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    Posts made by Valladares

    • RE: Axis & Allies 1941 Optional Rules

      @superbattleshipyamato . Correct.
      We believe that 1941 has potential as an entry game, a short game, and a game mechanics workshop.
      We believe that a second edition of 1941 would be what the community needs to introduce more people.
      Including some production and quality improvements, like those seen in zombies, would help, and it wouldn’t increase the price much.
      Before submitting our ideas to RENEGADEGAMES, we want to see what the community thinks.

      posted in House Rules
      ValladaresV
      Valladares
    • Axis & Allies 1941 Optional Rules

      Axis & Allies 1941 Optional Rules

      Official Optional Rule (Apocryphal)

      Soviet-Japanese Non-aggression Pact: Neither the Soviet Union nor Japan may attack territories controlled by the other until either Germany nor Russia has been captured by an enemy power.

      Optional House Rules

      Naval bombardment: Battleships now have the ability to attack land targets in conjunction with an amphibious assault. Need 1 landing unit for every naval unit doing a support bombardment, and no previews naval battle in the zone of amphibious attack.

      Artillery unit: Now all plays can buy and deploy Artillery units, they cost 4 IPC. Attack 2, Defense 2, Move 1. Special: Can pair up with an infantry unit, raising the infantry’s attack strength to 2. For the indicial setup, we use de zombie’s setup, add:
      USSR. Russia: 1 artillery. Karelia: 1 artillery. Siberia: 1 artillery
      Germany. Southern Europe: 1 artillery. Eastern Europe: 1 artillery West Russia: 1 artillery.
      UK. United Kingdom: 1 artillery. Union of South Africa: 1 artillery. India: 1 artillery.
      Japan. Japan: 1 artillery. Manchuria: 1 artillery. Southeast Asia: 1 artillery.
      USA: Western US: 1 artillery. Szechwan: 1 artillery.

      New industrial complexes: add one in Southern Europe, Union of South Africa and Szechwan.

      ATT: Santa Bárbara Historical Play Group

      posted in House Rules
      ValladaresV
      Valladares
    • A&A Zombies setup for A&A 1941

      Axis & Allies and Zombies setup for Axis & Allies 1941

      This house rule adapts the initial setup of the zombie version to 1941. Plus: You can now buy artillery, worth 4IPCs. And, the two new industrial complexes can place units following the normal 1941 rules.

      Soviet Union - 7 IPCs

      • Russia: 5 infantry, 1 artillery, 1 tank, 1 fighter, 1 Industrial complex
      • Archangel: 3 infantry
      • Karelia: 2 infantry, 1 artillery
      • Caucasus: 3 infantry, 1 tank, 1 Industrial complex
      • Urals: 2 infantry
      • Siberia: 2 infantry, 1 artillery
      • SZ 4: 1 submarine

      Germany - 12 IPCs

      • Germany: 4 infantry, 2 tanks, 1 fighter, 1 bomber, 1 Industrial complex
      • Western Europe: 3 infantry, 2 tanks, 1 fighter
      • Southern Europe: 3 infantry, 1 artillery, 1 Industrial complex
      • Eastern Europe: 5 infantry, 2 tanks, 1 artillery
      • Norway/Finland: 2 infantry
      • Ukraine: 3 infantry, 1 tank
      • West Russia: 1 infantry, 1 artillery, 1 tank
      • North Africa: 2 tanks
      • SZ 5: 1 battlesihp
      • SZ 6: 1 submarine
      • SZ 9: 1 submarine
      • SZ 15: 1 submarine
      • SZ 16: 1 destroyer, 1 submarine, 1 transport

      UK - 12 IPCs

      • United Kingdom: 1 infantry, 1 artillery, 1 fighter, 1 bomber, 1 Industrial complex
      • Anglo-Egypt Sudan: 2 infantry, 1 tank
      • French West Africa: 1 infantry
      • Union of South Africa: 1 infantry, 1 artillery (we recomend to add 1 Industrial complex)
      • India: 1 infantry, 1 artillery, 1 fighter, 1 Industrial complex
      • Australia: 1 infantry, 1 tank, 1 Industrial complex
      • Borneo: 1 infantry
      • Eastern Canada: 1 tank
      • Western Canada: 1 infantry
      • Gibraltar: 1 fighter
      • SZ 8: 1 battleship, 1 destroyer
      • SZ 10: 1 destroyer, 1 transport
      • SZ 14: 1 destroyer, 1 transport
      • SZ 29: 1 destroyer, 1 transport
      • SZ 33: 1 destroyer, submarine, 1 transport

      Japan - 9 IPCs

      • Japan: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 bomber, 1 Industrial complex
      • Manchuria: 2 infantry, 1 artillery
      • Coastal China: 2 infantry
      • Southeast Asia: 1 infantry, 1 artillery
      • Caroline Islands: 1 infantry
      • SZ 31: 1 destroyer, 1 submarine
      • SZ 45: 1 battleship, 1 aircraft carrier, 2 fighters, 1 destroyer, 2 transports
      • SZ 46: 1 aircraft carrier, 1 fighter, 1 destroyer, 1 transport

      USA - 17 IPCs

      • Eastern US: 2 infantry, 1 tank, 1 fighter, 1 bomber, 1 Industrial complex
      • Western US: 2 infantry, 1 artillery, 1 Industrial complex
      • Brazil: 1 infantry
      • Alaska: 1 infantry
      • Hawaiian Islands: 1 infantry
      • Philippine Islands: 1 infantry
      • Northwestern China: 1 infantry
      • Szechwan: 2 infantry, 1 artillery, 1 Industrial complex
      • SZ 11: 1 destroyer, 1 transport
      • SZ 37: 1 submarine
      • SZ 40: 1 battleship
      • SZ 42: 1 aircraft carrier, 2 fighters, 1 destroyer, 1 transport

      ATT: Santa Bárbara Historical Play Group

      posted in House Rules
      ValladaresV
      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 d-day
      ValladaresV
      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
      ValladaresV
      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
      ValladaresV
      Valladares
    • Ecuador in G40 BOARD (For winter and Summer)

      ¿Where 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
      ValladaresV
      Valladares
    • RE: G40 Santa Barbara Historical v2beta

      The map in playtest 9°

      M0.Base1940v2.png
      M1.OIL1940v2.jpg

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

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

      posted in Other Games
      ValladaresV
      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.
      ¿Here do you put the ICs?

      posted in Customizations
      ValladaresV
      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
      ValladaresV
      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
      ValladaresV
      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
      ValladaresV
      Valladares
    • RE: General 6 Stars 1941 WW2 Game

      @GEN-MANSTEIN said in GEN MANSTEIN’S 1941 Global War Game:

      Rays 1941 Global Map 3 V3.0.jpg

      Looks like were done.

      ¿south Africa and Colombia have the same roundel?

      posted in Other Axis & Allies Variants
      ValladaresV
      Valladares
    • RE: Cheap Home made flight stands

      @Sgt-Mclusky well, no porblem, now you can make new ones, at last 50 for a total of $11us.
      120837051_1465808726951478_4950868031483198762_n.jpg
      120853113_1440231332832428_8894120060177541328_n.jpg

      posted in Customizations
      ValladaresV
      Valladares
    • G40 Santa Barbara Historical v2beta

      Those are rules for our G40 mode that we are testing, but we think any one can use it .

      **Santa Barbara Historical v2 Beta. Mod for Axis and Allies Global 1940 **
      See 8° play test video here https://www.youtube.com/watch?v=30t3dk-75Bc
      See old version 1.x version here https://www.axisandallies.org/forums/topic/33074/g40-historial-v1-1?lang=es&page=1

      120837961_391727798657556_722455407373649533_n.jpg
      120851787_709177963339780_1501150548145914978_n.jpg

      Notes from the Play Group
      Hello A&A Players those are the house rules that we are using at home with Axis and Allies Global 1940, to have more historical approximation experience. In this Doc., we write rules we play tested, fell free to post other rule ideas, review or corrections in the post at https://www.axisandallies.org/forums/topic/35854/g40-santa-barbara-historical-v2beta. All criticism or subjections are taken into account with appreciation.
      The maxims of our rules / modification are: 1. Balance and playability, 2 Scale, 3 Additions easy to create at home or cheap to buy, 4 Historical approximation.
      ATT: Santa Bárbara Historical Play Group

      I. Time:
      Historical research of the powers start 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 in to enter the war is fixed in all.
      We believe that the minimum time that can be adapted, because of the scale of the board map, is 3 months each round, but that increment the play time by a lot. So we opted to 6 months, which is the maximum, because a year is too much for the scale of the current map.

      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. Siam pro Axis Activation allowed.
      Round 05 January - June 1942.
      Brazil and Ecuador pro Allies activation allowed.
      Round 06 July - December 1942.
      Modern Heavy Tank Production allowed (Optional rule)
      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 (Kamikazes allowed)
      Round 11 January – June 1945
      Round 12 July - December 1945 (Final round)

      II. 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:

      U. S. A. 182.657mt* (1 Western United States, 2 Central United States, 3 Eastern United States)
      U. S. S. R. 29.700mt (4 Caucasus, 5 Soviet Far East)
      Venezuela 27.443mt (6 Venezuela)
      Irán 10.426mt (7 Persia, 8 North West Persia)
      Dutch East Indies 7.939mt (9 Sumatra, 10 Java, 11 Celebes, 12 Dutch New Guinea)
      México 6.721mt (13 South east 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)
      Peru 1.776mt (19 Peru)
      Arabian Peninsula 1.652mt (20 Saudi Arabia)
      Burma 1.088mt (21 Burma)
      Canadá 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.
      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
      *We considered only locations with production over 0.900mt, for total production of 1940, but allowed Yunnan for valance.
      *Sakhalin USSR Oil fields are represented in Soviet Far East, because the island is not in the map

      M1.OIL1940.jpg

      1. Historical and Victory Conditions: With year historical restrictions and game max duration is 12 rounds, axis or allies have the majority of those 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) in the bank

      III New I. P. C. territory values.

      New Guinea: 1
      Dutch New Guinea: 1
      Burma: 2
      Szechwan: 2
      Hainan: 1
      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
      Perú: 1
      Bolivia: 1
      Paraguay: 1
      Uruguay: 1

      IV. New territories, sea zones and convoy zones
      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. Convoy zones add: 5, 65 and 91.

      V. New Victory City in Pacific:
      Vladivostok, in Amur

      1. Neutrals

      We correct some errors that the out of box have, and make and approximation, we know Ire and Persia were strict neutral, but for valance we made them biased. So 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.
      All neutrals who don’t have an army, win one infantry, Portuguese Guinea and Spanish Rio the Oro Gain one infantry each. Dutch territories don’t gain any at the start.
      NOTE 1: If Allies Attack Siam this is not considerate and attack to Japan.
      NOTE 2: USA have the control of the Panama Canal no matter if Central America is pro allied deactivated or in other allied control.

      1.1 Neutrals setup

      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, if Canals facilities optional rule is in play) .
      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
      Mongolia: Ulaanbaatar: 1 Infantry, Buyant-Uhaa: 2 Infantry, Dzavhan: 1 Infantry, Olgiy: 1 Infantry, Tsagaan-Olom: Empty, Central Mongolia: Empty.

      True Neutral
      Spain: Spain: 8 Infantry, Rio de Oro: 1, Infantry *Balears: Empty.
      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

      1. Setup for ‘1° January 1940’ scenario, Historical Approximation.

      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

      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, transport
      Sea Zone 115: 1 Cruiser, 1 submarine
      Sea Zone 127: 1 Sub

      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, 2 Fighters, 2 Tac Bombers
      Marianas Islands: 1 Infantry
      Marshall Islands: 1 Infantry
      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 Fighter, 1 Airbase, 1 Naval Base.
      Okinawa: 1 Infantry, 1 Fighter
      Kiangsu: 2 Infantry, 2 Artillery, 1 Mech Infantry, 1 Fighter, 1 Tac Bomber, 1 Naval Base.
      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, 1 submarine.
      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 infantry, 1 Airbase
      Wake Island: 1 infantry, 1 Airbase
      Guam: 1 infantry, 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: 1 infantry, 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.

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

      United Kingdom Europe, Canada and Union of South Africa (29 I. P. C.)
      United Kingdom: 2 Infantry, 1 Mechanized Infantry, 4 AA, 2 Fighters, 1 Strategic Bomber, Air Base, Naval Base and Major Industrial Complex
      France: 1 Artillery, 1 Tank
      Scotland: 2 Infantry, 1 AA, 1 Fighter, Air Base
      Iceland: 1 infantry, 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.

      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, 1 submarine
      Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport.

      Kingdom of Italy (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, 1 Naval Base.
      Ethiopia: 2 Infantry, 1 Mech Infantry, 1 Artillery
      Libya: 3 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, 1 Sub
      Sea Zone 97: 1 Cruiser, 1 Battleship, 1 Transport, 1 Sub

      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. , 1 Sub

      Republic of France (19 I. P. C.)
      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, 1 Naval Base.
      French IndoChina: 1 Infantry.
      Morocco: 1 Infantry
      Algeria: 1 Infantry
      Tunisia: 1 Infantry
      Syria: 1 Infantry
      Sea Zone 55: 1 Transport.
      Sea Zone 87: 1 Destroyer, 1 Transport.
      Sea Zone 93: 1 Destroyer, 1 Cruiser
      Sea Zone 94: 1 Submarine
      Sea Zone 105: 1 Cruiser

      2.1 Order of play for 1° January 1940 scenario

      1° Germany. Can attack USA and/or USSR at any time
      2° U.S.S.R. Can enter the war in Europe in attack face, at round 3. Can attack Japan at any time.
      3° Japan. Can attack USA, UKP, UKE, ANZAC, USSR, Dutch and France at any time. If UKP, UKE, ANZAC, or France attack first, before round 4, USA enters until round 4, if Japan make and Attack first to UKP, UKE, ANZAC, Dutch or France, USA enter the war in attack face immediately in they turn.
      4° China
      5° U. S. A. Can enter the world war in attack face, at round 4.
      6° UK-E. Fully Separated power. Can attack Japan at any time.
      7° UK-P. Fully Separated power. Can attack Japan at any time
      8° Italy. Can attack USA and/or USSR at any time
      9° ANZAC. Can attack Japan at any time
      10° France. Can attack Japan at any time

      Dutch in considered and allied power, but technically their territories can by activated like any other pro Allies territory.

      Siam is now a pro Axis territory, but an allies attack in this territory does not count as attack to japan.

      M0Base.png

      CONTINUATION IN THE NEXT POST

      posted in House Rules global 1940
      ValladaresV
      Valladares
    • Cheap Home made flight stands

      Those flight stands, are as cheap, and easy to make, as they are.
      I don’t like to drill or glue stuff in the pieces, so i try this:
      Materials: Bamboo Skewers 80ct 12", 1/8" Nuts, Aluminum Sleeves 1/8" and 3’32", double face adhesive tape.
      120759082_2725241031073627_8133402109462803300_o.jpg
      120746966_2725240737740323_917888300615441531_o.jpg
      120756939_2656276411355150_4671732803276655974_o.jpg

      120750738_2656276434688481_5415197535557461003_o.jpg

      Video tutorial only Spanish, here:
      https://www.youtube.com/watch?v=M-rU44XD7KQ

      posted in Customizations
      ValladaresV
      Valladares
    • RE: Kamikaze in Classic 3rd Edition

      @Panther in table surviving kamikaze fighters are automatically removed after the battle, win or retreat. In battle they technically act as any other fighters, you can select them as casualty’s at any time, but any Kamikazes left at the end, die.

      If you declare a game with kamikaze rule, all players can use it
      you meet to declare and “mark” what fighters you are using as kamikazes in you turn.

      “In that case would that not be a regular combat move then”. yes. But the key is you need to declare and mark what planes are kamikazes, so no cheat or confusion. I need to replay some games in the PC to remember if they die after the battle finish or die at the end on the non combat movements, wen airplane landing phase takes place. But in table, we used to eliminate surviving kamikazes at the end of the battle, to avoid arguments, if we don’t have a token to mark the fighters and the kamikazes.
      For example, you have 3 battles and you use normal fighters and kamikazes, is easy to forget, or to cheat, how many surviving models are what, so a bad player cheater can tell you: -oh, I already take in the battle as casualties the kamikazes, and those here are now fighters and… blabla bla yaquiris maquiris-.
      So, make tokes to mark, what fighters you want to use as kamikazes before any combat moves, them eliminate surviving kamikazes after any battle. If you want to by super formal, eliminate them in the landing phase of the non combat movement.

      posted in Axis & Allies Classic
      ValladaresV
      Valladares
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