Thank you for clarifying.
[Global 1940] House Rule idea: Dutch as Allies, changeable to Western-only Axis
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Since G40 has Dutch marker emblems printed on the board, I’ve become interested in finding a way to include them in the game without simply forcing them in and creating more meaningless clutter in the process.
@eroxors has some nice posts and other members give thoughtful discussion here The Dutch Diaspora, alternate AAG1940 playable faction
After some admittedly light surface research (reading a few wikipedia sites about Suriname and the historical Dutch Gov’t in Exile at London), I can envision a scenario where the Dutch begin as an Allied power in Exile, but then SWITCH to Axis. What–how?
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Basically, the Dutch were cooperative with Germany prior to a betrayal by Nazi Germany. Then, while a Gov’t in Exile at London, the Dutch leaders were made essentially impotent by the Queen–Churchill considered her “the only man in the Dutch government.”
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Suddenly, the Nazis are decapitated as the controlling Party of Germany when Hitler is successfully assassinated at the hand of his own people (based on a recurring die roll–no pun intended). The fictional Dietrich Helm is installed as the new German National Unity Party Leader. In the new ruling Party’s immediate attempt to gain another European ally, reparations (in terms of restored Holland-Belgium sovereignty with a defense pact, plus an additional pledge of a modest number of German IPCs and units) are offered to the Dutch leadership now embittered by the mothering of the British Queen–and The Dutch become a WESTERN Axis Power!
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To safeguard the now-Axis government and in a stroke of geopolitical genius, Suriname is established as the Dutch Wartime Capital. Argentina, Brazil, Chile and Venezuela turn Pro-Axis. An uprising occurs in the West Indies, which falls to Dutch control.
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In the Pacific, however, the Axis Dutch become NEUTRAL with the Japanese, but can become AT WAR with Japan–only if provoked by an attack. Once a Western-Axis, Dutch units are considered hostile to the Allies, even in the Pacific Theatre. The Dutch will NEVER become an ally of Japan. Therefore, Western-Axis Dutch units may only share space with Germany and Italy.
Where are the historical/practical problems/holes here? Fire away!
(There could be a number of creative names for the new German Party, and/or Leader. Hammer Geil would be an extremely awesome name too–pun intended! In order to stomach the fun of playing Germany, which is part of my ethnic heritage, I’ve imagined a different German Leadership during the war. This is a personal side-benefit of this optional faction.)
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Some additional “Double Dutch” considerations:
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The assassination roll (and if a 1D6 is successful at “6”, the implications of political realignment) takes place at the beginning of Germany’s turns, before any other purchases/repairs, etc.
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W-Axis Dutch could be managed as a German “One Power, Two Economies”
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- W-Axis Dutch could have option to re-establish its homeland as their capital in Europe if conditions are considered secure. Suriname could later be established as a South American foothold for the Axis to sway the continent’s standing armies to Pro-Axis.
-and/or-
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If newly W-Axis Dutch choose Suriname as a Wartime Capital, Germany cannot negotiate a Dutch Axis-switch unless the following reparation terms are met:
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Germany must immediately send at least 2 defensive air units (not strategic bombers) to Suriname. These defensive air units (but not any additional) must remain as defenders for the territory and adjacent sea zone for as long as Berlin stands.
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Germany transfers 30 IPC to The Dutch for purchasing an air base, minor IC, and an Infantry in Suriname, which now being aligned with nearby Pro-Axis Venezuela and Brazil, receives logistical support for the Territorial IPC Requirements of the minor IC being ABLE TO MOBILIZE THIS TURN.
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If/once Suriname is established as Wartime Capital, neighboring British and French Guiana fall to W-Axis Dutch via German political muscle for a coup-d’etat in each, and are annexed. (Any Allied Forces present in either would be eliminated/become POWs if such a house rule for POWs exists.)
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Each territory, in addition to Suriname, immediately produce 1 Dutch Infantry. Unless liberated, all 3 territories are considered a single “Suriname” territory worth 2 IPC, as if they were originally worth 2/3 of an IPC apiece. (Use Dutch markers, if available. Also, use either German units or a new color such as turquoise or orange units such those as HBG supplies.)
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The uprising in the West Indies generates (2) Dutch Infantry. Would need resolution process if American forces are present. Consider any occupying American forces in the West Indies to be required to conduct combat with W-Axis Dutch, but to simulate the political upheaval and national uprising, allow the 2 Dutch Infantry a unique “Surprise Strike” each attacking at 2 (like submarines).
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Certain issues with mid-game/late-game ANZAC/British troops occupying/controlling originally-Dutch territories would need a resolution process
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W-Axis Dutch, if a separate Power, would play after Germany
There would be games where the 1D6 roll would happen in Turn 1, other games where it didn’t occur at all, and anywhere in-between. The political instability may bring a bittersweet tension to the game. Allied players who overcompensate for a potential “Double Dutch” Power may waste valuable time and resources for an event which never occurs. The unpredictability may add a realistic new psychological dynamic to the game, if the final design isn’t too convoluted, or stifling to the game, or significantly unbalanced.
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Cumulative chances of rolling the “6” that starts the dominoes falling:
Turn . Pct. / Turn . Pct. / Turn . Pct.
1 = 16.7% / 5 = 59.8% / 9 = 80.6%
2 = 30.5% / 6 = 66.5% / 10 = 83.8%
3 = 42.1% / 7 = 72.1% / 11 = 86.5%
4 = 51.8% / 8 = 76.7% / 12 = 88.8%
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Although there is a 99% chance by Turn 25 of a Double-Dutch roll opportunity, it is also highly possible that the game is long-since finished by then, or at some point in the double-digit rounds that the Allies have at least liberated Holland-Belgium, deactivating their opportunity to turn W-Axis (as they now solidly side with their liberators and the Gov’t in Exile considers returning to the homeland).The above percentages have implications for Dutch initial setup, Allied neutrality in early turns, mid-game/late-game balance. In other words, The Dutch turning W-Axis on ~Turn 2 is very different to the course of the game as compared to ~Turn 4, where the Allies are on their heels, versus Turn 8, where the Allies are very well-mobilized, or ~Turn 10 where possibly the tide has decidedly turned for the Allies–and The Dutch switch!
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Other requirements for a W-Axis Dutch switch would be that Holland-Belgium is Axis controlled (not liberated by Allied forces), and German homeland (W. Germany, Germany, Greater Southern Germany) are all in German control. This ensures a Dutch switch is in-keeping with a realistic confidence of joining the projected winning-side.
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As for Brazil, mentioned earlier as switching to Pro-Axis–that may be better left out. If the Dutch (immediately AT WAR alongside the Allies) begin the game with 1 Infantry in Suriname, and they remain Allied, they may use that Infantry in non-combat to activate Pro-Allies Brazil into the Allied side, producing more Dutch Infantry. Those are Allied forces for as long as Holland-Belgium are politically aligned as such. Later, if they are turned with the Double Dutch rule, those forces immediately become W-Axis. (Sort of like what happens with the Clone Troopers upon executing Emperor’s Order 66 in Revenge of The Sith. :stuck_out_tongue_winking_eye: )
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As for the Belgians, although not a separate Power in the game, the Double Dutch Optional Rule could include that the Belgians also join the W-Axis, but are simply represented and controlled by the Dutch. Belgium would serve as another minor ally for the Germans to build a “buffer” between them and any potential future French uprisings (similar to how the Soviets coveted a western “buffer” of satellite states), while Belgium (and Holland) get to enjoy a relative sovereignty and maintain management of colonial possessions (i.e. the Belgian Congo).
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Revised order of play:
- Germany
- The Netherlands* (Holland-Belgium, Dutch-controlled)
- Soviet Union
- Japan
- United States
- China
- United Kingdom
- Canada (that’s another discussion)
- Italy
- ANZAC
- France
*Even though Holland-Belgium is in German control at the start of the game, The Netherlands may nevertheless collect IPCs and use them like any other Power, because The Dutch (and Belgian) Government/s In Exile begin the game located in London. The Netherlands opens as an At-War Allied Power, and remains such unless Hitler is assassinated and the Germans are able to successfully poach The Netherlands to the W-Axis side.
IPC adjustments:
- The Netherlands 12 IPC (place a Dutch control marker on Belgian Congo)
- UK European economy 20 IPC (or 27 if no Canada)
- Canada 7 IPC (if played as a separate Power with ability to host British Gov’t in Exile in Ottawa and French Govt’ in Exile in Quebec)
For “Free Dutch” and “Free Belgian” combined Forces, initial unit placement for minor Power “The Netherlands” –
United Kingdom: 1 Infantry
Suriname: 1 Infantry
Sumatra: 1 Infantry
Java: 1 Infantry
Celebes: 2 Infantry
Dutch New Guinea: 2 InfantrySZs:
41 - empty
42 - Cruiser, Destroyer
44 - Submarine
45 - Destroyer(As of yet unknown what balancing for the Japanese would be appropriate, keeping in mind that W-Axis Dutch will never be aligned with Japan but a Double-Dutch switch would likely indirectly benefit Japan by adding another Pacific opponent to the Allied military and economic efforts there.)
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… Back to the European half of the G40 board…
Another intriguing possibility arising out of a significant Axis presence in South America is a pathway to an option for German Government in Exile in… you guessed it: Argentina.