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    LMVG

    @Valladares

    All my life love toy soldiers and military history. I studied Geography and Cartography at the university, but ended as technician in criminology and business management -he, he, he-.
    Worked as Police man, instructor, pizza maker, and nationalist militia ;) , now work at home.
    Play classic Axis and allies, Aniversario and Global.

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    Best posts made by Valladares

    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      Hello to all. My name is Luis Miguel Valladares Guillen.
      In from Costa Rica, and i live in Heredia, Santa Barbara.
      I have mix of studies, but at the university i studied Criminology, Geography and Cartography.
      My last formal job: Police man. Now i work at home for my family.

      45544072_2182777945319941_7255267736626921472_n.jpg

      Axis & Allies games do you like to play?
      I’m new, but at first i find a old first edition of Classic A3 last year, in my country. Now we import at the star of this year Anniversary reprint and Global.

      How often do you play? ha, ha, i need more friends and time, but wen we can, we play on Saturdays.
      My friends and i, like ww2, so we make house rules for more historical experience.

      Do you use any customizations (tables, painted pieces) or house rules?
      I painted pieces, but only classic, use solid color. For pieces i combine all A&A pieces, and use the Risk 2008 cities as major I.C. and the red arrows for mark attacks and movements. I search and print new roundels and tokens.


      Well nice to meet you
.

      posted in Welcome
      Valladares
      Valladares
    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      @Westy said in Introduce or Re-Introduce Yourself (Current):

      Nice to meet you

      Hey, Hello. Nice to meet you to. And thanks for the proposal, but i live in Santa Barbara, Heredia, Central American Republic of Costa Rica. -he, he, he- Not close to the United States. But if you travel to this topical country (I do not recommend it, this country is not what Goberment say in tourism ads)we can play some day (Mi casa es tu casa).

      posted in Welcome
      Valladares
      Valladares
    • G40 France Strikes Back

      G40 France Strikes Back

      This is a rule for our G40 mode that we are testing, in order to make France a little more relevant in the game, but we think any one can use it .

      The Rule:

      1- Once Paris is taken by the axis, the treasure of France passes to the enemy, as in OOB rules.
      2- Automatically, the de facto capital of France is London, France will be able to add new IPC at the end of its turn, as any nation does.
      Note: There is no Vichy vs Free France dynamic. France is a single entity, and it maintains the mechanics of the game simple, and without requiring the purchase or painting of new pieces.
      3- France can buy and place infantry in any original territory on the map.
      4- France can buy equipment in London, and place it right there, land, sea, air; but, cannot place new infantry in London. France can buy technology dice, ports and airports, for its original territories
      5-France cannot produce units in industrial complexes that captures from the enemy, in this case the complexes will take full damage. France cannot buy industrial complexes.
      Note: in the territory of France, the same applies, unless France or the allies take parĂ­s.
      6- If parĂ­s is free, it merges into the capital of France again, France will return to the rules of OOB.
      7- If Paris is retaken, a second time, the money passes to the conqueror (subsequent reconquests will have the same dynamics). And the capital of France will pass London again, unless it is taken by the enemy.
      8-If London is taken by the enemy, and is the de facto capital of France, the IPCs of the two are delivered to the conqueror.

      Balance: we have found that in some occasions Italy will have more pressure in North Africa. To counter this, we believe that this rule for Italy should be used to.

      Italy Lean-lease: During WW2, Germany sold or licensed equipment to its allies, especially Italy.
      1- During its non-combat face, Germany can send to the north of Italy any air unit or ground machines (except infantry) for sale. A maximum of 2 per round.
      2- Italy in its face of purchases can buy at half price, the German units on loan. The money is delivered to Germany.
      Units are immediately replaced by Italian equivalents for immediate use.

      Restrictions: Infantry and ships cannot be sold. Berlin must be in the hands of the axis, northern Italy must be in control of Italy.
      Note: If Rome falls, this rule still works, if italy had warbonus tec. In this case, dice need to by the number to pay.

      =================================================
      See the current tested rules of our mod, here:
      https://www.axisandallies.org/forums/topic/33074/g40-historial-v1-1?lang=es&page=1

      Our videos: https://www.youtube.com/channel/UCRZntU00ooZQX6KTb3gbKgg

      posted in House Rules
      Valladares
      Valladares
    • Charts

      Hello, those are ideas for Charts to track status of IPC and War Declaratios, and have data of the rounds and history for the games. I use the G40 Manual Chart as model!.

      posted in Customizations
      Valladares
      Valladares
    • Axis & Allies RTS PC-2004 Win10fix&Mod

      Axis & Allies RTS (PC-2004) MEGA MODIFICATIONS MIX AND WIN10 FIX
      Overlord.jpg
      ÂżWhat is Axis & Allies RTS?
      Is a 2004 spin-off, PC video game, of Axis & Allies. See Larry H. expose the game in the documentary, here:
      https://www.youtube.com/watch?v=OOlqJsDqwRg

      LMVG73’s Overlord MEGA MODIFICATIONS MIX.
      The best of the USA comunity mods in one PACK. To install it, extract it to your ‘my documents’ folder /A&A/

      ÂĄÂĄÂĄOnly a 88MB Download!!!
      https://www.4shared.com/archive/f6qXWi5Pea/Overlord_v100.html

      Game play of ‘Invasion of Russia’. See it in acción:
      https://www.youtube.com/watch?v=RGZzN9Vu29o
      Game play of ‘Manchuria’. See it in acción:
      https://www.youtube.com/watch?v=WGoWL7IhqiY

      ¿Don’t know how to install it? see this video:
      https://www.youtube.com/watch?v=Vbza2Mv_D8M

      Axis & Allies RTS: Overlord MOD. Key Features and characteristics:

      X. Official Preorder Bonus custom maps
      Dunkirk, Invasion of Russia, Manchuria, Sand Storm.

      XX. Windows 10 compatibility
      A fixed .exe for compatibility and stability, patch.

      1.LionheartBlitz a MorgenBlits update:
      *Recon Infantry cost increased to $40.
      *Unit Cap increased to 70 and redone. Now, individual regiments don’t take up a slot, Troop HQs take up 1-2 slots.
      *Buildings cap increased to 40
      *Supply Depots cost more and provide a little less money than in Morgenblitz
      *Bunkers have more health and do much more damage, but can only target two enemies at a time.
      *Artillery Batteries have more hp, def., and damage but less demoralization
      *Artillery and AA Batteries have less upkeep
      *Ammo and Oil Depots take up no building slots when deployed, but leaving them in a truck takes up a building slot
      *Building limit increased to 30. Now Corps HQs take up 4 slots deployed and Airfields take up 2.
      *Accurate bonuses from regional buildings(ex. African Refineries provide more oil, USA Banks provide more $)
      *All generals now have 4 abilities.
      *WWII:Costs for units and upgrades reduced, sides start with more units. Axis now must capture all three enemy capitols to win.
      *Special Ops: Atomic Bomb removed, replaced with Carpet Bombing (come on, America only had TWO of the things, why let them drop them like rain every battle? Some other special ops changed (cost, effectiveness, etc.). Kamikazi and Vengence now much more effective, about equal to carpet bombing, to justify their equal XP cost.
      Maskirovka and Panzer Hohle now create a full strength medium tank regiment, but the regiment cannot be resupplied. Removedcorps reorg
      *Airfields: Now give extra resources rather than drain them, in fact they give the most resources of any of the buildings to make worth their large cash cost (though you get more money from producing several Supply Depots for less cost, see below). Now hold 8 fighters and 4 bombers each.
      *Supply depots: Quick sources for cash now. Add +10 to cash income as well as +5 oil and ammo. Cheap and quick way to improve economy as well as strengthen supply lines.
      *Carriers: No longer detract from resources, and carry 10 fighters and 4 bombers.
      *Battleships: No longer detract from resources.
      *Sides: Germany: given major boost, Tiger I and II greatly improved in health, Pz 4 slightly improved in health and attack, can research many more upgrades (infact, non german players should focus on taking out a German player quickly, or the units can become frighteningly powerful).
      Japan: Sniper unit greatly improved (range and fire rate improved). Zero moves faster (almost useless upgrade except for scouting). Given more upgrades.
      Russia: IS-2 stronger in health. KV I given stronger attack and armor. More upgrades.
      USA: Can build marines at all battleships. Airfields have 1 extra bomber and 2 extra fighters.
      Great Britain: Best anti-air units in game, with stronger, faster, and more long range attacks. SAS troops have more range and have a slightly stronger attack.
      *Upgrades: Schurzen now also increases health of German Tanks, adds resistence to explosives and gunfire, and defence value.
      Garand Rifle further decreases reload time. Entrenchment now decreases entrenchment time by 50%.
      Mech Reliability now adds 15% health. Regular AT infantry upgrade now adds 15 to attack value. Panzerfaust AT upgrade now adds 25 to attack value.
      Coscription now decreases infantry cost by 40%.
      Improved Logistics now increases Visability and Supply Zone by 7.5. Marksmanship adds 3 to attack value.
      Improved Machine Guns turns Machine guns into scary infantry killers (the way they should be) with a +10 to attack value. Units using sub machine guns benifit from improved machine gun upgrade.
      Special Forces is now available to all sides, is cheaper, and adds 15% health.
      Military Surplus is cheaper, and available to all sides. Improved Recon adds +10 to sight. Long Range Artillery adds +10 to range and bombard.
      Improved Mortars adds +10 damage, and reduces fire time by 25%. Ammunition and Oil Production upgrades now increase each by +10.

      2.LT1956’s mod:
      *Added Waffen SS unit to the germans. Only display in custome maps
      *Bodies & vehicle wreckage do not disappear. Only if you reload a save file they disappear.
      *All Regiments fully recruited, so now when you recruit after the build time you get a full regiment, not one man at a time.
      *Supply replenish time to take longer, since unts are recruited faster, the supply of these units takes longer.
      *Regiments gain Experience faster since it takes a while for units to resupply men.
      *Banzai Infantry now have All banzai units in it and Higher Morale.

      3.Kurisu’s Anti-Tank and Engineer Paratrooper regiments:
      *Adds Anti Tank and Engineer Paratrooper regiments to the game. Only Paradrop option, not deply.

      4.Simcardo’s A&A Retexture:
      *Reskinned most of the units in game.
      *Removed most faction colours.
      *Switches the German’s CO tank and Medium tank (so CO is now Pz 3 and Medium is Pz 4)

      General Problems:
      *Game load will take a bit longer, 2 min at last, but game should run fine after.
      *Some random unusual crashes, may happend, so save every 15min of play is recomended.

      World War II:
      Some times factions ending victory movies don’t play at the end of the war, crashes to desktop.

      Multiplayer and custom games, LAN or vsr IA:
      *Some random unusual crashes, may happend.

      Map Editor:
      Wen you trie to write a misiĂłn description, do not use ( , ) symbol. or map will fail to load. This is not a error of the mod, but a error of te OOB game it self.

      Campain problems:
      *Some in game cut scenes have lost units.
      *(Allies) Fall of Berlin is too hard, so in mission, Press [Enter] then type any of the following code: swissbank 5000
      *Select some buildins can crash the game, see images, those are in: (Axis) Battle of Suez Canal, Battle of Kursk and Invasion of India.
      A&A_0002.png A&A_0001.png A&A_0000.png

      ÂżWant other MODs? look in
      https://www.moddb.com/games/axis-allies/mods

      posted in Other Games
      Valladares
      Valladares
    • G40 Historial v1.1

      Santa Bárbara’s, G40 Historical, play tested rules (v1.2)

      IMG_20191126_172342.jpg IMG_20191123_092340.jpg

      Hello A & A Players: These are the house rules and variants that we are using at home with Axis and Allies Global 1940, to have more historical experience, in this first post, we write rules we play tested, in other posts of this theme we writhe rule ideas.

      6° Play Test Video: https://www.youtube.com/watch?v=3BDQ5XXoyOE

      X. Time: Historical research of the powers star locations at January 1° of 1940 is the base for the game time. Rounds, like the combat, is considered simultaneous for each power. Order of play for this 1940 January 1° start, have not change from the original game. There are four modes of play but, only USA and Soviet Union, new order of enter to the war is fixed in all.

      Round 01 January - June1940 (Game starts)
      Round 02 July - December 1940
      Round 03 January - June 1941. U.S.S.R. enter the war in attack face. Finland pro Axis Activation Allowed.
      Round 04 July - December 1941. U. S. A enter the war in Attack Face. Mexico and Central America, pro allies activation allowed.
      Round 05 January - June 1942. Brazil and Ecuador pro Allies activation allowed.
      Round 06 July - December 1942. Modern Heavy Tank Production allowed
      Round 07 January - June 1943. Colombia pro Allies activation allowed.
      Round 08 July - December 1943
      Round 09 January – June 1944
      Round 10 July - December 1944 (Japan Kamikaze Special allowed)
      Round 11 January – June 1945
      Round 12 July - December 1945 (Final round)

      We believe that the minimum time that can be adapted each round is 3 months, but in our case that would be to extend the game to 48 rounds


      XX. Modes of play.

      1. Victory Cities and capitals: Same of the base global game for the axis and the allies but game max duration is 12 rounds.

      2. Historical: Same of the base global game for the axis and the allies, but with year historical restrictions and game max duration is 12 rounds.
        Note: When a capital of the axis is taken, the victory cities that country controls do not count for win.

      3. Fuel of War: Axis need to capture and retain 12 of the 25 important producing centers of natural petroleum. SEVEN ROUNDS MAX. Producing centers areas:

      Recurso.jpg
      Old Resource Counter from A&A battle of the Bulge, print at 1,9cm, in decal Paper, paste in cardboard, cut and use as oil mark.

      USA 182.657mt* (1 Western United States, 2 Central United States, 3 Eastern United States) USSR 29.700mt (4 Caucasus, 5 Soviet Far East) Venezuela 27.443mt (6 Venezuela) Iran 10.426mt (7 Persia, 8 Northwest Persia)
      Dutch East Indies 7.939mt (9 Sumatra, 10 Java, 11 Celebes, 12 Dutch New Guinea) MĂ©xico 6.721 mt (13 Southeast Mexico) Romania 5.764mt (14 Romania) Colombia 3.636mt (15 Colombia) Iraq 3.438mt (16 Iraq) Argentina 2.871mt (17 Argentina) Trinidad 2.844mt (18 West Indias) PerĂș 1.776mt (19 PerĂș) Arabian Peninsula 1.652mt (20 Saudi Arabia) Burma 1.088mt (21 Burma) CanadĂĄ 1.082mt (22 Alberta Saskatchewan Manitoba) Borneo 0.932mt (23 Borneo) Egypt 0.929mt (24 Alexandria) China 0.050mt (25 Yunnan*)
      *All Valor’s are in Millions of Metric tons, for the production of the year 1940, and not contemplate synthetic oil production.
      *We considered only locations with production over 0.900mt, for total production of 1940, but allowed Yunnan for valance.
      Bibliography: https://wayback.archive-it.org/6321/20160901222852/http://digital.library.northwestern.edu/league/le0280ah.pdf
      Bibliography: https://pwencycl.kgbudge.com/O/i/Oil.htm
      M1.OIL1940.jpg
      Base map by ImASithLord

      1. Historical and Victory Conditions: With year historical restrictions and game max duration is 12 rounds, axis or allies have 3 of 4 victory conditions.
        (1) Majority of victory cities in Europe
        (2) Majority of victory cities in Pacific
        (3) Majority of oil producing areas
        (4) Majority of global team I. P. C. (Map and bonuses)

      XXX. National Setup by Power. For 1° January 1940, Historical Approximation.

      Germany (3° German Empire) 28 I.P.C.
      Germany: 11 Infantry, 3 Artillery, 3 AA, 1 Tactical Bomber, 2 Strategic Bombers, Major Industrial Complex.
      Western Germany: 3 Infantry, 4 Mechanized Infantry, 1 Artillery, 3 AA, 2 Fighters, 3 Tactical bombers, Air Base, Naval Base, Major Industrial Complex.
      Denmark: 2 Infantry.
      Norway: 3 Infantry, 1 Fighter
      Holland/Belgium: 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
      Greater Southern Germany: 6 Infantry, 2 Artillery, 3 tanks
      Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
      Poland: 3 Infantry, 1 Tank, 1 Tactical Bomber
      Sea Zone 103: 1 Sub
      Sea Zone 108: 1 Sub
      Sea Zone 113: 1 Battleship, 1 Sub.
      Sea Zone 114: 1 Transport, 1 Cruiser
      Sea Zone 117: 1 Sub
      Sea Zone 118: 1 Sub
      Sea Zone 124: 1 Sub

      Soviet Union (Union of Socialist Soviet Republics) 38 I.P.C
      Karelia: 2 Infantry
      Archangel: 1 Infantry
      Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 2 AA Guns, 1 Airbase, 1 Major IC
      Volgograd: 1 tank, 1 Mech Infantry, 1 Minor IC
      Caucasus: 2 Infantry, 1 Resource marker.
      Bessarabia: 2 Infantry
      Western Ukraine: 1 Infantry, 1 Artillery
      Eastern Poland: 2 Infantry
      Baltic States: 3 Infantry
      Belarus: 1 Infantry
      Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 2 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
      Vyborg: 3 Infantry
      Ukraine: 3 Infantry, 1 Minor IC
      Amur: 5 Infantry, 1 Mech Infantry, 1 Tank, 1 Fighter, 1 AA Gun, 1 Naval Base
      Sakha: 2 Infantry
      Buryatia: 6 Infantry, 1 AA Gun
      Siberia: 2 Infantry
      Soviet Far East: 2 Infantry, 1 Resource marker
      Sea Zone 5: 1 Cruiser
      Sea Zone 115: 1 Cruiser, 1 submarine
      Sea Zone 127: 1 Sub

      Japan (Empire of Japan) 24 I.P.C.
      Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bomber, 3 AA Guns, 1 Airbase, 1 Naval Base, 1 Major IC
      Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 1 Tank, 3 Fighters, 2 Tac Bombers
      Palau Island: 1 Infantry
      Formosa: 2 Infantry, 1 Artillery, 1 Fighter
      Shantung: 2 Infantry, 1 Artillery
      Iwo Jima: 1 Infantry
      Jehol: 2 Infantry, 1 Artillery
      Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base.
      Okinawa: 1 Infantry, 1 Fighter
      Kiangsu: 2 Infantry, 2 Artillery, 1 Mech Infantry, 1 Fighter, 1 Tac Bomber.
      Korea: 4 Infantry, 1 Fighter
      Hainan: 2 Infantry, 1 Artillery
      Sea Zone 6: 2 Sub, 2 Destroyers, 2 Carriers each with 1 Tac & 1 Ftr., 1 Cruiser, 1 Battleship, 1 Transport.
      Sea Zone 19: 1 Sub, 1 Battleship, 1 Destroyer, 1 Transport
      Sea Zone 20: 1 Cruiser, 1 Transport.
      Sea Zone 36: 1 Transport, 1 Destroyer, 1 Carrier w/ 1 Tac & 1 Ftr.

      United States of America 48 I.P.C.
      Western US: 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Fighter, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC, Resource, Marker.
      Hawaiian Islands: 2 Infantry, 2 fighters, 1 Airbase, 1 Naval Base.
      Philippines: 2 Infantry, 1 fighter, 1 Airbase, 1 Naval Base.
      Midway: 1 Airbase
      Wake Island: 1 Airbase
      Guam: 1 Airbase
      Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC, Resource Marker.
      Central United States: 1 Infantry, 3 Mech Infantry, 1 Tank, 1 Bomber, 1 Minor IC, Resource Marker.
      West Indies: Resource Marker
      Sea Zone 26: 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
      Sea Zone 10: 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, Carrier w/Tac & Ftr
      Sea Zone 35: 1 Destroyer, 1 Submarine
      Sea Zone 101: 1 Cruiser, 1 Transport.

      China (Nationalists, Communists and Warlords, Chinese Alliance) 15 I.P.C.
      Szechwan: 2 Infantry and one fighter
      Yunnan: 2 Infantry
      Kweichow: 2 Infantry
      Shensi: 2 Infantry
      Suiyuyan: 2 Infantry
      Chahar: 2 Infantry
      Anhwe: 2 Infantry
      Kiangsi: 2 Infantry
      Kwangsi: 1 Infantry, 1 Artillery.

      United Kingdom Europe (British Empire) 29 I.P.C.
      United Kingdom: 2 Infantry, 1 Mechanized Infantry, 4 AA, 2 Fighters, 1 Strategic Bomber, Air Base, Naval Base, Major Industrial Complex
      France: 1 Artillery, 1 Tank
      Scotland: 2 Infantry, 1 AA, 1 Fighter, Air Base
      Iceland: Air Base.
      Greendland: Control Marker
      Quebec: 1 Infantry, 1 Tank, Minor Industrial Complex
      Ontario: 1 Infantry, 1 Artillery
      New Brunswick Nova Scotia: Naval Base
      Alberta, Sakatchewan, Maritoba: Resource Marker.
      Gibraltar: 1 Fighter, Naval Base
      Malta: 1 Infantry, 1 AA, 1 Fighter, Air Base.
      Alexandria: 2 Infantry, 1 Artillery, 1 Tank, Resource Marker.
      Egypt: 2 Infantry, 1 Mechanized Infantry, 1 Artillery, Naval Base, Canal Marker.
      Anglo-Egyptian Sudan: 1 Infantry
      British Somalia: 1 Infantry.
      Union of South Africa: 2 Infantry, Naval Base, Minor Industrial Complex
      Sea Zone 71: 1 Destroyer
      Sea Zone 91: 1 Cruiser
      Sea Zone 98: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Aircraft Carrier (Carrying 1 Tactical Bomber)
      Sea Zone 106: 1 Transport, 1 Destroyer
      Sea Zone 109: 1 Transport, 1 Destroyer
      Sea Zone 110: 1 Cruiser, 1 Battleship
      Sea Zone 111: 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Submarine.

      United Kingdom Pacific (British Far East Command) 18 I.P.C.
      Kwangtung: 2 Infantry, 1 Naval Base
      Burma: 2 Infantry, 1 Fighter, Resource Marker.
      Malaya: 3 Infantry, 1 Naval Base.
      Borneo: Resource Marker.
      India: 6 Infantry, 1 Artillery, 3 AA Guns, 1 Fighter, 1 Tactical Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
      West India: 1 Infantry
      Sea Zone 37: 1 Battleship
      Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport.

      Italy (Italian Kingdom) 11 I.P.C.
      Northern Italy: 3 Infantry, 2 Artillery, 1 tank, 1 Bomber, 2 AA Guns, 1 Minor IC
      Southern Italy: 7 Infantry, 2 Fighters, 2 AA Guns, 1 Naval Base, 1 Airbase, 1 Minor IC
      Albania: 2 Infantry, 1 tank
      Italian Somaliland: 1 Infantry
      Ethiopia: 2 Infantry, 1 Mech Infantry, 1 Artillery
      Libya: 2 Infantry, 1 Artillery
      Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank.
      Sicily: Air Base.
      Sea Zone 95: 1 Destroyer, 1 Cruiser, 1 Sub, 1 Transport
      Sea Zone 96: 1 Destroyer, 1 Transport
      Sea Zone 97: 1 Cruiser, 1 Battleship, 1 Transport

      ANZAC (Australia and New Zealand Army Corps) 11 I.P.C.
      New South Wales: 3 Infantry, 1 AA gun, 1 Minor IC, 1 Naval Base.
      New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
      Queensland: 3 Infantry, 1 AA gun, 1 Fighter, 1 Airbase, 1 Naval Base.
      Malaya: 1 Infantry, 1 Artillery.
      Sea Zone 37: Destroyer, 1 Transport.
      Sea Zone 62: 1 Destroyer, 1 Transport.
      Sea Zone 63: 1 Cruiser.

      France (Republic of France) 19
      France: 6 Infantry, 1 Artillery, 1 Tank, 1 AA, 1 Fighter, Air Base, Major Industrial Complex
      United Kingdom: 2 Infantry, 1 Fighter
      Normandy/Bordeaux: 1 Infantry, 1 Artillery, Naval Base, Minor Industrial Complex
      Southern France: 1 Infantry, 1 Artillery, Naval Base, Minor Industrial Complex
      *Corsica: Empty.
      French West Africa: 1 Infantry.
      French IndoChina: 1 Infantry.
      Morocco: 1 Infantry
      Algeria: 1 Infantry
      Tunisia: 1 Infantry
      Syria: 1 Infantry
      Sea Zone 91: 1 Destroyer, 1 Transport.
      Sea Zone 93: 1 Destroyer, 1 Cruiser
      Sea Zone 105: 1 Cruiser

      XXXX New I.P.C. territory values.
      New Guinea: 1
      Dutch New Guinea: 1
      Burma: 2
      Szechwan: 2
      Jehol: 2
      Amur: 2
      Ulaanbaatar: 1
      Afghanistan: 1
      Northwest Persia: 1
      Turkey: 3
      Bulgaria: 2
      Poland: 3
      Alexandria: 1
      Italian Somaliland: 1
      Eire: 1
      Rio de Oro: 1
      Switzerland: 2
      Colombia: 2
      Ecuador: 1
      PerĂș: 1
      Bolivia: 1
      Paraguay: 1
      Uruguay: 1

      1. Neutrals
        We correct some errors that the out of box have. So, like in the real war: Persia is Pro axis, Colombia, Ecuador Liberia and Sierra Leona are pro allies. Persia have 2 more infantry, one in North and one in East, but one less in central. Colombia, Ecuador Liberia and Sierra Leona have one infantry for each one. Sense Romania Kingdom join the war in 23 November 1940, Romania start as deactivated Pro axis with 4 infantry (NO tank). Sense Siam Kingdom (Tailandia) join the war in 25 January 1942, Siam start as deactivated pro axis with 3 infantry. Mexico, Southeast Mexico and Central America, start as deactivated pro Allies, and have one infantry each. But wen activated, only by USA that country gain one Fighter in Southeast Mexico instant of one infantry (this for symbolize the Mexican Pacific Expeditionary force) and in Central America gain one AAA together with the infantry. (this for symbolize leant lease military aid for defense of the Panama Canal). If Brazil if activated only by USA, instant of 3 infantry, they have one fighter and one infantry, for symbolize Brazilian Expeditionary force of ww2. All neutrals who don’t have an army, win one infantry, Portuguese Guinea and Spanish Rio the Oro Gain one infantry each.
        NOTE 1: If Allies Attack Siam this is not considerate and attack to Japan.
        NOTE 2: If any other Allied power activate Mexican and Central American territories this NOT affect the USA national objective “defense treaty and trade obligations”.
        NOTE 3: USA have the control of the Panama Canal no matter if Central America is pro allied deactivated or in other allied control.
        Pro-Axis
        Siam: 3 Infantry.
        Persia: 1 Infantry, Northwest Persia: 1 Infantry, Eastern Persia: 1 Infantry
        Iraq: 3 Infantry. Romania: 4 Infantry. Bulgaria: 4 Infantry. Finland: 4 Infantry.
        Pro-Allies
        Mexico: 1 Infantry, Southeast Mexico: 1 Infantry
        Central América: 1 Infantry, Canal Counter. Brasil: 3 Infantry. Colombia: 2 Infantry . Eire: 1 Infantry. Ecuador: 1 Infantry. Liberia: 1 Infantry. Sierra Leona: 1 Infantry. Yugoslavia: 5 Infantry
        Greece: 4 Infantry, Crete: Empty
        Special Neutral
        State of Spain
        Spain: 8 Infantry, Rio de Oro: 1, Infantry *Balears: Empty.
        People’s Republic of Mongolia
        Ulaanbaatar: 1 Infantry, Buyant-Uhaa: 2 Infantry, Dzavhan: 1 Infantry, Olgiy: 1 Infantry, Tsagaan-Olom: Empty, Central Mongolia: Empty.
        True Neutral
        Venezuela: 2 Infantry. Peru: 1 Infantry. Bolivia: 1 Infantry. Paraguay: 1 Infantry. Chile: 2 Infantry. Argentina: 4 Infantry
        Sweden: 6 Infantry, *Gotland: Empty
        Switzerland: 4 Infantry
        Portugal: 2 Infantry, Portuguese Guinea: 1 Infantry, Angola: 2 Infantry Mozambique: 2 Infantry.
        Turky: 8 Infantry. Saudi Arabia: 2 Infantry Afghanistan: 4 Infantry

      M201011940.jpg
      Base map by ImASithLord

      1. New Territories: in Mediterranean Sea: for France: Corsica Island, I. P. C. value of 0. For Spain: Balears Island, I. P. C. value of 0.New Territory in Baltic Sea, the Sweden’s island of Gotland, I. P .C. value of 0.New Sea Zone 128, the Caspian Sea.
        IMG_20190528_135158.jpg
        IMG_20190528_120803.jpg

      2. New Victory City in Pacific: Vladivostok, in Amur
        img_20190503_060104.jpg

      3. New National Objectives:
        Russia: Theme: “Western Worker’s military aid”. When Soviet Union is at war, during the end of SU turn roll a die for US, UK E and UK P, 1 = 2 I. P. C.,2 = Mechanized Infantry, 3 =Anti-Aircraft Artillery, 4 = Artillery, 5 = Tank, 6 = Fighter.
        To deliver the aid: USA requires Alaska, sea zone 2, 3 and soviet far east not in axis control. Units spawn in Soviet Far East. UK E, requires sea zones 126, 127 free of enemy units and Archangel not in axis control. Units spawn in Archangel. UK P, requires All Persia and Caucasus in allied control. Units spawn in Caucasus. NOTE: If Moscow is in axis hands the objective is still in play. If USA, UKE and UKP capitals are in Axis control, that country can give the help.
        Italy: Theme: “Mare Nostrum”. 5 I. P. C. if Axis control all: Corsica, Sardinia, Sicily, Malta, Crete and Chipre.

      4. Units modifications:
        Anti-Air Artillery: Like in the real WW2 Battlefields, players can choose at the star of a battle if all AAA defend against land units or Air units. Against air, each AAA now use two dice at 1, no need to target, because real flak don’t select, fire in all round of combat, but only to air units, them they can only use as casualties, against land, each AAA defend with one dice at 1 in al rounds of combat, and use as casualties. AAA can’t attack move.
        Air Files and Sea Ports: cost decreased to 10 I. P.C., and don’t star with built in AAA defenses, players need to buy them, cost is the same as regular AAA, defense against Bombers is the same as the normal rules.
        Minor industrial complex: Cost increased to 15 I.P.C.
        Transports: now they can defend against Fighters and tactical bombers, at 1. One dice per transport, they can by chose as casualties at any time.

      Anti-Air.jpg AAA cardboard counter (1,2cmx1,2cm)

      1. New Unit Complex: Canal, in ww2 the two canals in allied control were of important value, now they can by bombard, and have a new card board counter. Deactivated with 3 hits. Max hit points is 6.
        New canal card board counter (1,2cmx1,2cm). Max hit points is 6. Canal.jpg

      2. New Unit: Heavy Modern Tank Figure: I. S. S. U and Tiger from the 1941 AA Game, or custom card board counter. Cost: 8 I. P. C. Movement: 1. Attack: 4.
        Defense: 4. Special Abilities: (1) combined weapons, tactical bomber paired with heavy tank, tactical bomber attacks 4. (2) Combined weapons, infantry paired with heavy tank, attacks 2. Restrictions: (1) Without Blitz. (2) Without Mech Infantry combined weapons. (3) Round 06 1942, Modern Heavy Tank Production allowed, if played with events per year.
        61518775_2313082605622807_6564142369816444928_n.jpg
        Cardboard counters (1,9cm)
        Hevy Tank Axis.jpgHevy Tank Allies.jpg

      9 Other rules

      Industrial complex: Wen enemy capture a territory with a Major Industrial Complex, the complex downgrade to a minor one, like in Alfa 2 official rule set. If china capture, or retake, a territory, witch a factory, the factory take full damage.

      Bombarding Panama and Suez canals: tactical and strategy bombers can damage it, 3 points goes inoperative, a maximum of 6 damage, 1 I. P. C. for fix 1 damage.

      Spanish rule: in real life Franco’s Spain were not a full ally of Axis, but support Axis war with commerce and volunteers, so Spain never goes pro Allies unless a direct attack of Axis power, and goes full pro Axis if Allies make a direct attack; so, to symbolize the historical situation: "as long as there are allied units in continental France or Corsica, European Axis loses 2 I. P. C to bank, one for Germany and one for Italy, if there are no units there, Germany and Italy have one I. P. C. for free from the bank.
      NOTE: If Axis control Spain territory this rule stops working. If Allies conquer Spain, Axis Europe surrender to the bank 2 IPC each round, one Germany, one Italy.

      Research: WE ADOPT THE Anniversary MECHANICS, we change the place of the technologies so they are more realistic to the dates. During the purchase stage, the research counter (scientific equipment) is purchased with a value of 5 I. P. C, however, it can only be roll BEFORE the purchase-repair stage of the game.
      A counter = a die.
      A roll of 1 - 5 is equal to failure: the counters can be preserved.
      A roll of 6 is equal to success. The list of technology is chosen, a die is rolled again. All counters are lost and must be bought again.

      Chart 1940
      1 Improved Shipyards, 2 Radar, 3 Paratroopers, 4 Increased Factory Production, 5 War Bounds, 6 Improved Mechanized Infantry.
      Chart 1943
      1 Super Submarines, 2 Rockets, 3 Advanced Artillery, 4 Jet Fighters, 5 Long Range Aircraft, 6 Heavy Bombers

      NOTE 1: if you are in the year 1943 - 1946 you can continue choosing the list 1939 - 1942 if you wish).
      NOTE 2: If the capital falls, the counters must be handed over to the conqueror power, and the conqueror acquires the same technologies of the conquered.
      NOTE 3: USA can share with China AVENGED ARTILLERY. China can NOT buy counters.
      NOTE 4: UK-E and UK-P share the technologies, but they buy counters separated.

      Research.jpg
      Old Research Counter from A&A Anniversary, print at 1,9cm, in decal Paper, paste in cardboard, cut and use.

      Research_Chart_G40_Historical.jpg

      Bonus Units: Those units represent historical volunteers and partisans, and reinforces. Those units spawn only one time per game, some are special for powers, others can be owned for any member of the alliance that liberated or recapture a region and maintain it at the final of the round.
      Germany:
      Division Azul: One infantry spawn in Western Germany (End of Round 3)
      USSR:
      Soviet Heavy tanks: 1 Belarus, 1 Bryansk. (End of Round 3)
      USA
      Mexico, Southeast Mexico and Central America, start as deactivated pro Allies, and have one infantry each. But wen activated, only by USA that country gain one Fighter in Southeast Mexico instant of one infantry (this for symbolize the Mexican Pacific Expeditionary force) and in Central America gain one AAA together with the infantry. (This for symbolize leant lease military aid for defense of the Panama Canal). If Brazil if activated only by USA, instant of 3 infantry, they have one fighter and one infantry, for symbolize Brazilian Expeditionary force of ww2
      Axis:
      Free India: 1 Infantry, India, 1 Infantry, West India. State Burma: 1 Infantry, Burma. Independent state of Croatia: 1 Infantry Yugoslavia.
      Finland Volunteers: 1 Infantry Vyborg. Baltic States Volunteers: 1 Infantry Baltic States. Russian liberation Army: 1 Infantry Ukraine, 1 Infantry, Western Ukraine.
      Allies:
      Tito’s Partisans: 2 Infantry Yugoslavia. Republic Partisans: 2 Infantry Spain
      Pilipino Partisans: 1 Infantry Philippines. Poland Partisans: 1 Infantry Poland
      Rumania antifascists 1 Infantry, Rumania. Bulgaria antifascists: 1 Infantry, Bulgaria.

      posted in House Rules
      Valladares
      Valladares
    • RE: WW2 Roundels, Tokems. Compendium

      Chile (ww2) Roundel_of_Chile.png
      Argentina (ww2)Roundel_of_Argentina.png
      Brazil (ww2) State or North Africa / Italy expedition
      Roundel_of_Brazil(v1).jpg. Roundel_of_Brazil(v2).jpg
      Bolivia (ww2) Roundel_of_Bolivia.jpg
      Peru (ww2)Roundel_of_Peru.jpg
      Paraguay (ww2) Roundel_of_Paraguay.jpg
      Uruguay (ww2)Roundel_of_Uruguay.jpg

      Prototipos In the board, note the grey ships down some roundels, they represent neutral armys! In my house rules all neutras have at last one army in area. Mexico and Central america dont star as us territories until us enter war, like in real life.54277943_2259568650974203_8634381967300755456_n.jpg

      posted in Customizations
      Valladares
      Valladares
    • RE: G40 Historial v1.1

      @SS-GEN ok, i look at them. Thanks man.

      posted in House Rules
      Valladares
      Valladares
    • D Day Cards in Spanish

      Hello. I translate all the cards of the game to spanish, i also make the extra official rules cards and some player aid cards.

      Download the cards ready to print: Cartas-convertido.pdf

      Download descriptions only: Descripciones-convertido.pdf

      IMG_20191109_180240.jpg

      Check the videos here: https://www.youtube.com/watch?v=eHOrztJ8JtI

      posted in Customizations
      Valladares
      Valladares
    • RE: G40 Historial v1.1

      @SS-GEN No problem. Sources 1. The Pacific War Online Encyclopedia https://pwencycl.kgbudge.com/O/i/Oil.htm 2.https://wayback.archive-it.org/6321/20160901222852/http://digital.library.northwestern.edu/league/le0280ah.pdf
      -Leon in the trenches-, has a video, in YouTube, where he explains rules for making rules, we have taken as an example.
      The idea of this Mode / house rules, is to offer a historical 1940 Start, conserving the scale, without diminishing too much the strategic options, and adding few material elements.
      Now, I see your point, about the options in Japan. In 2 of the “5” tests, Japanese loses in the long run (by production as in real life), if China and USA play well.
      If Germany and Italy manage to defeat Russia and defend Egypt, it is won by cities in Europe.
      The tests have been solo and in group, 2 in group (Axis 1 allies 1, win ratio) 3 alone (Axis 2 Allies 1), we want to go through all the rules (and a victory condition) once we have decided on the placement of units in Asia. To make the final post and PDF file.
      Then, with time, make an arrangement of pieces for 1 Sep. 1939, and a modification for 1942 oficial Start.
      Obviously we are 100% open to corrections, ideas and analysis. Especially because Spanish is our language, and we know that asistid translation can make the rules confusing. I have a level (CEFR) B2 + in reading and C1 in listening, but A- in grammar, so I apologize for my writing errors.

      posted in House Rules
      Valladares
      Valladares

    Latest posts made by Valladares

    • D-Day Fortune/Tactics cards for LHJ Dimensional Battlefield

      House Rule: Fortune and Tactics cards, for the Dimensional Battlefield official LHJ Mode.

      The Order cards 09a and 11a, do not have fortune and tactics cards, these, created by me, could help to improve gameplay of this mode, and avoid confusion, when playing with the 3 decks.
      The optional rule of these Order cards will not be used, since it is now considered as a penalty in the fortune cards.
      The cards are placed after the 9 and 11 of each deck, and read as follows:

      Fortune cards

      09af. Allied artillery fires. (Allies)
      Roll a die.
      (1) Explorers: reroll all failed dice once, in this phase.
      (2-3-4-5) There is no effect.
      (6) Moving targets: Targets are not pre-selected. On each roll of 1 the allies choose the eliminated unit. On each roll of 2 the Axis choose the eliminated unit.
      (Optional additional system. This card is placed after card 09f)

      11af. Axis artillery fires. (Axis)
      Roll a die.
      (1) Explorers: roll all failed dice once, in this phase.
      (2-3-4-5) There is no effect.
      (6) Moving targets: Targets are not pre-selected. On each roll of 1 the Axis chooses the eliminated unit. On each roll of 2 the Allies choose the eliminated unit.
      (Optional additional system. This card is placed after card 11f)

      Tactic cards:

      09at. Relocation of troops. (Axis)
      Replace blockhouses that are in areas free of allied units with lost infantry. One infantry for each blockhouse.
      (Optional additional system. This card is placed after the 09t card) (Remove this card after use)

      11at. Sabotage of German supply. (Allies)
      Allies can choose up to 6 units from the axis reinforcement board, and roll a die for each of them. Every 1-2-3 the unit is eliminated from the game.
      (Optional additional system. This card is placed after the 11t card) (Remove this card after use)

      House Rule: Allies victory condition.

      The standard OOB condition states that the allies must capture, and then hold at the end of a full turn the 3 victory cities, which effectively makes the game 9 turns for the allies. I believe that removing the condition to hold cities for an additional turn would make victory more feasible for the allies.

      New condition: allies must maintain control of the 3 cities, at the end of a turn.

      posted in House Rules
      Valladares
      Valladares
    • RE: Does anybody play with 3rd Edition rules?

      @midnight_reaper said in Does anybody play with 3rd Edition rules?:

      Rule 6: Battleships must be hit twice to be destroyed. I think they repair right away, I’m not entirely certain on the repair part. But the need to hit them twice to kill them, I’m certain of that.

      -Midnight_Reaper

      axis_allies_PC_rules.jpg

      posted in Axis & Allies Classic
      Valladares
      Valladares
    • 3D Printed French and Kamikaze Tokems

      3D PRINTED FRENCH ARMY, ITALIANS AND KAMIKAZE TOKEMS

      Hello, at last i fund a nice little bussines in Costa Rica, how can print me, some pieces. They dot had resin machines, only LP Plastic, but they completed the task. Look at the work:

      Video: https://www.youtube.com/watch?v=9Gnurpxozbk

      118138084_101611251668841_5802328668253652317_o.jpg

      IMG_20210410_171015.jpg

      IMG_20210408_134137.jpg

      IMG_20210408_131945.jpg

      IMG_20210408_131324.jpg

      IMG_20210326_071433.jpg

      IMG_20210325_203419.jpg

      IMG_20210325_201401.jpg

      IMG_20210325_200459.jpg

      IMG_20210325_200433.jpg

      French battleship Dunkerque (by daragen)
      https://www.thingiverse.com/thing:4270433

      Amiot 143M (by onintothevalleyofdeathroadthe600)
      https://www.thingiverse.com/thing:4579998

      Renault-AMX R-40 (by aubustou)
      https://www.thingiverse.com/thing:2572250

      Renault CHAR D2 (by aubustou)
      https://www.thingiverse.com/thing:2904718

      Renault UE (by deweycat)
      https://www.thingiverse.com/thing:2962800

      Surcouf (by HatsuneR)
      https://www.thingiverse.com/thing:3071979

      French 1897/ 75mm Mle (by DokEsperanto)
      https://www.thingiverse.com/thing:2639764

      kamikaze Tokem Ki-84 Hayate (By RF100User)
      https://www.thingiverse.com/thing:4715110

      Fiat CR-42 (By MojoBob)
      https://www.thingiverse.com/thing:3366311

      Ansaldo Carro Veloce 33/35 (by Redxvb)
      https://www.thingiverse.com/thing:2962822

      P26/40 (by WindhamGraves)
      https://www.thingiverse.com/thing:4511723

      posted in Customizations
      Valladares
      Valladares
    • Ecuador in G40 BOARD (For winter and Summer)

      ÂżWhere is the Ecuador line on G40 board? We marked it, as best we can. If you want summer/winter dynamic house rule, this is the geography division, in this board.

      152310617_2844685905795805_2241943045422334519_o.jpg

      posted in Customizations
      Valladares
      Valladares
    • RE: G40 Santa Barbara Historical v2beta

      The map in playtest 9°

      M0.Base1940v2.png
      M1.OIL1940v2.jpg

      posted in House Rules
      Valladares
      Valladares
    • RE: Axis & Allies RTS PC-2004 Win10fix&Mod

      New link:
      https://www.4shared.com/archive/f6qXWi5Pea/Overlord_v100.html

      posted in Other Games
      Valladares
      Valladares
    • RE: Axis and Allies: Italy and North Africa

      @Evidential Nice, but Corsica need to by Blue, and Greece Green.
      If the year is 1941.
      ÂżHere do you put the ICs?

      posted in Customizations
      Valladares
      Valladares
    • RE: G40 Santa Barbara Historical v2beta

      @GEN-MANSTEIN Yes, we can play test your idea as you post, and if alters valance, counter with some IPC paid, or only allow fighters to spawn there.
      Thanks for your ideas. If you have the rule for your Siberian Rail road, please fell free to post a link.

      posted in House Rules
      Valladares
      Valladares
    • RE: G40 Santa Barbara Historical v2beta

      @GEN-MANSTEIN said in G40 Santa Barbara Historical v2beta:

      Krasnoyarsk

      Nice idea. But in the OOB map, that will be in Yakut SSR. Maybe if the Soviet player spends 1 IPC to move the unit spawn, from Soviet Far East to Yakut SSR. We can play test your idea this December

      A friend is interesting in some form of implementation of Siberian RAIL road, in our mod. I know you have one, we need to look for it.

      posted in House Rules
      Valladares
      Valladares
    • RE: G40 Santa Barbara Historical v2beta
      1. National Objectives:

      Germany (Peace) (OOB) Theme: Beneficial trade with the Soviet Union
      +5 IPCs representing wheat and oil from the Soviet Union.

      Germany (At War) (OOB) Theme: High strategic and propaganda value
      +5 IPCs per territory if Germany controls Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow).

      Germany (At War) (OOB Modified) Theme: Control of vital Soviet oil production
      +5 IPCs if Germany controls Caucasus.

      Germany (At War) (OOB) Theme: High propaganda value
      +5 IPCs if at least 1 German land unit is in Axis-controlled Egypt.

      Germany (At War) (OOB) Theme: Access to iron ore and other strategic resources
      +5 IPCs if Germany controls both Denmark and Norway while Sweden is neither pro-Allies nor Allies-controlled.

      Germany (At War) (OOB) Theme: Access to strategic oil reserves
      +2 IPCs per territory if Germany controls Iraq, Persia, and/or Northwest Persia.

      Germany (At war) (New) Theme: Operation Bolivar
      +2 IPCs wen Germany is at war with USA, if all, Chile, Paraguay and/or Argentina territories are not pro Allies or Allies controlled.

      Soviet Union (At war) (OOB Modified) theme: security buffer of foreign territory
      +5 I. P. C if there are no units belonging to other Allied powers present in any territories controlled by the Soviet Union.

      Soviet Union (At war) (OOB Modified) theme: Spread of communism
      +2 IPCs for each original Axis, and Pro Axis, Pro Allies, Or Strict Neutral territory that the Soviet Union controls. Theme:

      Soviet Union (At war) (OOB Modified) (One time only) theme: National prestige
      +10 IPCs the first time the Soviet Union controls Germany (Berlin), and/or South Italy (Rome).

      Japan (At war) (New) Theme: Sakhalin USSR Oil
      +2 IPCs. if Japan controls Soviet Far East.

      Japan (Peace) (OOB) Theme: Strategic resource trade with the United States
      +10 IPCs if Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked declaration of war against United Kingdom/ANZAC.

      Japan (At war) (OOB Modified) Theme: Strategic outer defense perimeter
      +5 IPCs if Japan powers control all of the following territories: Guam, Midway, Wake Island, Gilbert Islands, and Solomon

      Japan (At war) (OOB Modified) Theme: Major Allied power centers
      +5 IPCs per territory if Japan control India (Calcutta), New South Wales (Sydney), Hawaiian Islands (Honolulu) and/or Western United States (San Francisco).

      Japan (At war) (OOB Modified) Theme: Strategic resource centers
      +5 IPCs Japan control all of the following territories: Sumatra, Java, Borneo, and Celebes.

      China (At war) (New): Theme: Asian Sherman
      China can purchase tanks if at last one USA land unit is in a costal Chinese controlled territory.

      China (At war) (OOB): Theme: Chinese military supply line corridor
      +6 IPCs, and is also permitted to purchase artillery, if the Burma Road is totally open. Allied powers must control India, Burma, Yunnan, and Szechwan for this to occur.

      United States (At war) (OOB) Theme: Basic national sovereignty
      +10 IPCs if the United States controls all of the following territories: Eastern United States, Central United States, and Western United States.

      United States (At war) (OOB) Theme: National sovereignty issues:
      +5 IPCs if the United States controls all of the following territories: Alaska, Aleutian Islands, Hawaiian Islands, Johnston Island, and Line Islands.

      United States (At war) (OOB Modified) Theme: Defense treaty and trade obligations
      +5 IPCs if the United States controls all of the following territories: Mexico, South Eastern Mexico, Central America, West Indies and Basil.

      United States (At war) (OOB) Theme: Center of American influence in Asia
      +5 IPCs if the United States controls Philippines.

      United States (At war) (OOB) Theme: Great Alliance collaboration
      +5 IPCs if there is at least 1 United States land unit in the territory France.
      United States (At war) (New) Theme: Counter Operation Westindien
      +2 IPCs if there are not any axis submarines in sea zones: 64, 86, 88, 89, 101, and Venezuela is neither, pro Axis or Axis controlled

      United States (At war) (New) Theme: Counter Operation Bolivar
      +5 IPCs If the United States controls all Chile, Paraguay and/or Argentina.

      UK Europe (at war) (New) Theme: Axis’ soft underbelly
      +5 IPCs if. Allies controls Libya, Sardinia, SICILY and south Italy

      UK Europe (at war) (OOB) Theme: Maintenance of the empire
      +5 IPCs if the United Kingdom controls all of its original territories in its European side.

      UK Pacific (at war) (New) Theme: Jewel of the Far East:
      +3 IPCs if UK Pacific is at war with Japan, and controls all: India, West India and Ceylon.

      UK Pacific (at war) (OOB) Theme: Maintenance of the empire
      +5 IPCs if UK Pacific is at war with Japan, and controls both Kwangtung and Malaya

      Italy (At War) (New) Theme: Control of vital Soviet oil production
      +5 IPCs if Italy controls Caucasus.

      Italy (At War) (New) Theme: Mare Nostrum
      +5 I. P. C. if Axis control all: Corsica, Sardinia, Sicily, Malta, Crete and Chipre.

      Italy (At War) (OOB) Theme: Greater Roman Empire
      +5 IPCs if Axis powers control at least 3 of the following territories: Gibraltar, Southern France, Greece, and Egypt.

      Italy (At War) (OOB) Theme: Propaganda and strategic advantage
      +5 IPCs if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99).

      Italy (At War) (OOB) Theme: Stated North African military objectives
      +5 IPCs if Axis powers control all of the following territories: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria.

      Italy (At War) (OOB) Theme: Access to strategic oil reserves
      +2 IPCs per territory if Italy controls Iraq, Persia, and/or Northwest Persia.

      ANZAC (at war) (New) Theme: Anzac new day
      +5 I. P.C. If Anzac have at last one land unit in Egypt, Alexandria, Tobruk or Crete.
      ANZAC (at war) (New) Theme: Malayan strategic cornerstone, to Far East British Empire
      +5 IPCs if an Allied power controls Malaya and ANZAC controls all of its original territories.

      ANZAC (at war) (Modified) Theme: Strategic outer defense perimeter
      +5 IPCs if the Allies (not including the Dutch) control Dutch New Guinea, New Guinea, New Britain, New Hebrides and the Solomon islands.

      France (At war) (OOB) (One time only) Theme: National liberation
      When the territory France is liberated by the Allies, the player controlling France immediately places his or her choice of up to up to 12 IPCs’ worth of any French units on the territory France for free.

      France (At war) (New) Theme: Colonial Power
      +5 IPCs if France Controls all its Ultramar Territories. Corsica does not count for this objective.

      1. Russian Lean-lease
        The “Western Worker’s military aid” started to come to USSR, the first moment the Soviet Union is at war. To symbolize that, during URSS place new units phase roll a die for eligible lean-lease areas. (1) = 2 I. P. C., (2) = Artillery, (3) = Mechanized Infantry, (4) = Tank, (5) = Anti-Aircraft Artillery, (6) = Fighter.
        Aid from USA requires: Eastern USA, Alaska, sea zones 2, 3 and soviet far east, not in axis control. Units spawn in Soviet Far East.
        Aid from UKE requires: Great Britain, sea zones 126, 127 free of enemy units and Archangel not in axis control. Units spawn in Archangel.
        Aid from UKP requires: India, all Persian territories and Caucasus in allied control. Units spawn in Caucasus.
        NOTE: If Moscow is in axis hands the objective is still in play

      2. France Strikes Back
        During ww2 some French forces continue the fight against the axis. There is no Vichy vs Free France dynamic. France is a single entity, and it maintains the mechanics of the game simple, and without requiring the purchase or painting of new pieces.

      1- Once Paris is taken by the axis, the treasure of France passes to the enemy, as in OOB rules.
      2- Automatically, the de facto capital of France is London, France will be able to add new IPC at the end of its turn, as any nation does.
      3- France can buy and place, a maximum of 3, new infantry in any original territory on the map.
      4- France can buy equipment in London, and place it right there, land, sea, air; but, cannot place new infantry in London. France can buy technology dice, ports and airports, for its original territories
      5-France cannot produce units in industrial complexes that captures from the enemy, in this case the complexes will take full damage. France cannot buy industrial complexes.
      Note: in the territory of France, the same applies, unless France or the allies take Paris.
      6- If Paris is free, it merges into the capital of France again, France will return to the rules of OOB.
      7- If Paris is retaken, a second time, the money passes to the conqueror (subsequent quests will have the same dynamics). And the capital of France will pass London again, unless it is taken by the enemy.
      8-If London is taken by the enemy, and is the de facto capital of France, the IPCs of the two are delivered to the conqueror.

      1. Italy Lean-lease
        During WW2, Germany sold or licensed equipment to its allies, especially Italy.

      1- During its non-combat face, Germany can send to the north of Italy any air unit or ground machines (except infantry) for sale. A maximum of 2 per round.
      2- Italy in its face of purchases can buy at half price, the German units on loan. The money is delivered to Germany.
      Units are immediately replaced by Italian equivalents for immediate use.
      3- Restrictions: Infantry and ships cannot be sold. Berlin must be in the hands of the axis, northern Italy must be in control of Italy.
      Note: If Rome falls, this rule still works, if Italy had war bonus tec. In this case, dice need to by the number to pay.

      1. Fighter Escorts and Interceptors (modified)
        Fighters can participate in strategic bombing raids. Attacking fighters may escort and protect the bombers, and they can originate from any territory, range permitting. Any or all defending fighters based in a territory that is strategically bombed can participate in the defense of the industrial complex. The number of fighters that will defend is decided after the attacker’s Combat Movement phase is completed and before the Combat phase begins.
        After antiaircraft fire is resolved against the attacking air units, if there are any defending fighters an air battle occurs between the attacking and defending air units. This combat is resolved in the same way as a normal combat, with a few exceptions. The escort fighters have an attack value of 1 (2 if the attacker has the Jet Power research breakthrough), the bombers have attack value of 1, and the interceptors have a defense value of 2, the combat lasts for only one round. After the battle, any surviving bombers proceed to carry out the raid as normal.

      Fighters participating as either an escort or a defender cannot participate in other battles during that turn. Defending interceptors must land in their original territory. If that territory is captured, the fighters may move one space to land in a friendly territory or on a friendly aircraft carrier. This movement occurs after all of the attacker’s combats have been resolved and before the attacker’s Noncombat Move phase begins. If no such landing space is available, the fighters are lost.

      1. Unit stats, new stats, special abilities and restrictions. (Without technology research)

      Note: Surprise attack refers to the strike during the initiation of bombing rounds, or sub combat, when a hit, on and enemy unit, eliminate the unit immediately, negating the enemy’s unit attack/defense roll.

      Note: All units with Defense Anti-Air stats, can be beneficiaries of RADAR technology research.

      (Infantry) Land Unit
      Cost: 3ipc
      Movement: 1
      Attack: 1
      Defense: 2 or less
      Special abilities: NONE
      Restrictions: With Airborne technology, designed paratroopers are treated as Air Unit, for the first round of Anti-Air fire.
      Restrictions: NONE

      (Artillery) Land Unit
      Cost: 4ipc
      Movement: 1
      Attack: 2 or less
      Defense: 2 or less
      Special abilities: Pair with infantry, infantry attack at 2 or less, pair wit mechanized infantry, mechanized infantry attack at 3 or less.
      Restrictions: NONE

      (Light Tank, optional rule) Land Unit
      Cost: NONE
      Movement: 2
      Attack: 2 or less
      Defense: 2 or less
      Special abilities: Blitz, Pair with infantry, infantry attack at 2 or less
      Restrictions: Can’t by purchase

      (Mechanized infantry) Land Unit
      Cost: 5ipc
      Movement: 2
      Attack: 2 or less
      Defense: 2 or less
      Special abilities: NONE
      Restrictions: NONE

      (Tank) Land Unit
      Cost: 6ipc
      Movement: 2
      Attack: 3 or less
      Defense: 3 or less
      Special abilities: Pair with mechanized infantry, mechanized infantry can blitz.
      Restrictions: NONE

      (Heavy Tank, optional rule) Land unit
      Cost: 8ipc
      Movement: 1
      Attack: 4 or less
      Defense: 4 or less
      Special abilities: Pair with infantry, infantry attack at 2 or less
      Restrictions: Can’t blitz, use two slots of the transport, can’t be built until round 6.

      (Anti-Air Artillery) Land Unit
      Cost: 8ipc
      Movement: 1
      Attack: NONE
      Defense Anti-Air: Two dice at 1
      Defense Anti-Land: 2 or less
      Special abilities: Can defend in all rounds of combat. Selective defense mode, if no attacker air units are present, can defend against land units, at 2 or less.
      Restrictions: No surprise attack, anti-air defense is now considered simultaneous, shooting down enemy airplanes can shoot back.

      (Fighter plane) Air Unit
      Cost: 8ipc
      Movement: 4
      Attack: 3 or less
      Defense: 4 or less
      Special abilities: None
      Restrictions: can’t attack or defend against subs, without the presence of a Destroyer

      (Tactical bomber) Air Unit
      Cost: 10ipc
      Movement: 4
      Attack: 3 or less
      Defense: 3 or less
      Special abilities: Pair with Fighter plane, Tactical bomber attack at 4 or less. Pair with Tank or Heavy tank, Tactical bomber attack at 4 or less. Can bomb Air bases, Sea Ports (and Panama Canal or Suez Canal, if canal facilities optional rule is in play)
      Restrictions: can’t bomb Industrial complex. Can’t attack or defend against subs, without the presence of a Destroyer

      (Bomber) Air Unit
      Cost: 12ipc
      Movement: 6
      Attack: 4 or less
      Defense: 1
      Special abilities: Can bomb industrial complex. Can bomb Air bases, Sea Ports (and Panama Canal or Suez Canal, if canal facilities optional rule is in play)
      Restrictions: Can’t attack or defend against subs, without the presence of a Destroyer.

      (Submarine) Sea unit
      Cost: 6ipc
      Movement: 2
      Attack: 2 or less
      Defense: 1
      Special abilities: Surprise attack can target all sea units, submerge scape. Convoy attack of two dice at 2 or less, can’t block movement, or be blocked, by non-destroyer ships.
      Restrictions: Can’t attack or defend against air units.

      (Transport ship) Sea unit
      Cost: 7ipc
      Movement: 2
      Attack: NONE
      Defense Anti-Air: 1
      Special abilities: Can be select as casualty at any time.
      Restrictions: Only defend against air units.

      (Destroyer ship) Sea unit
      Cost: 8ipc
      Movement: 2
      Attack: 2 or less
      Defense: 2 or less
      Special abilities: Neutralization of enemy submarines abilities, all air units can defend or attack against subs if at last one allied destroyer is present.
      Restrictions: NONE.

      (Cruiser ship) Sea unit
      Cost: 10ipc
      Movement: 2
      Attack: 3 or less
      Defense: 3 or less
      Special abilities: Off shore bombardment of 3 or less.
      Restrictions: NONE.
      *Original idea, from Pagans YouTube channel

      (Aircraft carrier ship) Sea unit
      Cost: 16ipc
      Movement: 2
      Attack: NONE
      Defense Anti-Air: Two dice at 1.
      Special abilities: Two hit points, scramble air planes defense same sea zone or adjacent sea zone.
      Restrictions: Only defend against air units. One hit point eliminate one movement point and scramble air planes defense, until reparations.

      (Battleship) Sea unit
      Cost: 18ipc
      Movement: 2
      Attack: 4 or less
      Defense: 4 or less.
      Special abilities: Two hit points, off shore bombardment of 4 or less.
      Restrictions: One hit point eliminate one movement point and off shore bombardment, until reparations.

      (Major Industrial Complex) Installation
      Cost: 30ipc
      Production: 10 units
      Defense Anti-Air: Three dice at 1.
      Hit points: 20, all abilities disable at 10
      Special abilities: Surprise attack, can’t be destroyed, only downgraded if capture
      Restrictions: Cant by build on islands (Japan is exception). Can be build only in territories with 3ipc or more in valor. Minus 1 production per damage

      (Minor Industrial Complex) Installation
      Cost: 15ipc
      Production: 3 units
      Defense Anti-Air: two dice at 1.
      Hit points: 6, all abilities disable at 3
      Special abilities: Surprise attack, can be upgrade to major industrial complex, for 15ipc and if is in territories with 3ipc or more in valor, can’t by destroyed.
      Restrictions: Cant by build on islands (Japan is exception). Can be built only in territories with 2ipc or more in valor. Minus 1 production per damage

      (Air base) Installation
      Cost: 10ipc
      Defense Anti-Air: two dice at 1.
      Hit points: 6, all abilities disable at 3
      Special abilities: Surprise attack, 1 movement point more for air units, scramble air defense for adjacent sea zone
      Restrictions: NONE

      (Naval base) Installation
      Cost: 10ipc
      Defense Anti-Air: two dice at 1.
      Hit points: 6, all abilities disable at 3
      Special abilities: Surprise attack, 1 movement point more for sea units, repair battleships and Aircraft carriers
      Restrictions: NONE

      (Canal Suez and Panama, optional rule) Installation
      Defense Anti-Air: two dice at 1.
      Hit points: 6, all abilities disable at 3
      Special abilities: Surprise attack, enable the sea unit’s movements between land mases and sea zones
      Restrictions: NONE

      1. Research:
        WE ADOPT the Anniversary MECHANICS, we change the place of the technologies so they are more realistic to the dates. During the purchase stage, the research counter (scientific equipment) is purchased with a value of 5 I. P. C, however, it can only be roll BEFORE the purchase-repair stage of the game.
        A counter = a die.
        A roll of 5 or less is equal to failure: the counters can be preserved.
        A roll of 6 is equal to success. The list of technology is chosen, a die is rolled again. All counters are lost and must be bought again.

      Chart 1940 (Rounds 1 to 6)
      T1 Improved Shipyards
      Battleship 16, Carrier 12, Cruiser 8, Destroyer 7, Transport 6, Submarine 5.
      T2 Radar
      Your antiaircraft defense fire, from antiaircraft artillery units, units with only anti-aircraft defense values, and facilities, now hits on 2 or less, for all dice
      T3 Paratroopers
      T4 Increased Factory Production
      T5 War Bounds,
      T6 Improved Mechanized Infantry.
      Each of your mechanized infantry units that is paired up with a tank now has an attack value of 3. Also, your mechanized infantry may now blitz without being paired with a tank.

      Chart 1943 (Rounds 7 to 12)
      T1 Super Submarines
      T2 Rockets
      T3 Advanced Artillery
      T4 Jet Fighters
      T5 Long Range Aircraft
      T6 Heavy Bombers

      NOTE 1: if you are in the year 1943 - 1946 you can continue choosing the list 1939 - 1942 if you wish).
      NOTE 2: If the capital falls, the counters must be handed over to the conqueror power, and the conqueror acquires the same technologies of the conquered.
      NOTE 3: USA can share with China advanced artillery. China can NOT buy counters.
      NOTE 4: UK-E and UK-P share the technologies, but they buy counters separated.

      1. Optional Rules

      2. Bonus Units: Those units represent historical volunteers and partisans, and reinforces. Those units spawn only one time per game, some are special for powers, others can be owned for any member of the alliance that liberated or recapture a region and maintain it at the final of the round.

      Germany:
      Division Azul: One infantry spawn in Western Germany
      (End of Round 3)

      USSR:
      Soviet Heavy tanks: 1 Belarus, 1 Bryansk. If Heavy tanks is no in play, place normal tanks
      (End of Round 3)

      USA
      Mexico, Southeast Mexico and Central America, start as deactivated pro Allies, and have one infantry each. But wen activated, only by USA that country gain one Fighter in Southeast Mexico instant of one infantry (this for symbolize the Mexican Pacific Expeditionary force) and in Central America gain one AAA together with the infantry. (This for symbolize leant lease military aid for defense of the Panama Canal). If Brazil if activated only by USA, instant of 3 infantry, they have one fighter and one infantry, for symbolize Brazilian Expeditionary force)

      Axis
      Free India: 1 Infantry, Alexandria. 1 Infantry, West India.
      State of Burma: 1 Infantry, Burma.
      Independent state of Croatia: 1 Infantry Yugoslavia
      Finland Volunteers: 1 Infantry Vyborg
      Baltic States Volunteers: 1 Infantry Baltic States.
      Russian liberation Army: 1 Infantry Ukraine, 1 Infantry, Western Ukraine.
      Republic of Filipinas: 1 Infantry, Philippines
      Rumanian Iron guard: 1 Infantry Bessarabia.

      Allies:
      Tito’s Partisans: 2 Infantry, Yugoslavia.
      Republic Partisans: 2 Infantry, Spain
      Pilipino Partisans: 2 Infantry, Philippines
      Poland Partisans: 1 Infantry Poland
      Rumania antifascists 1 Infantry, Rumania.
      Bulgaria antifascists: 1 Infantry, Bulgaria
      Ethiopian Partisans: 1 Infantry, Ethiopia

      1. Bombarding Panama and Suez canals: tactical and strategy bombers can damage it, 3 points goes inoperative, a maximum of 6 damage, 1 I. P. C. for fix 1 damage. Canal Suez and Panama: Installation Defense Anti-Air: two dice at 1. . Hit points: 6, all abilities disable at 3. Special abilities: Surprise attack, enable the sea unit’s movements between land mases and sea zones Restrictions: NONE

      2. Spanish rule: in real life Franco’s Spain were not a full ally of Axis, but support Axis war with commerce and volunteers, so Spain never goes pro Allies unless a direct attack of Axis power, and goes full pro Axis if Allies make a direct attack; so, to symbolize the historical situation: Roll a die. 1-3 all units become German, 4-6 all units become Italian. Note: Only a direct attack of the axis to Spain, activate all the strict neutrals rule. Bonus Objective (Euro Axis): "as long as there are allied units in continental France or Corsica, European Axis loses 2 I. P. C to bank, one for Germany and one for Italy, if there are no units there, Germany and Italy have one I. P. C. for free from the bank. If Axis control Spain territory this rule stops working. If Allies conquer Spain, Axis Europe surrender to the bank 2 IPC each round, one Germany and one Italy.

      3. Heavy Tank: Land unit Cost: 8ipc. Movement: 1. Attack: 4 or less. Defense: 4 or less. Special abilities: Pair with infantry, infantry attack at 2 or less Restrictions: Can’t blitz, use two slots of the transport, can’t be built until round 6.

      4. Light Tank: Before round 1, all playable countries gain light tanks, they can be placed on any original territories on the board. Germany gain 3, Japan 4, USSR 4, and the rest 2.
        Stats Land unit Cost: NONE. Movement: 2. Attack: 2 or less. Defense: 2 or less. Special abilities: Blitz, Pair with infantry, infantry attack at 2 or less. Restrictions: Can’t by purchased

      5. Buff Neutrals: All neutral territories, continental or islands, non-activated, gain one infantry, every 3 rounds, placed at the start of round. Dutch Territories are considered technically pro Allied neutral.

      posted in House Rules
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      Valladares