• '10

    eat this:

    http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4167

    New Turn Order:
    1st. German
    2nd. Soviet Union
    3rd. Japan
    4th. United States
    5th. China
    6th. UK (London – Calcutta)
    7th. ANZAC
    8th. Italy
    9th. France

    National Setup by Country

    Germany
    Holland/Belgium: 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
    Western Germany: 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers, 1 AA gun, 1 Major IC, 1 Naval base, 1 Airbase
    Greater Southern Germany: 6 Infantry, 2 Artillery, 2 tanks
    Germany: 11 Infantry, 3 artillery, 1 Tac Bomber, 1 Bomber, 1 Major IC, 1 AA gun
    Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
    Poland: 3 Infantry, 1 Tank, 1 Tac Bomber
    Romania: 2 Infantry, 1 Tank
    Norway: 2 Infantry, 1 Fighter
    Denmark: 2 Infantry
    Sea Zone 103: 1 Sub
    Sea Zone 108: 1 Sub
    Sea Zone 113: 1 Cruiser, 1 Battleship, Transport
    Sea Zone 117: 1 Sub
    Sea Zone 118: 1 Sub
    Sea Zone 124: 1 Sub

    Soviet Union
    Karelia: 2 Infantry
    Archangel: 1 Infantry
    Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 1 AA Gun, 1 Airbase, 1 Major IC
    Volgograd: 1 tank, 1 Mech Infantry, 1 Minor IC
    Caucasus: 2 Infantry
    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, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
    Vyborg: 3 Infantry
    Ukraine: 3 Infantry, 1 Minor IC
    Amur: 6 Infantry
    Sakha: 6 Infantry, 1 AA gun
    Buryatia: 6 Infantry
    Sea Zone 115: 1 Battleship, 1 submarine
    Sea Zone 127: 1 Sub

    Japan
    Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bomber, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Major IC
    Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
    Palau Island: 1 Infantry
    Kiangsi: 3 Infantry, 1 Artillery
    Formosa: 1 Fighter
    Shantung: 3 Infantry, 1 Artillery
    Kwangsi: 3 Infantry, 1 Artillery
    Iwo Jima: 1 Infantry
    Jehol: 2 Infantry, 1 Artillery
    Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base
    Siam: 2 Infantry
    Okinawa: 1 Infantry, 1 Fighter
    Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber.
    Korea: 4 Infantry, 1 Fighter
    Sea Zone 6: 1 Sub, 2 Destroyers, 2 Carriers each with 2 Tac & 2 Ftrs., 1 Cruiser, 1 Battleship, 1 Transport
    Sea Zone 19: 1 Sub, 1 Battleship, 1 Destroyer, 1 Transport
    Sea Zone 33: 1 Destroyer, 1 Carrier w/ 1 Tac & 1 Ftrs.
    Sea Zone 20: 1 Cruiser, 1 Transport

    United Kingdom (London)Atlantic side of map
    Ontario: 1 Infantry, 1 Artillery
    Quebec: 1 Infantry, 1 Tank, 1 Minor IC
    New Brunswick Nova Scotia: 1 Naval Base
    Iceland: 1 Airbase
    United Kingdom: 2 Infantry, 2 Fighters, 1 AA gun, 1 Airbase, 1 Naval Base, 1 Major IC
    France: 1 Infantry
    Normandy/Bordeaux: 1 Infantry, 1 Fighter
    Gibraltar: 1 fighter, 1 Airbase, 1 Naval Base
    Malta: 1 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
    Alexandria: 2 Infantry, 1 Artillery, 1 Tank
    Egypt: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Naval Base
    Anglo-Egyptian Sudan: 1 Infantry
    Union of South Africa: 2 Infantry, 1 Naval Base, 1 Minor IC
    West India: 1 Infantry
    Scotland: 1 Infantry, 1 Fighter, 1 Airbase
    Sea Zone 71: 1 Destroyer
    Sea Zone 91: 1 Cruiser
    Sea Zone 98: 1 Cruiser, 1 Destroyer, 1 Carrier w/1 Tac Bomber, 1 Transport
    Sea Zone 106: 1 Destroyer, 1 Transport
    Sea Zone 109: 1 Destroyer, 1 Transport
    Sea Zone 110: 1 Cruiser, 1 Battleship
    Sea Zone 111: 1 Destroyer, 1 Battleship
    Sea Zone 112: 1 Cruise

    United Kingdom (India) Pacific side of the map
    Kwangtung: 2 Infantry, 1 Naval Base
    Burma: 2 Infantry, 1 Fighter
    Malaya: 3 Infantry, 1 Naval Base
    India: 6 Infantry, 1 Artillery, 1 AA Gun, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
    Sea Zone 37: 1 Battleship
    Sea Zone 39: 1 Destroyer, 1 Cruiser, 1 Transport

    ANZAC
    New South Wales: 2 Infantry, 1 AA gun, 1 Minor IC, 1 Naval Base.
    New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
    Queensland: 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
    Malaya: 1 Infantry
    Egypt: 2 infantry
    Sea Zone 62: 1 Destroyer, 1 Transport
    Sea Zone 63: 1 Cruiser

    Italy
    Northern Italy: 2 Infantry, 2 Artillery, 1 tank, 1 Fighter, 1 Tac Bomber, 1 AA Gun, 1 Major IC
    Southern Italy: 6 Infantry, 1 Fighter, 1 AA Gun, 1 Naval Base, 1 Airbase, 1 Minor IC Albania: 2 Infantry, 1 tank
    Italian Somaliland: 1 Infantry
    Ethiopia : 2 Infantry, 1 Artillery
    Libya: 1 Infantry, 1 Artillery
    Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank
    Sea Zone 95: 2 Destroyer, 1 Cruiser, 1 Sub, 1 Transport
    Sea Zone 97: 1 Cruiser, 1 Battleship, 2 Transport

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

    China
    Szechwan: 5 Infantry and one fighter
    Hunan: 2 Infantry
    Yunnan: 4 Infantry
    Kweichow: 2 Infantry
    Shensi: 1 Infantry
    Suiyuyan: 2 Infantry

    France
    France: 6 Infantry, 2 Artillery, 2 Tanks, 1 Fighter, 1 Airbase, 1 Major IC
    Normandy/Bordeaux: 1 Infantry, 1 tank, 1 Naval Base, 1 Minor IC
    Southern France: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
    United Kingdom: 1 infantry, 1 fighter
    Syria: 1 Infantry
    Tunisia: 1 Infantry
    Morocco: 1 Infantry
    Algeria: 1 Infantry
    French West Africa: 1 Infantry
    Sea Zone 72: 1 Destroyer
    Sea Zone 93: 1 Destroyer, 1 Cruiser
    Sea Zone 112: 1 Cruiser

  • '10

    National Objectives (Global Only)
    Germany
    When Germany is not at War with the Soviet Union
    1. Collect 5 IPCs per turn for not being at war with the Soviet Union. Theme: Wheat & Oil trade with Russia

    When Germany is at War with the Soviet Union
    2. Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the Axis. Theme: High strategic and propaganda value.
    3. Collect 5 IPCs per turn if Germany controls Caucasus. Theme: Access and control of vital Russian Oil production.

    When Germany is at War with the European Allies
    4. Collect 5 IPCs per turn if there is at least one German land unit in an Axis controlled Egypt. Theme: Gateway to the Middle-East Oil fields (high propaganda value).
    5. Collect 5 IPC per turn if Germany controls both Denmark and Norway while Sweden is not pro-Allies or Allied-controlled. Theme: Access to Iron Ore and other strategic resources.
    6. Collect 5 IPCs per turn that Germany controls the United Kingdom. Theme: High national prestige.
    7. Collect 2 IPCs per turn for each of the following three territories that Germany controls: Iraq, Persia and Northwest Persia. Theme: Access to strategic oil reserves.

    Soviet Union
    When the Soviet Union is at War in Europe
    1. Collect 3 IPCs per turn for each original German territory the Soviet Union controls. Theme: Propaganda value.
    2. Collect 5 IPCs if the convoy in sea zone 125 is free of Axis Warships. Archangel is controlled by the Soviet Union, and there are no units belonging to any other Allied powers present in any territories originally controlled by the Soviet Union. Theme: National prestige and access to Allied lend lease material.
    3. Collect 10 IPCs, once, for Soviet capture of Berlin (Germany). Theme: National prestige.

    When the Soviet Union becomes at War with Japan
    4. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by Japan on the Soviet Union. Theme: Recognized national emergency.

    Japan
    When Japan is NOT at War with the United States
    1. Collect 10 IPCs each turn that Japan is not at war with the United States and has not invaded French Indo-China or made an unprovoked declaration of war against United Kingdom/ANZAC. Theme: Strategic resource trade with the United States.

    When Japan becomes at War with the Soviet Union
    2. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by the Soviet Union on Japan. Theme: Recognized national emergency.

    When Japan is at War with the Western Allies
    3. Collect 5 IPCs per turn if Axis controls 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Carolines, Solomon Islands and Guam. Theme: Strategic outer defense perimeter.
    4. Collect 5 IPCs per turn for each of the following major power centers controlled by an Axis power – Honolulu, Sydney, Calcutta, and/or the Western United States. Theme: Strategic national objectives.
    5. Collect 5 IPCs per turn for Axis control of all of the following territories: Sumatra, Java, Borneo and Celebes. Theme: Strategic resource centers.

    United Kingdom (The following NOs are only awarded to London)
    When the United Kingdom is at War with German/Italy
    1. Collect 5 IPCs per turn if there are no German submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115). The Black Sea (100) and of course the Caspian Sea. Theme: Being an island nation the UK gains a strategic advantage with low German submarine activities directed against its merchant fleet.
    2. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories in North America, Africa, and Europe. Theme: Maintenance of the empire considered vital national objective.

    When the United Kingdom is at War with Japan
    (The following NO is awarded only to Calcutta)
    3. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories on the Pacific map. This also includes West India (actually located on the Europe map) and excludes the two Canadian territories (Yukon territory & British Columbia) located on the Pacific map, Which are owned and controlled by London not Calcutta. Theme: Maintenance of the empire considered vital national objective.

    ANZAC
    When ANZAC is at War with Japan
    1. Collect 5 IPCs per turn if the Allies (Not including the Dutch) control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands. Theme: Strategic outer defense perimeter
    2. Collect 5 IPCs per turn if the Allied powers control Malaya and ANZAC controls all of its original territories. Theme: Malaya considered strategic cornerstone to Far East British Empire.

    Italy
    When Italy is at War
    1. Collect 5 IPCs per turn if Axis powers control 3 of these 4 territories: Egypt, Southern France, Greece, Gibraltar. Theme: Stated national objectives – Greater Roman empire.
    2. Collect 5 IPCs per turn if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99). Theme: Propaganda and strategic advantage.
    3. Collect 5 IPCs if Axis powers control all of the following North African territories:
    Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria. Theme: Stated North African military objectives.
    4. Collect 5 IPCs per turn if Italy controls Caucasus. Theme: Access and control of vital Russian Oil production.
    5. Collect 2 IPCs per turn for each of the following three territories Italy controls: Iraq, Persia and Northwest Persia. Theme: Access to strategic oil reserves.

    United States
    When at War
    1. Collect 10 IPCs per turn for complete control of the continental US (WUS, CUS, EUS). Theme: Basic national sovereignty.
    2. Collect 5 IPC per turn if the Allies control 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam. Theme: Islands considered to be vital strategic forward bases.
    3. Collect 5 IPCs per turn for controlling the Philippines. Theme: Center of American influence in Asia.
    4. Collect 5 IPCs per turn for controlling Hawaii, Alaska, the Aleutian Islands, Line Islands, and Johnston Island. Theme National sovereignty issues.
    5. Collect 5 IPCs per turn for controlling, Mexico, Southern Mexico, Central America (Panama) and the West indies. Theme: Defense treaty & trade obligations.

    China
    Collects 6 IPCs per turn if the Burma Road is totally open. The Allies must control India, Burma, Yunnan and Szechwan for this to occur. China is also permitted to purchase artillery (represented by US pieces) if the Burma Road is open. Theme: Chinese military supply line corridor

    France
    When France is at War
    Troop Bonus: When the territory of France is liberated, for the first time only, the player controlling this territory immediately places up to 12 IPCs worth of any units on the territory of France. Theme: National liberation & national prestige.

  • '10

    Rule Changes that Now are Observed.
    1. AA Guns are no longer captured; they are removed from play after the territory is captured.

    2. Major industrial complexes can no longer be built on foreign territories (this includes upgrading minor ones). Likewise they may no longer be upgraded when captured. Major industrial complexes are reduced minor when captured. The original owner of the territory may upgrade it if the territory is recaptured.

    3. If the Soviet Union is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power. In other words, war with Japan lifts those restrictions from the USSR on the Pacific map only, and war with Germany and/or Italy lifts those restrictions on the Europe map only.

    4. Scramble rules have been changed. They now read:
    Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), and it must be completed before any combat occurs. A quick reaction team of no more than 3 defending fighters and/or tactical bombers (strategic bombers can’t scramble) located on islands and coastal territories that have operative air bases can be scrambled to defend against attacks in the adjacent sea zones. Air units can be scrambled to help friendly naval units in adjoining sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjoining sea zones, whether or not the territory being assaulted is the territory containing the airbase. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.

    Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They can’t participate in any other battles during that turn, including a battle on the island or territory from which they were scrambled.

    In situations where a sea zone is served by more than one airbase, Korea and Japan into sea zone 6 for example, each of the territories (or both in this case) can scramble up to 3 fighters and/or tactical bombers.

    To sum it up: If there is a sea battle or an amphibious assault, all neighboring aircraft that meet the scramble requirements (air base etc) can participate in the sea battle.

    All scrambled air units must return to their original island or territory from which they were scrambled. If the enemy captures those locations, the units can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the units are lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.

    5. Victory Conditions
    The game ends after one side or the other achieves one of its objective, listed below, and maintains it for a complete round of play. In addition, a side must control at least one of its own capitals at the end of that round in order to win.
    A. Victory for the Allies if: All Axis capitals are under allied control.
    B. Victory for the axis if they control 6 of the 8 victory cities on the Pacific board.
    C. Victory for the axis if they control 8 of the 11 victory cities on the Europe board.

    6. IPC income from West India (2) now goes to Calcutta.
    IPC income from British Columbia now goes to London.
    Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom Europe now makes 28 IPCs

    7. All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time before that for 20 IPCs each.

    8. Strategic Bombing Raids procedure:
    • Escorts fire @1, and interceptor casualties are immediately removed.
    • Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
    • Surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.
    • The target fires its AA defenses at the attacking aircraft - @1
    • Surviving bombers attack their target, looking for the highest number possible.

    When bombing, each Strategic bomber rolls one die. The number rolled +2 is the total number of hits the target will receive. Gray chips are placed under the target for each hit received.

    Tactical bombers
    Tactical Bombers can also conduct bombing raids. They are limited to attacking only naval bases and airbases, however. Other wise they follow the exact procedure as strategic bombers presented above. When bombing they roll one die. The number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with tactical bombers.

    Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
    It cost 1 IPC to remove each damage marker.

    Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned.

    Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

    Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.

    9. The United States may declare war on the Axis if London and/or any territory in North America is captured by an Axis power.

    10. The cost of AA guns will be adjusted down from 6 IPCs to 5 IPCs.

    11. Submarines no longer fire a special “sneak attack” shot at unescorted transports. Transports are not allowed to unload land units for an amphibious assault in a sea zone containing an enemy sub(s) belonging to a power with which they are at war unless at least one of his warships was also present in the sea zone at the end of the Combat Move phase.

    12. The United States Navy, while being neutral, has the following movement restrictions. It can only move to sea zones that are adjacent to US territories in the Atlantic (more specifically Sea zones 101, 89 and 64). US warships (not transports) may also conduct long range patrols into sea zone 102. In the Pacific it can only end naval movements in sea zones that are not adjacent to Japanese-controlled territories and islands.

    13. Kamikaze Strike: The capture of certain islands (Iwo Jima, etc.) is no longer required to activate kamikaze - they can be used at any time. If an Allied power attacks Japanese units in or conducts an amphibious assault from a sea zone containing the Kamikaze symbol, the Japanese player can announce at the beginning of the Conduct Combat phase, of that round, that he or she intends to launch a kamikaze strike. (Note: Kamikaze strikes are now triggered by combat, not combat movement.) See page 14 (Pacific 1940) for specific details as to how Kamikaze strikes are conducted.

  • TripleA

    Hot Damn. From the sounds of it on Larry’s official thread this seems to be the FINAL changes.  Nothing else planned for changed, correct?

    Time to update all my game aids and charts…


  • Sweet…really like the new turn order
    Keeps Sea Lion Viable - for both Germany to take, and for UK to get off it’s ass when they get liberated

  • '10

    I’m impressed with the new Kamikaze rules.  I have never seen them used because USA always bypassed these islands.

    TWISTEDARIES…  time to make new charts?

  • Liaison TripleA '11 '10

    Someone got time to put this setup onto battlemap?


  • yep, here it is- please double check it- I think its right.

    AAG40_ALPHA+2.AAM


  • WHats happened to the US NO of boosting income at war?  And what are the new starting incomes?  Are they the same?

    If the US doesnt get its extra IPC’s, isnt it a huge nerf to the allies?

    Also,  If german naval units are moving into the channel, and germany attacks uk navy, can planes scramble to assist from uk?


  • Why the extra UK plane in Normandy??  I didn’t see any discussion on the Harris site regarding that addition.


  • @Hellmutt:

    Why the extra UK plane in Normandy??  I didn’t see any discussion on the Harris site regarding that addition.

    It’s to incentivize an attack on Normandy so it helps the Royal Navy

  • Customizer

    @FieldMarshalGames:

    I’m impressed with the new Kamikaze rules.  I have never seen them used because USA always bypassed these islands.

    TWISTEDARIES…  time to make new charts?

    Alpha +2 Charts all done dude! 
    http://www.axisandallies.org/forums/index.php?topic=21845.0

  • Official Q&A

    @General:

    WHats happened to the US NO of boosting income at war?  And what are the new starting incomes?  Are they the same?

    The US NO has been reduced and broken up into smaller blocks.  The starting IPCs have not changed.

    @General:

    Also,  If german naval units are moving into the channel, and germany attacks uk navy, can planes scramble to assist from uk?

    Yes, in sea zones 109 and 110.

  • Customizer

    @Krieghund:

    @General:

    WHats happened to the US NO of boosting income at war?  And what are the new starting incomes?  Are they the same?

    The US NO has been reduced and broken up into smaller blocks.   The starting IPCs have not changed.

    The only income change is the U.K. which is now 28 IPCs (London) and 17 IPCs (Calcutta).  I think?

  • Official Q&A

    @TwistedAries:

    The only income change is the U.K. which is now 28 IPCs (London) and 17 IPCs (Calcutta).  I think?

    Right.  I forgot about that one IPC shift between the UK economies.  Good catch, TwistedAries!


  • all those bonusses in middle east!
    makes my german plan of invading turkey round 3 even better, much better

  • Sponsor '17 TripleA '11 '10

    Agreed. Gives much more meaning to North Africa and the Med. And it gives Russia and UK Far East a bit more to worry about. Something from the original Europe game that’s been missing!


  • Okay…I will probably get flamed for this, but I have played Global '40 only once, 4 months ago, never had time to get my playgroup together again ever since, haven’t read up on anything, up untill now.

    We have a new game planned in a week.

    Why all these changes?
    And…will someone provide me with a new board, new charts, a new rule book, or am I supposed to figure it out myself?
    Axis and Allies is turning quite gimmicky, when I have to confront my playgroup with: “Ow yeah, btw…that rule book, and all those pics you have been studying the past time…? Throw them out.”


  • @Woodstock:

    Okay…I will probably get flamed for this, but I have played Global '40 only once, 4 months ago, never had time to get my playgroup together again ever since, haven’t read up on anything, up untill now.

    We have a new game planned in a week.

    Why all these changes?
    And…will someone provide me with a new board, new charts, a new rule book, or am I supposed to figure it out myself?
    Axis and Allies is turning quite gimmicky, when I have to confront my playgroup with: “Ow yeah, btw…that rule book, and all those pics you have been studying the past time…? Throw them out.”

    Board doesn’t change (why would it?  It still has the same ol’ typos it always had).  Rule books are constantly updated with Errata as an “print it yourself” for most any game of complexity, A&A is HARDLY an exception.  If by charts, you mean setup charts, and you feel that they absolutely have to be printed by the mfr and glued to your nation boxes, well, sorry, that’s unlikely to happen until a reprint.  But that setup was wrong to begin with on the Pacific side (ANZAC factories), so if you use any errata you already HAD altered setups.

    The rules haven’t changed THAT much.  Basically they are the same, but refined to mainly clarify neutral behavior, especially Russian aggression techniques and cheaterific US naval ploys.  Scrambling makes more sense (coasts now included) you just need to remember it’s a max of three (not hard to remember).  And the Sub transport pot shot which had epic debates regarding the nature of “escorts” simply got removed for simplicity.  Price change for AA guns back to AA50.  And I don’t know about you, but I’d have printed out the National Objectives for each country anyway, so it’s just a new print and list.  It’s too tedious to pass the rule books back and forth.

    As for studying the board…  well, now everyone is in the same boat again.  We all have a new setup but the same basic premises apply, and if you’d only played ONE global game, you still probably hadn’t developed an optimum strategy.  So now it’s something new.

    If your group is resistant to Errata (some people insist on OOB) then no worries.  This in the long run is just a better setup that leads to more balanced play without requiring a bid that can VASTLY imbalance the game (imagine a G1 bid of 14 for 2 transports… ugh).

  • Official Q&A

    @94Canuck:

    Hot Damn. From the sounds of it on Larry’s official thread this seems to be the FINAL changes.  Nothing else planned for changed, correct?

    This is not necessarily the final version.  There is more testing to be done before it can be considered finalized.

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