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.
Posts made by oztea
RE: Game write up #1 - War Room
I think you have read a rule wrong. Level one of stress is “pay any 3 resources” not “collect 3 fewer resources”
I think I read somewhere from a designer that this is a one time only penalty. And is paid only each time your marker crosses from the white zone into the blue zone.
Though I myself need to check on that.
RE: WAR ROOM Q+A
If a command is ordered to fall back
Situation: Libya embattled, Italian command with 2 Infantry. UK command with 2 Infantry and an Armor. UK Command ordered back to Egypt. Egypt contains a UK command of 1 Infantry.
The UK has to leave 2 units behind for pinning in Libya obviously. Question is, does the unit that successfully falls back join the command waiting in Egypt? Or is a new command token placed for them? I assume a new command is placed to prevent double moves.
However what if the UK is out of command tokens to create a new unpinned command? (All others are used) i assume the order fizzles?
WAR ROOM NATIONAL ADVANTAGES (Optional House rule or Expansion)
Another callback to what Larry had included in past versions of Axis and Allies that many players were fans of. This is an attempt to create a version for War Room. Each faction would get between one to six national advantages, assigned randomly in a way determined by the players. (random die roll, roll three dice and pick two, etc)
Synthetic Oil -
German research into synthetic fuels was considered cutting edge for its time, making up for the severe lack of petrochemicals.
When bidding for Oil in Phase 2, Germany is always considered to have bid one oil, in addition to any oil normally bid, including zero.
Stuka Dive Bombers -
The iconic howl of the JU-88 dive bombers came to define the German war machine, and instill terror in the opposition.
When determining force advantage in Phase 4, if Germany has more air units than the opposing forces, then the Axis forces are considered to have one more unit type than they otherwise do. This breaks ties in favor of the Axis and can result in them counting as having a 4th unit type.
V-1 Buzz Bombs -
These early cruise missiles were the original “vengeance weapon”, allowing Germany to strike back at the enemy home-front.
Once each turn Germany may, as an order, launch one free Strategic Bombing Raid against an industrial target within three space of a port it controls. The attack rolls two strategic damage dice. However, if any enemy fighters are present, the attack rolls only one die instead. (The order is written as “V1”)
88mm Artillery -
German 88’s were a well calibrated and deadly piece of the German arsenal, and an ever present threat for Allied tankers.
In battles, half (rounding up) of your artillery may, instead of adding any dice to your dice pool, generate one automatic red hit if placed in the Anti-Air stance or an automatic green and white hit if placed in the Ground stance.
U-Boat Wolf Packs -
German submarines as an economic warfare asset almost brought the economy of the United Kingdom to it’s knees.
German Submarines roll two dice when raiding convoys instead of the normal one. Also you begin the game with one submarine under construction for free at an industrialized territory you control.
German “lightning war” was based on using mechanized formations to complete large encirclements of enemy formations.
German armor may be used to satisfy a pinning requirement and then still carry out their order with the rest of the command. German tanks also pin two enemy land units each.
Dug in Defenders -
Intent on holding this new territory until the last man, the Japanese constructed elaborate fortifications on these islands.
Japanese Garrison forces always roll against an enemy who has units coming ashore on an originally Japanese island territory that was uncontested. (even if other Japanese commands are present) When doing so roll before normal combat and four dice instead of two. More than one enemy unit can be destroyed in this way.
Fanatical Devotion -
Many Japanese were convinced their Emperor was a living god, and saw the deaths of Japanese soldiers as his divine will.
When converting casualties to stress in Phase 6 you may always ignore up to two infantry and one fighter or carrier fighter.
Kamikaze Attacks -
A strategy of desperation, the Japanese sent aircraft on suicidal missions in an attempt to change the course of the war.
Japanese air commands will obey orders to move four spaces instead of the normal two. However all air commands who do so will be considered destroyed at the end of the battle. You may cancel this order normally.
Super Heavy Battleships -
Japanese battleships were designed to be bigger and more durable than the battleships of any other nation.
When purchasing a battleship it costs you either one more iron or two more OSR to produce, however ‘Wild Hits’ (Black Dice) can never be assigned as damage on your battleships.
Banzai Charge -
The fearsome rallying cry of the Japanese army, preceding a human wave style attack, and an attempt to stampede the enemy.
If you have more infantry in offensive posture than your opponent then each of your infantry in excess of theirs (in offensive posture) generate one additional die.
Submarine Carriers –
A unique design that provided Japan the capability of launching air attacks from totally unexpected positions.
Once per round, one of your fleets that contains at least two submarines may launch a fighter as if a carrier was present.
Light Tanks -
Italian tanks weren’t as durable as their contemporaries, though their reduced complexity meant they consumed less resources.
Italian tanks cost one less iron to produce, however they may not choose to take the defensive stance in battle if the enemy force contains tanks.
East African Holdouts -
Though beaten into a guerrilla war, some Italian units held out in Ethiopia until 1943, presenting a problem for the Allies.
Italy begins the game with control of Horn of Africa. Claim the card from the British Commonwealth player and place a land command there with one infantry and a fleet command in M-5 with one sub.
Latin Axis -
Franco had been approached about joining the Axis multiple times and if fortune favored the Axis a bit more then he may have.
While France is controlled by the Axis, Spain is considered Pro-Axis Neutral. Also while France is uncontested, if Italy gains control of Gibraltar or Egypt, then Italy may mobilize Spain’s army and gain control of it at the end of any turn while these condition are met.
Sicilian Strait -
Sicily presented a problem to Allied planners, without first controlling it an attack on the Italian mainland would be very risky.
Allied land commands may not enter Italy from Sea Zone M-2 without Allied control of Sicily. Italian commands may treat Sicily as adjacent by land to Italy for its land commands only. (Not adjacent by rail)
Mare Nostrum -
“Our Sea”, the stated goal of Mussolini’s new Italian Empire, total dominance of naval traffic in the Mediterranean Sea.
Italian ports afford four dice for Port Advantage instead of the normal two. Also If there are no Allied ships in the Mediterranean (M1-M3) at the beginning of Phase 6 then Italy receives one free medal before stress is calculated.
Fleet in Being –
A lack of fuel kept the Italian Navy at anchor for most of the war, while here it was safe from attack but still a major threat.
Italy may, at any time when it could otherwise reorganize commands, move ships back into port. These units are placed on Italy under an Industry token as if they were under construction. Only as many ships as their industry can currently support (take damage into account) may be placed under the token in this way. They return to the sea zone only during Phase 5.
Sea of Mud –
The infrastructure of Russian frontier was almost totally unimproved, and the increased traffic had turned it into a quagmire.
At the beginning of Phase 3, before any moves are made, choose one Axis land command on original Soviet territory (or Ukraine/Belarus) and roll three dice. Pin up to three land units matching the colors rolled. Yellow being infantry, Blue being artillery, or Green being armor.
Katyusha Rockets -
Known as “Stalin’s Organs” these simple yet effective rocket artillery pieces added a tremendous volume of fire to an attack.
One command of your choice each game round may fire Katyusha Rockets. In this battle only, each of that command’s artillery on Ground stance generate an additional die.
Scorched Earth Policy -
Having been forced backward into the Motherland, commanders made the decision to leave nothing for the enemy to use.
During each Direct National Economy phase, choose any one original USSR card held by an opponent and flip it to its embattled side before they collect resources. Afterward it returns to normal.
Not One Step Back -
Front lines were measured street by street, house to house, and Soviet forces held on tenaciously to vital resources.
The USSR may collect the resources from the uncontested sides of up to two cards in embattled territories it controls. (USSR choice)
Red Army Conscription -
The vast manpower pool of the Soviet Union could be drawn upon to create new divisions from its great expanses.
Roll two dice during the Refit & Deploy phase. For each yellow or wild result you are awarded one free Infantry. Place them immediately under a single command in one currently controlled and uncontested original USSR territory that does not contain industry.
Partisan Forces –
Various forces attempted to expel the Axis occupation from their territory, and often coordinated with nearby Soviet armies.
One order space for the USSR may be used to order Partisans to attack Axis forces. An Axis controlled territory adjacent to a Soviet controlled territory may be targeted (either may be contested). Roll four dice following the rules as if a garrison force was attacked. (Order written as “Partisans”) The order must be written in the last available order slot and is resolved last. May not be used against Japan while the Non-Aggression pact is in effect.
Royal Air Force (RAF) Fighter Command -
“So much owed to so few”; the RAF had saved the United Kingdom from invasion in 1941 and was now on guard permanently.
The United Kingdom territory may always deploy one carrier fighter that it may place on itself or in any adjacent sea zone as if a carrier was present during the appropriate phase.
The Sun Never Sets on the British Empire -
With holdings around the globe, vital supplies and raw materials could be shipped in from the colonies for the war effort.
If the UK controls, and no Axis fleet commands are adjacent to: United Kingdom, Eastern Canada, Western Canada, Egypt, Gibraltar, South Africa and India then the UK receives a free Civilian Good during the Refit and Redeploy phase.
The Great Liberation -
The United Kingdom was home to many of the governments in exile of Allied nations who had previously fallen to the Axis.
The first time any of: Norway, Denmark, France, Poland or The Balkans are captured by an Allied Forces Nation, place a command of UK infantry there representing the Liberated forces of that territory. The number of infantry to be placed in the command is equal to half of the strategic value of the territory. (rounded up).
Code Crackers -
Researchers at Bletchley Park cracked the German Enigma code, giving the Allies a tactical forecast of future Axis actions.
When bidding for turn order, if you are ever in a tie it is considered that you break the tie.
Night Bombing Raids -
Bomber Command had already taken losses above Germany, so while the Americans bombed by day the British did so at night.
In attacks where no other Allied Forces commands are present, and you have only sent air commands, when these commands conduct a strategic bombing raid, you may elect to do so at night. If so, both sides roll half as many dice as is in their dice pool during both the air battle stage and strategic attack stage. (You round up, Axis rounds down)
His Majesty’s Royal Navy -
It was the jewel of the British military and the largest in the world; but the loss of a capital ship would be a wound to its pride.
The British Commonwealth begins the game with one free battleship under construction at the start of the game. However, the first time a British Commonwealth battleship is lost as a casualty, count it as two when calculating the stress it generates.
Heavy Carriers –
Larger hangers, flight decks and fuel reserves enabled U.S. Carriers to put more aircraft into the air than the opposition.
US Fleet Commands that contain at least two or more Carriers generate one additional carrier fighter.
(Maximum of one additional fighter per fleet command)
Lend Lease -
The Arsenal of Democracy, the United States loaned and leased military equipment to the other Allied Powers by the ton.
During each Refit & Deploy phase you may attempt to send material aid to one your allies. Choose one ally and roll a die. Yellow is a delivery of infantry equipment, Blue an artillery, and Green is an armor. It arrives at a port of your choice that ally controls. You may spend one oil to re-roll this die.
Red Ball Express -
Fighting a war thousands of miles from it’s home-front, the US had to move supplies efficiently to keep it’s troops fighting.
During Phase 4, Option to Repair, the US may repair all of it’s damaged units in the battle by paying only one supply.
Manhattan Project -
The only nation with the means to develop an atomic bomb, the United States did so to find a way to end the war more quickly
Roll one die at the beginning each turn’s Phase 7 to attempt to develop the Atomic Bomb. A roll of Blue means it has been developed and no further rolls are needed. From that point on during Strategic Bombing Raids if at least one bomber survives to roll a strategic attack against an industry, then in addition to any other effects the attack directly deals one point of stress. If the target contained an enemy capital it does two points of stress instead.
Abundant Supplies -
With its home-front not under direct threat, the United States war economy was able to create an abundance of supplies.
The United States can issue one more order per turn that other powers. (divide one of it’s order boxes in half) allowing 10 total orders. United States Command Stacks may also contain 9 total units.
US Marines -
Fighting all its battles overseas meant the United States would need well trained units capable of making seaborne landings.
United States Infantry each roll one extra die when participating in an amphibious invasion.
CHINESE UNITED FRONT
Peasant Uprising -
The population of China resisted Japanese occupation, only a continued military presence could keep these areas in line.
If Japan holds a card of an Original Chinese territory, China can issue an uprising order there. (The order is written as “UP”) When resolving China’s orders, if the territory has no Axis units on it roll a die; on a result of Yellow the card is immediately returned to China.
Flying Tigers -
Volunteers from the western powers manned aircraft in a desperate attempt to thwart Japanese air supremacy.
As long as India is controlled by the Allies Forces Nations then during Phase 4, before any dice are rolled, China may place one carrier fighter in one hotspot within China. So long as China controls at least one other original territory.
Burma Road -
Critical supplies for the war effort had to trickle in to China through harsh wilderness terrain.
At the end of each Phase 7, if the Allied Forces Nations control Burma, India, and Szechuan, (and no more than one is embattled) then China receives a free artillery or civilian good, your choice.
United Front -
Though the two factions were rivals, cooperating to defeat the Japanese was necessary, albeit politically complicated.
Each Refit & Deploy phase China may recruit one extra infantry from The Communist People’s Republic of China. However there is a price, one extra infantry may be mobilized for one point of stress. Begin the game with one extra infantry in any of your commands.
Merill’s Marauders/Chindits -
Various Western commandos and special forces units operated within China to aid them in their war against Japan
As long as the United States and/or British Commonwealth have no units within any original Chinese territories then during the Refit & Deploy phase they each may mobilize one of their infantry under one of their industry tokens at a Chinese controlled territory instead. (Special mobilization is not permitted if one or more United States or British Commonwealth units are already within Chinese territory)
Insurgency Tactics -
Frequent sabotage on railroads and warehouses perpetually hampered Japanese operations within the Chinese theater.
As your first order of the game, you may order a bomb token to be placed on any Chinese territory or Chinese territory occupied by Japan. On each subsequent turn you may issue one order for a bomb token to be placed on any territory you control, as long as it does not already have a bomb token. (Order written as “Bomb”)
RE: WAR ROOM TECH (Optional House rule or Expansion)
FAQ and questions
Why set the price so low?
Initially the price was set at the trade value cost, either 2 Oil, 3 Iron or 5 OSR but that seemed too high. Perhaps one of each of the three is too low. However, it’s hard to find a middle ground for the cost because the potency of the techs themselves is still in flux.
Why have blue rolls count as wasted?
Axis and Allies technology has varied over time, with some editions awarding tokens for failures, and others awarding nothing. This hybrid makes tech seem more like an investment that has a risk associated, rather than a naked gamble.
How were the ratios for success decided?
Considering that Axis and Allies tech was only awarded on a 6. (17% chance) by using the three colors that show only once on the dice, Red, White, Black, that translates to a 3/12 chance of success. Or 1 in 4. Which is much better than the 1 in 6 chance. So technology may be more frequently gained, however, once one of the techs in a field of research has been gained, the likeleyhood of getting another falls to 2/12, back to 1/6. And to get all three of the techs in a field falls to 1/12. This will perhaps encourage players to bounce around and get a different tech in each of the 4 areas of research, rather than abusing one of them and gaining extremely strong combinations of techs, such as long range jet heavy bombers.
Lets talk techs?
In A&A Jets has usually just been a raw combat power increase, so enhancing your planes, with also a possibility of combat flexibility can reflect jets
Long Range Aircraft?
Pretty cut and dry I’d say
Also, typically a combat power boost, however bombers in War Room are already very potent in combat, so this reflects more superfortress type bombers. More machine guns and more survivability.
A tricky one, possible bonus to Port Advantage, however this gets messy to keep track of at friendly ports. Sticking closer to A&A as a cost reduction was a safe option.
Also, instead of a combat power boost (from 2 to 3) this is a survivability boost. Since yellow hits will be common this allows subs to soak more before they are destroyed, thus saving other subs. Perhaps this is too weak and they should also get more combat power?
Traditionally more an Air technology, War Room is too different. Radar equipped ground stations and Cruisers are what this tech can reflect. Allowing for a preemptive round of fire is a break from the mechanics of the game, but perhaps it works.
Basically a copy and paste from traditional A&A
A tough one, without blitzing in this game, or Mech infantry pieces, then what can this tech represent? Infantry units able to keep pace with tanks and protect them. Reflected by being able to take hits for them. This makes tanks even more survivable, which might be too strong, but the tech requires infantry nearby, so the hits are only transferred if you have them. So not actually that strong. Somewhat situational.
Another typically air tech, but a compromise. Limiting this to ONE command only, and a maximum of 4 paratroopers with 4 bombers prevents this from getting out of hand, and the units are vulnerable to yellow hits across 2 rounds of combat, however, can get some men into unexpected places.
War Bonds & Recycling?
One of the only techs with a name change to reflect that you are getting more resources not industrial production. Perhaps a bit too weak considering the investment that may have gone into it. Perhaps it should be 3 dice instead of only 2. This is a tweak that would require balance.
Again, difficult to reflect, required map considerations to check for ports as launchpads so that almost all powers have a use for this tech. (USA can use North Africa or Caroline Islands) considered having this be a temporary unit like a carrier token or arrow token that can be shot at like V1 rockets, however that might make the tech too weak, Though it does suck up an order slot, so it better at least have a shot at doing something.
Advanced Industry? again, somewhat cut and try translation of the A&A version.
RE: WAR ROOM TECH (Optional House rule or Expansion)
The names of the techs and their themes are supposed to be directly related to the techs in global 1940. Only changed to adapt to the war room Mechanics or balance reasons. So the name Jets will be staying, but what it does is up for debate.
WAR ROOM TECH (Optional House rule or Expansion)
War Room SE patron here and a bit disappointing that the game doesn’t have a Tech system out of the box. However, with direct inspiration from the 12 technologies Larry had used in Global 1940 (as they are some of the most pivotal advancements of the era) I have crafted a suggested technology rule-set. Perhaps some of the rough edges can be smoothed out and who knows, perhaps it could make it into the errata as an optional rule. (balance not guaranteed)
During the production phase you may purchase technology dice. Each die costs one (1) of each resource: Oil, Iron, OSR. A player may buy as many dice as they wish, but may only achieve one breakthrough per turn. Rolls of RED, WHITE, or BLACK yield a breakthrough. Rolls of BLUE are forfeit as failures. Any other dice that were rolled and did not display a breakthrough color (YELLOW/GREEN or A COLOR YOU HAVE ALREADY ACHIEVED) are converted to “Scientist Tokens”. (Place control markers or similar on your capital). In the event you roll more than one breakthrough color in the same turn, pick only one to achieve, and convert the other to a token. During any following production phase you will convert these tokens back into technology dice to be rolled, in addition to any others you purchase, following the same process as above.
Technologies only apply to units of YOUR faction.(Powers do not share technologies).
Technologies come into effect at the start of the NEXT game turn.
Areas of Research - Select ONE area of research per turn and roll all available research dice:
A] Air Technology
RED - Jet Engines - Your fighters (and carrier fighters) generate one more die of your choice in either combat stance. This may increase each fighter to 4 dice, or it may split them and become either 3/1 or 1/3.
WHITE - Long Range Aircraft - Your air commands may be ordered to move up to three spaces instead of only two. They may also rebase up to three spaces.
BLACK - Heavy Bombers - Your bombers roll one more die in the air battle step and treat their “damaged” box as if it was a “lightly damaged” box in both combat stances.
B] Naval Technology
RED - Advanced Shipyards - Up to two of the ships your purchase each turn cost one less Iron to produce.
WHITE - Super Subs - Your subs each absorb two yellow hits before being moved from the “Dive” box to “Destroyed”.
BLACK - Radar - Your Blue units (Artillery and Cruisers) roll the dice they generate during the air battle step as a separate preemptive batch… Assign these hits and remove air casualties accordingly.
C] Land Technology
RED - Advanced Artillery - Each of your artillery that is paired with one of your infantry adds one additional die to the surface battle step.
WHITE - Mechanized Infantry - Your infantry in either combat stance may take GREEN hits as if they had the “escort” special rule.
BLACK - Paratroopers - One of your air commands may contain infantry, limited to one infantry per bomber. If ordered to make an attack these infantry will be subject to YELLOW hits during the air battle step, then fight as if they has landed during an amphibious invasion.
D] Economic Technology
RED - War Bonds & Recycling - Roll two dice when collecting resources. Collect additional resources that match the colors rolled. Two GREEN dice reward a Civilian Good. BLACK and WHITE are wild.
WHITE - Strategic Rockets - You may launch one free and uncontested strategic attack per turn as an order against an enemy industrial area within three spaces of a port you control. This special attack rolls only two dice.
BLACK - Advanced Industry - Industrial areas you control count as having one more smokestack than normal. Also you may remove one bomb damage token from one territory you control for free each turn.
RE: Oztea's 1939 Global Setup
It would probably be convoluted to simply add a rule that Japan can’t attack FIC while Paris is still in Allied hands or it is a DoW on the allies. Even though, that only spares them about one turn. It adds a rule that is too situational. There has to be a more elegant way to handle it. I see that japan has little else to do for a while so attacking FIC is something they are going to do so they can just fill time, safely land a ton of guys in the region too. I don’t want to add negative national objectives, because that could spiral out of control with reasons to give other powers negative ones as well.