Does anyone have the 1941 map in any file format? (Editable?)
I’m referring to OOB btw.
My purposes are to edit it for personal play. I’m not sure if I would be allowed to upload the edited map.
Does anyone have the 1941 map in any file format? (Editable?)
I’m referring to OOB btw.
My purposes are to edit it for personal play. I’m not sure if I would be allowed to upload the edited map.
Is it possible to include the Maginot Line imprinted on the map? Next to the France-Western Germany, France-Switzerland, and the France-Northern Italy borders, within the France territory. (Literally by the border side). The line should be represented by design line of a series of pillboxes.
The rule regarding it. Enemy units entering France from either of those three territories will be shot at prior to combat, for one round, at a value of 1, any units selected as casualties from a successful attack are removed prior to the main battle. After France is captured, this rule no longer takes effect for the remainder of the game.
Change Shanghai out for Nanking, the actual capital of China.
The big thing is, more victory cities. Kiev, Oslo, Vladivostok, Singapore, are on my mind right now, more additions would be great.
Been following this thread as best as possible so sorry if this was already mentioned and I missed it…
But what happens if Allies spend most of their money on the Atlantic with only a few capital ships in the Pacific to join up with Anzac. The Atlantic money goes to transports and capital ships and then tanks and infantry. With England’s help, you hit Spain and Gibraltar (for the naval base). Then every single turn the US can land more stuff and set up a nonstop funnel. If Russia does its job then axis should not be able to keep up on both fronts. If Germany sent its Dark Skies bombers to try to stop the funnel, then fine you can wipe each other out and still land more US troops the next turn.
My friends and I have done this to each other and the Spain landing always overwhelms the Axis eventually. …
What have you all experienced when trying this?
Yes, this is a good strategy. The weak point is then the Germans blitz into the middle east, ignoring Moscow. They can get an economic advantage and then just sit back and outbuild the allies.
Perhaps have Iraq and the Persian territories be treated as True Neutral, just give the UK and USSR extra units to make up the potential difference.
USSR: 42 (Russia worth 8, Caucasus and Vologda worth 6, Karelia and Novosibirsk worth 4, Archangel and Kazakh worth 3, Okrug, Yakut, Far East, and Buryatia worth 2
Germany: 40
UK: 24 (UK and India worth 6, Egypt and Australia worth 2, South Africa, Trans-Jordan, Western and Eastern Canada, Burma, New Zealand, Gibraltar, and Persia worth 1
Japan: 30
USA: 30 (Eastern and Western USA are worth 10, Central worth 6, Mexico and Panama worth 2)
Allows the USSR to hammer Germany and Japan. USA and UK are weaker to represent slower mobilization times. Also forces Allies to ensure USSR survives, or perish.
I usually give The Soviet Union 2 extra Tanks, one in Archangel, and one in Western Ukraine, I move the artillery in Western Ukraine to Belarus, and an extra Submarine in 127
China gets an Anti-Aircraft Artillery and an Artillery in Szechwan
The United Kingdom gets one Submarine in Sea Zone 98 and a Strategic Bomber in United Kingdom
Italy gains a Destroyer in 97 and a Cruiser in 96
France gets a Tactical Bomber in United Kingdom
@Marshmallow:
@Ryuzaki_Lawliet:
Alternate victory conditions:
Allies win the game by either:
Control Paris, London, Moscow, and 1 originally European Axis victory city territory (Europe Allied Victory)
or
Control Calcutta, Sydney, Manila, and Shanghai/Tokyo (Pacific Allied Victory)Have either of these completed, at the end of Italy’s turn, to win the game as the Allies.
Obviously, it should be for one full turn. Surely you did not mean to deprive Germany and Japan a chance to recapture a victory city (unless you were counting on the Italians liberating Shanghai and saving a Pacific victory!).
But more fundamentally, with Allied victory conditions like this the Axis will need a bid – Rome is far too vulnerable to the US. The US will throw its entire economy at Italy, and Italy will fall. Forget any chance of the Axis winning in the Med, because Italy will need full defensive builds for the entire game (and it will still not make a difference). Once Rome falls, the fall of Paris is certain.
Marsh
Yeah I meant to say that, I’m not really good at expressing ideas.
Give Italy 1 cruiser and 1 destroyer in the Taranto sea zone, and add 1 more infantry in Tobruk.
Eliminates the Taranto raid, and allows Italy some options in Africa.
I find it funny that we went from discussing ridiculous rules for the game, to which AA gun rule is better.
Anyway, I found capital rules in each game to be more and more lackluster.
I’d prefer instead, if you lose your capital, for just that one round you may not make any movement of sorts, including scrambles. After that, you may produce only infantry, but on any territory you control, but up to 3 only. China has a capital now, Shanghai, their situation regarding it, is that their “paralised” round has already gone by. If your capital is liberated, you produce up to 12 IPCs of non-Infantry units if you’re an allied power, if you’re an axis power, it is 20 IPCs worth, this is for the first time only when this particular capital is liberated. The French objective is disabled and replaced with a +10 IPC objective for controlling all of their original territories on the Europe side (in case France survives round 1, to allow Germany to save face). National Objectives may still activate even if your capital is occupied. The country that takes your capital may still plunder your IPCs for the same round they took it.
@Young:
@Ryuzaki_Lawliet:
I agree about the stupid victory conditions for the allies.
I always simply had it where the Allies win by controlling 3 originally Axis victory city territories at the end of Italy’s turn, thus you only needed one capital at minimum.
That seems like a pretty good alternative, better than the oob rule for sure.
I just realised after all this time, that this rule doesn’t help much. Shanghai is not an originally Japanese victory city.
Alternate victory conditions:
Allies win the game by either:
Control Paris, London, Moscow, and 1 originally European Axis victory city territory (Europe Allied Victory)
or
Control Calcutta, Sydney, Manila, and Shanghai/Tokyo (Pacific Allied Victory)
Have either of these completed, at the end of Italy’s turn, to win the game as the Allies.
WARNING: Will need more chips and pieces to play, particularly with Japan’s fighters (missing 3).
SOVIET UNION:
Russia: 6 Infantry, 2 Artillery, 1 Tank, 1 Fighter, 2 AAGuns, Factory
Caucasus: 4 Infantry, 2 Artillery, 1 Tank, 1 AAGun, Factory
Karelia S.S.R.: 4 Infantry, 1 Artillery, 1 Fighter, 2 AAGuns, Factory
Archangel: 2 Infantry, 1 Artillery, 1 Tank
Kazakh S.S.R.: 2 Infantry
Novosibirsk: 2 Infantry
Vologda: 2 Infantry, 2 Tanks, 1 Bomber
Evenki National Okrug: 2 Infantry
Yakut S.S.R.: 2 Infantry, 1 AAGun
Buryatia S.S.R.: 2 Infantry, 1 AAGun
Soviet Far East: 2 Infantry, 1 Tank
Sea Zone 4: 1 Submarine
Sea Zone 63: 1 Destroyer
GERMANY:
Germany: 4 Infantry, 2 Artillery, 3 Tanks, 2 Fighters, 1 Bomber, 2 AAGuns, Factory
France: 2 Infantry, 2 Tanks, 1 Fighter, 1 AAGun
Italy: 4 Infantry, 1 Tank, 2 Fighters, 2 AAGuns, Factory
Northwestern Europe: 2 Infantry, 1 Artillery, 1 AAGun
Southern Europe: 2 Infantry, 1 Artillery
Baltic States: 2 Infantry, 1 Artillery, 1 Fighter
Poland: 2 Infantry, 1 Artillery, 1 Tank
Bulgaria Romania: 3 Infantry, 1 Tank, 1 Fighter
Belorussia: 3 Infantry
Ukraine S.S.R.: 4 Infantry, 2 Artillery, 2 Tanks
West Russia: 2 Infantry, 2 Artillery, 2 Tanks
Norway: 2 Infantry, 1 Fighter
Finland: 3 Infantry
Morocco: 2 Infantry
Algeria: 1 Infantry, 1 Artillery
Libya: 2 Infantry, 1 Tank
Sea Zone 3: 2 Submarines
Sea Zone 5: 1 Battleship, 1 Transport
Sea Zone 9: 2 Submarines
Sea Zone 15: 1 Destroyer, 2 Cruisers, 1 Transport
UNITED KINGDOM:
United Kingdom: 2 Infantry, 1 Artillery, 1 Tank, 2 Fighters, 1 Bomber, 4 AAGuns, Factory
India: 4 Infantry, 1 Artillery, 2 AAGuns, Factory
Eastern Canada: 1 Infantry, 1 Tank
Gibraltar: 1 Infantry, 1 Fighter, 1 AAGun
Egypt: 2 Infantry, 1 Artillery, 1 Tank
Anglo-Egyptian Sudan: 1 Infantry
Union of South Africa: 2 Infantry
Trans-Jordan: 1 Infantry
Persia: 1 Infantry
Burma: 2 Infantry, 1 Fighter
Western Australia: 1 Infantry
Eastern Australia: 1 Infantry
New Zealand: 1 Infantry, 1 Fighter
Sea Zone 7: 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Transport
Sea Zone 8: 1 Cruiser, 1 Battleship
Sea Zone 10: 1 Destroyer, 1 Transport
Sea Zone 14: 1 Cruiser
Sea Zone 17: 1 Submarine, 1 Destroyer, 1 Aircraft Carrier, 1 Fighter
Sea Zone 28: 1 Destroyer
Sea Zone 35: 1 Battleship, 1 Transport
Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport
JAPAN:
Japan: 4 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 1 Bomber, 2 AAGuns, Factory
Kiangsu: 3 Infantry, 1 Artillery
Philippine Islands: 1 Infantry, 1 Artillery, 1 Fighter
Manchuria: 4 Infantry, 1 Artillery, 1 Tank, 2 Fighters, 1 AAGun
Kwangtung: 3 Infantry, 1 Artillery
French Indo-China Thailand: 3 Infantry, 1 Artillery, 1 Fighter
Malaya: 2 Infantry
East Indies: 2 Infantry
Borneo: 1 Infantry
New Guinea: 1 Infantry
Solomon Islands: 1 Infantry
Caroline Islands: 1 Infantry, 1 AAGun
Okinawa: 1 Infantry, 1 Fighter
Wake Island: 1 Infantry
Iwo Jima: 1 Infantry
Sea Zone 37: 1 Battleship, 1 Aircraft Carrier, 2 Fighters
Sea Zone 44: 1 Submarine
Sea Zone 48: 1 Destroyer, 1 Cruiser, 1 Transport
Sea Zone 50: 1 Destroyer, 1 Aircraft Carrier, 2 Fighters
Sea Zone 59: 1 Destroyer, 1 Cruiser, 1 Battleship
Sea Zone 62: 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Aircraft Carrier, 2 Fighters, 2 Transports
UNITED STATES:
Eastern United States: 2 Infantry, 1 Artillery, 1 Fighter, 1 AAGun, Factory
Western United States: 2 Infantry, 2 Artillery, 1 Tank, 1 Fighter, 1 AAGun, Factory
Hawaiian Islands: 1 Infantry, 1 Fighter, 1 AAGun
Central United States: 1 Infantry, 1 Tank, 1 Bomber
Alaska: 1 Infantry
Midway: 1 Infantry
Brazil: 1 Infantry
Sinkiang: 2 Infantry
Anhwei: 2 Infantry
Szechwan: 2 Infantry, 1 Fighter
Yunnan: 2 Infantry, 1 Artillery
Sea Zone 11: 1 Destroyer, 1 Transport
Sea Zone 19: 1 Submarine
Sea Zone 22: 1 Cruiser, 1 Transport
Sea Zone 53: 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Transport
Sea Zone 55: 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Aircraft Carrier, 2 Fighters
Sea Zone 56: 1 Transport
Sea Zone 57: 1 Battleship, 1 Aircraft Carrier, 2 Fighters
I agree about the stupid victory conditions for the allies.
I always simply had it where the Allies win by controlling 3 originally Axis victory city territories at the end of Italy’s turn, thus you only needed one capital at minimum.
@Private:
Cannot look at the map on this device Ryuzaki.
The number of units and territories are much reduced compared to 42.2. But you can always go further ….
I’ve played 41 quite a few times and tanks do feature for most of the powers, because of the absence of artillery, but particularly Germany against Russia.
Sorry if you have had a lack of replies to your posts. Don’t remember seeing you here before, but I see you’ve more than 40 posts to your name and I only started on the forum earlier this year. I do hope you fare better from here on in …
Cheers
PP
Try this instead

Sorry about that.
A bit off topic here, but I also added some houserules of my own for 1914.
@Private:
Since you have not had a reply Ryuzaki I thought I would try one. Although I have not played Anniversary, I have lost 1941, 1942.2 and Global 1940 successfully! (I have also won a few!)
There are differences between those versions, such as the ease of J slicing through China in some, that I might bemoan, but I try to hang on to the fact that these differences create new challenges and that is great.
Picking up on a few of your points:
@Ryuzaki_Lawliet:
One thing I found strange is that this starts off with Germans at the gates of Moscow, yet Japan has yet to make any advances in the Pacific, while in Anniversary Barbarossa was how the game kicked off.
Would it not had made more sense for it to use the pre-Barbarossa design instead? You know, to make Russia more playable, and have Germany get a more entertaining game.
I think one of the guiding principles of 1941 was to make it a shorter, simpler , introductory game. I am all for that. Perhaps that explains the post-Barbarossa start? But it would be an argument for an even later start point, so instead I think it is all about being different.
@Ryuzaki_Lawliet:
Artillery should of been included too, they were a staple since Revised, so I don’t understand why they were not included.
Again I would suggest it is about the game being shorter. With limited ipcs to spend the lack of artillery forces a starker attack vs defence choice when purchasing land units. Territories are more likely to be defended rather than traded. This contributes to 1941 being less attritional and more focused on strategic thrust. Actually a difference I rather enjoy.
@Ryuzaki_Lawliet:
And that 6 IPC value for Tanks makes purchases for them undesirable, should of made it 5 again.
Without artillery the value of tanks in attack is increased, so I would have no trouble defending that difference. However, in 1942.2 and Global 1940 tanks are 6 ipcs, even with artillery available.
But if you want to change the cost of tanks, re-introduce artillery, amend the turn order, change the ipc set-up, etc, then you can. A&A is infinitely flexible. But I do think there are advantages to some of these changes that you might want to try to experience first.
I’m glad someone would finally reply to one of my posts on the forum.
If it was meant to be shorter, then have less units in the starting setup, and even less territory, you got some unnecessary territories like the French African territories or the split of Panama and Central, and no Soviet Far East.
Fair enough I suppose
Except Tanks will no longer be purchased, unless you’re America.
I have designed a map with changes I desired, it’s attached to the post.

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One thing I found strange is that this starts off with Germans at the gates of Moscow, yet Japan has yet to make any advances in the Pacific, while in Anniversary Barbarossa was how the game kicked off.
Would it not had made more sense for it to use the pre-Barbarossa design instead? You know, to make Russia more playable, and have Germany get a more entertaining game.
Obviously the turn order would be an issue, perhaps have Britain go first (starting with very little offensive naval units, or just no destroyers in the Atlantic intially), then Germany, then Russia, then Japan, and finally America.
IPCs are another thing: UK-12, G-11, SU-10, J-9, US-17
Artillery should of been included too, they were a staple since Revised, so I don’t understand why they were not included.
And that 6 IPC value for Tanks makes purchases for them undesirable, should of made it 5 again.
Setup Changes:
Add one German Fighter in Munich
Add two German Submarines in Sea Zone 22
Add one Ottoman Battleship in Sea Zone 20
Rule Changes:
British Empire may only build up to the territorial value in their India factory.
If a Capital or India is captured, the nation that captured it may build on it, but only up to half of the territorial value, if odd numbered, remove one value and divide in half from there.
Germany may declare an unrestricted submarine warfare anytime during the game, if declared, following all combat, all German Submarines may roll a die for a two or one to subtract IPCs from British Empire alone while the United States is neutral, in addition, role a die for the United States, if in itself is a two or one, the United States may enter the war immediately. Once the United States enters the war, the rule itself also will apply to the United States.
Tanks now cost 11 IPCs, but you get two of them.
Switzerland, if attacked, all true neutrals on the board become friendly to the opposite alliance.
The United States territory (the capital), once the United States is at war, increases it’s base IPC value by 5 every turn, at the end of the United States’ turn. (Basically, the United States territory would be worth 25 by the end of round 4, for example)
New Victory Conditions:
Central Powers win the game if they control at least four of, India, Moscow, Paris, Rome, London, Egypt by the end of United States’ turn, or if they captured the United States.
Allied Powers win the game if they control at least four of, Berlin, Venice, Budapest, Constantinople, Munich, Ankara, or by holding two Central Power capitals, both at the end of Ottoman Empire’s turn.
France WILL still fall.
Germany has 4 Infantry, 2 Artillery, 6 Tanks, and 4 Mechanized Infantry that can hit Paris.
4 Infantry, 2 Artillery, and 3 Tanks from Holland Belgium, 4 Mechanized Infantry from Western Germany, and 3 Tanks from Greater Southern Germany.
34 ATK with 16 Units versus 26 DEF with 12 Units.
Just means that some German Tanks might be taken as casualties.
You could also be a bit more assured and send the Tactical Bomber from Poland as well.
Updated my 1942 setup chart a bit, also skimmed text down on it to make setup adjustments easier.
EDIT (Bonus):
French National Objectives
Remove the Liberation Objective regarding the France territory.
National Integration: +6 IPCs to France if they control all of their original territory.
Revitalized Morale and Prestige: +1 IPCs each, per originally German and Italian territory.
Also…
Liberation: If a capital is liberated, for the first time only, place up to 10 IPCs worth of units for the Allies, and 20 for the Axis, on the capital territory of the original controller.
I decided to use some of my regular 1914 pieces and edit them.

Left to right: Fighter, Tactical Bomber, Strategic Bomber, Mechanized Infantry, Destroyer, Aircraft Carrier
The carrier itself is unfinished, but the idea is to smooth out most of the bottom, I simply don’t have time to do this, and I’m not the most careful person.
@CWO:
@Ryuzaki_Lawliet:
YOUNG GRASSHOPPER’s HOUSE RULES BONUS
If his house rules are used, I recommend buying WWI1914 UK pieces for UK Pacific. For the pieces (If you decide to use French pieces instead for UK Pacific, then use the Ottoman pieces from WWI1914 for France):
Mechanized Infantry: Use a Tank, shave off the top
Fighters: Use a Fighter, cut off the bottom wings
Tactical Bombers: Use a Fighter, cut off the top wings
Strategic Bombers: Use a Fighter, cut off the spinner spiral and wheels
Destroyers: Use a Cruiser, shave off top back armament, and cut the back tip off
Aircraft Carriers: Use a Battleship, shave off the top, and cut the frontal tip offFor people to get a better idea of the results before they start cutting up their sculpts, could you post a picture of the pieces you’ve modified in the manner you’ve described? Thanks in advance.
I will as soon as I get things unpacked at my place. I recently moved, and forgot to label what is what. I have a bad habit of forgetting to do things sometimes.
I apologize to anyone who might be waiting, if I could say anything else, you guys don’t have to even consider doing this yet, but I will post the images in a about a week. Just give me some time, I kind of got a hectic work schedule that slows things down.
GLOBAL SETUP (Red is for Europe Only, Blue is Pacific Only):
SOVIET UNION-30 IPCs
Russia: 6 Infantry, 2 Artillery, 2 Mechanized Infantry, 2 Tanks, 1 Fighter, 1 Tactical Bomber, 4 AAGuns, Major Factory, Airbase
Novogorod: 6 Infantry, 1 Artillery, 1 Fighter, 4 AAGuns, Minor Factory, Airbase, Seabase
Volgograd: 6 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank, 1 Tactical Bomber, 2 AAGuns, Minor Factory, Airbase
Archangel: 4 Infantry, 1 Tank
Karelia: 2 Infantry
Vologda: 4 Infantry, 2 Artillery
Tambov: 4 Infantry, 2 Artillery
Caucasus: 4 Infantry
Samara: 2 Infantry
Kazakhstan: 2 Infantry
Novosibirsk: 6 Infantry, 1 Artillery
Urals: 3 Mechanized Infantry, 3 Tanks, 1 Strategic Bomber
Urals: 6 Infantry, 3 Mechanized Infantry, 3 Tanks, 1 Strategic Bomber, 2 AAGuns
Timguska: 2 Infantry
Evenkiyskiy: 2 Infantry
Yenisey: 4 Infantry
Yakut S.S.R.: 2 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank
Buryatia: 6 Infantry
Sakha: 2 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank
Amur: 4 Infantry, 2 AAGuns
Siberia: 6 Infantry
Soviet Far East: 4 Infantry, 2 AAGuns, Airbase, Seabase
Shensi: 1 Infantry
Northwest Persia: Control Marker
Persia: 1 Mechanized Infantry, Minor Factory, Control Marker
Eastern Persia: Control Marker
Iraq: 1 Tank, Control Marker
Sea Zone 5: 1 Submarine, 1 Destroyer
Sea Zone 115: 1 Destroyer, 1 Cruiser
Sea Zone 127: 2 Submarines
JAPAN-50 IPCs
Japan: 6 Infantry, 2 Artillery, 1 Mechanized Infantry, 1 Tank, 2 Fighters, 2 Tactical Bomber, 2 Strategic Bomber, 4 AAGun, Major Factory, Airbase, Seabase
Korea: 2 Infantry, 1 Artillery, 1 Fighter
Okinawa: 1 Infantry, 1 Artillery, 1 Fighter, 1 AAGun, Airbase
Iwo Jima: 1 Infantry, 1 Artillery, 1 Tactical Bomber, 1 AAGun, Airbase
Formosa: 1 Infantry
Caroline Islands: 2 Infantry, 1 Fighter, 1 AAGun, Airbase, Seabase
Paulau Island: 1 Infantry, 1 AAGun
Siam: 4 Infantry
Manchuria: 6 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank, 1 AAGun, Minor Factory, Control Marker
Jehol: 3 Infantry, 3 Artillery, Control Marker
Chahar: 1 Infantry, 1 Artillery, Control Marker
Shantung: 3 Infantry, 3 Artillery, Control Marker
Anhwe: 1 Infantry, 1 Artillery, Control Marker
Kiangsu: 4 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank, 1 Fighter, 1 Tactical Bomber, Minor Factory, Airbase, Seabase, Control Marker
Kiangsi: 2 Infantry, 1 Artillery, Control Marker
Kwangsi: 2 Infantry, 1 Artillery, Control Marker
French Indo China: 2 Infantry, 1 Mechanized Infantry, 1 Tank, Seabase, Control Marker
Malaya: 2 Infantry, 1 Artillery, 1 Fighter, 1 Tactical Bomber, Seabase, Control Marker
Borneo: 2 Infantry, Control Marker
Gilbert Islands: 1 Infantry, Airbase, Control Marker
New Britain: 1 Infantry, Control Marker
Solomon Islands: 1 Infantry, 1 Artillery, 1 Tactical Bomber, Airbase
Guam: 1 Infantry, Airbase, Control Marker
Wake Island: 1 Infantry, Airbase, Control Marker
Philippines: 2 Infantry, 1 Artillery, 1 Fighter, Airbase, Seabase, Control Marker
Sumatra: 2 Infantry, 1 AAGun, Control Marker
Java: 2 Infantry, 1 AAGun, Control Marker
Celebes: 2 Infantry, Control Marker
Sea Zone 6: 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Aircraft Carrier, 1 Fighter, 1 Tactical Bomber, 1 Transport
Sea Zone 19: 2 Cruisers, 1 Battleship, 1 Transport
Sea Zone 24: 1 Destroyer, 1 Cruiser, 1 Battleship
Sea Zone 20: 1 Submarine, 1 Cruiser, 1 Aircraft Carrier, 1 Fighter, 1 Tactical Bomber
Sea Zone 33: 3 Submarines, 1 Destroyer, 1 Aircraft Carrier, 1 Fighter, 1 Tactical Bomber
Sea Zone 36: 2 Destroyers, 1 Battleship, 1 Transport
Sea Zone 42: 1 Battleship, 1 Aircraft Carrier, 1 Fighter, 1 Tactical Bomber
UNITED STATES-52 IPCs
Eastern United States: 4 Infantry, 2 Artillery, 2 Fighters, 2 AAGuns, Major Factory, Airbase, Seabase
Central United States: 6 Infantry, 4 Mechanized Infantry, 2 Tanks, 3 Strategic Bombers, Major Factory
Western United States: 4 Infantry, 2 Artillery, 1 Mechanized Infantry, 1 Tank, 2 Fighters, 2 AAGuns, Major Factory, Airbase, Seabase
Alaska: 1 Infantry
Central America: 2 Infantry
Hawaiian Islands: 2 Infantry, 2 Artillery, 1 Fighter, 1 AAGun, Airbase, Seabase
Midway: 1 Infantry, 1 Fighter, 1 AAGun, Airbase
Northern Territory: 1 Infantry, 1 Artillery
Shensi: 6 Infantry
Eire: 1 Infantry, 1 Tank, 1 Strategic Bomber, Control Marker
Brazil: 1 Infantry, 1 Artillery, Minor Factory, Control Marker
Sea Zone 2: 1 Submarine
Sea Zone 2: 1 Submarine, 1 Destroyer
Sea Zone 10: 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Aircraft Carrier, 1 Fighter, 1 Tactical Bomber, 1 Transport
Sea Zone 25: 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Aircraft Carrier, 1 Fighter, 1 Tactical Bomber
Sea Zone 26: 2 Destroyers, 2 Cruisers, 1 Battleship, 1 Transport
Sea Zone 28: 1 Aircraft Carrier, 1 Fighter, 1 Tactical Bomber
Sea Zone 54: 1 Submarine, 1 Destroyer, 1 Transport
Sea Zone 64: 1 Battleship, 1 Aircraft Carrier, 1 Fighter, 1 Tactical Bomber, 1 Transport
Sea Zone 85: 1 Cruiser, 1 Transport
Sea Zone 101: 1 Cruiser, 1 Transport
CHINA-10 IPCs
Yunnan: 4 Infantry, 1 Artillery, 1 AAGun
Szechwan: 2 Infantry, 1 Artillery
Hunan: 2 Infantry
Kweichow: 2 Infantry, 1 Artillery
Hopei: 1 Infantry
Shensi: 6 Infantry, 1 Artillery, 1 Tank, 1 AAGun
Suiyuyan: 2 Infantry
Kansu: 1 Infantry
Tsinghai: 1 Infantry
Sikang: 1 Infantry
Burma: 1 Infantry, 1 Fighter
GERMANY-50 IPCs
Germany: 11 Infantry, 4 Artillery, 1 Fighter, 2 Strategic Bombers, 3 AAGuns, Major Factory, Airbase, Seabase
Western Germany: 4 Infantry, 2 Artillery, 4 Tanks, 3 Fighters, 4 Tactical Bombers, 3 AAGuns, Major Factory, Airbase, Seabase
Greater Southern Germany: 6 Infantry
Poland: 3 Infantry, 1 Artillery, 1 Tank, 1 Tactical Bomber
Slovakia Hungary: 2 Mechanized Infantry, 2 Tanks
Romania: 2 Infantry, 1 Artillery, 1 Fighter
Holland Belgium: 1 Infantry, 1 Mechanized Infantry, 1 AAGun
Denmark: 2 Infantry, 1 AAGun
Norway: 3 Infantry, 1 Fighter, 1 AAGun, Airbase
Yugoslavia: 1 Infantry
Greece: 1 Infantry, 1 Fighter
Libya: 2 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank
Bulgaria: 1 Infantry, Control Marker
Finland: 3 Infantry, 1 Artillery, 1 Tank, Control Marker
France: 2 Infantry, 2 Artillery, 1 Tank, 1 Tactical Bomber, Minor Factory, Airbase, Control Marker
Normandy Bordeaux: 1 Infantry, 1 Tank, 1 AAGun, Minor Factory, Airbase, Seabase, Control Marker
Vyborg: 1 Infantry, Control Marker
Baltic States: 3 Infantry, 1 Artillery, 1 Fighter, Control Marker
Eastern Poland: 2 Infantry, 1 Artillery, 1 Mechanized Infantry, Control Marker
Bessarabia: 2 Infantry, Control Marker
Belarus: 4 Infantry, 1 Artillery, Control Marker
Western Ukraine: 2 Infantry, 2 Artillery, Control Marker
Ukraine: 4 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Tactical Bomber, Minor Factory, Airbase, Control Marker
Smolensk: 2 Infantry, 1 Artillery, 2 Tanks, 1 Tactical Bomber, Control Marker
Bryansk: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank, Control Marker
Rostov: 3 Infantry, 1 Artillery, 1 Tank, Control Marker
Sea Zone 87: 2 Submarines
Sea Zone 90: 2 Submarines
Sea Zone 104: 2 Submarines
Sea Zone 107: 2 Submarines
Sea Zone 112: 1 Destroyer
Sea Zone 113: 1 Transport
Sea Zone 114: 1 Cruiser
Sea Zone 118: 2 Submarines, 1 Battleship
Sea Zone 124: 2 Submarines
UNITED KINGDOM-29 IPCs Europe-10 IPCs Pacific
United Kingdom: 1 Infantry, 1 Fighter, 1 Strategic Bomber, 4 AAGuns, Major Factory, Airbase, Seabase
Scotland: 1 Infantry, 1 Artillery, 1 Fighter, 1 AAGun, Airbase, Seabase
Iceland: Airbase
Quebec: 2 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank, Minor Factory
New Brunswick Nova Scotia: 1 Fighter, Airbase, Seabase
Gibraltar: 1 Mechanized Infantry, 1 Fighter, 1 AAGun, Seabase
Malta: 1 Artillery, 1 Fighter, 1 AAGun, Airbase
Alexandria: 2 Infantry
Egypt: 1 Infantry, 1 Mechanized Infantry, 1 Fighter, 1 AAGun, Minor Factory, Seabase
Egypt: 1 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Fighter, 1 AAGun, Minor Factory, Seabase
Anglo-Egyptian Sudan: 1 Infantry
Belgian Congo: 1 Infantry
Union of South Africa: 2 Infantry, Minor Factory, Seabase
West India: 1 Infantry, 1 Artillery
Tobruk: 1 Infantry, 1 Artillery, 1 Tank, Control Marker
Tobruk: 1 Infantry, 1 Artillery, 1 Mechanized Infantry 1 Tank, Control Marker
Ethiopia: 1 Infantry, 1 Tank, Control Marker
Italian Somaliland: Control Marker
Suriname: Control Marker
India: 6 Infantry, 1 Mechanized Infantry, 1 Tank, 1 Fighter, 1 Tactical Bomber, 1 Strategic Bomber, 4 AAGuns, Major Factory, Airbase, Seabase
Burma: 2 Infantry, 1 Artillery
Shan State: 1 Infantry, 1 Fighter
Kwangtung: 1 Infantry, 1 Mechanized Infantry, 1 AAGun, Seabase
British Columbia/Western Canada: 1 Infantry
Sea Zone 37: 1 Battleship
Sea Zone 39: 1 Cruiser, 1 Aircraft Carrier, 1 Fighter, 1 Tactical Bomber, 1 Transport
Sea Zone 71: 1 Destroyer, 1 Transport
Sea Zone 76: 1 Cruiser, 1 Transport
Sea Zone 79: 1 Cruiser, 1 Transport
Sea Zone 91: 1 Cruiser
Sea Zone 96: 1 Submarine, 1 Battleship, 1 Aircraft Carrier, 1 Tactical Bomber
Sea Zone 98: 1 Destroyer, 1 Cruiser, 1 Transport
Sea Zone 98: 2 Destroyers, 1 Cruiser, 1 Transport
Sea Zone 106: 1 Destroyer, 1 Transport
Sea Zone 109: 1 Destroyer, 1 Cruiser
Sea Zone 110: 3 Cruisers, 1 Battleship, 1 Transport
Sea Zone 111: 1 Destroyer, 1 Cruiser
ITALY-21 IPCs
Southern Italy: 6 Infantry, 2 Fighters, 2 AAGuns, Minor Factory, Airbase, Seabase
Northern Italy: 2 Infantry, 2 Artillery, 1 Tank, 1 Strategic Bomber, 2 AAGun, Major Factory
Albania: 1 Infantry, 1 Tank
Libya: 1 Infantry, 1 Artillery, 1 Fighter, 1 AAGun
Sicily: 1 Infantry
Sardinia: 1 Infantry
Western Ukraine: 1 Infantry, 1 Tank
Rostov: 1 Artillery, 1 Mechanized Infantry
Yugoslavia: 2 Infantry, 1 Artillery, Control Marker
Greece: 2 Infantry, 1 Mechanized Infantry, 1 AAGun, Control Marker
Crete: 1 Tactical Bomber, Control Marker
Cyprus: 1 Infantry, Airbase, Control Marker
Southern France: 1 Artillery, 1 Mechanized Infantry, Minor Factory, Airbase, Seabase, Control Marker
Tunisia: 1 Infantry, Control Marker
Algeria: 1 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank, Control Marker
Morocco: 1 Infantry, Control Marker
French Central Africa: 1 Infantry, Control Marker
French West Africa: 1 Infantry, Control Marker
Sea Zone 93: 1 Destroyer, 1 Cruiser
Sea Zone 94: 1 Destroyer, 1 Cruiser, 1 Transport
Sea Zone 95: 1 Submarine, 2 Cruisers, 1 Transport
Sea Zone 97: 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Transport
Sea Zone 99: 1 Submarine, 2 Destroyers, 1 Transport
ANZAC-10 IPCs
New South Wales: 2 Infantry, 1 Fighter, 1 Tactical Bomber, 2 AAGuns, Minor Factory, Seabase
Queensland: 2 Infantry, 1 Mechanized Infantry, 1 Tank, 2 AAGuns, Airbase, Seabase
New Zealand: 1 Infantry, 1 Artillery, 2 Fighters, Minor Factory, Airbase, Seabase
Western Australia: 2 Infantry
New Guinea: 1 Infantry
Shan State: 2 Infantry
India: 1 Infantry, 1 AAGun
India: 6 Infantry, 1 AAGun
Egypt: 1 Infantry, 1 Artillery
Tobruk: 1 Mechanized Infantry
Dutch New Guinea: 1 Infantry, Control Marker
Sea Zone 41: 1 Submarine
Sea Zone 45: 1 Battleship
Sea Zone 62: 1 Destroyer, 1 Cruiser, 1 Transport
Sea Zone 63: 1 Cruiser, 1 Aircraft Carrier, 1 Fighter, 1 Transport
Sea Zone 98: 1 Destroyer
FRANCE-0 IPCs
French Equatorial Africa: 3 Infantry
Syria: 1 Infantry, 1 Artillery, 1 Tank, 1 AAGun
French Madagascar: 1 Infantry
United Kingdom: 1 Infantry, 1 Mechanized Infantry, 3 Fighters
Ethiopia: 1 Infantry
Sea Zone 72: 1 Aircraft Carrier, 1 Tactical Bomber
Sea Zone 82: 1 Cruiser
Sea Zone 92: 1 Battleship
Sea Zone 98: 1 Destroyer
Sea Zone 119: 1 Submarine
YOUNG GRASSHOPPER’s HOUSE RULES BONUS
If his house rules are used, I recommend buying WWI1914 UK pieces for UK Pacific. For the pieces (If you decide to use French pieces instead for UK Pacific, then use the Ottoman pieces from WWI1914 for France):
Infantry: Use existing ones from the set
Artillery: Use existing ones from the set
Mechanized Infantry: Use a Tank, shave off the top
Tanks: Use existing ones from the set
Fighters: Use a Fighter, cut off the bottom wings
Tactical Bombers: Use a Fighter, cut off the top wings
Strategic Bombers: Use a Fighter, cut off the spinner spiral and wheels
Submarines: Use existing ones from the set
Destroyers: Use a Cruiser, shave off top back armament, and cut the back tip off
Cruisers: Use existing ones from the set
Battleships: Use existing ones from the set
Aircraft Carriers: Use a Battleship, shave off the top, and cut the frontal tip off
Transports: Use existing ones from the set
@Young:
Very impressive work, is it final, and what were some of the things you addressed with these changes?
First, I wanted a bit more variety to the setups for Europe and Pacific individually compared to Global, the traditional Global game felt like simply two games in one initially, with a few extra Russian and ANZAC pieces, so I added more to the Allied setup in Europe/Pacific, and took away from some of these nations to compensate for the Global design. You’ll notice the UK and the USA lose units in a Global setup (UK loses more in Europe, while the US does in Pacific).
The first thing I addressed was giving France more to work with, and to make it possible for Germany to fail if they do not commit airpower. Notice in the two French territories bordering Germany, both contain many units, enough to make it impossible for Germany to take both with land units only, and Germany MUST take Normandy, otherwise the French will hit their units in Holland, and evacuate to the UK, making things more difficult for Barbarossa or Sea Lion. France was given more naval units to reflect it’s status of a naval power better, thus they have at least one of every naval unit in the game, which makes use of the French pieces more. The French are given an Artillery and Tank outside of their mainland territories to fight Germany and Italy, and while it won’t do too much good, it’s the possibility of doing some offensives that adds to France more so than having nothing good to work with to begin with. France will still likely fall, with at best, a 6-7% chance of failure for Germany, and usually it’s 2-3% in most cases. Just to warn you, if France does survive, bye bye Italy. (Personally, I feel France needs another national objective, one that they make money with, otherwise liberating them is not fun)
For ANZAC, I felt that they needed to be involved more in the Europe campaign, so I give them one extra infantry, and a destroyer. Over in the Pacific, ANZAC did most of the fighting in Malaya, so I give them more stuff there, and I also gave them a battleship and a aircraft carrier to fight Japan with, ANZAC did have a substantial navy to contend with, for the Japanese. A factory was placed in New Zealand given that it is called Australia and >New Zealand< Army Corps., I feel like production should be possible there.
Italy…I felt, much like you, Italy was weak in most cases when it came to a game. They lose most of their stuff in the Mediterranean, and are kicked out of Africa quickly. So…I give them naval units in the Indian Sea, a tactical bomber, more Infantry in Sicily and Sardinia, and added more heavy units like Tanks to them. Oh, and 4 submarines are quite nice, with 5 cruisers and destroyers, good luck brits.
The United Kingdom was decision based on historical statistics, well, they had more cruisers than everyone, so give them tons of cruiser, notice they have very little in destroyers, well, the UK did have trouble with German submarines, and giving them an equal number of Destroyers and Cruisers was not happening. And those battleships, they are quite nice, so, they have 4. The UK is a weaker territory to defend, but you could add a fighter and strategic bomber from Canada over, but please, do not try to defend your navy around the British Isles., you will lose so much airpower, that a German player WILL perform Sea Lion, and they have a 96% chance of victory if you do so, thus, it’s better to leave your navy to the German Sea Wolves, and stack London, even then, Germany might still take you. The pacific area was really a simple concept, give them a decent number of naval units, and make taking Hong Kong a bit more costly. I gave the British an Factory in Egypt to compensate for Japan getting one in China.
China stronk!, but seriously, China I felt was a joke in these games, Japan always has her way with her, there is almost nothing but absolute luck to prevent this, so I up China’s defenses. Some extra Infantry, but most of all, a Tank, to represent Soviet and British lended tanks in China’s war, and an Anti-Aircraft Gun, to add the possibility of China destroying Japan’s air units (not much though), the Airbase there is to slow down Japan more, since they got Tanks.
The United States of America, has very little in the pacific…Well, they at least got 3 aircraft carriers, the same amount as Japan, so there’s that. The US was really more about compensation, she is capable of boosting her navy, and can do so now more freely, as she begins with lots more land units, so get on making them transports. The United States was given an Tactical Bomber in Philippines to balance out the fact that the US has an AAGun there. An Infantry was placed in Alaska, to prevent Japan from going insane on North America already. Not much to say, the US was ironically the one nation I focused on the least, my only idea in mind was them to focus on naval production more.
Japan was the process of weaker offensively but larger airforce than Germany, which was sort of historical. Japan was given stuff on all her islands to make taking them a bit harder, and added airpower on most of them, the allies will think twice about attacking…maybe. I wanted Japan to have less Infantry in Coastal China (not counting Manchuria) than China had, but still make it possible for Japan to conquer them, so I gave them a factory in Shanghai (I feel like though, Nanking should of been the VC). Japan was given 3 submarines, an aircraft carrier, a fighter and tac, and a destroyer around the seazone by the Caroline islands, for um…fun. Japan had plenty of cruisers too, not as much as the UK, but still. 4 Transports are better than 3, so have fun island hopping. I gave Japan more Mechs and Tanks, for the fact that Japan did have a decent sized mechanized army in the war. Be careful though in Siberia, you may have the advantage, but the Soviets will make you pay, 6 AAGuns is deadly.
The Soviet Union, is usually my main focus in these setups, mostly since I feel they are always underpowered, just to compensate for the UK, but I decided against it this time since it is 1940, not 1942. So, to reflect the USSR’s historical army at the time, I give them 5 tanks (6 in Global), 4 artillery (5 in Global), and tons of Infantry, with 2 nice Fighters and Tactical Bombers, and finally, several AAGuns, that represent the partisans and the Russian Winter in their own way.
Germany is the main focus of this whole thing. I decided to give the Reich a powerful airforce to contend with, not as large as Japan, but much stronger, 8 Fighters, 7 Tactical Bombers, and 2 Strategic Bombers is bad new for all of the allies. I wanted Germany to show the world it’s tank army’s might, 15 is the right number, this is not representing the size of the tank army, but it’s efficiency at the time. Add in 16 artillery pieces, 41 Infantry, 8 AAGuns, and 7 mechanized Infantry, then you got a true rising power to contend, or control. 9 Submarines, 1 Battleship, 2 Transports, Destroyers, and Cruisers makes the German navy something to truly fear. In Africa, Germany has units to attack towards French Africa, with a transport available nearby if you decide to pull out, or beef up this force. Germany has one thing it needs to take care of first, France, and it must take both French territories it borders, or it will suffer. In round 2, Germany could try for Sea Lion, or build up for Barbarossa for round 3. Regardless, the prime target is Moscow, and you must quickly defeat the Soviet Union, or be annihilated by the allies, as Germany was dealing with historically. You are given an airbase and seabase in Germany, and an airbase in Norway to allow your airforce to strike defensively or offensively, do not waste the air units, or you won’t be able to take London or Moscow, ever.
I’m later designing a new 1942 setup, but I want to first get feedback on this.