Early on I made up the following additional units for Classic A & A.
All units listed here were my independent creations (circa 1986/87) before I had seen any other similar ideas for units.
Paratroops: Move 1 Attack 1 Defence 1 Cost 3 transportable by a Bomber
Artillery: Move 1 Attack 4 Defence 1 Cost 6 I created this unit as it wasn’t in Classic A & A although it should have been.
It became apparent that there were two additional units not present in Classic A & A.
Motorized Infantry: Move 2 Attack 1 Defence 1 Cost 4
Motorized Artillery: Move 2 Attack 4 Defence 1 Cost 7
A fifth naval unit was also logical.
Corvette: Move 2 Attack 1 Defence 1 Cost 6 This is a direct extrapolation from the Destroyer, Cruiser & Battleship Attack/Defence & Cost(s) & places a ‘1’ ship into the game.
An independent creation I had for the ‘Researchable’ unit upgrades was …
Atomic Bomb: Cost 5 (once researched) Rule: A player must spend 30 PFs every time an attempt is made to ‘research’ the Atomic Bomb. The first time research is attempted a roll of a 6 on a d6 must be made. For each subsequent research attempt the number required is reduced by one (so that after the second 30 PFs is spent a 5 on a d6 roll will be required, etc). Atomic Bombs may only be moved by Bomber and/or a Rocket (if that technology is successfully researched). Atomic Bombs destroy all units in the (island/land)Territory or Sea Zone the Bomb attacks.
Posts made by aethervox
A & A Classic New Units
Early on I made up the following additional units for Classic A & A.
A & A Classic Paratroopers
Paratroopers: Move 1 (ground) Attack 1 Defence 1 Cost 3 (same as Inf).
Paratroopers can be loaded 1:1 into Bombers to make an Assault on any land space in Bomber range.
My version of Paratrooper unit was independently invented in the mid 80s (1986?) before I ever saw any other A & A paratrooper idea.
I used a metal miniature distinguishable from an Inf unit and which had a light blue painted base to further identify it.
RE: Axis&Allies Classic 2nd Edition Transports Rules Questions
I’ve four questions about Axis&Allies Classic Second Edition.
1. If I have a transport with 2 infantries already loaded before the turn, can I offload 1 of them into a hostile territory, during Combat Movement, then offload the second one during Non Combat Movement, and, if so, can I offload it to another territory and regardless whether the transport moved or not (bridging)? And how about any differences in case such transport also took part in a victorious sea battle?
*** According to the MB classic rules (mine are MB 1985 publication date) you cannot offload infantry after you have already moved an infantry in a combat move (the amphibious landing). The infantry being already loaded is immaterial. An amphibious landing of even 1 infantry is considered a combat move. Once that happens that transport is done & another infantry on board cannot now make a non-combat move. This is from page 20 of the MB rules. It is clear that if you have a transport that uses even 1 infantry to effect an amphibious landing this is a combat move therefore you can’t then make a non-combat move with the other infantry. You can’t do both.
2. Do the Revised OOB rule that, during Combat Movement, you can load a transport you are sending to take part in a sea battle, without offloading it on the same phase, applies to Classic 2nd Edition too? If not, could you, instead, load it and offload to a friendly land territory from the hostile sea zone, during Combat Movement? (I suppose it doesn’t, and there is no way you can both offload units into a friendly territory from a transport and use that same transport as fodder in an attack, unless the units were already loaded before the turn)
*** I do not know exactly what you are referring to as Revised OOB rule, however, it is clear that a where there is a contested sea zone blocking an attack onto a land space that 1) the loaded transport(s) must accompany the attacking fleet. Only if the attacking fleet clears the sea zone & occupies it, then 2) an amphibious attack may be made into the adjacent land space. Thing is, that’s it for the infantry (&/or tanks). The Attacker commits what amphibious assaults & there is no non-combat move after this from any units left on any Transport (in this case). However, if the Attacker had any transport(s) that had not moved in the combat movement, then those infantry could land into a territory not subject to combat that turn. The only way two infantry on one transport can land in two different land spaces is if neither infantry (nor the transport) was in combat earlier in that turn.
3. Do the Revised OOB rule that, during Non Combat Movement, you can only either load or unload a transport that hasn’t offloaded any units yet and that has taken part in a victorious sea battle applies to Classic 2nd Edition too? If not, what could such a transport do? (I suppose it doesn’t, and a transport that participated in combat cannot load or move anymore at all, but it can offload units that were already loaded before the turn, as well as you cannot offload units to friendly land territories during Combat Movement, in any case)
*** What? A transport move is over it if engages in either a naval battle and/or an amphibious attack. If it is only non-combat movement the Transport can land infantry into two different land spaces. It does nor matter whether the Transport is loaded already or not, it can load (from 2 diff places, move it’s full move or not, load at anytime during this move & then unload at even 2 different land spaces so long as the Transport does not engage in a ‘combat move’ (either move for a naval battle and/or do an amphibious attack)
4. Do the Revised OOB rule that, during Non Combat Movement, a retreated transport cannot load nor offload anything applies to Classic 2nd Edition too? If not, what could such a transport do? (I suppose it does, and a transport that retreated from combat cannot load, offload or move anymore at all, but I’ve no idea about the case he had units already loaded before the turn that were not sent into a sea borne assault)
*** Retreats do not happen very often (in my experience). As retreats happen on another players turn, I surmise that a transport can do nothing but retreat to an adjacent space, either a sea zone or a land space. If a sea space that’s it for the transport. If retreating to a land space it is logical to assume any transported units would unload into that land space. Again that’s it. This retreat is not your turn, it’s someone else’s turn.
From memory, this is how I & my A&A player friends interpreted the MB classic rules. When you refer to OOBs, that’s normally just changes to the available forces (units) [not game rules per se]
RE: Global Map Alterations
My rationale for altering territory PF values was to attempt to make them more ‘relatively’ accurate. Part of the problem is that A&A is a simplified simulation. A simplified map and simplified PF values.
My proposed changes barely alter the map (I include a new South India Territory). Where I attempted an alteration was to spread PF values into ‘Siberian Territories’ , to better reflect Canadian PF values and to do the same with ‘Indonesian’ Territories.
Kreuzfeldt, I am not or was not basing my alterations on ‘oil’ or ‘resources’ only. A&A, in all it’s various incarnations, is a simplified simulation.
As to your numbered points;
- The map given is the map that must be worked with. I had no thought of population as opposed to resources. My alterations to PFs are my opinion of the relative values of the Territories affected.
- There is an emphasis on Canada to more accurately, imho, reflect it’s component parts. I am a Canadian so I wish to see a better relative accuracy there (here).
- The maps and the PF resource values may not be entirely accurate for the original territories (or even for my suggestions). Again, A&A is a very simplified simulation. Compromises have to be made. It is a fact that capital Territories, especially, in Europe (& for Japan territory) HAD the overwhelming or virtually all the concentrated industry (& resources). This explains where the Factories are placed. I see no problem, therefore, that PF values for France, West Germany or Russia are increased somewhat. You think the UK (England territory) should be worth considerably more than ‘France’ (Paris) or West Germany (the Ruhr)? Your choice, not mine.
4)My intent was to give ‘relative’ value to as many ‘spaces’ (territories) as possible. This is why I added value to some of the ‘Siberian’ territories in the USSR. This is why I spread the Indonesian values out to a few more spaces. The idea of ‘oil’ is subsumed into the game. It is not necessary to make Rumania so valuable (6 pts) as you suggest.
- I could be incorrect about the relative value I give to the Urals & NovoSibirsk, however, I observe that the ‘Urals’ space reflects the ‘northern (arctic) Urals’ (hardly the space for industry). NovoSibirsk space could have a higher value. Note, Kreuzfeldt, the actual names used in the USSR & the fact many of these ‘spaces’ would have had a value greater than 0. Hence, I place a number of ‘value territories’ in the spaces that reflect ‘Siberia’ or parts thereof). So, I am trying (tried) to reflect an importance for Siberia (more, in fact, than the original map).
I did not alter the PFs (total points) of any ‘Nation’ from the original game. I simply attempt to offer a more accurate ‘relative’ PF value for certain Territories. I created a few new Territories but only where logical and where able (using the original map given).
Some players may dispute my new ‘relative’ PF Territory values. I am sure some values might be altered, however, not by much, imho.
As to A&A maps? All I will say is they have improved from the original but they still present ‘problems’.
Again, A&A is a simple simulation and ‘compromises’ are (& will) be made. The above Global 1940 Map alterations are my suggestions to making this map a little bit ‘better’.
RE: Global Map Starting IPCs
As the two game boards are combined there may be anomalies, especially for the UK player.
I thought (& think) the UK player has two ‘Treasuries’.
In addition, the ‘Commonwealth’ (the UK ‘emigrant colonies’) deserves it’s own three ‘Treasuries’.
The other GP starting income totals are due to the ‘historical notes’ on Germany & the USSR.
As to the USA points - it is suggested there should be one & one only Territory value for each space on the board.
Global Map Starting IPCs
I note the following re: combining the Two games 1940 Europe & Pacific.
Germany 30 IPCs + 4 = 34 Soviet union 37 IPCs - 3 = 34 Japan = 26 Italy = 10 China = 12 France = 19
United States = 47
United Kingdom Europe = 21 South Africa = 2
United Kingdom Pacific (India) = 15
CANZAC Canada = 11 & Aus/NZ = 6
The UK /CANZAC treasuries are considered to be in London, Calcutta, Ottawa, Sydney & Union of South Africa
Global Map Alterations
Greetings fellow A&Aers. Here I offer my alterations for A&A Global 1940 Map.
I’m no expert or anything, however, where A & A falls short (imho) are the maps and/or some of the PF values.
So here are my alterations (& suggested changes) to the 1940 Global Maps (the 1940 Europe & Pacific maps combined)
(from West to East all changes I’ve made to the maps)
Soviet Far East - (meaning no value)
British Columbia 2
Western United States 10 (no second value shown)
Alberta Saskatchewan Manitoba 2
Southeast Mexico 2 & 2 Inf
Peru 1 & 2 Inf
Eire 1 & 2 Inf
Western Germany 9
Southern France 2
Greater southern Germany 3
Slovakia Hungary 2
Baltic States 2
Eastern Poland 2
Western Ukraine 3
Northern Italy 5
Saudi Arabia 1
West India 3
South India 1
South West Africa -
Shan State -
Moluccas - (island east of Celebes)
Dutch New Guinea 1
Northern Territory -
Western Australia -
South Australia -
Note:these changes do not alter the base PFs, however, these alterations more accurately reflect the relative PF values of the affected Territories
Axis & Enemies; a way to make a unique & Variant A&A Game
This article is about how one can make up New Great Powers (eg Ger or UK or USSR type powers) and also about how to make up neutral territories (eg South America, Turkey, etc).
The numbers presented are based on a statistical study and extrapolation of the ‘territory values’ presented in the early MB A&A board game.
My idea was to create a variant game named Allies & Enemies based entirely on the rules and game pieces used in the regular game. The new variant would have new Great powers, new neutral territories and designed to be randomly placed on a map of sea spaces such that for any game the land pieces could be randomly placed each game.
This is possible if one wants to create new land pieces (new great powers & new neutral territories).
If one looks at the original A & A map there are some factors apparent;
- with regard to the Great Powers, there are Single Territory Islands (Jpn, UK) and Single Territory Land Great Powers (Ger) and Multiple Territory Land Great Powers (US & USSR)
- there is a range of point values (PF values) for the Great Powers
- each Great Power has (or must have) access to a variable number of neighbouring Neutral Territories either directly (or indirectly) associated with a Great Power.
- these Neutral Territories must have a variable point value (PF values)
- there should be a number of separate Neutral Territories of various size (eg a ‘South America’ type down to a ‘Madagascar type’ (multiple territories to single territory islands).
In my Statistical Analysis, I produced the following Value Ranges (all based on the original MB A&A board game map).
One will need three six sided dice (3d6) to randomly determine values for each ‘territory’. A territory is any ‘space’ used to place units (either on a multiple land agglomeration or on a single Territory island.
*The rolls are as follows for each player who wishes to create a random Great Power;
- roll 3d6 for size of ‘Great Power’ where 3 to 11 = Single Territory Great Power (62.55) and 12 to 18 = Multiple Territory Great Power (37.5%)
A) if Single Territory roll 2d6 where 2 to 5 = Island Great Power (28%) and 6 to 12 Land Great Power (72%)
B) if Multiple Territory roll 2d6 where 2 = 2 Territories (3%), 3 - 4 = 3 Territories (13%), 5 - 6 = 4 Territories (25%), 7 - 8 = 5 Territories (31%), 9 - 10 = 6 Territories (19%), 11 = 7 Territories (5%) and 12 = 8 Territories (3%).
Note that Multiple Territory Land Great Powers will require random generation of geographic positioning of the territories (in relation to each other - to be illustrated ‘^’ below)
** The Production Factors (PF) of your Great Power is as follows;
- Roll 3d6 where 3 - 4 = 8 PFs (2%), 5 - 7 = 9 PFs (14.5%), 8 - 10 = 10 PFs (33.5%), 11 - 13 = 11 PFs (33.5%), 14 - 16 = 12 PFs (14.5%) and 17 - 18 = 13 PFs (2%).
If you have created a Multiple Territory Land Great Power the following Adjustments to the PFs must be made;
All the Territories except the first (the ‘capital’ territory) are assigned an initial PF value of 1. The remaining original PFs are assigned to the first (the ‘capital’) territory. The player than rolls 3d6 for every 1 point PF value territory where; 3 - 9 = PF value remains at 1 (37.5%), 10 -13 = PF value becomes 2 (46%) and 14 - 18 = PF value becomes 3 (16.5%).
Hence, Multiple Territory Land Great Powers may increase in PF value over 13.
*** The next important step is to determine how many ‘Neutral’ Territories there are adjoining your Great Power (whether your Great Power is an Island or a Land Great Power.
- Roll 3d6 where; 3 = 1 Territory (.5%), 4 = 2 Territories (1.5%), 5 = 3 Territories (3%), 6 = 4 Territories (4.5%), 7 - 8 = 5 Territories (16.5%), 9 - 12 = 6 Territories (48%), 13 - 14 = 7 Territories 16.5%), 15 = 8 Territories (4.5%), 16 = 9 Territories (3%), 17 = 10 Territories (1.5%) and 18 = 11 Territories (.5%).
**** Production Factors (PFs) of Neutral Territories are as follows;
- Roll 3d6 where; 3 - 11 = 1 PF (62.5%), 12 - 13 = 2 PFs (21%), 14 - 15 = 3PFs (11.5%), 16 = 4 PFs (3%), 17 = 5 PFs (1.5%) and 18 = 6 PFs (.5%).
!!! Note: All created Territories will be randomly placed on a Map Board comprising Sea Spaces of either a Hexagon or a Square shape. The number and extent of E-W & N-S spaces will be determined by the amount of players and the amount of neutral territories not directly connected to the Great Powers. Anyone who wants to try this Great Power creation will need to make a map up of numbered Sea Spaces. A square of 1.5 or 2’’ (or equivalent Hexagon) dimension is recommended due to unit playing piece sizes. All Land Territories should fit just over the dimensions of a Sea Space such that all sea space boundaries are apparent & not ‘ambiguous’. Land coastal boundaries and internal Boundaries are to be in alignment with common sense.
***** Readers will note that most of the Random rolls are ‘weighted’ to mean Averages such that most results will be close to each other. One can further limit disparities in PFs (if required).
‘^’ Aligning territories is as follows the Single Territory Island or Land Great Power or the ‘capital’ territory of a Multiple Land Territories Great Power is the base territory and must have North Direction indicated;
A) Single Territory Island Great Power (ex UK): randomly determine an adjoining Sea Space that must be permanently a part of the Single Island Great Power. From this Sea Space randomly determine the first neutral Territory (which cannot in the case of an Island Great Power be adjacent to the Great Power). Randomly determine the direction of the Second Neutral Territory from the First One, always using the most choices to randomize the next Neutral Territory from the previous one until a Random shaped land mass is determined. This will be a Neutral Territory Landmass associated with the Island Single Territory Great Power (in other words, a close area for the Power to expand into).
B) Single Territory Land Great Power (ex Ger): Start by Randomly determining First Neutral Territory direction from the Great Power Territory. This territory (& likely/perhaps others) will connect directly by land. Again, randomly determine all subsequent Territories by as much randomness as possible to determine Landmass shape.
C) Multiple Territory Land Great Powers are randomly built the same as in B, however, the Multiple Territories of the Great Power must be randomly placed before any Neutral Territories are placed. Again, follow the guideline to make the placement of territories as random as possible. Interior ‘Lakes’ are possible.
Note 1: With a plain map board of numbered Sea Spaces there will be the necessity to make paper sheet Lands - the Great Powers & their Adjoining Neutral Territories.
Note 2: Names and PF values will have to be inscribed on these individual Territories (plural: Landmasses). Names? I used an index in an Atlas. Name any "Sea Connection’ or Lake as required.
Do not forget to indicate N on the underneath side of the ‘Capital’ Territory (for random placement purposes).
Note 3: The Landmasses may be coloured. I used pencil crayons & tried to use related colours for related national names
Note 4: The Sea spaces are numbered & the ‘Capital’ Territory has N indicated so a random alignment placement of the Landmass(es) can be made. Where a Landmass is partially off the sea Spaces one must use the same rules of ‘sliding’ it onto the map so that no Territory is off any Sea Space. Territories may border an edge of the map (obviously). No Territory should cover another Territory although a single Territory neutral island could cover a named Sea space or Lake.
***Note 5: It is advisable to have various sized (by number of territory) Neutral Territory Landmasses made up including a few ‘single’ Territory Neutral Territories. The multiple neutral Territory Landmasses (be judicious on how many you make up of these & use) MUST be placed before any Great Power Landmasses are placed. The ‘single’ Neutrals are always randomly placed last (as they may ‘link’ other Landmasses).
*** Note 6: This version of A&A (A&E as I call it) starts with low numbers of PFs & a small number of units (the initial builds) so I incorporate a random free major unit piece and the idea that this version begins in 1939 before any real war has begun. Also, I incorporate builds & PF scoring as mutual play phases - only movement, combat & research is single player. This removes the multiple counting of PFs for Territories that change hands. I also use a random order of player turn for each round of play (an initiative randomness).
Authors Note: Of all things, I made up seven sets of (mostly) metal pieces for A&E (Allies & Enemies) plus I thought it would be interesting to make up new, unique Great Powers. A total of 12 players have made up Great Powers using this method. The one oddity for me (us) was the ‘largish’ number of single territory Island Great Powers (a UK type). When it came to naming I randomly chose Norwegian as a nationality for my personal GP (I decided on ‘Germanic’). The crazy part of this is I randomly got the name ‘Tynset’ as my GP name, a single territory 10 pt land GP, btw (lol)
RE: G40 Redesign (currently taking suggestions)
If you want to take a look at my new post this Board it’s ‘Aethervox’s Global 1940 Game Rules’ there are some of my ideas for Bonuses. Also for my own independantly conceived new units. I also posted on Customization Board my list of Territory Changes - my independant design for territory values and for three more territories. With the two combined there are some ideas you might consider. ( I have had the new unit ideas for Years, the G40 Map changes are recent).
RE: Aethervox's Global 1940 Game Rules (House Rules)
Hmmm, How do I alter the topic title? It says 1942 as the year - that was a mistake - the darn thing took so long to type.
Aethervox's Global 1940 Game Rules (House Rules)
Revised Global 1940 Rules.
The game begins in May 1940 with the German invasion of France. Each complete round of play represents approximately 6 months of real time. Hence the game turns are; May 1940, November 1940, May 1941, November 1941, etc until the games ends.
The Set Up starting IPCs are as follows;
Germany 30+4, Soviet Union 37-3, Japan 26, United Kingdom Europe 17 + 2*, United Kingdom Pacific 19, CANZAC : Canada 11 & ANZAC 6, Italy 10, United States 47, China 12 & France 19. Neutral Territory value is 39.
Note that both the United Kingdom and CANZAC have two separate Treasuries and these IPCs are generated and spent separately. The Treasuries are in London, Union of South Africa, Calcutta, Ottawa and Sydney, respectively. ( Union of South Africa semi-autonomous, historically). Treasuries may be moved one space per turn unless boarded onto a transport (carrying capacity - up to 7 IPCs each transport).
Map Changes: new NWT territory (north-west corner of Eastern North America board) borders A/S/M & Yukon, new South India territory borders West India & India & new Moluccas territory (island east of Celebes).
The Setup section on Pg 32 of the A&A Rulebook Europe 1940 is no longer utilized. Instead use the following revisions below….
Unit Set Up for all Nations (some minor alterations),
West Germany: 2 Inf, 1 Art, 4 Mech Inf, 1 AA Gun, 2 Fighters, 3 Tac Bombers, 1 Air Base, 1 Naval Base & 1 Major Industrial Complex.
Germany: 6 Inf, 4 Art, 1 AA Gun, 1 Bomber & 1 Minor Industrial Complex.
Greater Southern Germany: 6 Inf, 1 Art & 2 Tanks.
Denmark: 1 Inf.
Holland-Belgium: 4 Inf, 1 Art, 3 Tanks & 1 Fighter.
Norway: 2 Inf & 1 Fighter.
Poland: 3 Inf & 1 Tank.
Romania: 2 Inf & 1 Tank.
Slovakia-Hungary: 2 Inf & 1 tank.
Zone 113: 1 Cruiser, 1 Battleship & 1 Transport.
Zones 103, 108, 117, 118 & 124: 1 Sub each.
Archangel: 1 Inf.
Karelia: 2 Inf.
Vyborg: 2 Inf.
Novgorod: 6 Inf, 1 Art, 1 AA Gun, 1 Fighter, 1 air Base, 1 Naval Base & 1 Minor Industrial Complex.
Baltic States: 3 Inf.
East Poland: 3 Inf.
Belarus: 1 Inf.
West Ukraine: 1 Inf & 1 Art.
Bessarabia: 2 Inf.
Caucasus: 1 Inf.
Russia: 2 Inf, 1 Art, 1 fighter, 1 Mech Inf, 1 Tank, 1 AA Gun, 1 Tac Bomber, 1 Air Base & 1 Major Industrial Complex.
Volgograd: 1 Mech Inf, 1 Tank & 1 Minor Industrial Complex.
Buryatia: 6 Inf.
Amur: 6 Inf.
Zone 127: 1 Sub.
Japan: 8 Inf, 2 Art, 1 Tank, 1 AA Gun, 5 Fighters, 4 Tac bombers, 2 Bombers, 1 air Base, 1 Naval Base & 1 Major Industrial Complex.
Korea: 1 Inf.
Manchuria: 4 Inf, 1 Mech Inf, 1 Art, 1 AA Gun, 3 Fighters, 2 Tac Bombers & 1 Bomber.
Jehol: 2 Inf & 1 Art.
Shantung: 1 Inf.
Kiangsu: 1 Inf, 1 Fighter, 1 Tac bomber & 1 Bomber.
Kiangsi: 3 Inf & 1 Art.
Kwangsi: 3 Inf & 1 Art.
Siam: 2 Inf.
Formosa: 1 Fighter.
Okinawa: 1 Inf & 1 Fighter.
Paulau: 1 Inf.
Caroline Islands: 1 Inf, 1 AA Gun, 1 Air Base & 1 Naval Base.
Iwo Jima: 1 Inf.
Zone 6: 1 Sub, 2 Destroyers, 2 Aircraft Carriers, 2 Fighters, 2 Tac Bombers, 1 Cruiser, 1 Battleship & 2 Transports.
Zone 19: 1 Sub, 1 Destroyer & 1 Cruiser.
Zone 33: 1 Destroyer, 1 Aircraft Carrier, 1 Fighter, 1 Tac Bomber, 1 Battleship & 1 Transport.
United Kingdom Europe;
Iceland: 1 Air Base.
United Kingdom: 1 Inf, 1 AA Gun, 3 Fighters, 1 Air Base, 1 Naval Base & 1 Major Industrial Complex.
France: 1 Inf, 1 Art & 1 Tank.
Gibralter: 1 Air Base & 1 Naval Base.
Alexandria: 2 Inf, 1 Art, 1 Tank & 1 Fighter.
Egypt: 1 Inf, 1 Art & 1 Naval Base.
Anglo-Egyptian Sudan: 1 Inf.
Union of South Africa: 2 Inf, 1 Naval Base & 1 Minor Industrial Complex.
Zone 71: 1 Destroyer.
Zones 85 & 112: 1 Cruiser each.
Zone 91: 1 Destroyer, 1 Aircraft Carrier & 1 Tac Bomber.
Zone 98: 1 Cruiser & 1 Transport.
Zone 109: 1 Destroyer & 1 Transport.
Zone 110: 1 Destroyer & 1 Battleship.
Zone 111: 1 Cruiser & 1 Battleship.
United Kingdom Pacific;
West India: 1 Inf.
India: 4 Inf, 1 Art, 1 AA Gun, 3 Fighters, 1 Tac Bomber, 1 Air Base, 1 Naval Base & 1 Minor Industrial Complex.
Burma: 1 Inf & 1 Fighter.
Malaya: 4 Inf & 1 Naval Base.
Kwangtung (HK): 2 Inf & 1 Naval Base.
Zone 37: 1 Battleship & 2 Transports.
Zone 39: 1 Destroyer & 1 Cruiser.
NB-NS: 1 Naval Base.
Quebec: 1 Inf, 1 Tank & 1 Minor Industrial Complex.
Ontario: 1 Inf & 1 Minor Industrial Complex
Zone 106: 1 Destroyer & 1 Transport.
Egypt: 1 Inf.
Malaya: 1 Inf.
Queensland: 2 Inf, 1 Art, 1 Fighter, 1 Air Base & 1 Naval Base.
New South Wales: 1 Inf & 1 Minor Industrial Complex.
Zone 47: 1 Sub.
Zone 62: 1 Destroyer & 1 Transport.
Albania: 2 Inf & 1 Tank.
Northern Italy: 2 Inf, 2 Art, 1 Tank, 1 AA Gun, 1 Fighter, 1 Air Base & 1 Minor Industrial Complex.
Southern Italy: 2 Inf, 1 AA Gun, 1 Fighter & 1 Naval Base.
Libya: 2 Inf.
Tobruk: 4 Inf, 1 Art, 2 Mech Inf & 1 Tank.
Ethiopia: 2 Inf.
Italian Somaliland: 1 Inf.
Zone 95: 1 Cruiser, 1 Battleship & 1 Transport.
Zone 97: 1 Destroyer, 1 Cruiser & 1 Transport.
Central US: 1 Inf, 1 Mech Inf, 1 Bomber & 1 Major Industrial Complex.
Eastern US: 1 Inf, 1 Art, 1 Tank, 1 Fighter, 1 Air Base, 1 Naval Base & 1 Major Industrial Complex.
Panama (PC): 1 Inf.
Western US: 2 Inf, 1 Mech Inf, 1 Art, 1 Tank, 1 AA Gun, 1 Fighter, 1 Tac Bomber, 1 Bomber, 1 Air Base, 1 Naval Base & 1 Major Industrial Complex.
Hawaii: 2 Inf, 1 Fighter, 1 Tac Bomber, 1 Bomber, 1 Air Base & 1 Naval Base.
Midway: 1 Air Base.
Wake Isl: 1 Air Base.
Guam: 1 Air Base.
Philippines: 2 Inf, 1 Fighter & 1 Bomber.
Zone 10: 1 Sub, 1 Destroyer, 1 Aircraft Carrier, 1 Fighter, 1 Tac Bomber, 1 Cruiser, 1 Battleship & 1 Transport.
Zone 26: 1 Transport.
Zone 35: 1 Destroyer & 1 Transport.
Hunan, Kweichow & Shensi: 1 Inf each.
Suiyuyan: 2 Inf.
Yunnan: 3 Inf.
Szechwan: 4 Inf & 1 Fighter.
Normandy-Bordeaux: 2 Inf, 1 Naval Base & 1 Minor Industrial Complex.
France: 6 Inf, 1 Art, 1 Tank, 1 Fighter, 1 Air Base & 1 Major Industrial Complex.
South France: 1 Inf, 1 Art & 1 Naval Base.
Algeria, Tunisia, Fr West Africa, Syria & Fr Indo-China: 1 Inf each.
Zone 72: 1 Destroyer.
Zone 93: 1 Destroyer & 1 Cruiser.
Zone 112: 1 Cruiser.
A Complete List of all Territories and their Revised Values;
United States (value 47): comprising: East US 20, Cent US 12, West US 10, Alaska 2, Hawaii 1, Philippines 2 & Panama (PC) 0.
Canada (value 11): comprising; NB/NS 1, Quebec 3, Ontario 3, A/S/M 2, BC 2, Yukon & NWT (new territory) both 0.
ANZAC (value 6): comprising; New Zealand 2, Victoria 1, New South Wales 2, Queensland 1 & NG, NT, W Aus & S Aus all 0.
United Kingdom Europe (value 17 + 2*); comprising; Scotland 3, United kingdom 6, Nigeria 1, Belgian Congo 1, South Africa 2*, Rhodesia 1, Tanganyika 1, Kenya 1, Anglo-Egyptian Sudan 1, Egypt 2 & Gold Coast, SW Africa & Trans-Jordan all 0.
France (value 19); comprising; France 6, Normandy 2, South France 2, Algeria 1, Tunisia 1, Fr W Afr 1, Fr Cent Afr 1, Fr Equa Afr 1, Madagascar 1, Syria 1, Fre Indo-china 2 & Morocco now 0.
Japan (value 26): comprising; Japan 8, Okinawa 1, Iwo Jima 1, Korea 3, Formosa 1 Manchuria 3, Jehol 1, Kiangsu 3, Shantung 2, Kiangsi 1, Kwangsi 1 & Siam 1.
Germany (value 30): comprising; Norway 1, Denmark 2, West Germany 9, Hol-Bel 3, Gr South Germany 3, East Germany 5, Poland 3, Slo-Hun 2 & Romania 2.
United Kingdom Pacific (value 19): comprising West India 3, South India 1, India 6, Burma 1, Malaya 3, Borneo 2, Kwangtung (HK) 3 & Shan State now 0.
Italy (value 10): comprising; North Italy 5, South Italy 3, Libya 1, Ethiopia 1 & Albania now 0.
Dutch East Indies (value 7 or 8): comprising; Sumatra 2, Java 4, Celebes 1, Moluccas (new territory - island east of Celebes) & Dutch New Guinea both 0. *Dutch New Guinea + New Guinea (value 1).
Soviet Union (value 37) comprising; Russia 6, Ukraine 3, West Ukraine 3, Novgorod 3, Baltic States 2, East Poland 2, Belarus 2, Rostov 2, Volgograd 2, Caucasus 2, Smolensk 1, Bryansk 1, Vologda 1, Samara 1, Tambov 1, Kazachstan 1, Novosibirsk 1, Yemisey 1, Yakut 1, Amur 1 & All other USSR territories 0.
Neutral Territories (value 39): comprising Mexico 1, SE Mexico 2, Cent America 1, West Indies 1, Venezuela 2, Columbia 1, Peru 1, Chile 2, Argentina 2, Brazil 3, Eire 1, Spain 2, Portugal 1, Finland 1, Sweden 3, Yugoslavia 2, Bulgaria 1, Greece 2, Turkey 3, Iraq 2, Persia 2, Saudi Arabia 1, Mozambique 1, Angola 1. All other Territories 0.
The following four National Set Ups are altered as follows;
- Soviet Union may not attack Germany until after the 3rd turn (May 41) unless Germany first declares war on it.
- United Kingdom: Ontario, Quebec and Zone 106 are Canadian Forces - use the grey ANZAC units.
- United States may not declare war on any Axis power until after the 4th turn (Nov 41) unless Japan, or another Axis power, first declares war on it.
- Fre Inf in UK placed in Normandy & Fre Inf in Morocco placed in Fre Indo-China.
Use of the Trans-Siberian Railway (Russia-Samara-Novosibirsk-Timguska-Yenisey-Yakut-Buryaria-Amur):
Soviet Union may move up to 4 land units per turn from any territory to any other connected territory.
Revised National Objective & Bonus Income (on appropriate collect income phase) Allowances
Germany : 1 IPC per Territory (looting) once only upon capturing any enemy red city.
: 3 IPCs per turn subtracted from the Soviet Union cash reserves until a state of war between them.
: 1 IPC per turn if Germany controls Denmark and Sweden remains neutral (or in Axis control).
Soviet Union : 1 IPC per Territory (looting) once only upon capturing any enemy red city.
: 1 IPC per turn subtracted from UK Europe or US cash reserves if USSR is at war, Sea Zone 125 is free of enemy naval force(s) and Karelia plus Novgorod are under Soviet control.
: 2 IPCs per turn subtracted from UK Pacific or US cash reserves if Persia is under Allied control (occupied).
Japan : 1 IPC per Territory (looting) once only upon capturing any enemy red city.
: 1 IPC per turn if both Dutch New Guinea and New Guinea are under Japanese control.
United Kingdom Europe : 2 IPCs per turn subtracted from Canadian cash reserves each time a transport from Canada reaches Sea Zone 109.
ANZAC : 1 IPC per turn if both Dutch New Guinea and New Guinea are under ANZAC control.
United States : 10 IPCs per turn on the turn after a declaration of war against Japan.
: Lend Lease - the US player may move any Destroyer in Sea Zone 101 to any Sea Zone adjacent to the United Kingdom territory where it becomes a British unit.
China : Up to 3 IPCs per turn subtracted from UK Pacific or US cash reserves (as UKP & US players agree) if Burma Road is open - may purchase Am. Artillery.
France : Free French & French Resistance - place 2 Fre Inf on territory France if it is liberated.
Note that all powers begin the game with their stated starting income plus (or minus) any bonus income due it from the above conditions. Neutrals, referred to as friendly or unfriendly (Pgs 10 & 11) are now treated the same - they are Neutrals who may be invaded without restrictions. Note also that Pgs 33-35 National Objective & Bonus Income is no longer utilized (due to the revisions above).
New Units (invented by myself, independant of any other potential or real previous source);
- Paratroops: 1A, 1D, cost 4, move 1. Paratroops may be transported via Bomber on a 1:1 ratio.
- Corvette: 1A, 1D, cost 2, move 2. The missing small naval ship (anti-submarine & convoy).
- Motorized Artillery: 2A, 2D, cost 5, move 2. Another missing unit type.
- Rockets: *A, D-, cost 3, move 1. Rockets have a range of up to 2 spaces (territory &/or sea zone). Rockets attack as a Strategic Bombing, roll D6 where 1-3 = no damage, 4 = -1 IPC, 5 = -2 IPCs & 6 = -3 IPCs from enemy player cash reserves (if no cash, it still counts against the next turn).
- Atomic Bomb: Attacked territory (land or sea zone) loses all units. If a territory of value the affected territory loses 1 permanent IPC capacity for each Atomic Bomb. Atomic Bombs are researched as follows - Spend 30 IPCs in the Develop Weapons/Build Units phase of the turn. For each and every time the Atomic Bomb is researched a D6 is rolled. This D6 roll must be legal (as in a Casino) where there is clearly no ‘sleight-of-hand’ or ‘flat face, no side turning roll’. On the first attempt a 6 on a D6 must be rolled. The 2nd time attempted a 5 or 6 is successful and so on until after a 6th attempt the research succeeds automatically. Atomic Bombs cost 6 and have a move of 1. They can be delivered to a territory by Bomber or Rocket only.
The above Global 1940 Variant has a Revised Map, as well. The list of Territories (including a few new ones) I have posted on the Axis and Allies Customizations Board under the topic ‘Aethervox’s Global 1940 Map’. I do not alter the basic map (just add a couple places that should be there). Most of the change is a re-arrangement of territory values (listed above). I believe my changes are an enhancement to the map. Examine my variant and see what you think.
Please post commentary if you wish to.
Aethervox's Global 1940 Map
I have made alterations, mostly to territory values along with adding a few new territories, to the Global 40 game to more accurately (as I believe) reflect the relative values of the given territories of the game map. Here is a list of my changes and/or additions;
United States (value 47)…… East US 20, Central US 12, West US 10, Alaska 2, Hawaii 1 & Philippines 2
Canada (value 11) … NB & NS 1, Quebec 3, Ontario 3, A-S-M 2, British Columbia 2 & NWT (new territory north of A-S-M) 0.
ANZAC (value 6) … New Zealand 2, Queensland 1, New South Wales 2 & Victoria 1 (S. Aus, W. Aus & NT all now 0).
United Kingdom Europe (value 19) … Scotland 3, United Kingdom 6, Nigeria 1, Belgian Congo 1, Union of South Africa 2, Rhodesia 1, Tanganyika 1, Kenya 1, Anglo-Egyptian Sudan 1, Egypt 2 & Gold Coast, SW Africa & Trans-Jordan now 0.
France (value 19) … France 6, Normandy 2, South France 2, Algeria 1, Tunisia 1, Fr W Africa 1, Fr Cen Africa 1, Fr Equa Africa 1, Madagascar 1, Syria 1 & Fr Indo-china 2 (Morocco now 0).
Japan (value 26) … Japan 8, Okinawa 1, Iwo Jima 1, Korea 3, Formosa 1, Manchuria 3, Jehol 1, Shantung 2, Kiangsu 3, Kiangsi 1, Kwangsi 1 & Siam 1.
Germany (value 30) … Norway 1, Denmark 2, Hol-Bel 3, West Germany 9, G South Ger 3, Germany 5, Poland 3, Slo-Hun 2 & Romania 2.
United Kingdom (Pacific) (value 19) … West India 3, South India 1 (new)* , India 6, Burma 1, Malaya 3, Borneo 2 & Kwangtung(HK) 3 & Shan State now 0.
Italy (value 10) … North Italy 5, South Italy 3, Libya 1 & Ethiopia 1 (Albania now 0).
Dutch East Indies (value 7) … Java 4, Sumatra 2, Celebes 1 , Dutch New Guinea & Moluccas - a new territory, both 0.
Soviet Union (value 37) … Russia 6, Ukraine 3, West Ukraine 3, Novgorod 3, Baltic States 2, East Poland 2, Belarus 2, Rostov 2, Volgograd 2, Caucasus 2, Smolensk 1, Bryansk 1, Vologda 1, Samara 1, Tambov 1, Kazachstan 1, Novosibirsk 1, Yenisey 1, Yakut 1 & Amur 1. All other territories are now 0.
Neutral States (value 39) … Mexico 1, SE Mexico 2, Central America 1, West Indies 1, Venezuela 2, Columbia 1 (new), Peru 1 (new), Chile 2, Argentina 2, Brazil 3, Finland 1, Sweden 3, Eire 1 (new), Spain 2, Portugal 1, Angola 1, Mozambique 1, Saudi Arabia 1, Iraq 2, Turkey 3, Greece 2, Bulgaria 1, Yugoslavia 2 & Persia 2.
Maybe someone else will alter their game boards to these values. They are more accurate (relatively speaking) than what is presented by the game developers.
New Units for Classic ( a historical note)
I have not posted much on A&A org forums but I’d like to add my history. I bought a Milton-Bradley edition produced in 1985 and my friends and I played it a lot back then. A fond remembrance is who first thought of the different angles that became apparent eg: building a Factory in South Africa or India, for example.
As to new units, I added the following (independant of the knowledge of anyone else’s creation idea) ……
- Motorized Infantry, cost 4, movement 2, A & D values the same
- Paratroops, cost 4, move 1, transported by Bomber 1:1, A value 1, *D value 1
- Motorized Artillery, cost 7, move 2, A & D values the same
- Corvette, cost 6, move same as other ships, A value 1, D value 1 * an obvious extrapolation from the other ships (why is a ‘Corvette type’ not in the game??)
- Rocket, cost 6, move 1 *included in my revised 'Develop Weapons List/Table, * Range of 2 spaces (from firing space), causes damage as a Bomber (D6: 1-3 = no effect, 4 = 1PF, 5 = 2 PFs & 6 = 3 PFs. * May also be used to deliver an Atomic Bomb.
- Atomic Bomb, cost 6 each once successfully researched. No movement capability. Must be delivered by Bomber or Rocket. *Atomic Bombs are researched during a Develop Weapons/Purchase Units phase. Each time Atomic Bomb research is undertaken 30 PF must be spent. On the first attempt a roll of a 6 on a D6 must be made to succeed. On all further attempts to research the Bomb the D6 roll needed reduces by 1 number until the attempt automatically succeeds on the 6th attempt (second try needs 5 or 6, third 4-6, etc). These particular research dice rolls must be clearly witnessed as ‘randomized’ with no ‘flat dice face’ or otherwise questionable roll being made (as in a Casino).
These are my additions to my A & A games from the period of the Classic or 1942 2nd Edition games. I hope everyone likes them.
RE: What you do in Classic to remove the Eastern Europe/Karelia standoff?
Easy and it is what I did immediately upon seeing the ABORTION of a map that A&A had at the time. Make the boundaries of these 4 places realistic……
- Have the Caucasus be the actual mountainous area plus the southern plains to the immediate north only.
- Have Ukraine directly border Caucasus, Moscow & Eastern Europe (& Balkans)
- Have Eastern Europe border Ukraine, Russia, Karelia (& Southern Europe & Germany)
- Have Karelia border Eastern Europe, Russia & Khanty-Mansi (as it should)
‘Easy - peasey’.
That original map was a giant turd! One of the worst, if not the worst, map produced for a very popular game. The game is great - that map crap.
RE: Evolution of Axis & Allies pieces – Take 2
I have used a white house piece from ‘Finance’ (an old Parker Bros game) - the same one as in Monopoly. It works fairly well to represent a Minor Factory piece. I guess one has to spray paint them white as the real white ones are probably very rare.
Axis & Allies First Edition (pre - 1986)
Anyone know why there id no main topic thread listed for Axis & Allies First Edition (released ???).
I have a Milton-Bradley 1985 edition (although the map is ‘changed’ due to the map being an ‘atrocious eyesore’ garbage depiction of geography - almost anyone could have done better).
RE: Never Played!!
So, Italiansarecoming!!, you posted this thread back in April/May. What actually happened? You ought to have reported on this by now.
My prediction is if the Axis player knows what he is doing he should have won. In the early part of the game the Axis can win. If the game goes on a long time then the Allies will win.
I have not been online here much at all nor for a long time. I have two questions…
- Is this the topic site for map customization?
- Where or under what topic site should I be placing an idea for creation of ‘Randomized Landmasses’ with which to play A&A. :
Any answer/help would be appreciated.
Industrial Complex Rule Placement Change
It has been brought to my attention that major industrial complexes can be purchased & placed on territories of value 3 or greater. This can result in a major industrial complex being placed on a number of territories not known for historically significant ìndustrial production. Why not make the minimum territory value in this case 4 or 5 or greater instead. If a minor industrial complex can be built on a 2 value territory, it seems to me that a complex that produces over three times as many units should be at least double the minimum value for placing a minor complex. This suggestion should, imho, be considered for a future rule revision.
RE: Axis & Allies Global Design Flaws Part 3
A suggestion to limit major industrial complexes to, say, territories with a value of 5 or more might be in order. Along with this, use a minimum 3 value territory for minor industrial complexes. This alteration may be feasible (and be somewhat more realistic too).
RE: Axis & Allies Global Design Flaws Part 1
You, Poloplayer15, may have no problem with easily distinguishing between the various Destroyer, Cruiser & Battleship models but not everyone will. The modellers could have done just a little bit better job in having distinct ‘sizes’ between the three. You did mention, as I implied, that it would have been great if the manufacturer had ‘gone all the way’ and supplied a distinct vessel type for each national navy (etc, etc for land & air units too - but that is getting rather expensive). The alternate is to go back to the original game design where one model of tank or destroyer was used for all nationalities, then there is no room for confusion. In my own seven player A&A variant I have done just that - I found a suitable metal or plastic model for each military unit that is common to all the seven sets of pieces (besides the present range of units I use Paratroops, Corvettes and Motorized Artillery).
RE: Axis & Allies Global Design Flaws Part 3
I did not consider the possibility for building major industrial complexes on these new 3 value territories. Rather, I was simply suggesting (relatively speaking) more accurate valuations. The national totals are the same - just distributed differently. In regards to building industrial complexes (major or minor) - it appears to me that with all the forces on the board and the time contraints that the Axis are better served maximizing their build for every turn. When exactly do the Axis spend precious IPCs on extra industrial complexes? The same is true of the Allies for the most part too - they have to defend. It appears to me that the setup offers sufficient industrial complexes. To my mind, the game is won on maximizing builds for both sides and on the specific battles and die roll results. Why even bother with extra complexes (or air bases and naval bases, for that matter) or even try R & D?. Just maximize you income and your military builds.
RE: Historically Accurate Gripe
I hope it wasn’t my earlier postings titled ‘Design Flaws’ that got this thread on historical accuracy going. A board game simulation of history cannot be 100% historically accurate. However, I agree entirely with Imperious Leader’s assertion that A&A Global has gotten more historical and become a better game for it. Whatever my criticisms are they are intended to suggest ‘tweaks’ that to my mind improve the present game. I alter games as I see fit to make them more enjoyably playable to me and I am sure a great many players do exactly the same (house rules). Since this is an open forum, alternate views and suggestions on any aspect of the game should be discussed without recourse to tarring commentary as being ‘too historical’ or, alternately, as ‘not historical enough’. However, this writer does lean towards being as ‘historical’ (however one defines that) as the simulation may allow. When any gamer sees what appears to him/her rules that seem out of place or military/territory values that seem to be skewed/odd then those concerns (whatever they are) are open to criticism and discussion. I an sure most respondents have the same sentiment when suggesting improvements to this game (whatever the suggestions may be).
RE: Axis & Allies Global Design Flaws Part 4
My reply is directed at Gamerman
s post where he says a Ukraine territory value 3 can pump out 10 units per turn. Only if a major industrial complex is placed there (quite a few IPCs that). I have already concluded that if an enemy spends IPCs on industrial complexes it is only because they can afford to do so. When a player does this then their enemy(ies) has that fewer opposing units to remove. Personally, I would take advantage of this at every opportunity since only by relentless attacks can the Attacker win. Point taken too that the game must be fun - this appears to be the original game expanded. I still remain skeptical whether Larry Harris hit one out of the park (to use a baseball analogy). I also think that the Axis would have had a very difficult time to have eventually won WW2 (with our 20-20 hindsight we have). However, certain events (Dunkirk, SeaLion, Battle of the Atlantic, Pearl Harbour, Midway, Russian Winter, different political decisions) made the outcome of WW2 doubtful - history may really have been different. It is informative to read the different posts - if A&A Global was perfect there wouldnt be anything to say, hehe.