I bumped my strategy guides for you. Take a look at them. Try those opening moves out and you will see how quickly the axis can catch up and overtake the allies in income.
In fact the allies start at a huge disadvantage. The allies look like they have all this stuff… but if you take away all the buildings, you will realize that unit wise… the game is even… except the axis have a huge position advantage and the axis start off destroying pretty much everything in sight.
Axis win most global games.
Honestly, the Pacific is fine. It is europe that is boring and that is because Russia does not make enough money and it does not have an incentive to attack anything. In fact Russia has more of an incentive to help out in the Pacific or to take original axis territories in africa/middle east… than it does fighting in Europe. It is pretty stupid if you ask me.
Japan can make the pacific boring if it wants to… which sucks the fun out of global and it is usually an inferior strategy unless Germany makes something big happen.
Just got a new computer, last one pooped the bed in the middle of map making.
I am working on new refurbished version of this game.
I am excited at this opportunity to give this version a face lift and a make over with emphasis on keeping the game streamlined and not overly and unnecessarily complex in nature while adding new elements to the game.
After getting some actual experience at other A+A varients out there, I have been introduced to alot of good and bad ideas.
But these varients all have one thing in common. They are all overly complex with much of it unnecessary and only achieves adding unwanted extra time to play. I am a firm believer in the Keep it simple stupid (KISS) method.
With that said, stay tuned for updates.
A d12 system will be used.
Game start date will be 1939 before polish invasion and politics will be a part of the game. In fact politics and the political landscape will play a huge role in how each game unfolds. My intent is that no 2 games played will be the same.
Technology will also play a major part for all the powers and may also influence the political landscape of each game.
I envision a gaming experience in which the players control the fate of their respective nations, and not necessarily follow the traditional and historical paths used by previous games or history.
The basic game mechanics will not change much, but the players freedom of choice of actions will.
This map is huge 15 square feet wow I can use my Axis and Allies Miniatures for this game sweet. I wish, I fear I will never have enough planes though :x
These rules are added on to the rules posted in the post with the maps and country cards
While setting this game up and trying to give it a realistic twist
Most of the advantages posted in the revised rules will work. This list has the not so compatible ones changed.
Russian Winter AA-R
Non Aggresion treaty AA-R
Mobile Industry AA-R
Tank Guards regiment-Tanks in the cities of Leningrad, Stalingrad, and Moscow defend on 4’s House rule
Lend Lease AA-R
Joint Strike AA-R
Common Wealth Troops– Common Wealth Industrial complex’s produce 2 free Infantry during your mobilize new units phase Does not count against build limit this includes newly built complexes. Factories in Sydney And Calcutta Are the common wealth
Mid-East Oil Cairo, Trans Jordia, Syria, Iraq, Iran,Southern Iran, Tehran,Upper Egypt AA-R
French resistance AA-R
Flying boats- Bombers may attack subs without destroyer present Bomber attacks on 3 or less. House rule
Liberty ships-transports now cost 6 IPC’s House rule
Mechinized Inf. AA-R
Fast carriers AA-R
Lend Lease-- US units,( other then Infantry) May be converted at a I.C. to that country. This Includes ships In a sea zone bordering a Industrail complex. Max of 4 units per turn. House rule
U-boat Program- Subs Cost 6 IPC’s House rule
Atlantik Wall- Infantry Defend on 3’s during an Amphibious onto a grey territory house rule excludes Afrika House Rule
Wolf Packs AA-R
V-2 Rockets- Fired from AA, Range 3 fired at Industrail complexes, Max 1 rocket attack per turn per gun, On roll of 5, or 6, V-2 misses What ever is rolled on the other die, equal amount of IPC loss. House Rule
Panzer Blitz AA-R
Fortress Europe- African spaces don’t get bonus AA-R
Japan- all AA- Revised
Dug in Defenders
Kaitan torpedoes-- Kamikaze subs Hit on 4’s, does not need to be next 2 red territory.
Italy- I could use some help here. This is what I was thinking, you really can’t give them a ligitamate Nat’l advantage because the majority of there equipment was crap. Add that to the even crappier training there military overall recieved, backed by their puny production rate, I say give them MORE ships at start of game. Italy did have a rather large Surface fleet, bigger then Germany’s Maybe they get another BB and transport with there fleet. This would be their Nat’l. Advantage.
1. Jet Fighters
2. Super Subs
3. Long Range Aircraft
4. Heavy Bombers-- Cost 18 IPC’s Move 6,a4,4-d1, can carry two Paratroopers-- Heavy Airtransports, Cost 7 IPC, move 4 a0-d1 May move two paratroopers or Infantry
5. Combined Bombardment
6. Heavy Tanks Cost 8 IPC, move 2, 4-4
7. Long Range Artillery- Defending Arty gets Prilimanary bombardment. 1 die per Def. Arty need to roll 1’s to hit. Attacking Artillery that is not performing a combat move may choose to support other units attacking adjoining territories. 1 arty per attacking unit.
A roll of a 1 is a hit This is also a prliminary bombardment
8. Mechanized Infantry-Tanks may carry 1 Inf
9. Super Carriers- can carry 3 fighters
10*. Industrial Tech. Roll a d6, 1-2 Army 3-4 Navy 5-6* Airforce IPC reduction in costs. Army- 1 Airforce- 2 Navy- 2 *Battleships -3
11. ParaTroopers/ Air transports- Paratroopers- Cost 4 IPC, Move 1 attack 2 Defend 2 air transport
Airtransport cost 6 IPC move 4 a0,d1 may carry 1 paratrooper or 1 Inf.
12. Radar- May fire 2 AA that defend on a 2, 2 Die. 1AA = 1 die @ 2, 2AA = 2 Die @ 2, no more then 2 AA may fire from 1 Territory.
Other Rules That should be included
Japan gets it’s First Strike As per pacific Rules must be used first turn
Russia Can’t Attack it’s first turn unless attacked first, or maybe Germany gets a surprise attack against only Russia, like japans
US control over China be as similar to Pacific rules as you can, this includes builds, Or china can be it’s own country with a 9 IPC Starting income China goes simultanious with US player
Neutral countries British D-day Pieces
Italy Yellow Jap Pieces Revised- Italys Tanks were crappy and small also, and at least they are not fielding Shermans
AA guns- You can Have as many AA guns as you want per territory but gain the benifit of only having one. Only 1 AA gun per territory per turn may fire. This is also true for V-2 Rockets.
If you want utilize your new trucks that came with Battle of the bulge game,
Trucks- Cost 4 IPC’s move 3 Attack 0 Defend 0 Transport 1 Inf. + 1 Arty or 1 Inf Can be captured not destroyed If a territory is lost that contains a truck the new owner may immiediatly use the truck as it had not moved and was his at the begining of their turn. Passengers Dismount upon contact with the enemy and defend as normal. Trucks movement ends when something dismounts. Trucks can Load move load and move again
Also this map is perfect if you don’t neccassarily want russia involved right away, kinda like Xeno games world at war.Llots of possibilities with this set up
Russia collects Half their income until war is declared on them or the 5th turn, then they are automatically at war Can only attack neutral territories or chimese territories intil they are at war
Now any one got an idea for National Advantage’s for Italy or maybe china?
Yes I am And I have a copy of the same book I have a basic American list and German List, I am currently working on the Japs, right now they and the British will probably have the most flexibility. Has anyone actually tried to play this yet? just wondering