WW2 Path to Victory - Rules Discussion


  • @AndrewAAGamer said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul
    I like that idea of picking or buying instead of rolling. It should still not go into effect till the following Turn you get it.

    that can all be arranged by mutual agreement

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Yes definitely a few ways to go. We play based on random ness. After you play the same game all the time it gets scripted.
    We use the 10 tech chart. Can buy token for 5 icps. Can get 2 free tokens through event cards. Can get 1 free tech through event cards. Can steal a enemy tech through event cards.
    Roll a 6 breakthrough. Then roll a d10 for your tech on chart. Not all techs good for you. If you have 1-5 tokens and you roll 5 dice and get 5 6’s you only receive 1 tech and lose all tokens. Keeps tech under control plus the techs on chart are tweaked to being not to powerful.
    Here’s the magnetic chart we use.

    5EF26447-4647-4AA8-ADBC-AE5A8E21D019.jpeg

    We have had 16 techs in game and doesn’t throw off balance. Most games there’s only 5-8 techs and most don’t help. At least it gives Russia a chance for a few good ones without buying if u don’t. But mostly they don’t get any.

    We like the random ness based on in any war there’s many different things that can go wrong or u get a bit of a advantage at times.

    As mentioned yes you could give each country a tech or a special weapon based on time of war for each turn but then over time gets scripted. IMO.


  • @AndrewAAGamer said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul
    I like that idea of picking or buying instead of rolling. It should still not go into effect till the following Turn you get it.

    Picking, good.
    Following turn, good.
    Buying, bad. This is illogical for technological research advancement, for one thing. But for game play, it is bad because it makes tech subject to the same idealization as unit purchases, and the ideal J1 attack, for example. “If playing X country, you should buy Y tech, on round Z.” Not fun.


  • hey ,if there is wide consensus on a particular tech tree, I’d be happy to try to implement it for you guys as a game option


  • yeah, combo mode seems great

    you get 1 tech, but u dont pick, u roll, and u get what u get.
    or u can maybe choose to which nation u ll give it.

    or each nation rolls randomly one tech etc

    pretty cool

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg


  • Hey, all. WW2 Path Victory version 2.0 is now available for download/update on the TripleA download maps page. Here is a list of the substantive changes:

    -Corrected objectives panel with correct territory and sea zone names.
    -Changed PU marker on Central America to reflect actual value.
    -Added German mech to Austria.
    -Added two TrueNeutral infantry to Switzerland.
    -Removed British infantry from United Kingdom.
    -Moved Japanese marine from Japan to Caroline Islands.
    -Added victory city to Central United States.
    -Fixed Americans starting income to match starting production.
    -Supplemented discussion of rules in Game Notes.
    -Fix connections between territories.
    -Fixed Siberia factory bug to ensure destruction upon capture.
    -Fixed guerrilla spawning in Honan.

    Please note that downloading the updated map will not affect playability of your existing saves.

    Screen Shot 2020-06-13 at 2.08.28 PM.png


  • @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    Can U please elaborate all this bonuses (NOs), what do they give ?


  • Does chinese guerilla spam in northern Manchuria?

  • '19 '17

    @trulpen Nope.


  • Thanks! Just wanted to be sure, since there are conflicting attributes at play.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    Can U please elaborate all this bonuses (NOs), what do they give ?

    I’ll get back to u on this. Out of town I’ll try to answer in a bit when I have time.
    These are called National Advantages. Not NOs.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    Can U please elaborate all this bonuses (NOs), what do they give ?

    D12 will have to convert. Some can’t use based on d6 and 16% more hit to strong but can be worked out with maybe some multi pieces like 2 each.
    Russia

    1. Spa AD5 in all terr. Now
    2. Promote a 2nd tank to a guard AD@7
      Russia gets 1 rank per turn in game already
    3. Move 2 IC 1 time in game. Plus build each +1 more piece.
    4. Place an Inf on any ussr starting terr per turn
    5. Same as tank promote 1 inf A3D5
    6. US can buy a mech, spa or art end of there turn. Place at a ussr ic right away

    UK

    1. All aa guns D +1
    2. US uses your pieces in combat only 1 time
    3. Tac/Div A+1 against surfaces subs. FS
    4. Figs move 5 more from a oil derrick in Sudan, Trans Jordan and Iran
    5. Place 3 frenchies in a France once liberated
    6. Place 1 Inf at each IC per turn

    US

    1. Place an AB At each that doesn’t have at start of game.
    2. Destroyer A@4 AD@1 bonus aa plane kill
    3. Build 3 marines a turn instead of 2
    4. Inf move 2 and can blitz
    5. AC move 3
    6. H bombers A5@3 one round only D@3 DF@2
      SBR 1d6 +3 starting on turn 3.

    Ger

    1. UK US pays icp each turn for every sub in Atlantic
    2. All art D@6 in all Ger terr only
    3. Tanks move 1 in non combat if they win a battle for terr
    4. Roll 3d6 s and icp money goes towards a naval buy only one time in game
    5. Tac/Div now can SNR 1d6 +1
    6. Inf D@5 on amph landongs first round only

    Japan

    1. Destroyers can carry 1 inf combat or non
    2. Subs A@6
    3. Place an AB at each island that doesn’t have one at start of game
    4. Your Transports can do 2 attacks same turn but can only use same ground units on first attack
    5. All Inf D+1 on islands and homeland
    6. Inf only attacking A+1 first round only

    Italy

    1. Place 1 BB in Rome port at start of game one time only
    2. All inf in Italian terr only A+1
    3. All inf in Italian terr only D+1
    4. Germany can buy 2 units and place at a Italian ic
    5. Receive 5 icps if no allies ships in Med includes subs
    6. Ger can but 2 Italian pieces and place at a Italian ic

    Well some have a few more words to them but loading this from a cell phone. Any questions ask. With D12 gives u more flexibility

    You roll for 2 of these for each country at start of game only. U could roll for 1 then roll for another in a different turn. Whole idea is to change up the game at start so u have to change your buys a bit and do different early moves.


  • @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    Can U please elaborate all this bonuses (NOs), what do they give ?

    D12 will have to convert. Some can’t use based on d6 and 16% more hit to strong but can be worked out with maybe some multi pieces like 2 each.
    Russia

    1. Spa AD5 in all terr. Now
    2. Promote a 2nd tank to a guard AD@7
      Russia gets 1 rank per turn in game already
    3. Move 2 IC 1 time in game. Plus build each +1 more piece.
    4. Place an Inf on any ussr starting terr per turn
    5. Same as tank promote 1 inf A3D5
    6. US can buy a mech, spa or art end of there turn. Place at a ussr ic right away

    UK

    1. All aa guns D +1
    2. US uses your pieces in combat only 1 time
    3. Tac/Div A+1 against surfaces subs. FS
    4. Figs move 5 more from a oil derrick in Sudan, Trans Jordan and Iran
    5. Place 3 frenchies in a France once liberated
    6. Place 1 Inf at each IC per turn

    US

    1. Place an AB At each that doesn’t have at start of game.
    2. Destroyer A@4 AD@1 bonus aa plane kill
    3. Build 3 marines a turn instead of 2
    4. Inf move 2 and can blitz
    5. AC move 3
    6. H bombers A5@3 one round only D@3 DF@2
      SBR 1d6 +3 starting on turn 3.

    Ger

    1. UK US pays icp each turn for every sub in Atlantic
    2. All art D@6 in all Ger terr only
    3. Tanks move 1 in non combat if they win a battle for terr
    4. Roll 3d6 s and icp money goes towards a naval buy only one time in game
    5. Tac/Div now can SNR 1d6 +1
    6. Inf D@5 on amph landongs first round only

    Japan

    1. Destroyers can carry 1 inf combat or non
    2. Subs A@6
    3. Place an AB at each island that doesn’t have one at start of game
    4. Your Transports can do 2 attacks same turn but can only use same ground units on first attack
    5. All Inf D+1 on islands and homeland
    6. Inf only attacking A+1 first round only

    Italy

    1. Place 1 BB in Rome port at start of game one time only
    2. All inf in Italian terr only A+1
    3. All inf in Italian terr only D+1
    4. Germany can buy 2 units and place at a Italian ic
    5. Receive 5 icps if no allies ships in Med includes subs
    6. Ger can but 2 Italian pieces and place at a Italian ic

    Well some have a few more words to them but loading this from a cell phone. Any questions ask. With D12 gives u more flexibility

    They remember me much on Axis and Allies revised. I like it.


  • @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    Can U please elaborate all this bonuses (NOs), what do they give ?

    D12 will have to convert. Some can’t use based on d6 and 16% more hit to strong but can be worked out with maybe some multi pieces like 2 each.
    Russia

    1. Spa AD5 in all terr. Now
    2. Promote a 2nd tank to a guard AD@7
      Russia gets 1 rank per turn in game already
    3. Move 2 IC 1 time in game. Plus build each +1 more piece.
    4. Place an Inf on any ussr starting terr per turn
    5. Same as tank promote 1 inf A3D5
    6. US can buy a mech, spa or art end of there turn. Place at a ussr ic right away

    UK

    1. All aa guns D +1
    2. US uses your pieces in combat only 1 time
    3. Tac/Div A+1 against surfaces subs. FS
    4. Figs move 5 more from a oil derrick in Sudan, Trans Jordan and Iran
    5. Place 3 frenchies in a France once liberated
    6. Place 1 Inf at each IC per turn

    US

    1. Place an AB At each that doesn’t have at start of game.
    2. Destroyer A@4 AD@1 bonus aa plane kill
    3. Build 3 marines a turn instead of 2
    4. Inf move 2 and can blitz
    5. AC move 3
    6. H bombers A5@3 one round only D@3 DF@2
      SBR 1d6 +3 starting on turn 3.

    Ger

    1. UK US pays icp each turn for every sub in Atlantic
    2. All art D@6 in all Ger terr only
    3. Tanks move 1 in non combat if they win a battle for terr
    4. Roll 3d6 s and icp money goes towards a naval buy only one time in game
    5. Tac/Div now can SNR 1d6 +1
    6. Inf D@5 on amph landongs first round only

    Japan

    1. Destroyers can carry 1 inf combat or non
    2. Subs A@6
    3. Place an AB at each island that doesn’t have one at start of game
    4. Your Transports can do 2 attacks same turn but can only use same ground units on first attack
    5. All Inf D+1 on islands and homeland
    6. Inf only attacking A+1 first round only

    Italy

    1. Place 1 BB in Rome port at start of game one time only
    2. All inf in Italian terr only A+1
    3. All inf in Italian terr only D+1
    4. Germany can buy 2 units and place at a Italian ic
    5. Receive 5 icps if no allies ships in Med includes subs
    6. Ger can but 2 Italian pieces and place at a Italian ic

    Well some have a few more words to them but loading this from a cell phone. Any questions ask. With D12 gives u more flexibility

    They remember me much on Axis and Allies revised. I like it.

    Yes a lot from there with tweaks


  • @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    Can U please elaborate all this bonuses (NOs), what do they give ?

    D12 will have to convert. Some can’t use based on d6 and 16% more hit to strong but can be worked out with maybe some multi pieces like 2 each.
    Russia

    1. Spa AD5 in all terr. Now
    2. Promote a 2nd tank to a guard AD@7
      Russia gets 1 rank per turn in game already
    3. Move 2 IC 1 time in game. Plus build each +1 more piece.
    4. Place an Inf on any ussr starting terr per turn
    5. Same as tank promote 1 inf A3D5
    6. US can buy a mech, spa or art end of there turn. Place at a ussr ic right away

    UK

    1. All aa guns D +1
    2. US uses your pieces in combat only 1 time
    3. Tac/Div A+1 against surfaces subs. FS
    4. Figs move 5 more from a oil derrick in Sudan, Trans Jordan and Iran
    5. Place 3 frenchies in a France once liberated
    6. Place 1 Inf at each IC per turn

    US

    1. Place an AB At each that doesn’t have at start of game.
    2. Destroyer A@4 AD@1 bonus aa plane kill
    3. Build 3 marines a turn instead of 2
    4. Inf move 2 and can blitz
    5. AC move 3
    6. H bombers A5@3 one round only D@3 DF@2
      SBR 1d6 +3 starting on turn 3.

    Ger

    1. UK US pays icp each turn for every sub in Atlantic
    2. All art D@6 in all Ger terr only
    3. Tanks move 1 in non combat if they win a battle for terr
    4. Roll 3d6 s and icp money goes towards a naval buy only one time in game
    5. Tac/Div now can SNR 1d6 +1
    6. Inf D@5 on amph landongs first round only

    Japan

    1. Destroyers can carry 1 inf combat or non
    2. Subs A@6
    3. Place an AB at each island that doesn’t have one at start of game
    4. Your Transports can do 2 attacks same turn but can only use same ground units on first attack
    5. All Inf D+1 on islands and homeland
    6. Inf only attacking A+1 first round only

    Italy

    1. Place 1 BB in Rome port at start of game one time only
    2. All inf in Italian terr only A+1
    3. All inf in Italian terr only D+1
    4. Germany can buy 2 units and place at a Italian ic
    5. Receive 5 icps if no allies ships in Med includes subs
    6. Ger can but 2 Italian pieces and place at a Italian ic

    Well some have a few more words to them but loading this from a cell phone. Any questions ask. With D12 gives u more flexibility

    They remember me much on Axis and Allies revised. I like it.

    Yes a lot from there with tweaks

    can those be implemented in BM3 too?


  • @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    Can U please elaborate all this bonuses (NOs), what do they give ?

    D12 will have to convert. Some can’t use based on d6 and 16% more hit to strong but can be worked out with maybe some multi pieces like 2 each.
    Russia

    1. Spa AD5 in all terr. Now
    2. Promote a 2nd tank to a guard AD@7
      Russia gets 1 rank per turn in game already
    3. Move 2 IC 1 time in game. Plus build each +1 more piece.
    4. Place an Inf on any ussr starting terr per turn
    5. Same as tank promote 1 inf A3D5
    6. US can buy a mech, spa or art end of there turn. Place at a ussr ic right away

    UK

    1. All aa guns D +1
    2. US uses your pieces in combat only 1 time
    3. Tac/Div A+1 against surfaces subs. FS
    4. Figs move 5 more from a oil derrick in Sudan, Trans Jordan and Iran
    5. Place 3 frenchies in a France once liberated
    6. Place 1 Inf at each IC per turn

    US

    1. Place an AB At each that doesn’t have at start of game.
    2. Destroyer A@4 AD@1 bonus aa plane kill
    3. Build 3 marines a turn instead of 2
    4. Inf move 2 and can blitz
    5. AC move 3
    6. H bombers A5@3 one round only D@3 DF@2
      SBR 1d6 +3 starting on turn 3.

    Ger

    1. UK US pays icp each turn for every sub in Atlantic
    2. All art D@6 in all Ger terr only
    3. Tanks move 1 in non combat if they win a battle for terr
    4. Roll 3d6 s and icp money goes towards a naval buy only one time in game
    5. Tac/Div now can SNR 1d6 +1
    6. Inf D@5 on amph landongs first round only

    Japan

    1. Destroyers can carry 1 inf combat or non
    2. Subs A@6
    3. Place an AB at each island that doesn’t have one at start of game
    4. Your Transports can do 2 attacks same turn but can only use same ground units on first attack
    5. All Inf D+1 on islands and homeland
    6. Inf only attacking A+1 first round only

    Italy

    1. Place 1 BB in Rome port at start of game one time only
    2. All inf in Italian terr only A+1
    3. All inf in Italian terr only D+1
    4. Germany can buy 2 units and place at a Italian ic
    5. Receive 5 icps if no allies ships in Med includes subs
    6. Ger can but 2 Italian pieces and place at a Italian ic

    Well some have a few more words to them but loading this from a cell phone. Any questions ask. With D12 gives u more flexibility

    They remember me much on Axis and Allies revised. I like it.

    Yes a lot from there with tweaks

    can those be implemented in BM3 too?

    Up to you. I don’t play g40. Start with 2 at start. See what happens. Gotta test


  • @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    Can U please elaborate all this bonuses (NOs), what do they give ?

    D12 will have to convert. Some can’t use based on d6 and 16% more hit to strong but can be worked out with maybe some multi pieces like 2 each.
    Russia

    1. Spa AD5 in all terr. Now
    2. Promote a 2nd tank to a guard AD@7
      Russia gets 1 rank per turn in game already
    3. Move 2 IC 1 time in game. Plus build each +1 more piece.
    4. Place an Inf on any ussr starting terr per turn
    5. Same as tank promote 1 inf A3D5
    6. US can buy a mech, spa or art end of there turn. Place at a ussr ic right away

    UK

    1. All aa guns D +1
    2. US uses your pieces in combat only 1 time
    3. Tac/Div A+1 against surfaces subs. FS
    4. Figs move 5 more from a oil derrick in Sudan, Trans Jordan and Iran
    5. Place 3 frenchies in a France once liberated
    6. Place 1 Inf at each IC per turn

    US

    1. Place an AB At each that doesn’t have at start of game.
    2. Destroyer A@4 AD@1 bonus aa plane kill
    3. Build 3 marines a turn instead of 2
    4. Inf move 2 and can blitz
    5. AC move 3
    6. H bombers A5@3 one round only D@3 DF@2
      SBR 1d6 +3 starting on turn 3.

    Ger

    1. UK US pays icp each turn for every sub in Atlantic
    2. All art D@6 in all Ger terr only
    3. Tanks move 1 in non combat if they win a battle for terr
    4. Roll 3d6 s and icp money goes towards a naval buy only one time in game
    5. Tac/Div now can SNR 1d6 +1
    6. Inf D@5 on amph landongs first round only

    Japan

    1. Destroyers can carry 1 inf combat or non
    2. Subs A@6
    3. Place an AB at each island that doesn’t have one at start of game
    4. Your Transports can do 2 attacks same turn but can only use same ground units on first attack
    5. All Inf D+1 on islands and homeland
    6. Inf only attacking A+1 first round only

    Italy

    1. Place 1 BB in Rome port at start of game one time only
    2. All inf in Italian terr only A+1
    3. All inf in Italian terr only D+1
    4. Germany can buy 2 units and place at a Italian ic
    5. Receive 5 icps if no allies ships in Med includes subs
    6. Ger can but 2 Italian pieces and place at a Italian ic

    Well some have a few more words to them but loading this from a cell phone. Any questions ask. With D12 gives u more flexibility

    They remember me much on Axis and Allies revised. I like it.

    Yes a lot from there with tweaks

    can those be implemented in BM3 too?

    Up to you. I don’t play g40. Start with 2 at start. See what happens. Gotta test

    Can it be implemented in triple a? In BM?


  • @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    @Amon-Sul said in WW2 Path to Victory - Rules Discussion:

    @SS-GEN said in WW2 Path to Victory - Rules Discussion:

    Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
    As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

    1F1D6C7C-2222-4B04-BE53-2AC4FE86588F.jpeg

    Can U please elaborate all this bonuses (NOs), what do they give ?

    D12 will have to convert. Some can’t use based on d6 and 16% more hit to strong but can be worked out with maybe some multi pieces like 2 each.
    Russia

    1. Spa AD5 in all terr. Now
    2. Promote a 2nd tank to a guard AD@7
      Russia gets 1 rank per turn in game already
    3. Move 2 IC 1 time in game. Plus build each +1 more piece.
    4. Place an Inf on any ussr starting terr per turn
    5. Same as tank promote 1 inf A3D5
    6. US can buy a mech, spa or art end of there turn. Place at a ussr ic right away

    UK

    1. All aa guns D +1
    2. US uses your pieces in combat only 1 time
    3. Tac/Div A+1 against surfaces subs. FS
    4. Figs move 5 more from a oil derrick in Sudan, Trans Jordan and Iran
    5. Place 3 frenchies in a France once liberated
    6. Place 1 Inf at each IC per turn

    US

    1. Place an AB At each that doesn’t have at start of game.
    2. Destroyer A@4 AD@1 bonus aa plane kill
    3. Build 3 marines a turn instead of 2
    4. Inf move 2 and can blitz
    5. AC move 3
    6. H bombers A5@3 one round only D@3 DF@2
      SBR 1d6 +3 starting on turn 3.

    Ger

    1. UK US pays icp each turn for every sub in Atlantic
    2. All art D@6 in all Ger terr only
    3. Tanks move 1 in non combat if they win a battle for terr
    4. Roll 3d6 s and icp money goes towards a naval buy only one time in game
    5. Tac/Div now can SNR 1d6 +1
    6. Inf D@5 on amph landongs first round only

    Japan

    1. Destroyers can carry 1 inf combat or non
    2. Subs A@6
    3. Place an AB at each island that doesn’t have one at start of game
    4. Your Transports can do 2 attacks same turn but can only use same ground units on first attack
    5. All Inf D+1 on islands and homeland
    6. Inf only attacking A+1 first round only

    Italy

    1. Place 1 BB in Rome port at start of game one time only
    2. All inf in Italian terr only A+1
    3. All inf in Italian terr only D+1
    4. Germany can buy 2 units and place at a Italian ic
    5. Receive 5 icps if no allies ships in Med includes subs
    6. Ger can but 2 Italian pieces and place at a Italian ic

    Well some have a few more words to them but loading this from a cell phone. Any questions ask. With D12 gives u more flexibility

    They remember me much on Axis and Allies revised. I like it.

    Yes a lot from there with tweaks

    can those be implemented in BM3 too?

    Up to you. I don’t play g40. Start with 2 at start. See what happens. Gotta test

    Can it be implemented in triple a? In BM?

    You’ll have to ask barnee


  • @Amon-Sul, I think the main one that would be impossible to carry out in triple A (without reliance on manual edits and out-of-game dice rolls) would be the Joint Strike NA (USA can use uk units for combat once during the game). I think you’d have to trigger a temporary change in ownership of all uk units on the board to US, but I’m not sure how you could track them for purposes of the eventual return to UK ownership.

    Some of the others might be doable tho!

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