@monsieurmurdoch I am not sure how these house rules would interplay with 40 since the scope of warfare was so different. Hospitals and ambulance customization could. I hope you can find a 1914 game. Keep an eye out. And, I do have some plans for barb wire, trenches, etc. Thanks for the feedback!
Global 1940 Alpha 2 - cash in all units and purchase House Rule
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RULES:
Unless otherwise specified, all alpha 2 rules are in effect
All Industrial Complexes and Naval/Air Bases Remain and are not cashed in
Anti-Aircraft units have been cashed in and are part of the IPC amounts listed below
Additional Industrial Complexes and Naval/Air Bases may be purchased with the players cash, with the exception of China which may not build any of these
Each territory with an IPC value of 2 thru 5 must have Infantry (Mechanized or regular) in a quantity of at least one less than the IPC value of the territory
Territories with an IPC value higher than 6 must have at least 5 Infantry (see the United States mainland)
There will be four placement turns prior to the first actual turn of the game. Each player purchases and places their units in reverse order of the normal turn order. France first, Italy second, etc.
The Chinese player may only purchase (non-mechanized) Infantry and a single Fighter, but the Chinese player is not required to purchase a Fighter
A maximum of 2 IPCs can be carried over to the next turn, with the exception of turn 4 when up to 5 IPCs may be saved for the players first actual turn in the game
Players cannot place units in territories other than their own with the exception of Japanese controlled China, France and UK (London), ANZAC and UK (London or Calcutta). The UK player must keep his two sides separate and cannot share money or place units on the other side of the map.
You can only place naval units in zones adjacent to your territories. In sea zones where opposing sides border the same sea zone, total up the adjacent land IPC value and the side with the highest value can place units in that sea zone.
Germany may place a Sub in any neutral Atlantic sea zone, no more than one Sub per neutral sea zone
A land territory can only have a number of ships adjacent to it equal to the IPC value of the territory. If the territory has a naval base in it, it will allow 3 additional naval units to be placed in adjacent waters.PLACEMENT TURN ORDER (Total IPCs): IPCs per turn:
FRANCE (Total 132): 33 per turn
ITALY (Total 223): 56 for the first three turns, 55 for turn four
ANZAC (Total 91): 23 per turn, 22 for turn four
UK (Calcutta) (Total 130): 33 for the first two turns, 32 for the last two turns
UK (London) (Total 318): 80 for the first two turns, 79 for the last two turns
China (Total 58): 15 for the first three turns, 13 for turn four
USA (Total 278): 70 for the first two turns, 69 for the last two turns
Japan (Total 570): 142 for the first two turns, 141 for the last two turns
Russia (Total 248): 62 per turn
Germany (Total 399): 100 for the first three turns, 99 for the last turn -
so are we playing a game jen or not? you told taschuler to do frances buys so im comfused…… :?
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so are we playing a game jen or not? you told taschuler to do frances buys so im comfused…… :?
We are, I got confused is all. It happens to the best of us (and me too…)
Go for France and do please give me a link so I can find it easier.
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@Cmdr:
RULES:
Unless otherwise specified, all alpha 2 rules are in effect
All Industrial Complexes and Naval/Air Bases Remain and are not cashed in
Anti-Aircraft units have been cashed in and are part of the IPC amounts listed below
Additional Industrial Complexes and Naval/Air Bases may be purchased with the players cash, with the exception of China which may not build any of these
Each territory with an IPC value of 2 thru 5 must have Infantry (Mechanized or regular) in a quantity of at least one less than the IPC value of the territory
Territories with an IPC value higher than 6 must have at least 5 Infantry (see the United States mainland)
There will be four placement turns prior to the first actual turn of the game. Each player purchases and places their units in reverse order of the normal turn order. France first, Italy second, etc.
The Chinese player may only purchase (non-mechanized) Infantry and a single Fighter, but the Chinese player is not required to purchase a Fighter
A maximum of 2 IPCs can be carried over to the next turn, with the exception of turn 4 when up to 5 IPCs may be saved for the players first actual turn in the game
Players cannot place units in territories other than their own with the exception of Japanese controlled China, France and UK (London), ANZAC and UK (London or Calcutta). The UK player must keep his two sides separate and cannot share money or place units on the other side of the map.
You can only place naval units in zones adjacent to your territories. In sea zones where opposing sides border the same sea zone, total up the adjacent land IPC value and the side with the highest value can place units in that sea zone.
Germany may place a Sub in any neutral Atlantic sea zone, no more than one Sub per neutral sea zone
A land territory can only have a number of ships adjacent to it equal to the IPC value of the territory. If the territory has a naval base in it, it will allow 3 additional naval units to be placed in adjacent waters.PLACEMENT TURN ORDER (Total IPCs): IPCs per turn:
FRANCE (Total 132): 33 per turn
ITALY (Total 223): 56 for the first three turns, 55 for turn four
ANZAC (Total 91): 23 per turn, 22 for turn four
UK (Calcutta) (Total 130): 33 for the first two turns, 32 for the last two turns
UK (London) (Total 318): 80 for the first two turns, 79 for the last two turns
China (Total 58): 15 for the first three turns, 13 for turn four
USA (Total 278): 70 for the first two turns, 69 for the last two turns
Japan (Total 570): 142 for the first two turns, 141 for the last two turns
Russia (Total 248): 62 per turn
Germany (Total 399): 100 for the first three turns, 99 for the last turnI would like to play a game with these rules, who’s up? I let you choose the side, but I want a 1vs1 game
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Well, so far we have gotten to Round 5 of our game using this setup. It’s not over yet, maybe will get finished on my next weekend. Here’s a brief summary:
Round 1–France fell to Germany, more or less same as a normal game. UK navy sunk by 10 German subs plus Luftwaffe. Italy took S France, Yugoslavia and Greece. UK handed Italy the Med NO by moving ships off Gibraltar back to England. Japan got bold and attacked UK & ANZAC, allowing USA to declare war on Axis. USA made HUGE fleet + invasion force and moved to Midway. Japan made mistake of not buying enough warships and most of what they had was down south taking DEI.
Round 2–Germany launches Barbarossa. Not as well as expected. Of 4 attacks (Karelia, Baltic States, East Poland, Bessarabia) only 2 were successful. Force attacking Karelia from Finland repulsed badly. USSR promptly attacked and took Finland and Baltic States back. Not enough stuff to properly reinforce E Poland so Italy ends up taking that land. Italy also crushes small French force in N Africa but having trouble with Brits. UK kills most of German subs, but still a couple in SZ 112. Japan half-way through China with little resistance left. Having a field day taking up undefended Soviet territories in Far East. Also took Burma and poised to take Calcutta. US fleet commanding SZ 6 but invasion of Japan failed. Japan lost several unescorted transports. Only 4 left.
Round 3–Germany struggling with USSR over Baltic States. Attacked and took Ukraine. USSR took Ukraine back, plus Norway. Italy ends up taking Ukraine. Italy finally gets Cairo. Japan smashed China down to 2 territories, take Calcutta, advancing farther into Russian territories. Japan finally swats pesky ANZAC warships and regains DEI. Second invasion of Japan by USA failed but US still controls SZ 6. Japan doesn’t have enough warships to challenge them.
Round 4–Germany retakes Norway, still struggles over Baltic States. SBR on Russia IC with 3 bombers, cost Russia 10 points. Russia starting to lose steam now. UK finally killed ALL German subs and built some transports. Italy trying to head into Africa but still a strong British presence there. Italy takes Rostov in Russia, plans to take Stalingrad next. Also advancing into Middle East. Japan has crushed China totally and is advancing well into Russia now. Japan finally takes Philippines but US sends some warships from SZ 6 fleet and kills both Jap battleships plus 2 of Japan’s 4 remaining transports. Also, US invades and takes Korea.
Round 5–Germany retakes Finland and Baltic States with a force that Russia can’t beat this time. Russia starting to fall back and looking desparate now. USSR takes back Rostov but Italy retakes it. Japan takes Stalingrad and is right on Moscow’s doorstep. However, UK has landed troops in Normandy. Japan made a fatal error thinking they had enough defense but USA invaded with force left from Korea plus a fresh force from the States that was marshalled on Midway. US force survives with 1 tank left, but that is enough. Since Japan has very limited navy (2 carriers, 1 cruiser, 1 destroyer, 1 sub and 2 transports) and too much of it is still way south, and the US still has a strong fleet in SZ 6, it is unlikely Japan will be liberated. USA is already looking toward Europe now. -
Sounds like a game on steroids.
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Hello all. We finished our game last night. The Axis won in 8 rounds. I already told you about Japan’s huge blunder and losing their capital in Round 5. While the Jap Navy was extinguished, they still had a decent land force in Russia. They "Banzai"ed themselves against the Moscow defenses which allowed Italy to come in with 8 tanks and take Moscow Round 7 – which was the 8th Victory City on the Europe board: Germany = Berlin, Paris, Warsaw, Leningrad. Italy = Rome, Cairo, Moscow. Japan = Stalingrad.
It seemed kind of weird to me that Japan was in control of a victory city on the Europe board, but they ARE an Axis power and they only need to have one Axis capital to win, so I guess it counts.
USA tried a large invasion, 7 transports full, to take Rome but Italy and Germany managed to stack enough stuff down there to repulse the invasion. Therefore, the Axis controlled 8 VCs for 1 full round. It’s kind of weird to have Italy as the dominant power, although Germany did start to pick back up. Germany really struggled with Russia. The Axis victory might have been more clear-cut if Japan wouldn’t have messed up so bad and left their capital open.
Interesting note, NO country purchased an AA Gun with their beginning IPCs. Russia (Me) did get one toward the end trying to defend my capital, for all the good it did. The one time my capital was attacked with aircraft in the mix, my AA gun missed both planes. It makes me wonder about AA guns and most players’ feeling on them. In my group, none of us buy AA guns during play. I know some people like to get AA guns for different reasons, but I’m wondering if most players kind of consider them a waste of money, especially since ICs, Air bases and Naval bases all have their own AA capacity now. -
Oh yeah, taschuler, you are right, it was a very beefed-up game. Lots of huge battles in the first couple of rounds. I’ve got a bucket that I toss the combat casualties in during play and it is nearly half full.
Also, yeah, I’m not crazy about using chips. I really prefer to have the actual units whenever possible, although as you could see, it does make the board very crowded in some places. I took a long time collecting sets of playing pieces for that very reason. If you are familiar with the set-up of FMG’s combat pieces sets, then take one set X 5 and that is how many pieces I have in each country, excluding the new pieces of course (trucks, commanders, transport planes).
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Reluctance to use chips is precisely why I own 5 copies of the classic game (1 factory sealed)…that way I could have 12 battleships pieces at any time I wanted (the cutest most darling piece).
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@Cmdr:
Reluctance to use chips is precisely why I own 5 copies of the classic game (1 factory sealed)…that way I could have 12 battleships pieces at any time I wanted (the cutest most darling piece).
Ahhh, a girl after my own heart. Yes, I love the game pieces. It’s what attracted me to these games in the first place. Yeah, if I have 20 infantry defending the capital or 12 U-boats lurking in the Danish Straights, then I will go ahead and chip them up. Most of the time, my board is chip free.
That’s also why I have already ordered 5 sets of FMG’s Italian units, and I will probably order 5 sets of each nation they put out. I am also going to get a lot of HBG’s pieces when they become available, just not sure how many. HBG’s pieces are mostly going to be more specialized units. I pretty much play the basic game of A&A. I do have a few house rules, but I haven’t incorporated any specialized units like Marines, Commandos, SS, etc. or even different types of armor (light, medium, heavy). Right now tanks are just tanks in my game, although I do like the idea of adding in light and heavy tanks. It will be interesting to see how it affects the game if one country only buys heavy tanks for a stronger punch yet a rival nation only buys light tanks for greater numbers. Who will come out on top?
I think before trying that, I will have to wait until FMG and HBG come out with more national sets. That way everyone will get to try. -
Lining them up in cute little battalions works as well, just put a marker in the territory and one by your stack of infantry (or whatever) to denote what territory they are in.
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Sometimes I do something like that. I have the 10 marshalling cards + tokens from the Revised game. I also have the 6 Task Force markers from Pacific. They come in really handy sometimes.
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Hey everyone. After trying a game with this setup and ending up with an Axis win in 8 rounds, our Allied players were a little unsatisfied, especially since Japan was so thoroughly destroyed yet they actually held one of the 8 VCs for the Axis. Usually in our games, if the Axis win then they are all three still in the game, or at least Germany and Japan. Let’s face it, Italy really is the minor partner in that triad.
Anyway, we decided to keep playing the game out and see where it went. It took us 19 rounds although the last 4-5 rounds did go kind of quickly. The Allies won, which makes sense really. In most cases, the Axis really need a rather quick game to win it. The longer it drags out, the more chance that the Allies will eventually win. Britain ended up taking Berlin after USA kicked open the door by taking Holland/Belgium, Denmark and Western Germany all in the same round. Here are some high lights:
Round 9 = Germany captures London, USA liberates Calcutta.
Round 12 = USA liberates London.
Round 14 = Germany captures London, India liberates Moscow
Round 15 = Germany recaptures Moscow, USA reliberates Moscow
Round 16 = USA captures Rome, liberates London
Round 18 = USA liberates Paris
Round 19 = Britain captures Berlin
Below is a final picture of Europe in case any of you have not seen a TOTALLY defeated Germany before, well this is what it looks like (pic #1). Also, as mentioned before, I prefer not to use chips whenever possible and I toss my casualties in a bucket. For most games, this isn’t a problem as I have plenty of pieces to play with. However, when a game goes 19 rounds, you start to run out of things (namely; German Tanks, USA Tanks and German Infantry). In those cases I simply HAD to chip up wherever possible. Also, there were a few cases where a country simply bought a large amount of a certain unit, so I had to use some chips there. So, if anyone has ever wondered what 19 rounds of casualties looks like, here they are in my bucket (pic #2) and in a pile on the table (pic #3). This is everything that was killed during the game that I didn’t chip up. Some people have suggested that 1 round in this game is about 6 months so I guess 19 rounds would equal about 9 1/2 years of warfare. The ACTUAL war only lasted 6 years, 4 years for USA.
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How did ANZAC get in europe???
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How did ANZAC get in europe???
After Japan was smashed, there wasn’t anything for ANZAC to do in the Pacific so they started building troops & transports along with some planes and headed west. It took a few rounds for them to get over there with a decent force but eventually they helped out in taking undefended or lightly defended territories from the Axis and backing up the other Allies.
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How did ANZAC get in europe???
After Japan was smashed, there wasn’t anything for ANZAC to do in the Pacific so they started building troops & transports along with some planes and headed west. It took a few rounds for them to get over there with a decent force but eventually they helped out in taking undefended or lightly defended territories from the Axis and backing up the other Allies.
Shh. You cant say that Japan gets smashed on these boards, people will freak out. wink
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@Cmdr:
How did ANZAC get in europe???
After Japan was smashed, there wasn’t anything for ANZAC to do in the Pacific so they started building troops & transports along with some planes and headed west. It took a few rounds for them to get over there with a decent force but eventually they helped out in taking undefended or lightly defended territories from the Axis and backing up the other Allies.
Shh. You cant say that Japan gets smashed on these boards, people will freak out. wink
OOPS! What I meant to say was “Japan honorably decided to cease all hostilities, withdrew back to their island and became a part of the greater USA.”
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I wanted to get some feedback on a house rule where players purchase all of their units and place as they wish prior to the start using the total IPC values from Alpha 2 setup, and still using all Alpha 2 rules and National Objectives.
RULES:
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All Industrial Complexes and Naval/Air Bases Remain and are not cashed in
-
Additional Industrial Complexes and Naval/Air Bases may be purchased with the players cash, with the exception of China which may not build any of these
-
Each territory with an IPC value of 2 thru 5 must have Infantry (Mechanized or regular) in a quantity of at least one less than the IPC value of the territory
-
Territories with an IPC value higher than 6 must have at least 5 Infantry (see the United States mainland)
-
There will be four placement turns prior to the first actual turn of the game. Each player purchases and places their units in reverse order of the normal turn order. France first, Italy second, etc.
-
The Chinese player may only purchase (non-mechanized) Infantry and a single Fighter, but the Chinese player is not required to purchase a Fighter
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A maximum of 2 IPCs can be carried over to the next turn, with the exception of turn 4 when up to 5 IPCs may be saved for the players first actual turn in the game
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Players cannot place units in territories other than their own with the exception of Japanese controlled China, France and UK (London), ANZAC and UK (London or Calcutta). The UK player must keep his two sides separate and cannot share money or place units on the other side of the map.
CASH PER PLAYER PER TURN (in placement order):
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FRANCE (Total 132): 33 per turn
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ITALY (Total 223): 56 for the first three turns, 55 for turn four
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ANZAC (Total 91): 23 per turn, 22 for turn four
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UK (Calcutta) (Total 130): 33 for the first two turns, 32 for the last two turns
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UK (London) (Total 318): 80 for the first two turns, 79 for the last two turns
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China (Total 58): 15 for the first three turns, 13 for turn four
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USA (Total 278): 70 for the first two turns, 69 for the last two turns
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Japan (Total 570): 142 for the first two turns, 141 for the last two turns
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Russia (Total 248): 62 per turn
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Germany (Total 399): 100 for the first three turns, 99 for the last turn
Kinna introduce a Risk’s placement, I love it.
This sounds very interesting. I would allow Chian to build Art, as they have Burma road open. Also I would also gives NO that qualifies after last purhcase, ie. more money for first turn expense. I would try such game, in 1vs1 game.I wonder if this format would work with AA50??
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It doesnt really work in 1940, to be honest. It’s far too easy for the Axis to set up a near instant win (within 5 rounds that is.)