• Global 1940 enhanced.

    Allies and Russia vs European Axis and Japan Empire

    Allies and European Axis move, conduct combat and research as one power, but incomes are tracked separately (similar to how UK is treated OOB) for each as follows:
    Allies. USA + UKEuro + UKPac + France + China + ANZAC.
    -All South American gains go to Atlantic USA.
    -All Pacific islands gained go to Pacific USA, with the exception of all the Dutch islands.
    -Dutch islands go to ANZAC
    -All other gains go to UK
    -Movement restrictions for China does not change from OOB
    -USA income must be split 50/50 between the Pacific and Europe board. Odd numbered IPCs can go either way.
    European Axis. Germany + Italy
    -All African gains go to Italy.
    -All other gains go to Germany.

    Turn order:
    1-European Axis
    2-Russia
    3-Japan
    4-Allies

    Setup Changes:
    Axis:
    SZ96 - remove destroyer and transport
    SZ95 - remove submarine
    Ethiopia - remove artillery
    N Italy - remove bomber, add fighter
    S Italy - remove fighter, add tactical bomber
    S Italy - remove fighter
    Tobruk - remove artillery
    Italian Somaliland - remove infantry
    Allies:
    SZ71 - add UK transport
    SZ98 - remove tactical bomber, carrier, destroyer and transport.
    SZ92 - add tactical bomber, carrier and destroyer
    SZ4 - add Soviet submarine
    UK(London) - add artillery
    Alexandria - remove tank
    Egypt - add tank
    Malta - remove fighter, infantry and AAA
    Gibraltar - add Airbase and infantry
    Ukraine - add artillery
    Sakha - add 2 artillery

    Map restriction/Soviet bonuses: No Allied units may enter any original Soviet territories at any time during the game.
    **Soviet Mobile Industry:**If Japan declares an unprovoked declaration of war Russia, Russia may place one minor IC on any of the following territories on its following turn: Buryatia, Sakha, Amur, Siberia. If Russia is first to dow, it may place the IC, but at full cost. (12 IPCs)
    Soviet Winter: Once per game, while at war, Russia may declare a severe winter. No units may make any combat moves within original Russian territories during this severe winter, even if units begin their turn outside of those territories. Noncombat moves may be made, with a maximum movement of 1. (Tanks and Mech can move only 1, VC rail movement is frozen) Air and Naval bases in original Russian territories during the severe winter are inoperable. Air units may make normal moves during noncombat, except do not get bonus range from airbases that are in original Russian territories. All ICs within original Russian territories produce at half capacity, rounded down. Minor ICs may only produce 1 unit during the severe winter, major IC 5 units. Damaged facilities cost 2 IPCs per damage marker to repair during the severe winter. The severe winter will last for 1 full round, and is over after the European Axis next turn, before Russia’s next turn begins.

    Unit changes:
    Anti Aircraft Artillery: AAA now acts as a normal unit outside of AA rolls. They no longer are restricted to non combat moves and attack/defend at 1/1. No changes to Anti Aircraft rolls. AA rolls are defense only (# of dice rolled does not change from OOB) AAA price remains at 5.
    -Price Changes
    Naval/Air bases: 12 IPCs.
    Submarines:       7 IPCs.
    Destroyers:        8 IPCs.
    Cruisers:          10 IPCs.
    Battleships:      18 IPCs.
    Carriers:          15 IPCs.
    Transports:       6 IPCs.
    -A transport, when empty, may move 3 spaces during noncombat move. Does not stack with naval base bonus.
    -Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver and that transport is removed from battle and placed back on the game board, a transport that evaded an enemy attack while undefended may not unload units until its next turn.

    Scorched Earth. At the beginning of a powers turn, that power may damage any facility he or she sees fit up to the maximum damage that facility may take per OOB rules. Any damaged facilities in this new phase are treated as if they were damaged before said players turn, and all rules regarding damaged facilities apply OOB. So you cannot ‘have your cake and eat it too’. That is, you cannot damage your naval base and then repair a battleship on the same turn. Likewise you cannot damage and repair a single facility on the same turn.

    Neutral blocks. If a strict neutral territory is attacked by one side, all the strict neutrals in that block immediately are mobilized for the second side. Their incomes are added to their respective powers, and the units may move/attack freely. Mongolia is the only block that will join either Russia or Japan. See Allies and European Axis at the top to determine who gets each neutral if they become mobilized.
    Mongolian block: (all Mongolian territories) Rules remain unchanged from OOB, Mongolia is not tied to any other neutral block.
    South American block: Venezuela, Columbia, Ecuador, Peru, Bolivia, Paraguay, Uruguay, Argentina, Chile.
    European block: Portugal, Spain, Switzerland, Sweden.
    African block: Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique.
    Middle-eastern block: Turkey, Saudi Arabia, Afghanistan.
    Neutral militia setup changes:
    Sweden: 4 INF, 1 ART, 1 AAA
    Yugoslavia: 4 INF, 1 ART
    Spain: 4 INF, 1 ART, 1 AAA
    Turkey: 5 INF, 1 ART, 1 ARM, 1 AAA

    Strategic Rail Movement. During the noncombat move phase, all friendly victory cities give +1 movement to all land units who were in that territory at the beginning of the turn. (Similar to air and naval bases with regards to air and naval units)

    National Objectives-Replace all NOs with the following:
    Germany
    When Germany Is Not at War with the Soviet Union:
    � 5 IPCs representing wheat and oil from the Soviet Union.
    Theme: Beneficial trade with the Soviet Union.
    When Germany Is at War with the United Kingdom and France:
    � 5 IPCs if Germany controls Denmark and Norway while Sweden is not either pro-Allies or Allied-controlled. Theme: Access to iron ore and other strategic resources.
    � 2 IPCs per territory if Germany controls Iraq, Persia, and/or Northwest Persia.
    Theme: Access to strategic oil reserves.
    � 3 IPCs if a German land unit occupies Axis controlled Egypt.
    Theme: Access to strategic oil reserves.
    When Germany Is at War with the Soviet Union:
    � 5 IPCs per territory if Germany controls Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow)
    Theme: High strategic and propaganda value.
    � 5 IPCs if an Axis power controls Caucasus.
    Theme: Control of vital Soviet oil production.
    Soviet Union
    When the Soviet Union Is at War:
    � 3 IPCs for each Axis or neutral territory with an IPC value of 1 or more that the Soviet Union controls.
    Theme: Propaganda value and spread of Communism.
    When the Soviet Union and the United States are both at war with Germany:
    � 5 IPCs if sea zone 125 is free of Axis warships and Archangel is controlled by Russia.
    � 5 IPCs if sea zone 4 is free of hostile Axis warships and Soviet Far East is controlled by Russia.
    � 5 IPCs if sea zone 80 is free of Axis Warships and Persia, NW Persia and Caucasus are controlled by the Allies.
    Theme: Access to Allied Lend Lease materials.
    Japan
    When Japan Is Not at War with the United States:
    � 10 IPCs if Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked declaration of war against United Kingdom/ANZAC.
    Theme: Strategic resource trade with the United States.
    When Japan Is at War with the Western Allies:
    � 5 IPCs if Axis powers control at least 3 of the following territories: Guam, Midway, Wake, Gilbert and/or Solomon. Theme: Strategic outer defense perimeter.
    � 5 IPCs if Axis powers control all of the following territories: Sumatra, Java, Borneo, and Celebes. Theme: Strategic resource centers.
    � 5 IPCs if Axis powers control all Chinese territories.
    Theme: Elimination of largest Asian opposition to the Co-Prosperity Sphere.
    � 5 IPCs per territory if Japan Axis powers control Inda, New South Wales, Hawaii, and/or Western USA. Theme: Major Allied power centers.
    France
    � When the territory France is liberated from Axis control for the first time, France may immediately place up to 12 IPCs worth of units on the territory France.
    Theme: National Liberation and National prestige.
    United Kingdom
    When the United Kingdom Is at War in Europe (awarded to the Europe economy):
    � 5 IPCs if Sea Zones 101-110 are free of axis warships
    Theme: Security of shipping routes in the North Atlantic
    � 5 IPCs if the UK controls all of its original territories in its European economy.
    Theme: Maintenance of the empire considered vital national objective.
    When the United Kingdom Is at War with Japan (awarded to the Pacific economy):
    � 5 IPCs if the United Kingdom controls both Kwangtung and Malaya.
    Theme: Maintenance of the empire considered vital national objective.
    ANZAC
    When ANZAC Is at War with Japan:
    � 5 IPCs if Allies control Malaya and ANZAC controls all of its original territories.
    Theme: Malaya considered strategic cornerstone to Far East British Empire.
    � 5 IPCs if the Allies (not including the Dutch) control Dutch New Guinea, New Guinea, New Britain, and the Solomon Islands. Theme: Strategic outer defense perimeter.
    Italy
    When Italy Is at War:
    � 5 IPCs if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99). Theme: Propaganda and strategic advantage.
    � 5 IPCs if Axis powers control at least 3 of the following: Gibraltar, S France, Greece and Egypt. Theme: Greater Roman Empire.
    Theme: Mediterranean dominance and security from Allied air power.
    � 5 IPCs if Axis powers control all of the following territories: Morocco, Algeria, Tunisia, Libya, Tobruk and Alexandria. Theme: Stated North African military objectives.
    � 2 IPCs per territory if Italy controls Iraq, Persia, and/or Northwest Persia.
    Theme: Access to strategic oil reserves.
    United States
    When the United States Is at War: (In relation to sovereignty and War-time production.)
    � 10 IPCs if the United States controls all of the following territories: Eastern United States, Central United States, and Western United States. Theme: Basic national sovereignty.
    � 5 IPCs if the United States controls all of the following territories: Alaska, Aleutian Islands, Hawaii, Johnston Island and Line Island.Theme: National sovereignty.
    � 5 IPCs if the United States controls all of the following territories: Mexico, SE Mexico, C America and the W Indes. Theme: Defense treaty and trade obligations.
    � 5 IPCs if the United States controls Philippines.
    Theme: Center of American influence in Asia.
    � 5 IPCs if there is atleast 1 American land unit in the territory France.
    Theme: Great Alliance Collaboration
    China
    When China is at war:
    � 6 IPCs if the Burma Road is totally open. Allied powers must control India, Burma, Yunnan and Szechwan. China is also permitted to purchase artillery if the Burma Road is open.
    Theme: Chinese military supply line corridor.

    Technology rules:
    -Each power (European Axis and Allies considered one power) will receive tech tokens, based on their current production value at the beginning of their respective turns.
    -Additional tokens may not be purchased.
    -Only nations at war participate. (USAs income not counted until it enters a state of war)
    -National Objective income does not count towards tech rolls, neither does IPCs saved.
    -China’s income will never count toward Allied tech roles.
    0-24IPCs = 0 Rolls
    25-49IPCs = 1 Roll
    50-99IPCs = 2 Rolls
    100+IPCs = 3 Rolls
    Each turn each nation rolls for each token in all categories it has a token in. A 6 is a breakthrough, a 1 is a token lost. If a breakthrough is achieved roll to see what technology you receive. Once you get a breakthrough within a category, all other tokens within that category are removed. Other categories are not effected by success/failure in another categories. Unsuccessful tokens not lost, remain until that powers next turn.
    Tech categories:
    Army Doctrine
    (1-2)Paratroopers: From Airbases. OOB, Consult Rulebook.
    (3-4)Adv Artillery: Can pair 2 infantry units with 1 artillery.
    (5-6)Improved Mech: Mech can blitz alone. Mech can pair with a tank for +1 attack (1:1) A Mech cannot pair with both a tank and an artillery.
    Naval & Aviation Technology
    (1-2)Super Submarines: Attacking submarines hit on a 3 or less.
    (3-4)Rockets: Rockets from airbases. One rocket attack per airbase. Range 4. Damage 1D6. Airbase must be operational. Rockets are susceptible to AA.
    (5-6)Radar: AA rolls hit on a 2 or less.
    Infrastructure
    (1-2)Increased Factory Production: Minor IC produces at 4, Major IC produces at 12. Repair 2 damage for each 1 IPC. Maximum damage not increase.
    (3-4)Improved Shipyards: Shipyards may produce non capital naval units as a minor IC. Treat the base as both a naval base and a minor IC. It may produce transports, submarines, destroyers and cruisers only.
    (5-6)War Bonds: Collect an additional 1D6 IPCs during the collect income phase.
    Combat Aviation
    (1-2)Jet Fighters: Attacking fighters defend on a 5 or less. Become a A3D5 unit. Jet fighters intercept SBR at a 2 or less.
    (3-4)Long Range Aircraft: +1 to range of all aircraft. Stacks with airbase bonus to +3.
    (5-6)Heavy Bombers: Strategic bombers roll 2 dice when attacking or strategic bombing. Select the best result (dice does not add). LL roll = 5. (LHTR)


  • Would like to know what others think.


  • I do like a lot of your ideas, and I think they would be interesting to try out.

    That said, it seems to me you’ve weakened the allies and Italy (which is necessary given that they and Germany move together). Not allowing any allied units to enter Russia is a huge disadvantage for the allies. You’ve given Russia some nice bonuses to help counter that, but it sill seems like it will be easier for Germany + Italy to conquer Russia, as adding the Italian units to the German punch seems like it will outweigh the additional at-war income of Russia. Also, the the strategic rail movement is a huge advantage for Germany ,getting units to the eastern front more quickly, and will will be a huge boon for Japan conquering the mainland if they build industrial complexes in Kiangsu and Kwangtung.

    Only having a minor in India is crippling for the allies in the pacific, and a +10 bonus for conquering all of China is ridiculous.
    You’ve at once weakened the allies in the pacific significantly, and at the same time made it much easier for Japan to take all of China + India, and added massive incentive for them to do so.

    Also, I’m not sure that the neutral blocks are quite balanced, as there is no reason for the allies to not conquer all of South America for the extra income.

    A couple of minor notes:
    SZ 4 and Amur seem unrelated for that Russian N.O.
    There’s no submarine in SZ96, but there is a destroyer.


  • A couple of minor notes:
    SZ 4 and Amur seem unrelated for that Russian N.O.
    There’s no submarine in SZ96, but there is a destroyer.

    Was supposed to be Soviet Far East.
    And destroyer of course.
    Fixed* ty

    Also, I’m not sure that the neutral blocks are quite balanced, as there is no reason for the allies to not conquer all of South America for the extra income.

    As soon as the Allies attacks one of them, the others immediately mobilize for Germany. Income and troops.
    So Allies would need to take them fast. Or Germany is gonna get 1 or more turns of 4 IPCs (Argentina and Chile), plus could counter attack any allied forces in the area.

    and a +10 bonus for conquering all of China is ridiculous.

    This is difficult to achieve. By the time China is down and out, USA is landing on Korea/Manchuria.
    Also keep in mind ‘all of China’ includes the Chinese territories that begin the game under Japanese control.

    Remember: USA, UK, France, China and ANZAC all moving/attacking as one power. Formidable.
    Even so, i may leave the IC in India alone.


  • Updated technology to something more fluid for this variant.
    Thanks to Cmd Jen and YG for the idea.

    Technology Rules:
    Each power (European Axis and Allies considered one power) will receive tech tokens, based on their current production value at the beginning of each game round.
    Only nations at war participate. (USAs income not counted until it enters a state of war)
    NO income does not count towards tech rolls, neither does IPCs saved.
    0-24IPCs = 0 Rolls
    25-74IPCs = 1 Roll
    75-99IPCs = 2 Rolls
    100+IPCs = 3 Rolls
    Each turn each nation rolls for each token in all categories it has a token in. A 6 is a breakthrough, a 1 is a token lost. If a breakthrough is achieved roll to see what technology you receive. Once you get a breakthrough within a category, all other tokens within that category are removed. Other categories are not effected by success/failure in another categories. Unsuccessful tokens not lost, remain until that powers next turn.


  • I like how the techs are divided, but I do not like that the tokens are different costs, because then you have to keep 4 separate stacks of tokens, so you aren’t rolling for the wrong tech next turn.
    Very clunky.

    Don’t make the Japan NO for eliminating China 10 IPCs because then every single game Japan will go for that whole heartedly, which isn’t the point of China. It’s supposed to be annoying, not a cash cow for Japan. Probably why Larry didn’t give Japan a China NO in the first place.

    Or if you must keep it….add the caveat that Japan must not be occupying Soviet territory (so it doesn’t have an incentive to keep going into Russia)


  • I like how the techs are divided, but I do not like that the tokens are different costs, because then you have to keep 4 separate stacks of tokens, so you aren’t rolling for the wrong tech next turn.
    Very clunky.

    See: @Uncrustable:

    Updated technology to something more fluid for this variant.
    Thanks to Cmd Jen and YG for the idea.

    Technology Rules:
    Each power (European Axis and Allies considered one power) will receive tech tokens, based on their current production value at the beginning of each game round.
    Only nations at war participate. (USAs income not counted until it enters a state of war)
    NO income does not count towards tech rolls, neither does IPCs saved.
    0-24IPCs = 0 Rolls
    25-49IPCs = 1 Roll
    50-99IPCs = 2 Rolls
    100+IPCs = 3 Rolls
    Each turn each nation rolls for each token in all categories it has a token in. A 6 is a breakthrough, a 1 is a token lost. If a breakthrough is achieved roll to see what technology you receive. Once you get a breakthrough within a category, all other tokens within that category are removed. Other categories are not effected by success/failure in another categories. Unsuccessful tokens not lost, remain until that powers next turn.

    Don’t make the Japan NO for eliminating China 10 IPCs because then every single game Japan will go for that whole heartedly, which isn’t the point of China. It’s supposed to be annoying, not a cash cow for Japan. Probably why Larry didn’t give Japan a China NO in the first place.

    Or if you must keep it….add the caveat that Japan must not be occupying Soviet territory (so it doesn’t have an incentive to keep going into Russia)

    May be right here, the second part could work also.


  • 2 adjustments: DD from 98 to 72, add Tac to N Italy.

    Game report. Low Luck dice.

    EuroAxis1: European Axis roll for 1 tech token under ‘Army Doctrine’. “1”. Tech token lost. :(
    Germany purchase carrier, destroyer, art and inf.
    Italy purchase cruiser.

    Standard moves in the atlantic.
    2 subs to 106, 1 sub 1 BB 3 fighters 3 tacs to 110, 2 subs 1 fighter 1 tac 2 bombers to 110.
    UK scrambles 1 fighter to 110.
    2 fighters 1 tac to 93, destroyer 2 cruisers battleship 2 transports (2 inf art tank) to 98

    European Axis takes Normandy, France, S France, Yugo, Tunisia, Kenya, Alexandria. Noncom into Finland and Bulgaria.
    All the seazones roll favorable for the Axis.
    4 inf 1 AAA rail from S Italy into Bulgaria.

    Germany ends with 73 IPCs, Italy  11 IPCs.

    G40e R1.tsvg


  • Super Submarines: Defending submarines hit on a 2 or less.

    Why this as opposed to attack @3?  Or if you are going to change it, why not something better(in my opinion of corse), like destroyers only negate a subs surprise strike and submersible abilities on a one to one basis?


  • @Phlegethon:

    Super Submarines: Defending submarines hit on a 2 or less.

    Why this as opposed to attack @3?  Or if you are going to change it, why not something better(in my opinion of corse), like destroyers only negate a subs surprise strike and submersible abilities on a one to one basis?

    Originally had an cost 8 A3D1 sub, but scrapped it.
    Forgot to change back the tech.
    Fixed.


  • Russia1: Purchase 9 inf, 1 fighter.

    Standard noncoms.

    Game adjustments:
    Add Russian sub to SZ4
    Add 1 artillery to Sakha, Buyratia and Amur.
    Modified Japans China NO to 5 IPCs.
    Add condition: Mobile Industry: If Japan declares an unprovoked declaration of war Russia, Russia may place one minor IC on any of the following territories on its following turn: Buryatia, Sakha, Amur, Siberia. If Russia is first to dow, it may place the IC, but at full cost. (12 IPCs)
    Add condition: Soviet winter Once per game, while at war, Russia may declare a severe winter. No units may make any combat moves within original Russian territories during this severe winter, even if units begin their turn outside of those territories. Noncombat moves may be made, with a maximum movement of 1. (Tanks and Mech can move only 1, VC rail movement is frozen) Air and Naval bases in original Russian territories during the severe winter are inoperable. Air units may make normal moves during noncombat, except do not get bonus range from airbases that are in original Russian territories. All ICs within original Russian territories produce at half capacity, rounded down. Minor ICs may only produce 1 unit during the severe winter, major IC 5 units. Damaged facilities cost 2 IPCs per damage marker to repair during the severe winter. The severe winter will last for 1 full round, and is over after the European Axis next turn, before Russia’s next turn begins.

    Can view game via tripleA latest version. G40 second edition:

    G40e J1.tsvg


  • Japan non-dow round 1 standard
    purchase 3 transports 1 destroyer

  • Customizer

    I have a few questions and/or observations:
    1> I like what you did with the Soviet NO for Axis/Neutral territories. Having to be 1 or more IPCs eliminates Russia going after Crete or Sicily. However, you should add the words WITHIN EUROPE so you don’t see Russian units trying to go after Iraq, Libya or Ethiopia. Or does the restriction of Allied units on Soviet territory work the other way as well? No Soviet units in Allied territories or on Allied transports? If that’s the case, then that problem is solved too.

    2> The OOB Japanese NO of $5 per territory for control of India, New South Wales, Hawaii and Western United States was not listed. Did you omit that NO on purpose?

    3> I realize that tech rolls for the Allies are determined by adding together all of their territorial incomes and I am assuming that any breakthrough goes for all of them. (E.G. Heavy Bombers for USA means Heavy Bombers for UK, ANZAC and France as well.) A couple of questions about this:
      A> Since China doesn’t really get techs, do you still include their income when figuring tech rolls for the Allies?
      B> It’s a pretty standard G1 move to take France, Normandy and Southern France right off the bat. Even though France’s money then goes to Germany and they can no longer purchase units, capturing those 3 territories takes 9 IPCs from France’s income leaving them at 10 IPCs on the National Production Chart. Do you count that 10 IPCs in with the other Allies’ production amounts to get the Allies’ total? Or once a capital is lost, is that country’s remaining production amount disregarded until it is liberated?

    4> Rockets are supposed to have a range of 4. Also, rocket attacks are NOT susceptible to AA.

    5> Heavy Bombers should get to roll 2 dice and keep BOTH, not just the best result. Heavy Bombers are bigger and pack a more powerful punch. They should be able to get the possibility of 2 hits in combat. As for SBRs, with regular bombers you roll 1 die then add +2 to the result. Rolling 2 dice and just keeping the best of the two could end up making them worse than regular bombers. You should get a bonus for getting Heavy Bombers. They cause more damage. Add both dice together, but no +2 to the result.

    By the way, I like your tech system. In most of our games, tech almost never gets used because no one wants to spend money on it. Now we can get some tech into the game.


  • @knp7765:

    I have a few questions and/or observations:
    1> I like what you did with the Soviet NO for Axis/Neutral territories. Having to be 1 or more IPCs eliminates Russia going after Crete or Sicily. However, you should add the words WITHIN EUROPE so you don’t see Russian units trying to go after Iraq, Libya or Ethiopia. Or does the restriction of Allied units on Soviet territory work the other way as well? No Soviet units in Allied territories or on Allied transports? If that’s the case, then that problem is solved too.

    No its not limited to European territories. And there is no restriction on Soviet units. Zero IPC territories was the cheese (Sicily, Sardina, Somililand…)

    2> The OOB Japanese NO of $5 per territory for control of India, New South Wales, Hawaii and Western United States was not listed. Did you omit that NO on purpose?

    A mistake, is supposed to be there thanks.

    3> I realize that tech rolls for the Allies are determined by adding together all of their territorial incomes and I am assuming that any breakthrough goes for all of them. (E.G. Heavy Bombers for USA means Heavy Bombers for UK, ANZAC and France as well.) A couple of questions about this:
       A> Since China doesn’t really get techs, do you still include their income when figuring tech rolls for the Allies?
       B> It’s a pretty standard G1 move to take France, Normandy and Southern France right off the bat. Even though France’s money then goes to Germany and they can no longer purchase units, capturing those 3 territories takes 9 IPCs from France’s income leaving them at 10 IPCs on the National Production Chart. Do you count that 10 IPCs in with the other Allies’ production amounts to get the Allies’ total? Or once a capital is lost, is that country’s remaining production amount disregarded until it is liberated?

    I do not count China’s income towards tech rolls, also its not money in the bank, rather your current total production value (territories), NOs and IPCs saved do not count. Also remember USA’s income wont count until its at war, and Russian wont start collecting tokens until its at war either. I did still count France territories after Paris fell.

    4> Rockets are supposed to have a range of 4. Also, rocket attacks are NOT susceptible to AA.

    Again a mistake, they do have a range of 4. Thanks. The AA i added to mitigate them a little, remember airbases cost 12 now. Even so its just 1D6 to get past for each airbases rocket attack.

    5> Heavy Bombers should get to roll 2 dice and keep BOTH, not just the best result. Heavy Bombers are bigger and pack a more powerful punch. They should be able to get the possibility of 2 hits in combat. As for SBRs, with regular bombers you roll 1 die then add +2 to the result. Rolling 2 dice and just keeping the best of the two could end up making them worse than regular bombers. You should get a bonus for getting Heavy Bombers. They cause more damage. Add both dice together, but no +2 to the result.

    Heavy bombers were switched to LHTR (Larry Harris Tournament Rules) quite some time ago. The old heavy bombers were simply too powerfull, every game would be: whoever gets heavy bombers wins.
    Regardless as per the Europe 2nd edition rulebook:
    Heavy Bombers: Your strategic bombers are now heavy bombers. When attacking, whether in a battle or a strategic bombing raid, roll two dice for each bomber and select the best result.”
    Nowhere does it say “dont add 2 to dice during SBR”
    Heavy bombers would roll 2 dice for SBR, select the best dice, add 2 to that dice, and that total is applied to the facility.

    By the way, I like your tech system. In most of our games, tech almost never gets used because no one wants to spend money on it. Now we can get some tech into the game.

    Thanks knp7765


  • Round 2:
    The European Axis declare war on all the European Neutrals, taking them all in one swift play except for Portugal.
    Portugal is activated as an UKEurope territory.
    -This means that during the Allies next turn they will receive one IPC from Portugal and may transport the 2 infantry to a different location.

    Japan declares war on France and takes FIC, while building a naval base on Hainan.

    So far not a single successful tech roll for either side :(


  • Updated setup changes:

    Setup Changes:
    Axis:
    SZ96 - remove destroyer and transport
    SZ95 - remove submarine
    Ethiopia - remove artillery
    N Italy - remove bomber, add fighter
    S Italy - remove fighter, add tactical bomber
    S Italy - remove fighter
    Tobruk - remove artillery
    Italian Somaliland - remove infantry
    Allies:
    SZ71 - add UK transport
    SZ98 - remove tactical bomber, carrier, destroyer and transport.
    SZ92 - add tactical bomber, carrier and destroyer
    SZ4 - add Soviet submarine
    UK(London) - add artillery
    Alexandria - remove tank
    Egypt - add tank
    Malta - remove fighter, infantry and AAA
    Gibraltar - add Airbase and infantry
    Ukraine - add artillery
    Sakha - add 2 artillery

  • '17 '16 '15 '14 '12

    There’s a lot of cool stuff in here.  I like the things that would simplify the game, like having just 4 major powers and streamlining the price and function of facilities (all cost $12, all increase movement of land/air/sea units by +1, all can be damaged by the owner as scorched earth).  I wonder if it might be possible further simplify.  How about you drop NOs and tech altogether, have all powers start at war, and just let the dice start flying?


  • @variance:

    There’s a lot of cool stuff in here.  I like the things that would simplify the game, like having just 4 major powers and streamlining the price and function of facilities (all cost $12, all increase movement of land/air/sea units by +1, all can be damaged by the owner as scorched earth).  I wonder if it might be possible further simplify.  How about you drop NOs and tech altogether, have all powers start at war, and just let the dice start flying?Â

    Dropping NOs would definitely simplify it.

    Tech adds some fun to it and creates varying strategy, but is usually an optional rule anyhow.
    Its just OOB tech always seems like a slapped on thing at the end of the game creation process.

    I’d be in favor of a NO-less version though, would make F2F game faster paced.


  • Shouldn’t this be in House Rules?

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    @Red:

    Shouldn’t this be in House Rules?

    Yes it should!!

    Yet another house rules thread back from the grave in the 1940 Global forum…

    THIS IS BS!!! Doesn’t anyone else see what’s wrong with this? aren’t the moderators monitoring this forum?

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