I’m bumping this ancient thread because I really like what I read. This is a great formula to introduce Leaders into game play. Let me know if anyone has tried this out before in game play.
Posts made by carsonbparker
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RE: Really good idea for AARHE leaders?
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RE: Should we make better rules for invadable neutrals? (1940)
@barnee The Swiss had tons of anti-aircraft. Even though their air space was neutral the Swiss shot down over 30 aircraft during the war both on the axis and the allies if they drifted too far into Swiss air space. In the game I believe a fair assessment of the Swiss military should be around 7-8 infantry and a AAA .
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RE: [Global 1940] Third Faction Idea for Russia/Communist China
@Caesar-Seriona How about letting the russian player control ComChina and they go right after the KMT move is over? The income part is indeed tricky. Maybe ComChina makes more than 1 ipc if they can take and hold territories from Japan?
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RE: [Global 1940] Third Faction Idea for Russia/Communist China
@CWO-Marc What do the Communist Chinese start with in your game and do they ever acquire anything more?
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RE: [Global 1940] Third Faction Idea for Russia/Communist China
@SS-GEN Could you post your neutral chart in this thread? i would enjoy looking it over.
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RE: Axis & Allies: Solitaire variant
I’d be very interested in a solitaire rule set. Can’t wait to read up on them.
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RE: [Global 1940] SiredBlood Rules Summary
I love these rules. My only thought would be “can one play with the victory conditions but with an open ended game”, instead of playing a distinct number of rounds whether it be 8 or ten rounds? I guess you can play until one sides concedes or maybe holding a a certain amount of victory points for a specified number of rounds. I’m aware that if Tokyo, Washington or Berlin fall the game is over but was wondering if Sired Blood’s Group play a version where the rounds aren’t strictly specified.
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RE: Global 1940 with 20 Powers
@Charles:
If you want to have the full experience, also use this neutral expansion ruleset along with the new powers:
https://www.axisandallies.org/forums/index.php?topic=38615.msg%msg_id%
All playtests of this addition of 11 powers used these new neutral rules, and I definitely recommend you play these two house rules together. It allows for fun things like South Africa invading Portuguese colonies, Bulgaria and Italy invading Turkey etc.
We are currently working on implementing the 20-power ruleset for other Global setups. If you would like to play this add-on in a Pacific/Europe solo game, I can post the theater rulesets on request.
Charles De Gaulle, has your group worked on any other setups recently besides 20 powers in 1940? I am formally putting in a request (or fan vote) for 1936 with with 20 powers. Maybe some of the smaller countries that weren’t conquered by Germany yet could act as pro-allied neutrals. I just think 20 powers would work well from an early starting point. More variables to “rewrite” history to some extent. Anyways thanks for your efforts.
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RE: Chinese colors for AnA G40
@Caesar:
That chart is nice but it doesn’t name the color, I guess I am best off just going into a model shop with an infantry and compare colors.
The vallejo color is middlestone. To me I like to think of it as limabean green or pea green.
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RE: Dutch naval units for ABDA possibilities?
Per Charles DeGaul’s 1940 setup with 20 powers he uses the following setup. Since most to the powers added are on the European side of the board you could play test how the Dutch addition alone would work in your game. Here’s the link- https://www.axisandallies.org/forums/index.php?topic=41398.0
And here’s the setup. Notice Japan gets extra units as well and the allies aren’t allowed to “landgrab” the money islands. This may be overkill from what you are imagining but I think it’s super cool. 8-)
Setup:
Belgian Congo: 1 infantry
Sea Zone 106: 1 cruiser
United Kingdom: 1 fighter
Borneo: 1 infantry
Java: 1 infantry
Sumatra: 1 infantry
Celebes: 1 infantry
Dutch New Guinea: 1 infantry
Sea Zone 42: 1 cruiser, 1 submarine
Formosa: +1 Japanese infantry
Hainan: +1 Japanese infantry, +1 Japanese artillery
Sea Zone 34: +1 Japanese cruiser
New Guinea: +1 ANZAC infantry -
RE: Oztea's 1939 Global Setup
Wow these rules look really fun. Can’t wait to set the board up to start to see the nuances of the 1939 version. I bet I might have some questions after I do that. First thing that comes to mind though is when and if the axis attack the Dutch. I can see a scenario where the Germans wait to take Belgium to allow the Japanese to focus elsewhere before focusing on the money islands.
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RE: Sired's Bloodbath - Sept. 22-24 2018 - Orange County CA.
Thanks for the thorough response Argothair. Yeah too cool! What a weekend it sounded like. I know when I first read the bloodbath rules I knew how much I’d like to implement them. The one rule I wasn’t totally sold on was the bombers being transports but this is likely because I think I’ll have air transports eventually although only carrying one unit. I like that they only fire once though. Anyways the rules sound like they really open things up from the scripted game so I’m sold. Glad you guys had a blast.
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RE: Sired's Bloodbath - Sept. 22-24 2018 - Orange County CA.
Sounds like it was an awesome time. So now that you guys got so many games in over the weekend how did the bloodbath rules workout in terms of balance, length of games, strategy, and just plain old fun factor? I haven’t actually played the rules yet but I’ve researched the rules and it’s 100% up my alley.
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RE: Red victory city components
They are done by Ebard and shapeways. https://www.shapeways.com/shops/ebardmodels
Here’s a thread talking about them. They are not red though, you’ll have to paint them.
https://www.axisandallies.org/forums/index.php?topic=40543.msg1695648#msg1695648
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RE: Global 1940 with 20 Powers
This looks like a very fun setup. Couple questions though. Does Holland and Poland after liberation get to claim IPC’s from their capital and colonies? Just wondering because Holland and Belgium for instance would all of a sudden be making as much cash as a major power. Not that there’s anything wrong with that but just asking for clarification.
***Edited - i answered my own question while reading through the rules again.
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RE: Global/Europe/Pacific 1939 for 1940 2nd Editon
@Charles:
@Dauvio:
Nice, and a lot of work. 8-)
It was worth it. Thanks ;)
@seancb:DeGaulle, I’ve been working on a Triple A setup for this. It still needs some coding but it is playable with the user guide and some editing.
That’s great! I wish I could get a computer running so I could play TripleA myself. I don’t know what the software limitations are, but setting up territories like Belgian Congo and Eastern Poland would be quite a programming challenge. I think most of those special rules will have to just be observed by the players as you said.
@Moffett:A 1936 setup would be cool… :-D
Hmm…I thought 1943 was going to be my last vanilla G40 project, but this request is temptingly challenging.
Yes a 1936 version would be great! I was just recently introduced to the 1940 with 20 powers and I have been reading up. I think it would be great to have Poland, Holland, and Belgium before attacked and maybe a divided Spain as well.
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RE: Should we make better rules for invadable neutrals? (1940)
@Moffett:
We play these neutral rules along with CDG 1939 set up. It seems to work pretty well. Playing a game where Germany has invaded Turkey (at some cost) but now has direct access to the Caucasus and a 3 IPC factory and took Saudi Arabia for 2 IPC bonus.
The CDG 1939 v3 setup is pretty fun and has become our standard. As mentioned before, a Vichy option would be fun too.
Here’s what I did. While it’s pretty much inconceivable all neutral countries would go to war if one of them was invaded, it’s NOT inconceivable some would have alliances, regional in nature and among countries with shared interests. Excluding Mongolia (whose rules I left the same), I created 4 alliances among the remaining neutrals. No, not everything in these alliances make sense (Switzerland and Afghanistan would never go to war unless they were invaded), but it adds a new dimension to the game. Also, invaded neutral countries have an impact on geopolitics, so countries need to think carefully before attacking. It is risky and costly, however, in some cases there is value in doing it - unlike in the actual game.
Here’s the way it works: each alliance has one country that is the center of it all. This is the real gem - it either has the most IPC value or strategic value. The four countries are Sweden, Turkey, Argentina, and Spain. These countries each have a minor IPC and a proper military. This was easy to pick out, as these countries all had at least 2IPCs in value and 4+ call-ups. So I took their initial call-ups, and added 40IPCs worth of soldiers/bases for Argentina (4), 50 to Sweden and Spain (6), and 60 to Turkey (8). I based the units on what such a country would reasonably have. Sweden had advanced industry and an effective navy but hardly any air force in 1940; Spain was along the lines of Italy in land power, Turkey was mostly struggling to modernize but had fortifications and a small but professional british-trained air force (insignificant navy), Argentina had a small army and navy (though far better than its neighbors) and a great port.
Here are the official rules and set up:
If you attack a single neutral country, not all of them will become hostile - only ones they have a mutual defense pact with. There are four alliances on the map; an attack against one of these members is an attack on all.
Mongolia is unaffected by these changes.
If a territory/alliance is attacked, it will immediately join a specified member of the opposite side.
Note: Each South American neutral “country” for our purposes has been combined. For example, Venezuela is now a part of Ecuador and Colombia. “Greater Venezuela” does not receive an IPC bonus for this, however it does receive an additional infantry unit per added territory. So instead of spawning +2 infantry when attacked, it will create +4. Same rules apply for Greater Argentina (Argentina/Uruguay/Paraguay) and Greater Chile (Chile, Bolivia, Peru).
Finally, note that Sierra Leone is UK territory and Liberia becomes a US territory once it enters the war. They are not neutral territories.
Starting Neutral Territory Units:
South American Alliance:
Greater Venezuela: 4 Infantry
Greater Chile: 4 Infantry
Greater Argentina: 6 Infantry + 3 Artillery + 1 AAA + Naval Base + Destroyer (Sea Zone 85) + Minor IPCIf attacked by the Allies, the South American Alliance joins Germany. If attacked by the Axis, the South American Alliance joins the US. All of the South American Alliance’s units and factories immediately become controlled by that player. An Axis attack on the South American Alliance is considered a declaration of war against the US. The US may not attack the South American Alliance until war against Axis has been declared.
Total Alliance IPC Value: 6
Iberian Alliance:
Spain: 8 Infantry + 3 Artillery + 2 Tanks + 2 AAA + 1 Fighter + Minor IPC
Portugal: 2 Infantry
Mozambique: 2 Infantry
Angola: 2 Infantry
Rio de Oro
Portuguese GuineaIf attacked by the Allies, the Iberian Alliance joins Germany or Italy. If attacked by the Axis, the Iberian Alliance joins the UK (European Economy) or France. All of its units and factories immediately become controlled by that player. An Axis attack against Spain is considered a declaration of war against the US.
Total Alliance IPC Value: 5
Swedish-Swiss Alliance:
Sweden: 6 Infantry + 4 Artillery + 2 Tanks + 1 Mech Infantry + 2 AAA + Destroyer (Sea Zone 113) + Minor IPC
Switzerland: 2 InfantryIf attacked by the Allies, Sweden joins Germany and Switzerland joins Germany or Italy. If attacked by the Axis, Sweden joins the UK (European Economy) and Switzerland joins France. All of their units and factories immediately become controlled by those players. An Axis attack against Sweden or Switzerland is considered a declaration of War against Russia and the US.
Total IPC Value: 3
Islamic Alliance:
Turkey: 9 Infantry + 4 Artillery + 1 Tank + 1 Fighter + 2 AAA + Fortification + Minor IPC
Saudi Arabia: 2 Infantry
Afghanistan: 4 InfantryIf attacked by the Allies, Turkey and Saudi Arabia join Germany or Italy, and Afghanistan joins Germany. If attacked by the Axis, Turkey and Afghanistan join Russia or UK (European Economy), and Saudi Arabia joins the UK (European Economy). All of the Islamic Alliance’s units and factories immediately become controlled by that player. An Axis attack on the Islamic Alliance is the equivalent of a declaration of war on Russia, the UK, ANZAC, and France. Russia may not attack the Islamic Alliance until war against Germany has been declared.
Additionally, the Bosporus Straight is considered a universal national objective worth an additional +1 IPC to the player controlling it.
Note: Italian and German national objectives include Saudi Arabia in their quest for Strategic Oil Reserves. If controlled, they gain an additional +2 IPCs such as in Northwest Persia, Iraq, and Persia.
Total Alliance IPC Value: 5
Well I love everything about this. I think the “alliances” make sense and are easy to remember. It gives both the element of greater standing armies to persuade against the decision to attack and also keeps the element of neighboring retaliation to further the strategic plus and minuses.
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RE: Oil Derricks
@Combat:
Here is a picture of an Oil Refinery & Derrick. We simplified the rules: Once a derrick is built the IPC value of said territory goes +1. Once a Refinery is built with Derrick then goes up +1 again. Derrick must be placed place one full turn before refinery can be built. Can be bombed and removed or taken over by enemy. We play scorched earth as well, so if you want to burn before its captured you can.
I like the simplicity of these rules. Not to hijack the thread but how many IPC’s to build a derrick or refinery? Are they limited to specific territories? I guess bombing is similar to a facility?
***Edited because I answered my own question. https://combatminiatures.org/collections/structures/products/oil-refinery
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RE: HBG Japanese Pieces
Yeah on their monthly news letter they stated that they’d be selling the mis-colored pieces for a discount. I’ve watched very closely and I’ve yet to see any update. He mentioned these would be great for the “painters” out there.
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RE: Has anyone used GHQ micro armour?
I would assume that if you use an ample portion of finishing resin that the paint would not rub off. That’s how I understand GHQ pieces being painted up.