of these NA combined with tech will be too much. (I never intended for a fighter range of 8+)
    I like all of your suggestions and will re-post and updated list.


  • Thanks cressman but I don’t know if these match the ones you see in the previous pages on this form. Those are the ones I want to use in my next game. I’m trying to make a more advanced version of this game.


  • I wrote up a few, using some of the suggested US advantages that I liked and adding my own stuff.

    1. Liberty Ships- Liberty ships were cargo ships built in the United States during World War II. Though British in conception, they were adapted by the U.S. as they were cheap and quick to build, and came to symbolize U.S. wartime industrial output. The majority of these ships came from new yards built on the West Coast and operated by Henry J. Kaiser. Best known for building the Bay Bridge and the Hoover Dam, Kaiser pioneered new shipbuilding techniques. Components were built all across the US and transported to shipyards where the vessels could be assembled in record time. During the war, a Liberty Ship could be built in a about two weeks at a Kaiser yard. Nationally, the average construction time was 42 days and by 1943, three Liberty Ships were being completed each day.

    Any transports that you purchased are placed off the west coast at the end of the purchase units phase and thus, are available for use during the combat and noncombat phases of the turn that you purchased them in. Additionally, you receive one free transport to place at the end of the purchase units phase of the US turn.

    2.Marines - “Send in the Marines!” was a popular U.S. rallying cry in World War II.
    Your infantry attacks on a 3 or less during the first cycle of the land combat portion of an amphibious assault. Your infantry hit on a 2 or less during the second cycle of the land combat portion of an amphibious assault. After that your infantry hit normally.

    3.The Fast Carrier Task Force - From the start of the Pacific War the US fleet contained what are referred to as “fast carrier task forces.”  But the formation known as  “The Fast Carrier Task Force” came into being in late 1943, after the arrival in the Central Pacific of the first ships of the Essex and Independence classes.
    This force was the Pacific War’s equivalent of the great gun-armed battlefleets of earlier conflicts. By the time of the Battle for Leyte Gulf it had already proved itself to be one of the most potent instruments in the history of naval warfare -obliterating Japanese air power, and sweeping enemy warships and merchant shipping from the seas, wherever it had ventured. It was divided into carrier task groups, each group containing typically between three and five carriers, and with each group having its own strong escort - a large number of cruisers and destroyers, and often two or more of the new fast battleships.

    Designate one fleet with at least one carrier as The Fast Carrier Task Force. Every vessel in this fleet has a move of three.  The number of ships in the fleet is limited by the number of carriers in the fleet. You may bring along either one Battleship or two vessels of any other type for each carrier in the fleet. You may add additional ships to the fleet at anytime as long as there are enough carriers to support the new ships. If the Fast Carrier Task Force is destroyed, you may designate a new fleet as your Fast Carrier Task Force. You may only field 1 Fast Carrier Task Force at a time.

    4. B-29 Superfortress - The Boeing B-29 Superfortress was  the first true “systems” aircraft. It’s turrets were all controlled by a central fire control system and radar was integrated as a navigation and bombing aid. The Superfortress was also the first aircraft to utilize a pressurized cabin allowing it to fly higher than any previous aircraft. Weighing in at 135,000 pounds fully loaded and capable of speeds exceeding 350 miles per hour, the B-29 was the fastest, heaviest and longest ranged bomber of the war.

    Your Bombers doing SBR over Japanese Factories roll two dice and pick the best result as their score against Japanese IPC.  Additionally,  your strategic bombers must be hit twice to be destroyed when conducting a SBR. If they are hit once, however, they abort their bombing run. Furthermore, your Strategic Bombers hit at a one or less during the dog fighting phase of their SBRs.

    5 - Codebreakers - The vulnerability of Japanese naval codes and ciphers was crucial to the conduct of World War II. Every Japanese code was eventually broken, and the intelligence gathered made possible such operations as the victorious ambush at Midway and the shooting down of Isoroku Yamamoto in Operation Vengeance.

    Once per turn, when your naval units in one combat situation are defending against the Japanese, you may attempt to use intelligence information to gain the upper hand before combat begins. Roll 1d6. If you get a 3 or less then the defending fleet can attempt to either: A) retreat from combat before any rolls, B) become the attacker even though it is not your turn, or C) bring as many additional fighters into the combat as can reach (and safely land).

    6 SBD Dauntless - The preponderance of scout bombers in air groups attest to the significance the Americans placed on scouting. The exercises of the early 1930s had pointed to the need for a fast, well armed scout plane that could not only find the enemy carrier but attack its flight deck. Heeding the advice of the aviators, the U.S. Navy’s Bureau of Aeronautics began to develop a series of scout bombers that evolved into the Douglas SBD Dauntless , a plane that proved to be a superb dive-bomber as well as an effective scout.

    Once per turn, when Japanese carrier based aircraft attempt to attack an American fleet, the US may attempt to make a preemptive strike with its own carrier based aircraft. To do this the US must roll 1d6 and hit a 3 or less. If this happens then you may launch a preemptive strike with all US carrier based aircraft with the range to hit the Japanese fleet and land. Combat lasts for only one round and each American hit must be applied to a Japanese carrier or Carrier based aircraft.  Any Japanese fighters that are used to defend against this attack may not be used to attack the US fleet.


  • Alternatively, since codebreakers and dauntless are kind of similar… We could replace dauntless with:

    Operation vengeance - Operation Vengeance was carried out to kill Japanese Admiral Isoroku Yamamoto on April 18, 1943, during the Solomon Islands campaign in the Pacific Theater of World War II. Isoroku Yamamoto, commander of the Combined Fleet of the Imperial Japanese Navy, was killed on Bougainville Island when his transport bomber aircraft  was shot down by U.S. Army fighter aircraft operating from Henderson Field on Guadalcanal.

    Once per game, at the end of the US turn, the US may declare that it is launching Operation vengeance. Roll 1d6. On a 3 or less you successfully assassinate Admiral Yamamoto, sending the IJN into disarray for a turn. Until the end of the next American turn all Japanese naval units attack and defend at one less than normal and all allied naval units attack and defend at 1 higher than normal.


  • Once per game, at the end of the US turn, the US may declare that it is launching Operation vengeance. Roll 1d6. On a 3 or less you successfully assassinate Admiral Yamamoto, sending the IJN into disarray for a turn. Until the end of the next American turn all Japanese naval units attack and defend at one less than normal and all allied naval units attack and defend at 1 higher than normal.

    The idea is not bad but the consquence is too much.


  • I really like dauntless and code breakers and they give the US a lot more naval options. I think operation vengeance is pretty cool. I have one question about fast carrier fleet, will naval bases add to the fleets movement. I will hopefully play test all of your NAs this week end.


  • @crusaderiv:

    Once per game, at the end of the US turn, the US may declare that it is launching Operation vengeance. Roll 1d6. On a 3 or less you successfully assassinate Admiral Yamamoto, sending the IJN into disarray for a turn. Until the end of the next American turn all Japanese naval units attack and defend at one less than normal and all allied naval units attack and defend at 1 higher than normal.

    The idea is not bad but the consquence is too much.

    Maybe we could revise it a bit. Perhaps it just affects Japanese attack values and US attack and defense values. Units that can not attack/defend usually still can’t roll.


  • @finnman:

    I really like dauntless and code breakers and they give the US a lot more naval options. I think operation vengeance is pretty cool. I have one question about fast carrier fleet, will naval bases add to the fleets movement. I will hopefully play test all of your NAs this week end.

    I’d say playtest it with the naval bases adding to movement.


  • You get a chance to try these out yet?


  • No I was going to play tonight, but I just got TOI for my b day so I probably will be playing that to night instead.

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