Cards for Axis and Allies 1940


  • Only one doctrine of any type at a time.
    So by choosing one of those land doctrines, say, Germany will be giving up opportunities to utilize say a wolfpack doctrine.


  • Nice  :-D i like that only one doctrine at a time, not one at a time for land air and sea at the same time. it will make long term goals more important and more of a concern. but when i asked i meant will there be only one doctrine for land air and sea doctrine to choose from for each country?


  • I’m going to try to make multiple doctrines for each branch of the armed services for each major. Obviously, China will not be getting any naval doctrines and there isn’t much sense in, say, loading Australia up with multiple different doctrines per each branch of its military.

    The big 5 should at least get a few doctrines for each branch, though the USSR will be more focused on land while Japan will have more naval options, for instance.
    I think the USA will probably have the most diverse set overall given that it fought essentially two different wars at once.


  • Ghost one, did you get my pm about reading materials?


  • Yes i sent you a reply  :-)

    *is Italy truly just a minor in the axis? i know their military was under trained and under equipped and outdated, but to keep the game at more of a balance shouldn’t they be given a little more? after all they do start the war with a relatively large military and navy in the med. i feel Italy should be given almost as much as Germany or Japan because they have the opportunity to become a major within the first 2-3 turns and should they become a major they should have the same tools as the other axis. maybe I’m wrong.


  • @Ghost:

    Yes i sent you a reply  :-)

    *is Italy truly just a minor in the axis? i know their military was under trained and under equipped and outdated, but to keep the game at more of a balance shouldn’t they be given a little more? after all they do start the war with a relatively large military and navy in the med. i feel Italy should be given almost as much as Germany or Japan because they have the opportunity to become a major within the first 2-3 turns and should they become a major they should have the same tools as the other axis. maybe I’m wrong.

    Its true that Italy does have big potential. It can easily get up to around 50ipcs a turn. So it will certainly have more cards than the Anzacs and China. However, it’ll be a little harder to come up with good cards for them versus the big 5. So they probably won’t have as much choices as Germany or Japan. But Il Duce will have choices.


  • you are right Italy was nocked out of the war so fast they have not as much history or as many events to make cards from :|


  • how are the cards coming? i know you might be busy. do you have any new documents to show or a progress report so we can get an idea of were you will need ideas next for the cards.  :-)


  • I’m going to have to take a bit of a break. Trying to find some more work right now. :)


  • OK. Good Luck and happy hunting!  :-)


  • I really like that idea, I think it is fantastic and will really help making every game different.

    If I may make a few comments:

    -Your deep historical knowledge might be acting as a disadvantage. By that I mean that you guys might be trying to make too many cards. I do feel 3 cards at a time would be enough, per nation. The game is already very complex. Inserting 5 cards per nation, for a total of 5/6 majors and 3 minors will make the game virtually unplayable.

    • I really don’t like cards which disallow opponents to shoot in the first round. That almost guarantees victory in small battles.

    A suggestion:
    -Why not start with one policy (very strong avantage), and draw an additional general every 3 turns.

    In sum I am in favour of simplification, otherwise we might end up playing an hybrid of Twilight Struggle and Axis Global.

  • Sponsor '17 '13 '11 '10

    W play with some event cards in our Global 39 game and I toned them down. You want the cards that add to the game and makes it fun. Cards should not be a game changer but adds to the flavor of the game. We play with one card drawn per turn.


  • Yeah I can see have too many cards right now. I’ll probably ditch the doctrines concept and just have those assigned to a Chief of Staff. Maybe just keep it as a Chief of Staff as opposed to numerous generals that you could have on the board at once (after all, that’d require tokens for Zhukov, Manstein, etc).

    There will be progress on this next week. :)


  • I’ve been working on this concept some more. Every country will get to pick one card before the game begins (some cards may only be played before the first German turn). Additional cards cost 10 ipcs to purchase. The player picks which card they want to purchase. I’m limiting it to 15 cards for each of the big 5 and around 6 cards for each of the minors.

    GERMANY
    1. Vichy France:  Once Germany captures Paris, the territories and forces in Normandy Bordeaux, Southern France, and French Madagascar immediately convert to German Control. The Territories and Units in Morocco, Algeria, Syria, and Tunisia immediately convert to Italian control. French Indo China immediately converts to Japanese control without triggering a war with the allies. French naval units bordering these areas are unaffected. This card must be played before the first German turn.
    2. Plan Z: Place one additional German submarine in every seazone that already has at least one German submarine. Additionally, gain the improved Shipyards tech. This card must be played before the first German turn.
    3. Second Molotov Ribbentrop Pact: The Soviet Union may not declare war on Germany until the end of its fifth turn unless London has fallen or Germany has attacked Turkey. This card must be played before the first German turn.
    4. Hendaye Pact: Spain and Portugal (including their overseas territories Rio de Oro, Angola, and Mozambique) are pro Axis neutrals. This card must be played before the first German turn.
    5. Albert Speer: Immediately gain the Warbonds tech. Roll two dice when determining how many extra ipcs you gain each turn from the Warbonds tech.
    6. Karl Donitz: Whenever 3 or More Subs are attacking the same seazone their attack value is increase by +1. This bonus is lost as soon as the number of attacking subs dips below 3.
    7. Heinz Guderian: Any unit killed by attacking German tanks during the first cycle of combat may not retaliate.
    8. Erich von Manstein: If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks (and escorted mechanized infantry) may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city. These units may only make one additional move.
    9. Erwin Rommel: German tanks and Mechs have a move of 3. However they follow normal blitzing rules.
    10. Krupp Steel: German tanks may not be damaged during the first cycle of combat whether you are attacking or defending. You may not chose tanks as casualties even if the enemy rolled enough successes to force you to lose a tank. You must control West Germany to get this benefit.
    11. Wernher von Braun: Immediately gain the Rockets Technology
    12. Konrad Zuse: German Tech Rolls cost 4 ipcs.
    13. Messerschmidt: Immediately gain the Jet Fighters Tech.
    14. Kurt Student: Immediately gain the Paratroopers tech.
    15. Atlantic Wall: All of your infantry and artillery defend at a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Western Germany, Denmark, Holland-Belgium, Normandy-Bordeaux, Spain, Portugal, or Norway. Note that the bonus only counts if the territories mentioned are German occupied and the bonus only applies to German units in those territories.


  • USSR
    1.Trans Siberian Railroad:  All soviet ground units have a noncombat move of +1 for the purposes of traveling along the following territories: Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut S.S.R., Buryatia, and Amur. The bonus ends when the railway does, so an AA gun starting in Samara and moving to Moscow would not then be able to move into Smolensk. This card must be played before the first German turn.
    2. 5 Year Plans: The Soviet Union may build minor factories in territories worth 1 ipc and major factories in territories worth 2 ipc. This card must be played before the first German turn.
    3. Soviet Spy Rings: Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind. Additionally, the Soviet Union automatically gains a technology that is already known by two other powers. This card may only be played before the first German turn.
    4. Red Army Conscripts: Infantry cost 1 ipc less. This card must be played before the first German turn.
    5.Factory Relocation: The Soviet player may move any factory to another space within her originally controlled territories. Only one factory per turn can be moved and it has a move of two, but each factory she controls can be moved in this manner. Units may be produced at this factory at the end of the turn but it follows the ordinary rules. If a major factory moved into a territory that could only support a minor factory then it would only be able to produce as if it were a minor factory. If the territory could not support any type of factory then no units may be built from this factory.
    6.General Winter: Once per game, during your collect income phase, you may declare the onset of a severe winter. From now till the end of your next turn, Russian infantry defend at a 3 and attack at a 2. If they are matched with artillery, then their attack is at 3. No German armor, mechanized infantry, or artillery may move during the winter, and, furthermore, German planes are limited to noncombat moves. These modifiers only apply in territories marked with a Soviet roundel.
    7.The Rasputitsa: Once per game, during your collect income phase, you may declare the onset of the Rasputista. Until the start of your next turn, Axis land units may not make combat moves in the Soviet Union’s starting territories and Axis units have a maximum movement of 1.
    8.Sharashka : The USSR gets one free tech dice to roll each turn.
    9.Tankograd: Tanks cost 1 ipc less.
    10.Katyusha Rockets: Soviet artillery has a move of two and may blitz when paired with a tank. Additionally, Artillery attacks and defends at a 3 during the first cycle of combat.
    11.Aleksandr  Vasilevsky: Soviet tanks and Mechanized infantry have a move of 3, but still follow the normal blitzing rules.
    12.Georgy Zhukov: Artillery attacks and defends at a 3 during the first cycle of Combat. Artillery may support tanks in the same way they support infantry and mechanized infantry.
    13.Konstantin Rokossovskiy: Any units killed by attacking Soviet tanks or Mechanized infantry during the first cycle of combat may not retaliate.
    14.Ivan Konev: Soviet tanks Attack and Defend at +1 during the first cycle of combat.
    15.Vasily Chuikov: Soviet Infantry attack and defend at +1 during the first cycle of combat in a victory city.


  • What do you think of these so far? Are the ones that have to be played before the first round varied enough or do some seem drastically more appealing than others?
    Edit: I’m discussing the last two posts on the previous page.


  • Revised Cards

    Germany
    1. Vichy France:  Once Germany captures Paris, the territories and forces in Normandy Bordeaux, Southern France, and French Madagascar immediately convert to German Control. The Territories and Units in Morocco, Algeria, Syria, and Tunisia immediately convert to Italian control. French Indo China immediately converts to Japanese control without triggering a war with the allies. French naval units bordering these areas are unaffected. This card must be played before the first German turn.
    2. Plan Z: Place one additional German submarine in every seazone that already has at least one German submarine. Additionally, gain the improved Shipyards tech. This card must be played before the first German turn.
    3. Second Molotov Ribbentrop Pact: The Soviet Union may not declare war on Germany until it is attacked by Germany or Italy. Additionally, Germany gains an extra 5 ipcs at the end of every turn that it remains at peace with the USSR. This card must be played before the first German turn.
    4.Hendaye Pact: Spain and Portugal (including their overseas territories Rio de Oro, Angola, and Mozambique) are pro Axis neutrals. Once Spain is brought into the Axis place a free minor industrial complex, 4 additional infantry, and an airbase on the territory. This card must be played before the first German turn.
    5. Albert Speer: Immediately gain the Warbonds tech. Roll two dice when determining how many extra ipcs you gain each turn from the Warbonds tech.
    6. Karl Donitz: Whenever 3 or More Subs are attacking the same seazone their attack value is increase by +1. This bonus is lost as soon as the number of attacking subs dips below 3.
    7. Heinz Guderian: German tanks attack at a 4 during the first cycle of combat.
    8. Erich von Manstein: If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks (and escorted mechanized infantry) may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city. These units may only make one additional move.
    9. Erwin Rommel: German tanks and Mechs have a move of 3. However they follow normal blitzing rules.
    10. Krupp Steel: German tanks may not be damaged during the first cycle of combat whether you are attacking or defending. You may not chose tanks as casualties even if the enemy rolled enough successes to force you to lose a tank. You must control West Germany to get this benefit.
    11. Wernher von Braun: Immediately gain the Rockets Technology. Add +2 to the damage inflicted by rockets.
    12. Konrad Zuse: German Tech Rolls cost 4 ipcs.
    13. Messerschmidt: Immediately gain the Jet Fighters Tech. Discard after use.
    14. Otto Skorzeny: Germany may assassinate any French, American, Soviet, or British character card. Alternatively, Skorzeny may foil an assassination attempt against a German character card. Discard after use.
    15. Atlantic Wall: All of your infantry and artillery defend at a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Western Germany, Denmark, Holland-Belgium, Normandy-Bordeaux, Spain, Portugal, or Norway. Note that the bonus only counts if the territories mentioned are German occupied and the bonus only applies to German units in those territories.

    USSR
    1.Trans Siberian Railroad:  All soviet ground units have a noncombat move of +1 for the purposes of traveling along the following territories: Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut S.S.R., Buryatia, and Amur. The bonus ends when the railway does, so an AA gun starting in Samara and moving to Moscow would not then be able to move into Smolensk. This card must be played before the first German turn.
    2. Five Year Plans: The Soviet Union may build minor factories in territories worth 1 ipc and major factories in territories worth 2 ipc. This card must be played before the first German turn.
    3. Soviet Spy Rings: Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind. Additionally, the Soviet Union automatically gains a technology that is already known by two other powers. This card may only be played before the first German turn.
    4. Red Army Conscripts: Infantry cost 1 ipc less. This card must be played before the first German turn.
    5. Mobile Factories: The Soviet player may move any factory to another space within her originally controlled territories. Only one factory per turn can be moved and it has a move of two, but each factory she controls can be moved in this manner. Units may be produced at this factory at the end of the turn but it follows the ordinary rules. If a major factory moved into a territory that could only support a minor factory then it would only be able to produce as if it were a minor factory. If the territory could not support any type of factory then no units may be built from this factory.
    6. General Winter: Once per game, during your collect income phase, you may declare the onset of a severe winter. From now till the end of your next turn, no Axis armor, mechanized infantry, or artillery may move, and, furthermore, Axis planes are limited to noncombat moves. These modifiers only apply in starting Soviet territories.
    7. Partisans: If Soviet Infantry survive at least one round of combat when defending against a European Axis attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Axis occupy the province and, on the next Soviet turn, the Russian units are back in play. The Russian player must either have these units attack the territory or move on to another territory. These units may chose to attack provinces behind enemy lines, causing chaos in the rear. Furthermore, Soviet infantry may move through the Pripyet marshes.
    8. Sharashka : The USSR gets one free tech dice to roll each turn.
    9. Tankograd: Tanks cost 1 ipc less.
    10. Katyusha Rockets: Soviet artillery has a move of two and may blitz when paired with a tank. Additionally, Artillery attacks and defends at a 3 during the first cycle of combat.
    11. Aleksandr  Vasilevsky: Soviet tanks and Mechanized infantry have a move of 3, but still follow the normal blitzing rules.
    12. Georgy Zhukov: Artillery attacks and defends at a 3 during the first cycle of Combat. Artillery may support tanks in the same way they support infantry and mechanized infantry.
    13. Konstantin Rokossovskiy: Any units killed by attacking Soviet tanks or Mechanized infantry during the first cycle of combat may not retaliate.
    14. Ivan Konev: Soviet tanks Attack and Defend at +1 during the first cycle of combat.
    15. Vasily Chuikov: Soviet Infantry attack and defend at +1 during the first cycle of combat in a victory city.


  • JAPAN

    1. Yokosuka Naval Arsenal- Japan begins the game with the Improved Shipyards tech. This card must be played before the first German turn.
    2. America First Committee - America may not declare war on the axis powers until it is attacked or the United Kingdom, New South Wales, or India is captured by an Axis power. This card must be played before the first German turn.
    3. Sneak Attack- During the first turn that Japan attacks the Western Allies or the Soviet Union, Japan attacks in a normal fashion, but the attacked units may defend only with a roll of 1 (units without a defensive value do not get to roll). This power may only be used once, and it can only affect forces of the Western Powers (British Pacific/India, France, ANZAC, and the USA) or the USSR. If Japan declares war on both the USSR and the Western Powers in the same turns then both factions’ units defend at a 1. This card must be played before the first German turn.
    4. Manchukuo- Japan begins the game with a major industrial complex, airbase, and 6 additional infantry on Manchuria. This card must be played before the first German turn.
    5. Indian National Army - Whenever Japan captures one of the following British controlled territories (West India, India, Burma, Shan State, Ceylon, or Malaya) and destroys a British unit in the process, Japan may place down a free infantry unit on the territory. Place down two additional free infantry if you destroyed a British tank or fighter while capturing the territory.
    6.Skilled Pilots – During the first cycle of a naval combat where Japan is attacking, the Japanese player may determine which enemy units are hit by its Fighters and Tactical aircraft. Only enemy naval vessels (besides submarines and transports) may be chosen in this manner.
    7. Combined Fleet - The defense values for Japanese Aircraft carriers, Destroyers, Cruisers, and Battleships are increased by one as long as one of each of these types of vessels is present in the sea zone being attacked.
    8. Island Defenders- During the first cycle of any combat where Japanese forces are defending an island (including Japan but excluding New Zealand) Japanese casualties are halved (rounded up).
    9. Special Naval Landing Forces - Japanese infantry taking part in naval assaults hit at 2 or less during each round of combat (3 or less if supported by artillery).
    10. Tokyo Express- Japanese destroyers may transport one infantry unit. When loading or unloading an infantry unit Japanese destroyers follow the same rules as transport ships. A Japanese destroyer that lands a unit during an Amphibious Assault may participate in a naval battle prior to the Amphibious Assault being made.
    11. Co-Prosperity Sphere- Japan may build one infantry per turn on each of the following territories without the presence of an industrial complex: West India, India, Burma, Shan State, Ceylon, Malaya, Borneo, Philippines, Sumatra, Java, Celebes, Siam, French Indo China, Dutch
    New Guinea, and New Guinea.
    12. Isoroku Yamamoto- Japanese fighters and Tacs have a move of +1. This power stacks with the long range aircraft tech.
    13. Tomoyuki Yamashita- Japanese infantry attack at +1 during the first cycle of combat in any territory on Mainland Asia (defined as the mainland Asian portion of the Pacific board plus West India)
    14. Special Attack Units- Japan may purchase additional Kamikazi tokens at the cost of 3 ipcs per token. They may only have a max of 6 Kamikazi tokens at any given time.
    15. Wang Jingwei regime- Japan may purchase up to 2 infantry in any Chinese territory that it occupies without the presence of an industrial complex. Additionally, Japan gains +5 ipcs at the end of every turn that it occupies the entirety of China.


  • United States of America

    1. Lend Lease- All other allied powers immediately gain the warbonds tech once they are at war with an axis power. This card must be played before the first German turn.
    2. Arsenal of Democracy- The West Coast territory’s ipc value jumps from 10 ipcs to 50 ipcs once the US enters the war. The US may no longer benefit from its national objectives. Additionally, the 50 ipcs is considered to be physically present in the West coast, so an axis player that captured the territory would see their income increase by +50 ipcs rather than + 10. This card must be played before the first German turn.
    3. Good Neighbor Policy- The US begins the game in control of all neutral South American territories and their units. Additionally, it gets free minor industrial complexes on Mexico, Venezuela, Brazil, Argentina, and Chile. Furthermore, it gets a free airbase and naval base on Brazil. This card must be played before the first German turn.
    4. Selective Training and Service Act of 1940- All US factories begin as majors and the US gets 8 free infantry to place on any starting US territories (including pacific Islands). This card must be played before the first German turn.
    5. Ogdensburg Agreement- If the United Kingdom falls then all territories with Canadian roundels become US territories and are treated as if they were starting US territories. They remain under US control until the end of the game. This card may only be played with the consent of the British player.
    6. Atomic Bomb – Once America has researched all techs it is considered to have developed the Atomic bomb. There is no longer a limit to the amount of damage that the United States may do to facilities during bombing raids.
    7. Seabees - American planes may land on island territories that were captured during the American turn. Additionally, the United States may build minor industrial complexes on Islands worth at least 2 ipcs.
    8. Superfortresses - US bombers are immune to anti aircraft fire.
    9. Marines -American infantry attack at a 3 (4 when supported by artillery) during the first cycle of the land combat portion of an amphibious assault.
    10. Liberty Ships- The US player receives one free transport to place at the end of the purchase units phase of every US turn.
    11. Operation Vengeance-The United States may assassinate any Axis character card. Discard after use.
    12. Mechanized Army - Your infantry and artillery have a move of 2 and may blitz when paired with a tank or mechanized infantry. Mechanized infantry may blitz without an attached tank.
    13. George Patton- American tanks attack and defend at 4 during the first cycle of combat.
    14. Chester Nimitz- American naval units have a move of 3 during the noncombat phase of the US turn (4 if they start at a naval base).
    15. Curtis  LeMay- Add 2 damage to targets of American strategic bombings.

    CHINA
    1. Operation Matterhorn- China or the US may build facilities in China. Any facilities built in Chinese territory by the Japanese are retained rather than destroyed if captured by the allies. China may build fighters, artillery, and armor at any industrial complex under its control. This card must be played before the first German turn.
    2.Operation Zet - China may build fighters as long as it has a land link between Szechwan and the USSR. The max number of fighters that China may field at any given time is 3. Furthermore, Soviet and  Japanese forces may clash in the Chinese interior (ie provinces that do not border the Soviet Union) without a declaration of war. This card must be played before the first German turn.
    3.“Vinegar” Joe Stilwell - Chinese infantry hit at a three or less during the first cycle of combat when defending a Burma Road territory. Additionally, Chinese forces may enter any territory on the mainland Pacific board. This card must be played before the first German turn.
    4.Eight Route Army - If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.
    5. Academia Sinica- China may conduct research like any other power. Reroll if China recieves a tech that it could not use (because it cannot build the appropriate units or facilities).
    6. The United Front - Once per game the Chinese player may declare that the United Front is in effect. For that turn only an influx of communist guerilla fighters reduces the cost of Chinese infantry by 1 ipc.


  • United Kingdom

    1.Cripps Mission: The UK’s Pacific and European incomes are combined. Both India and the United Kingdom count as capitols for the UK. If either falls then the UK’s income is handed over to the Axis power that captures the territory. However the UK may continue to collect
    income and purchase units as long as one of the two capitols remains under their control. However, the clamor of Indian nationalists for immediate independence results in widespread strikes. Thus, the factory in India starts with 10 levels of damage on it. This card may
    only be played before the first German turn.
    2.Enigma Decoded: Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind. This card may only be played before the first German turn.
    3.RAF Fighter Command: Start the game with the Radar tech and 2 extra Anti aircraft guns and 2 extra fighters on the United Kingdom. This card may only be played before the first German turn.
    4.Combined Chiefs of Staff: The UK and the United States take their turns simultaneously. In combats where both sides attack a target, both players must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. This card may only be played before the first German turn.
    5.Chindits: Your infantry may perform attacks for one round and immediately retreat to an adjacent allied owned territory. Japanese defenders do not fire back. This ability may only be used in mainland Asia.
    6.Jewel of the Empire: India’s capitol is moved to West India. West India receives a free major industrial complex (even though it normally couldn’t build one there) plus a free airbase and naval base.
    7.Night bombing: Axis aircraft may not intercept your bombers during strategic bombing raids. However, the bombers may still be shot down by anti aircraft fire. The damage done by British night bombing raids are halved. The player may decide whether they wish to engage in a
    nighttime bombing raid or not.
    8.Canadian industry: Gain a free minor Industrial complex in British Columbia (even though the territory couldn’t normally support one). Gain a free major complex in Ontario. Additionally, you receive an airbase and naval base on British Columbia as well as five free infantry to place on any territory marked with a Canadian roundel.
    9.Harland and Wolff: Immediately gain the improved Shipyards tech.
    10. Bernard Montgomery- British tanks on the Europe board attack at a 4 during the first cycle of combat.
    11. Operation Anthropoid- Assassinate one German character Card. Discard after use.
    12. Special Operations Executive- Britain may finance partisan movements in Europe. Once you play this card you may purchase infantry that are placed on the card. During any subsequent UK turn you may order these infantry attack a German occupied territory of your choosing (you may not play this card in West Germany, Germany, Greater Southern Germany, Hungary Slovakia, Finland, or Romania). You may only purchase 4 infantry per ipc level of the territory. If the territory is occupied Soviet territory the units become Soviet units. If the territory is France then the Units are considered to be French. All other territories fall under Uk control if captured. You may only finance one uprising per game. Discard this card after the uprising.
    13. Illustrious class Aircraft Carriers- Aircraft may land on and be launched from damaged British Aircraft Carriers.
    14. Arthur Travers Harris- Add an extra two levels of damage to the enemy after a successful Strategic Bombing raid.
    15. Anglo-American technological cooperation: For a fee of 10 ipcs the United Kingdom may gain any tech already known by the United States.

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