If the Soviets can attack Finland and win, its all theirs. So Germany might want to get there first.
Yes, the Soviets can attack pro-axis forces, or activate pro Allied territories before it is at war with the germans
If the Soviets can attack Finland and win, its all theirs. So Germany might want to get there first.
Yes, the Soviets can attack pro-axis forces, or activate pro Allied territories before it is at war with the germans
This setup still has too much of an Axis tilt. The point about Japan attacking France is a good point. And I have had people mention this should have a Vichy rule.
US national objective for the homeland might go up to 15, and or the UK get some more units near Egypt (a fighter maybe)
I would like to see a future edition of Axis & Allies adopt War Room’s economic setup (Oil, Iron, OSR) could use cardboard token chips for resources instead of printed IPCs. Helps create differentiation between the powers. Some have certain resources in vulnerable places.
I would also perhaps like to see contested territory (like A&A 1914) be adopted for a Anniversary Edition successor game. Perhaps battles would last 2 rounds maximum, rather than the one of 1914 or limitless combat of older A&A. Perhaps instead of variable turn order, oil could be spent to make a crucial battle go one more round.
I have also wanted attacker targeting in A&A for a while, and that could be a variant on the colored dice.
(Attacker targeting means rolling units in groups by value. A roll of ‘2’ to hit means you can assign it to an enemy unit of equal or lesser value. Planes can shoot planes down, tanks shoot tanks, etc)
J2 is my favorite
position your fleet so that at UK 1s collect income phase they get convoy raided in kuangtung, and borneo and malya if you can get your units there, and have your 4 bombers in siam, so you can bomb india into the stone age on J2
Anzac wont do anything to hurt you and when it comes around to your turn take 3/4 dutch east indies and the phillipines by boat, take kuangtung and shan state, crush china, ignore anzac and US mostly (except for pearl)
First post here but….something simple ive been tinkering with.
A new unit, the “Garrison”.
Rules: A Garrison is 10 IPC’s. The Garrison follows most of the same rules as an industrial complex EXCEPT they may only produce Infantry, Artilery, Destroyers, Transports. Any units poduced at a Garrison cost +1 IPC more than their normal cost to reflect the cost of maintaining forces in far-flung locations. Garrisons do not recive the +2 units benifit from the Incresed Factory Production research, instead they produce units at normal prices with this research. A Garrison may be “upgraded” (takes effect on the next turn) to an Industrial complex for 10 IPCs IF a Victory City is also present in the territory. Once upgraded the Garrison becomes a factory in all respects. The Garrison unit is represented by one industrial complex piece. Industrial complexes are then represented by two industrial complex peices, placed side by side. Industrial complexes now cost 20 IPCs. An Industrial Complex can still be placed anywhere for its new incresed cost, and will replace any Garrisons present.
Adjustment to setup: The Industrial complex in Karelia (AA50) is reduced to a Garrison in both 41’ and 42’ setups. All others remain Industrial Complexes. The United Kingdom may place one Garrison in any territory it controls that contains a Victory City in 41’ and 42’, the Garrison is placed before the game begins. (I’m thinking of just limiting to East Canada, but its up to debate)
Rationale: In games ive played so far, the game breaks down in asia. Japan can get units where it needs them to be. And the Allies can not. Simply put, Japan just takes India, or Australia, and even egypt on occasions. It also builds an IC in either Manchuria, or India, and pumps out 3 Armored Divisons a turn…somehow this doesnt seem like the WWII ive learned about. To correct this im giving the allies a foot in the door in the pacific. The ability to produce low teir units at an incresed cost reflects the war in the pacific somewhat better. There were Austraian regements, Indian Regements, Canadian…etc. But this doesnt neccisarily represent raising them there, it can also represent “unseen transports” ferrying troops to the front in Egypt or other areas, hence the incresed cost. These naval units are always there, theoreticly in the background, and can be requisitoned by commanwealth commanders, reflected by purchasing them. Garrisons help other nations to reflect history as well, a French Garrison by the Germans, or Polish or Austro/Hungarian gets infantry to the Russian front a turn faster. An Italian Garrison in Egypt, if it conquers it. An American Garrison could represent a multitute of contexts, Free French, or other liberiated countries, perhaps even a Hawaiin or Alaskan Garrison. Lastly the Garrison rule serves also to curtail Japan, who in my games has a nasty habit of running the Mechanised Onslaught of Asia. With this rule Japan can put forces on the mainland that better represent the reality of the war. So no more Armored thrusts through the Soviet far East unless they want to invest heavily. Industrial complexes should be reserved for Industrialized Nations where an entire area has the capacity to pruduce tanks and bombers and battleships, and the game should reflect this more.
Thoughts?
Axis and Allies D-Day has a card system that works similar to your idea.
On the global scale, its problematic. A random event might break the game wide open. To prevent this you would have to make them somewhat weak….and then if they are that weak, why even have them…
Following victory after victory, the German war machine pushes onward. Deep thrusts cut into the heart of the Soviet Union, threatening vital points across a broad front. Industrial centers such as Moscow and Leningrad are besieged, as the German army prepares an offensive to cross the Volga and conquer the oil fields to the south. The United Kingdom, ally to the Soviets, finds itself being strangled by a fleet of German U-boats, marauding the North Atlantic and sinking vital supplies from the Empire. Worse yet, the Japanese Empire has declared war on the western allies, and struck at the American Navy in a sneak attack at Pearl Harbor. In the chaos, their empire has expanded and absorbed the various colonies in the South Pacific. Their forces have pushed themselves to the limit, but now threaten bastions of western power such as India and Australia. The war has become global, and the great powers must engage in a total war, for the world stands on a razors edge, will the Axis war machine roll onward to triumph? Or can the allied powers stem the tide, and push back the enemies of the free world? The year is 1942, and the world is at war.
Alpha +3 (2nd Edition) Rules are in effect, All National Objectives and special rules.
Politically, the game begins as if it were the FIFTH turn. All powers follow any relevant restrictions. (Neutrality, etc)
Special Rule for Soviet naval units: Soviet Pacific naval units must remain adjacent to original Soviet territory while the Soviet Union is considered neutral in the Pacific Theater.
[Germany] - 57 IPCs
Germany - 4 Infantry, 2 Mech Infantry, 2 Tanks, 1 Fighter, 1 Tactical Bomber, 1 Bomber, Major IC, 1 AA Gun
West Germany - 6 Infantry, 2 Artillery, 2 Fighters, 1 Tactical Bomber, 1 Bomber, Major IC, 2 AA Guns, Port, Airbase
Greater Southern Germany - 2 Infantry
Holland Belgium - 4 Infantry, 2 AA Guns
Normandy/Bordeux - 4 Infantry, 2 AA Guns, Minor IC, Port (with 3 Points of Damage), Control Marker
France - 1 Infantry, 1 Artillery, 2 Tanks, Minor IC, Airbase, Control Marker
Southern France - 1 Infantry, Minor IC, Port, Control Marker
Morocco - Control Marker
Algeria - Control Marker
French West Africa - Control Marker
French Central Africa - Control Marker
French Madagascar - Control Marker
Tunisia - 1 Infantry, 1 Mech Infantry
Libya - 1 Infantry, 1 Tactical Bomber
Tobruk - 2 Infantry, 1 Artillery, 2 Mech Infantry, 2 Tanks, AA Gun
Southern Italy - 1 Infantry, 1 Fighter
Northern Italy - 1 Infantry, 1 Tank
Crete - 1 Infantry, Control Marker
Greece - 1 Infantry
Bulgaria - 1 Infantry, Control Marker
Yugoslavia - 1 Infantry
Romania - 4 Infantry, 2 Mech Infantry, 2 Tanks
Slovakia Hungary - 2 Infantry
Poland - 4 Infantry, 2 Artillery
Finland - 2 Infantry, 1 Artillery, Control Marker
Norway - 4 Infantry, AA Gun, Control Marker
Denmark - 2 Infantry, Control Marker
Karelia - 2 Infantry, Control Marker
Vyborg - 2 Infantry, Control Marker
Baltic States - 4 Infantry, 1 Mech Infantry, Control Marker
Belarus - 4 Infantry, 1 Mech Infantry, 1 Artillery, Control Marker
Smolensk - 6 Infantry, 1 AA Gun, Control Marker
Bryansk - 4 Infantry, Control Marker
Western Ukraine - 2 Infantry, 1 Artillery, Control Marker
Eastern Poland - 6 Infantry, 1 Fighter, 1 Tactical Bomber, 1 Bomber, Control Marker
Bessarabia - 2 Infantry, 6 Mech Infantry, 6 Tanks, Control Marker
Ukraine - 6 Infantry, 2 Artillery, 2 Fighters, 1 Tactical Bomber, AA Gun, Minor IC (With 3 Points of Damage), Control Marker
SZ 113 - 1 Sub
SZ 114 - 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Transport
SZ 106 - 1 Sub
SZ 109 - 1 Sub
SZ 117 - 1 Sub
SZ 119 - 1 Sub
SZ 95 - 1 Sub, 1 Transport
[Soviet Union] - 27 IPCs
Russia - 16 Infantry, 6 Mech Infantry, 4 Artillery, 6 Tanks, 4 Fighters, 2 Tactical Bombers, 1 Bomber, Major IC, 4 AA guns, Airbase
Vologda - 3 Infantry
Urals - 2 Infantry
Nenetisia - 2 Infantry
Archangel - 3 Infantry, 1 Artillery
Novgorod - 11 Infantry, 2 Mech Infantry, 2 Fighters, Minor IC (With 6 Points of Damage), 6 AA guns
Rostov - 4 Infantry
Caucasus - 4 Infantry
Volgograd - 6 Infantry, 1 Mech Infantry, 2 Artillery, 1 Tank, 1 Fighter, Minor IC, 2 AA Guns
Tambov - 4 Infantry
Northwest Persia - 2 Infantry, 1 Artillery, Control Marker
Turkmenistan- 2 Infantry
Kazakhstan - 2 Infantry
Samara - 2 Infantry
Novosibirsk - 2 Infantry
Timguska - 2 Infantry
Evenkiyskiy - 2 Infantry
Yenisey - 2 Infantry
Yakut SSR - 2 Infantry
Buryatia - 2 Infantry
Amur - 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Fighter, 2 AA guns
Sakha - 2 Infantry
Siberia - 1 Infantry
Soviet Far East - 1 Infantry
SZ 100 - 1 Sub, 1 Destroyer
SZ 5 - 1 Destroyer
[Japan] - 57 IPCs
Japan - 6 Infantry, 1 Artilley, 1 Fighter, 1 Tactical Bomber1, 1 Bomber, Major IC, 2 AA guns, Port, Airbase
Korea - 3 Infantry, 1 Mech Infantry, 1 AA Gun
Manchuria - 4 Infantry, 1 Artillery, 1 Fighter, 1 AA Gun
Jehol - 2 Infantry, 1 AA Gun
Chahar - 1 Infantry, Control Marker
Shantung - 2 Infantry
Anhwe - 2 Infantry, Control Marker
Hopei - 1 Infantry, Control Marker
Kweichow - 1 Infantry, Control Marker
Hunan - 1 Infantry, Control Marker
Kiangsu - 4 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber, AA Gun, Port
Kiangsi - 2 Infantry
Kwangtung - 1 Infantry, 1 Artillery, Port, Control Marker
Kwangsi - 2 Infantry
French Indochina - 2 Infantry, 1 Mech Infantry, 1 Fighter, Control Marker
Siam - 1 Infantry
Shan State - 1 Infantry, Control Marker
Malaya - 1 Infantry, 1 Mech Infantry, Port, Control Marker
Formosa - 1 Infantry
Okinawa - 1 Infantry, 1 Fighter, AA Gun, Airbase
Iwo Jima - 1 Infantry
Marianas - 1 Infantry
Caroline Islands - 2 Infantry, 1 Fighter, AA gun, Port, Airbase
Paulau Island - 1 Infantry
Guam - 1 Infantry, Airbase, Control Marker
Sumatra - 2 Infantry, Control Marker
Borneo - 2 Infantry, Control Marker
Java - 2 Infantry, Control Marker
Celebes - 2 Infantry, Control Marker
Philippines - 2 Infantry, 1 Artillery, Port, Airbase, Control Marker
Dutch New Guinea - 2 Infantry, Control Marker
New Britain - 1 Infantry, 1 Fighter, 1 Tactical Bomber, Control Marker
Solomon Islands - 1 Infantry, Control Marker
Gilbert Islands - 1 Infantry, Control Marker
Wake - 1 Infantry, Control Marker
Aleutian Islands - 1 Infantry, Control Marker
SZ 6 - 1 Sub, 1 Cruiser, 1 Battleship, 2 Carrier w/ 2 Fighter & 2 Tactical Bomber, 1 Transport
SZ 19 - 1 Cruiser, 1 Battleship 1 Transport
SZ 20 - 1 Destroyer, 1 Battleship, 1 Carrier w/ 1 Fighter & 1 Tactical Bomber
SZ 35 - 1 Sub, 1 Cruiser, 1 Transport
SZ 38 - 1 Sub, 1 Cruiser, 1 Carrier w/ 1 Fighter, 1 Transport w/ 2 Infantry
SZ 47 - 1 Destroyer, 1 Carrier (Damaged)
[United States] - 52 IPCs
Eastern United States - 9 Infantry, 1 Artillery, 2 Fighters, 1 Tactical Bomber, 2 Bombers, Major IC, 2 AA Guns, Port, Airbase
Central United States - 6 Infantry, 2 Mech Infantry, 2 Tanks, 1 Fighter, 1 Bomber, Major IC
Western United States - 6 Infantry, 2 Artillery, 2 Fighters, 2 Tactical Bombers, 1 Bomber, Major IC, 2 AA Guns, Port, Airbase
British Columbia [Western Canada] - 1 Infantry
Alaska - 2 Infantry, 1 Mech Infantry, 1 Fighter, AA Gun
Hawaiian Islands - 4 Infantry, 3 Fighters, 1 Tactical Bomber, 1 Bomber, AA Gun, Port (With 5 Points of Damage), Airbase
Midway - 1 Infantry, 1 Tactical Bomber, 1 Airbase
India - 1 Infantry
New Guinea - 1 Infantry
Queensland - 2 Infantry
New Hebrides - 1 Infantry, Control Marker
Brazil - 3 Infantry, Control Marker
Central America - 1 Infantry, AA Gun
Greenland - 1 Infantry, 1 Fighter
Iceland - 1 Infantry, 1 AA Gun
England - 1 Infantry, 1 Fighter
SZ 101 - 1 Sub, 2 Destroyers, 1 Cruiser, 1 Battleship, 1 Transport
SZ 123 - 1 Destroyer, 1 Transport
SZ 89 - 1 Transport
SZ 64 - 1 Cruiser
SZ 10 - 1 Sub, 2 Destroyers, 1 Cruiser, 1 Battleship, 1 Carrier w/ 1 Fighter & 1 Tactical Bomber, 2 Transports
SZ 1 - 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport w/1 Infantry
SZ 25 - 1 Sub, 1 Destroyer
SZ 26 - 2 Subs, 1 Cruiser, 1 Battleship (Damaged), 1 Carrier (Damaged), 1 Transport
SZ 49 - 1 Sub, 2 Destroyers, 1 Carrier w/ 1 Fighter & 1 Tactical Bomber, 1 Transport w/ 1 Infantry & 1 Artillery
SZ 54 - 1 Sub, 1 Transport
[China] - 7 IPCs
Szechwan - 9 Infantry, 2 Artillery, 1 Fighter, AA Gun
Shensi - 4 Infantry
Suiyuyan - 4 Infantry, 1 Artillery
Kansu - 2 Infantry
Sikang - 2 Infantry
Tsinghai - 2 Infantry
Yunnan - 4 Infatnry
Burma - 1 Infantry
[United Kingdom Europe] - 35 IPCs
United Kingdom - 2 Infantry, 1 Artillery, 1 Tank, 2 Fighters, 1 Tactical Bomber, 1 Bomber, Major IC (With 10 Points of Damage), 4 AA Guns, Port, Airbase
Scotland - 1 Infantry, 1 Mech Infantry, 1 Fighter, AA Gun, Airbase
Iceland - 1 Infantry, Airbase
Gibraltar - 2 Infantry, 1 AA Gun, Port (With 2 Points of Damage)
Malta - 2 Infantry, AA Gun, Airbase (With 5 Points of Damage)
Alexandria - 1 Infantry, 1 Tank
Egypt - 2 Infantry, 1 Artillery, 1 Fighter, AA Gun, Port
Trans-Jordan - 1 Infantry
Syria - Control Marker
Iraq - 1 Infantry, 1 Mech Infantry, Control Marker
Persia - 1 Infantry, Control Marker
Eastern Persia - 1 Infantry, Control Marker
Anglo Egyptian Sudan - 1 Infantry
Ethiopia - Control Marker
Italian Somaliland - Control Marker
French Equatorial Africa - 1 Infantry, Control Marker
Nigeria - 1 Mech Infantry
Union of South Africa - 2 Infantry, 1 Artillery, AA Gun, Minor IC, Port
New Brunswick/Nova Scotia - Port
Quebec - 3 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Fighter, Minor IC
Ontario - 1 Infantry, AA Gun
Alberta, Saskatchewan, Manitoba - 1 Infantry
British Colombia [Western Canada] - 1 Infantry
SZ 117 - 1 Destroyer, 1 Transport
SZ 109 - 1 Transport
SZ 119 - 1 Sub, 2 Cruisers, 1 Battleship
SZ 91 - 1 Cruiser, 1 Battleship
SZ 99 - 1 Sub
SZ 98 - 1 Destroyer, 1 Cruiser
SZ 72 - 1 Destroyer, 1 Transport w/1 Infantry
SZ 76 - 1 Cruiser, 1 Carrier w/ 1 Fighter
[United Kingdom Pacific] - 6 IPCs
India - 4 Infantry, 1 Artillery, 2 Fighters, Major IC (With 5 Points of Damage), 2 AA Guns, Port, Airbase
West India - 1 Infantry
Burma - 1 Infantry, AA Gun
Yunnan - 1 Infantry
New Guinea - 1 Infantry
SZ 39 - 1 Sub, 1 Destroyer
SZ 1 - 1 Infantry (Inside US transport)
[Italy] - 14 IPCs
Southern Italy - 2 Infantry, 1 Fighter, Minor IC, 2 AA Guns, Port (5 Points of Damage), Airbase
Northern Italy - 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Tactical Bomber, Major IC, 1 AA Gun
Sicily - 1 Infantry, Airbase
Southern France - 1 Infantry, AA Gun
Yugoslavia - 2 Infantry, Control Marker
Albania - 1 Infantry
Greece - 1 Infantry, Control Marker
Romania - 2 Infantry
Bessarabia - 1 Infantry
Ukraine - 1 Infantry, 1 Artillery, 1 Tank
Bryansk - 2 Infantry, 1 Mech Infantry
Tunisia - 1 Infantry, Control Marker
Libya - 1 Infantry, 1 Mech Infantry, 1 Fighter
Tobruk - 2 Infantry, 1 Artillery, AA Gun
SZ 95 - 1 Sub, 2 Cruisers, 1 Battleship (Damaged), 1 Transport
SZ 94 - 1 Sub, 1 Transport
SZ 92 - 1 Destroyer
[ANZAC] - 10 IPCs
New South Wales - 1 Infantry, 1 Artillery, 1 Tank, 1 Fighter, AA Gun, Minor IC, Port
Queensland - 2 Infantry, 1 Fighter, 1 Tactical Bomber, AA Gun, Port, Airbase
Northwestern Territory - 1 Infantry
Western Australia - 2 Infantry, 1 Mech Infantry, 1 Fighter, AA Gun, Airbase
New Zealand - 2 Infantry, 1 Mech Infantry, 1 Fighter, Minor IC, AA Gun, Port, Airbase
New Guinea - 1 Infantry, 1 Artillery, AA Gun, Port
India - 2 Infantry, AA Gun
Egypt - 1 Infantry, 1 Artillery
Alexandria - 1 Mech Infantry
SZ 46 - 1 Transport
SZ 54 - 1 Sub, 1 Destroyer, 1 Cruiser
SZ 62 - 1 Destroyer
SZ 63 - 1 Transport
SZ 81 - 1 Transport
SZ 98 - 1 Destroyer
[France] - 0 IPCs
United Kingdom - 1 Infantry, 1 Artillery
Syria - 1 Infantry, AA Gun
Egypt - 2 Infantry
Alexandria - 1 Infantry
French Equatorial Africa - 1 Infantry, 1 Mech Infantry
=+= OPTIONAL 1942 TECHNOLOGY PACKAGE =+=
As the war dragged on, breakthroughs in military technology changed the face of warfare. As an optional rule, some powers start with, or will gain automatic access to certain technologies on certain game turns. All players must agree to use the optional package. Research attempts can be made normally by all powers, re-roll as normal if you already have the indicated breakthrough. You gain access to these breakthroughs before the Research and Development phase on the indicated turn.
Germany - (Turn 1) Advanced Artillery & Super Subs, (Turn 3) Rockets & Advanced Mechanized Infantry, (Turn 6) Jet Fighters
Japan - (Turn 1) Super Subs, (Turn 3) Long Range Aircraft
United States - (Turn 1) War Bonds, (Turn 3) Paratroopers, (Turn 6) Heavy Bombers & Long Range Aircraft
Soviet Union - (Turn 3) Advanced Artillery, (Turn 6) Increased Factory Production
United Kingdom - (Turn 1) Radar, (Turn 3) Paratroopers
The reason that transport is there alone is to tie down that sub. Germany can use it in an attack somewhere…but it will be giving the UK a free transport essentially.
If it stays there, it is in a raid zone, and the UK or US must make an effort to kill it or the UK will lose cash on their turn.
It’s my way of getting a little raid damage against the UK.
They are both for 40.2
There are 2 threads because one is a 1941 setup and one is a 1942 setup.
Yes, I have been away for quite a while, my new job has played havoc with my opportunities to wargame, however some fans of my 1941 setup on Facebook asked me to create a 1939 setup so here we are.
The world stands on the brink of catastrophe. The rising tide of fascism approaches the breakwater of history, as the dictatorial regimes of Nazi Germany, Imperial Japan, and The Italian Empire seek to expand their rule across the entire planet. A decade of instigation, skirmishes, and attempts to placate these tyrants have failed. And so the world plunges into a new World War. The German Reich, wants “Living Space” to expand it’s nation, which it plans to absorb from it’s west and it’s east. The Italians seek to restore the glory of the Roman Empire and dominate the entire Mediterranean basin. While the Japanese Empire desires to flush out the western colonial powers from Asia, and establish a Pan-Asian Co-Prosperity sphere, with themselves at it’s apex. Their goals are lofty, and if successful these powers would establish a new world order. However, standing against them, weary from the last war, disorganized by purges and economic depressions stand the Allied Powers. The strength of The United Kingdom, its Commonwealth and French Republic may be waning, but they will not see the world fall into a new dark age without a fight. The Soviet Union, stands as their unlikely ally, since it too finds itself in the cross-hairs of the fascist wolves. Will it be able to withstand the coming storm? Though the new world, and the United States stands reluctant to spill blood and treasure in this most trying of times. Political willpower is hard to come by, and though the economy has begun to recover and some strength has been regained, the world holds it’s breath in hope they will decide in time to rescue the world from a new dark age. The year is 1939, and the war to decide the fate of the world has begun.
2nd Edition Rules are in effect with a modified National Objectives package.
Politically the game begins as if it were two turns before a normal 1940 start.
Germany is at war with France, UK, and ANZAC
Japan is at war with China
Special Rules
Soviet naval units in the Pacific Theater must remain adjacent to original Soviet territory while the Soviet Union is neutral to Japan. (Or until Moscow has been captured)
The Japanese Kamikaze special rule is deactivated when using the 1939 setup.
Italy, while not at war may not move naval units out of the Mediterranean. The may declare war at any time, however unless Paris has already been captured by Germany their combat moves may not include attacks on any game space occupied by French or British units on the turn they declare war.
The Benelux Faction (Dutch & Belgians) are an independent faction aligned to no power. However, when and if any territory they posses is attacked by an Axis power, all Benelux territories become treated as Pro-Allied
Factories built on Chinese territory are no longer destroyed/removed if liberated by Allied forces.
Modified National Advantages
GERMANY
Trade with the Soviet Union
5 IPCs while at peace with the Soviet Union
“Liebensraum” - Living Space in the East
5 IPCs for German or Italian control any 7 of the following 9 at the end of your turn. (Baltic States, Belarus, Smolensk, Eastern Poland, Western Ukraine, Ukraine, Bessarabia, Bryansk, Rostov)
Swedish Iron Ore
5 IPCs for control of Norway, Denmark, and pro-axis or neutral Sweden.
Middle Eastern Oil
2 IPCs for each of the following territories occupied by a German land unit. (Persia, Northwestern Persia, Iraq, Saudi-Arabia, Egypt)
Caucasus Oil
5 IPCs for Axis control of the Caucasus
Domination in the East
3 IPCs for Axis control of each or any of the following. (Lenningrad, Stalingrad, Moscow)
Domination in the West
3 IPCs for Axis control of all of the following. (Holland/Belgium, France, Southern France, Normandy/Bordeux)
SOVIET UNION
Lend Lease
3 IPCs for control of any/each of the following combination of territories and sea zones free of hostile axis warships
(Archangel & SZ 125)
(Soviet Far East & SZ 3)
(Western Allied control of Persia & SZ 80)
In the event Moscow is no longer controlled this bonus may be collected and spent in the form of infantry directly on any original Soviet territory. While no Western Allied units are in original Soviet territory. When at war with the European Axis.
Spread of Communism
1 IPC for each Soviet control marker placed on any Axis, Pro-Axis, Pro-Allied, or Neutral territory. (Including Mongolia)
JAPAN
Subjugated People
5 IPCs for control of Korea and if each originally Chinese territory you control contains at least one Japanese land unit.
Trade with the Western Powers
5 IPCs if you are at peace with the Western Allies
Control of Western Power Centers
5 IPCs for control of each or any of the following: Calcutta, Sydney, Honolulu
Army Plan
5 IPCs for control of Korea and any five originally Soviet territories (May not be collected in any turn with the Navy Plan)
Navy Plan
5 IPCs for control of Borneo, Java, Sumatra, Celebs (May not be collected in any turn with the Army Plan)
Pacific Primacy
5 IPCs for Japanese control of any eight Pacific Islands that have no IPC value.
UNITED STATES
Continental United States
10 IPCs for control of Western, Central and Eastern US, while at war
Philippines
5 IPCs for control of the Philippines, while at war
Pacific Defense Obligations
5 IPCs for control of Hawaii, Alaska, Aleutians, Johnston and Line Islands, while at war.
Central American Defense Obligations
5 IPCs for control of Mexico, Southeast Mexico, West Indies, and Central America, while at war.
Pacific Primacy
5 IPCs for US control of any eight Pacific Islands that have no IPC value.
The Second Front
3 IPCs for each/any continental European territory with a printed IPC value that is controlled by the Western Allies and occupied by US land forces, and the land forces of any other Western Allied power(s).
CHINA
Burma Road
6 IPCs for control of the Burma Road. (India, Burma, Yunnan, Szechwan) (may build artillery)
Industrial Base
5 IPCs for control of any industrial complex (may build artillery)
UNITED KINGDOM
Shipping Lanes Secure [European Economy]
5 IPCs for control of United Kingdom, Gibraltar, Malta, Egypt, Trans-Jordan, British Somali-land, West India & India and no hostile Axis warships adjacent to these territories.
The Power of the New World [European Economy]
5 IPCs for control of all Canadian territories, the United States is at war, and no axis warships in sea zones 101-109 or 116-123. When the UK does not control London, this bonus and ONLY Canadian marked IPCs, may continue to be collected, saved and spent at any Canadian industrial complex.
Shipping Lanes Secure [Pacific Economy]
3 IPCs for control of United Kingdom, Gibraltar, Malta, Egypt, Trans-Jordan, British Somali-land, West India & India and no hostile Axis warships adjacent to these territories.
Pacific Power Centers [Pacific Economy]
5 IPCs for Control of Hong Kong and Malaya when at war with Japan
ITALY
Mare Nostrum
5 IPCs if no hostile Allied surface warships are in the Mediterranean (92-99) OR Axis control of all islands in the Mediterranean (Sardinia, Sicily, Malta, Crete, Cyprus)
Italian North African Empire
5 IPCs for Axis control of North Africa (Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria)
Mediterranean Power Centers
5 IPCs for control of 3 of 4 (Gibraltar, Egypt, Southern France, Greece)
Middle East Oil
2 IPCs for each or any of the following territories occupied by an Italian land unit. (Persia, Northwestern Persia, Iraq, Saudi-Arabia)
War of National Defense
12 IPCs (One Time Only) of units to be placed in Northern Italy or Southern Italy at the end of a combat movement phase if you are attacked by the Western Allies while you are still neutral. (Before Paris has fallen)
ANZAC
Island Security
5 IPCs for control of Dutch New Guinea, New Guinea, New Britain, and Solomon Islands, when at war with Japan.
Shipping Security
5 IPCs for allied control of Malaya and all original ANZAC territory, when at war with Japan
FRANCE
Le Grande Armee
12 IPCs (One Time Only) of French units to be placed in France (Paris) if it ever contains US or UK land units.
[Germany] - 14 IPCs
Germany - 16 Infantry, 6 Artillery, 6 Tanks, 1 Fighter, 2 Bombers, 4 AA Guns, Major Industrial Complex
Western Germany - 1 Infantry, 6 Fighters, 4 Tactical Bombers, 4 AA Guns, Major Industrial Complex, Port, Airbase
Greater Southern Germany - 6 Infantry, 2 Mech Infantry, 4 Artillery
SZ 113 - 2 Subs, 1 Destroyer, 2 Cruisers, 1 Battleship, 2 Transports
SZ 112 - 2 Subs, 1 Destroyer
SZ 124 - 1 Sub
SZ 123 - 1 Sub
SZ 86 - 1 Battleship, 1 Transport
Soviet Union - 35 IPCs
Russia - 4 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Fighter, 2 AA Guns, Major Industrial Complex, Airbase
Samara - 2 Infantry
Novosobirsk - 2 Infantry
Timguska - 2 Infantry
Yenisey - 2 Infantry
Yakut S.S.R. - 2 Infantry
Buryatia - 2 Infantry
Sakha - 2 Infantry
Amur - 6 Infantry, 1 Mech Infantry, 2 Artillery, 1 Tank, 1 Fighter, 2 AA Guns
Siberia - 2 Infantry
Soviet Far East - 2 Infantry
Caucasus - 1 Infantry, 1 Artillery
Volgograd - 1 Infantry, 1 Tank, Minor Industrial Complex
Ukraine - 2 Infantry, 1 Mech Infantry, Minor Industrial Complex
Western Ukraine - 1 Infantry
Belarus - 1 Infantry, 1 Artillery
Novgorod - 4 Infantry, 1 Mech Infantry, 1 Fighter, 1 AA Gun, Minor Industrial Complex, Port, Airbase
SZ 5 - 1 Destroyer
SZ 100 - 1 Sub, 1 Destroyer
SZ 115 - 1 Sub, 1 Cruiser, 1 Battleship
SZ 127 - 1 Destroyer
Japan - 24 IPCs
Japan - 11 Infantry, 2 Mech Infantry, 2 Artillery, 2 Tanks, 2 Fighters, 2 Tactical Bombers, 2 Bombers, 2 AA Guns, Major Industrial Complex, Port, Airbase
Korea - 4 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Fighter, 2 AA Guns
Manchuria - 6 Infantry, 1 Artillery, 1 Tank, 2 Fighters, 2 Tactical Bombers, 2 AA Guns, Control Marker
Jehol - 2 Infantry, 1 Artillery, Control Marker
Shantung - 2 Infantry, 1 Artillery, Control Marker
Kiangsu - 2 Infantry, 1 Artillery, 1 Fighter, 1 Tactical Bomber, Minor Industrial Complex (With 6 Points of Damage), Port (With 6 Points of Damage), Control Marker
Iwo Jima - 1 Infantry
Okinawa - 1 Infantry, 1 Fighter, Air Base
Formosa - 1 Infantry, 1 Fighter
Hainan - 1 Infantry
Siam - 3 Infantry, 1 Artillery
Paulau Island - 1 Infantry
Caroline Islands - 2 Infantry, 1 Artillery, 1 AA Gun, Port, Air Base
Marshall Islands - 1 Infantry
Marianas - 1 Infantry
SZ 6 - 1 Sub, 1 Destroyer, 1 Cruiser, 2 Battleships
SZ 19 - 2 Cruisers, 2 Carriers W/ 2 Fighters & 2 Tactical Bombers, 2 Transports
SZ 20 - 1 Sub, 1 Cruiser, 1 Carrier W/ 1 Fighter and 1 Tactical Bomber
SZ 33 - 1 Sub, 1 Destroyer
SZ 36 - 1 Destroyer
United States - 52 IPCs
Eastern United States - 1 Infantry, 2 Mech Infantry, 1 Fighter, 1 Bomber, 2 AA Guns, Minor Industrial Complex, Port, Air Base
Central United States - 1 Infantry, 2 Mech Infantry, Minor Industrial Complex
Western United States - 1 Infantry, 2 Mech Infantry, 1 Fighter, 1 Bomber, 2 AA Guns, Minor Industrial Complex, Port, Air Base
Central America - 1 Infantry, 1 AA Gun
Alaska - 1 Infantry
Hawaii - 1 Infantry, 1 Mech Infantry, 1 Fighter, 1 AA Gun, Port, Air Base
Wake - 1 Infantry, Air Base
Midway - 1 Infantry, Air Base
Guam - 1 Infantry, Air Base
Philippines - 2 Infantry, 1 Fighter, Port, Air Base
SZ 101 - 1 Cruiser
SZ 10 - 1 Sub, 1 Destroyer, 1 Cruiser, 1 Carrier W/ 1 Fighter & 1 Tactical Bomber
SZ 26 - 1 Sub, 1 Battleship, 1 Transport
SZ 29 - 1 Destroyer, 1 Carrier W/ 1 Fighter & 1 Tactical Bomber
SZ 35 - 1 Destroyer, 1 Transport
China - 14 IPCs
Kiangsi - 2 Infantry, 1 Artillery
Kwangsi - 1 Infantry
Yunnan - 1 Infantry, 2 AA Guns
Burma - 1 Infantry, 1 Fighter
Szechwan - 1 Infantry
Hunan - 1 Infantry
Kweichow - 1 Infantry
Hopei - 1 Infantry
Anhwe - 4 Infantry
Shensi - 1 Infantry
Suiyuyan - 1 Infantry
Chahar - 1 Infantry
Kansu - 1 Infantry
Sikang - 1 Infantry
Tsinghai - 1 Infantry
United Kingdom [Europe] - 27 IPCs
United Kingdom - 1 Infantry, 1 Artillery, 1 Tank, 2 Fighers, 1 Bomber, 4 AA Guns, Major Industrial Complex, Port, Air Base
Scotland - 1 Infantry, 1 Mech Infantry, 1 Fighter, 1 AA Gun, Air Base
New Brunswick/Nova Scotia - Port
Quebec - 1 Infantry, 1 Artillery, 1 Tank, 1 Fighter, Minor Industrial Complex
Ontario - 1 Infantry, 1 AA Gun
Alberta, Saskatchewan, Manitoba - 1 Infantry
British Colombia {Western Canada} - 1 Infantry, 1 Mech Infantry
Gibraltar - 1 Infantry, 1 Fighter, 1 AA gun, Port
Malta - 1 Infantry, 1 Fighter, AA gun, Airbase
Alexandria - 1 Infantry
Egypt - 1 Infantry, 1 Tank, 1 AA Gun, 1 Tactical Bomber, Port
Trans-Jordan - 1 Infantry
Anglo-Egypt Sudan - 1 Infantry
Kenya - 1 Infantry, 1 Artillery
Southwest Africa - 1 Infantry
Union of South Africa - 1 Infantry, 1 Mech Infantry, 1 Aritllery, 1 Fighter, 1 AA Gun, Minor Industrial Complex, Port
SZ 106 - 1 Destroyer
SZ 109 - 2 Cruisers, 1 Battleship
SZ 110 - 1 Cruiser, 1 Transport
SZ 119 - 1 Carrier W/ 1 Fighter
SZ 93 - 1 Destroyer, 1 Battleship, 1 Transport
SZ 98 - 1 Sub, 1 Destroyer
SZ 71 - 1 Destroyer, 1 Transport
SZ 84 - 1 Cruiser
SZ 83 - 1 Transport
United Kingdom [Pacific] - 17 IPCs
India - 6 Infantry, 2 Artillery, 2 Fighters, 1 Tactical Bomber, 2 AA Guns, Major Industrial Complex, Port, Air Base
West India - 2 Infantry
Malaya - 3 Infantry, 1 AA Gun, Port
Kwangtung - 2 Infantry, Port
SZ 39 - 1 Sub, 2 Destroyers, 1 Cruiser, 1 Transport
SZ 37 - 1 Battleship
Italy - 10 IPCs
Southern Italy - 6 Infantry, 1 Fighter, 2 AA Guns, Minor Industrial Complex, Port, Air Base
Northern Italy - 2 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber, 2 AA Guns, Major Industrial Complex
Albania - 2 Infantry, 1 Tank
Sicily - 1 Infantry, 1 Tactical Bomber, Air Base
Libya - 4 Infantry, 1 Artillery, 1 Tank, 1 AA Gun
Tobruk - 4 Infantry, 1 Mech Infantry, 1 Artillery
Ethiopia - 2 Infantry, 1 Artillery
Italian Somaliland - 1 Infantry, 1 Mech Infantry
SZ 95 - 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
SZ 96 - 1 Destroyer, 1 Transport
SZ 97 - 1 Cruiser, 1 Battleship, 1 Transport
SZ 99 - 1 Sub
ANZAC - 10 IPCs
New South Wales - 1 Infantry, 1 AA Gun, Minor Industrial Complex, Port
Queensland - 1 Infantry, 1 Artillery, 1 Fighter, 1 AA Gun, Port, Air Base
Northern Territory - 1 Infantry
South Australia - 1 Infantry
Western Australia - 1 Infantry, Airbase
New Zealand - 1 Infantry, 1 Fighter, 1 AA Gun, Minor Industrial Complex, Port, Air Base
Malaya - 1 Infantry
SZ 54 - 1 Destroyer
SZ 62 - 1 Cruiser, 1 Transport
SZ 63 - 1 Sub
SZ 65 - 1 Cruiser
France - 19 IPCs
France - 11 Infantry, 1 Tank, 1 Fighter, 2 AA Guns, Minor Industrial Complex, Air Base
Normandy/Bordeaux - 2 Infantry
Southern France - 1 Infantry, 1 Artillery
Morocco - 1 Infantry
Algeria - 1 Infantry
Tunisia - 1 Infantry
Syria - 1 Infantry
French Central Africa - 1 Mech Infantry
SZ 105 - 1 Battleship, 1 Transport
SZ 93 - 1 Destroyer, 1 Cruiser
SZ 94 - 1 Cruiser
SZ 98 - 1 Destroyer
Pro-Allied Neutrals
Poland - 10 Infantry
Eastern Poland - 0 Infantry
Denmark - 1 Infantry
Norway - 3 Infantry
Iceland - 0 Infantry
Greenland - 0 Infantry
Pro-Axis Neutrals
Vyborg - 2 Infantry
Baltic States - 1 Infantry
Bessarabia - 0 Infantry
Romania - 5 Infantry
Slovakia Hungary - 5 Infantry
Northwestern Persia - 1 Infantry (no longer Pro-Allied)
Persia - 1 Infantry (no longer Pro-Allied)
Eastern Persia - 1 Infantry (no longer Pro-Allied)
Benelux [Dutch/Belgian] (Treat as Pro-Allied after any of their possessions are attacked)
Holland Belgium - 4 Infantry
Belgian Congo - 1 Infantry
Java - 1 Infantry
No, but I wish we did have one. Would help for a Vassal module
What is DeGaulle Neutrals setting?
Does it allow for different neutral rules? So they don’t activate globally if any single one is attacked?
I was intending that both Italy and Germany could get the 2 IPC oil bonus for presence/control or vice versa (if Germany has control, Italy needs presence, if Italy has control then Germany only needs presence.) So I guess land unit presence for both makes sense, but that means you can’t leave them unoccupied, which isn’t what I want.
Intention is if either has control, they get it and don’t need a unit. If the other has a unit while the other has control, then they get it too.
Bombers are too mindbogglingly powerful. Something needs to be done to nerf their strategic damage output.
Possibly, require 2 of a color to kill a unit under production, rather than just 1 of a color. This reduces a bomber from possibly killing 4 units under construction to a maximum of 2.
I would like to see a future edition of Axis & Allies adopt War Room’s economic setup (Oil, Iron, OSR) could use cardboard token chips for resources instead of printed IPCs. Helps create differentiation between the powers. Some have certain resources in vulnerable places.
I would also perhaps like to see contested territory (like A&A 1914) be adopted for a Anniversary Edition successor game. Perhaps battles would last 2 rounds maximum, rather than the one of 1914 or limitless combat of older A&A. Perhaps instead of variable turn order, oil could be spent to make a crucial battle go one more round.
I have also wanted attacker targeting in A&A for a while, and that could be a variant on the colored dice.
(Attacker targeting means rolling units in groups by value. A roll of ‘2’ to hit means you can assign it to an enemy unit of equal or lesser value. Planes can shoot planes down, tanks shoot tanks, etc)
Hmmmm, I didn’t know people were struggling to take France as Germany. The depleted infantry in West germany is so they don’t take paris on turn 1. I assumed that if the UK fighters were sent to Paris that Germany could threaten an easy Sea Lion, or bomb the crap out of London.
Many are saying that there is a glitch in the Belgium situation, and are looking for solutions, including one that represents the bypassing of the Maginot line.
I have yet to think something up.
Yea Im not a fan of the fact that no units start under production.
US # 2 Changed to allow Lend Lease of Civilian goods on Red/White/Black instead of a reroll.
Yea, I just looked up the facebook discussion on it. I was mistaken.
A good plan for China then is to save their Iron to pay this penalty.
I guess that changed since a previous edition. Ill have to ask Tom.