1943
Japan at 65 IPCs.
Sure, with no boats and 20 US subs raiding them into the stone ages.
1943
Japan at 65 IPCs.
Sure, with no boats and 20 US subs raiding them into the stone ages.
I reworked the UK NO’s a while back and this made the most sense.
When the United Kingdom Is at War in Europe (awarded to the Europe economy):
• 5 IPCs if there is at least one UK transport in sea zone 117, 118, 107, or 108; and there are no Axis submarines or Surface warships in or adjacent to these sea zones.
Theme: North Atlantic naval shipping security.
• 5 IPCs if Africa and the Middle East are free of axis combat units.
Theme: Colonial superiority and security for the United Kingdom.
• 5 IPCs if no hostile Axis warships are adjacent to India, Egypt, and Gibraltar while all are controlled by the United Kingdom.
Theme: Vital trade with the Far East colonies.
When the United Kingdom Is at War with Japan (awarded to the Pacific economy):
• 5 IPCs if the United Kingdom controls both Kwangtung and Malaya.
Theme: Maintenance of the empire considered vital national objective.
• 5 IPCs if no hostile Axis warships are adjacent to Scotland, Egypt, and Gibraltar while all are controlled by the United Kingdom.
Theme: Vital supplies from the Mother Country.
I like this idea a lot. I had a similar idea a while back, wherein to win you had to get to a certain number of points. 2 points for each capital, 1 point for each non capital VC, and 1 point for each National Objective you satisfied this turn.
You calculate the axis total, and the allied total.
Lets spit ball, the axis wins if they have 20 points at then end of turns 1-5
or they win if they have 18 points at the end of turns 6-10
or they win if they have 16 points at the end of any turn after 11 they win.
The Allies would win if the axis falls below 10 points at the end of turns 1-5.
Or if they fall below 12 points at the end of turn 6-10
Or if they fall below 14 points at the end of any turn after 11.
I tried to make one, but when you stick to history, the axis is already toast by 1943. Italy is basically a rump state, Stalingrad and Kursk have obliterated the German army, and Midway has canned the Japanese navy. So it would be an uphill battle.
The only way I was going to do this was if I gave all involved powers tech at start, like Germany would get Rockets and Super Subs, etc.
But I abandoned the project.
Looks cool. Play my 41 setup on it sometime, id love to see a report.
The soviets still having the “2” IPC territories in the south under their control would weaken the potency of a strategic bombing campaign IMHO.
The duel setups in the Anniversary edition was one of the best things Larry ever did
North is the way to go if you favor cutting off the head of the snake. A quick factory, and a transport shuttle from Germany to Lenningrad speeds up the process of attacking Moscow, but they will have more cash to throw at you.
The South favors the slower playstyle, trying to get an economic advantage over Russia. I find this works best if
a) Japan is doing well against the US, delaying their involvement in Africa/Europe
b) You use German and or Italian bombers on Moscow to hammer home the economic advantage.
The added time the south requires can be offset at JUST the right moment if you can bomb Moscow well, the turn you build at Stalingrad. 3 tanks there and 3 at Ukraine, combined with a decent bombing run will put Russia in a position where their preparation for the Moscow attack is stymied by a lack of funds from both angles (both repair damage and lost income in the south)
This method can really catch the allies sleeping, because they may expect to keep pace with your buildup, and feel safe, but you tip the scales by dealing 15 damage perhaps to Moscow and setting them back 5 Infantry to build.
a 1941 setup would have been 10x better.
Players could still do their own versions of Barbarossa and attacks on pearl harbor. The axis player gets a nice haymaker turn to start.
If you are going to play 1942, after all the territories have changed hands, why not just play the Spring 1942 2nd ed game?
I mean, you are playing on a bigger board with more unit types, but for what. The territories that have been added, have already been conquered by the axis, so they are behind the front lines, and you are going to end up fighting over the exact same areas you would in a game of Spring 1942 2nd ed.
Also the Larry 1942 setup unit count just feels like it was transposed from the 1942 2nd edition setup anyway, with some very minute tweaks.
So you start out with less stuff than you would normally have, and are earning a lot more money than you have in units already on the board
Im just spitballing numbers here, but lets say in OOB 1940, by the 5th turn, which is around 1942, lets say Germany has 200 IPCs worth of units on the board and is collecting around 60 IPCs. But in this setup, it feels like they only have like, 125 IPCs worth of units on the board, and are still collecting like 60 each turn. So the value of the units already on the board changes dramatically. With less already on the board, you can lose half of your units (in value) in attacks around the world and that portion will be replenished by your 60 IPC purchase. While in a normal 1940 game, your units are more expensive to replace, because if you lose too many, you can only replenish 1/4th of your units on the board with your purchase, rather than 1/2.
I know that sounds meaningless, but that’s why I like higher unit counts, because players have to treat their armies as large, but fragile, because losing too large a portion of it in one turn means you will outpace your ability to replace&replenish those stacks. If you blow your wad of fighters in one climactic battle, now you are never going to be able to afford to replace them all. This encourages standoffs, and slow plodding stacks in a defensive posture. Rather than suicide attacks, that you can afford to replace the dead units wholesale.
If you had 10 fighters and lost them all in a battle, you cant replace them as easily. But if the world starts with a smaller ratio of fighters, like if Germany only started with 5 lets say, they could easily just replace their whole airforce after an attack that kills an entire enemy armada, and return to relative parity. But if the unit count is inflated, using your forces in suicide strikes guarantees you will fall behind because of your lack of ability to replenish your forces to the scale they were once at.
Im fairly sure the US took over occupation of Iceland after Pearl Harbor.
I had an idea to calculate an axis win at the end of each full game turn
Each capital held is worth 3 points (india counts as a capital)
Each other victory city is 2 points
Each completed national objective is 1 point.
Total up on Germany’s turn, on Japans turn and Italy’s turn.
Lets just spitball and say, if the axis number is 31, if they score 31 at any time during rounds 5-10 they win.
For the allies to win, they need to bring the axis down to a certain number, lets say 15
As the game goes on, the numbers get closer to eachother, so lets look at it this way
Turns 5-10
Axis wins with 31 points, lose if they fall below 15 points
Turns 11-15
Axis wins with 27 points, lose if they fall below 19 points
Turns 16-20
Axis wins with 24 points, lose if they fall below 21 points
The color choices were poor in my opinon. The green for pro allied neutrals is distracting and loud compared to its grey and white neutral counterparts.
If ever a new edition of this map is made I would much rather the neutrals be similar colors, and beneath the territory name it indicate their leaning, and perhaps some minor rules there too.
For instance
Brazil might say
Brazil (Neutral)
(Pro-Allies after US is at war)
While Mongolia might say
Mongolia (Neutral)
(Pro-Soviet if Japan Attacks USSR)
My 41 setup is way more balanced than my 42 setup
My take on it is that the unit count is way too low.
It feels like larry took the revised setup and pasted it on to the 1940 board. Way too few units to fill the vast space.
A good cruiser house rule is “flak batteries”
Roll cruisers dice separately during combat. Rolls of ‘1’ are allocated by the owner of the cruiser against an enemy air unit of his choosing. (if available)
House Rule: Each player has to drink an alcoholic drink from their respective country on their turn.
I gave up because putting the roundels all over the map and numbering everything got very tedious.
Combat would be limited to 3 rounds, and after that you can retreat or your can dig in, but this exposes you to counter attack.
Tanks (and mech when paired) would have some cool rules.
First of all, they can roll to retreat as the defender after one round of combat. (you may only retreat half)
Second, they could blitz into new combats.
Because combats last 3 rounds, for mechs and tanks, if they participate in a combat that ends in the first or second round, they can blitz into another combat and fight for the remaining rounds. In this way Germany can really pour into Russia and France.
Not sure 100% what the city circles would do, but in the very least they would allow defending infantry to defend at 3 during the first round of combat. (representing how difficult it would be to take a city)
For movement, something like “city to city” might be possible.
For instance, the IPC values of each city is how many units can use its rails to ride to any other city within 4 spaces (noncombat only)
From now on can we split Spain in half.
Even though its hardly relevant, its weird seeing a territory touch FIVE sea zones.