Okay, I’ve obviously got too much time on my hands, but here’s how I’m going to currupt Global 1940 the minute I get my grubby little hands on it:
Russian-Japanese Non-Aggression
Japan cannot declare war on Russia unless the Axis controls at least one of the following at the beginning of the Japanese turn:
1. London
2. Moscow
3. Washington, D.C.
4. San Francisco
5. Every territory on the map with a Chinese roundel printed on it.
Russia cannot declare war on Japan unless the Allies control at least one of the following at the beginning of the Russian turn:
1. Berlin
2. Both Rome and Paris
If the conditions are met to declare war but the player chooses not to exercise it immediately, he loses the opportunity if he has not done so before the other side re-captures the relevant cities/territories.
Marines
Any major power except China may build marines, but no nation may build more than one per turn. For purposes of this limit, the British player may build marines on either map, but can still only build one total (although a Free French marine may be built at a British factory on the same turn it is used to build a British marine).
Marines cost 4 IPCs to build. They function as regular infantry in all respects, except that they attack with a 2 when making an amphibious landing. Use a regular infantry piece with a green poker chip under it to represent a marine.
Amphibious Landings
Tanks and artillery attack with a 1 on the first round of combat when making an amphibious landing. If the combat lasts more than one round, they attack normally on all subsequent rounds. Artillery also cannot support infantry to raise their attack value to 2 on the first round of combat during an amphibious landing. Tactical bombers may not be paired with a tank to raise their attack value to 4 on the first round of combat when the tank unit is making an amphibious landing. Tactical bombers can, however, still be paired with fighters to receive the bonus.
Air Transports / Airborne Assaults
Air transports cost 7 IPCs to build. They have no attack or defense value, and may move up to 6 spaces per turn. Use a bomber with a blue poker chip under it to represent an air transport.
During the Non-Combat Movement Phase an air transport may be used to transport one paratroop or regular infantry from one friendly controlled territory to another friendly controlled territory. This ends the air transport’s movement for the turn, even if it moved less than 6 spaces. Air transports cannot carry tanks, artillery, mechanized infantry, AA guns, or marines.
During the Combat Movement Phase an air transport that starts its turn in the same territory as a paratroop may load that paratroop and air drop it onto an enemy-controlled territory. If there is an AA gun in the territory, the air transport must first survive anti-aircraft fire before dropping the paratroop. If the air transport is destroyed by AA fire, the paratroop is destroyed with it. If a paratroop is dropped into an enemy controlled territory that contains no enemy combat units, there is assumed to be a “garrison” unit in the territory. The garrison unit defends with a 1, and must be eliminated before the paratroop can capture the territory. The garrison unit is ignored if there are also units attacking the same territory that are not making an airborne assault. When air dropping paratroops, air transports may not make “suicide runs” (i.e., They must have enough range to land in a friendly controlled territory).
Paratroops
Any major power except China may build paratroops, but no nation may build more than one per turn. For purposes of this limit, the British player may build paratroops on either map, but can still only build one per turn total (although a Free French paratroop may be built at a British factory on the same turn it is used to build a British paratroop).
Paratroops cost 4 IPCs to build. They function as regular infantry in all respects, except that they attack with a 2 when making an airborne assault. Use a regular infantry piece with a blue poker chip under it to represent a paratroop.
Modified Turn Sequence
Certain powers take their turns at the same time, and can combine their attacks and have their units ride on each others’ transports, air transports, and railroads. The turn sequence is as follows:
1. Germany/Italy
2. Britain/France/ANZAC
3. Japan
4. Russia
5. USA/China
Rail Movement
Each power can transport a certain number of units by railroad during the non-combat movement phase each turn. Being transported by rail uses a unit’s entire movement allowance for the turn. Units can move by rail any number of territories per turn, as long as all territories are connected and friendly controlled. Units may not rail move into or through a territory unless it was friendly controlled at the beginning of the player’s turn. Rail movement may take place across canals and straits, provided the appropriate territories were controlled at the beginning of the player’s turn. Rail movement may not take place across impassable areas (i.e., Sahara Desert). Rail capacity for each player is as follows:
China – 1 unit per turn. Limited to territories with a printed Chinese roundel on the map.
Britain – 2 units per turn. Limited to Africa, Asia, and Canada.
USA – 3 units per turn. Limited to Western Hemisphere.
Russia – 2 units per turn. Limited to Asia and Europe.
Germany – 3 units per turn. Limited to Asia and Europe.
Italy – 2 units per turn. Limited to Europe and Africa.
ANZAC – 1 unit per turn. Limited to Australia.
Japan – 2 units per turn. Limited to Asia.
Vichy France
Immediately following the combat phase when Germany captures Paris, the French government will attempt to negotiate a surrender. If the German player refuses the surrender, fighting continues as normal, and the French government will not offer to surrender again. If all three French territories are captured, a Free French government is set up in London, and Free French units can be built at British factories using IPCs from any French territories not controlled by the Axis. If the German player accepts the surrender, the following actions occur:
1. A Vichy government is installed in Southern France. Any Axis units that are already occupying Southern France are immediately moved to Paris. Place a German control marker on the territory. The German player will receive any future income from the territory while it remains Vichy, and the German IPC chart is adjusted accordingly. The territory of Normandy/Bordeaux, if not already German occupied, is surrendered to the Germans, and a German control marker is placed on it. The German player may, at this time, transfer as many units as he likes to Normandy/Bordeaux from adjacent territories, even if they’ve already moved during the combat movement phase.
2. Morocco, Algeria, Tunisia, Syria, and French Indo-China immediately become Vichy territories. A German control marker is placed on the territories. The German player will receive any future income from the Vichy territories on the European map while they remain Vichy, and the German IPC track is adjusted accordingly. Any French units within these territories plus any French naval units remaining in Sea Zone 94 become Vichy, and cannot move or attack while they remain Vichy.
3. Any French units in Sea Zone 112 immediately become Free French, and will continue to fight the Axis for the remainder of the game.
4. Roll a die for each French unit still on the map in Normany/Bordeaux, Southern France, and Sea Zone 93 and apply the results as follows:
On a roll of 1 the unit becomes Free French and is immediately moved to either the United Kingdom or Sea Zone 91, whichever is closer.
On a roll of 2-4, the unit is disbanded or scuttled and removed from the map.
On a roll of 5-6, the unit becomes Vichy and is moved to either Southern France or Sea Zone 93. These units cannot move or attack while they remain Vichy.
5. All Vichy naval units are confined to port, and will not interfere with any naval units of either side that move through their sea zones. If any Vichy territory (other than French Indo-China) is invaded by the Axis, all Vichy units and territories immediately become Free French for the remainder of the game. If any Vichy territory is invaded by the Allies, roll a die for all units within that territory and adjacent sea zone, and apply the following results:
On a roll of 1-3 the territory and all its units (including any Vichy naval units in an adjacent sea zone) become Free French. The German control marker is removed from the territory, and the German IPC track is adjusted accordingly.
On a roll of 4-5 the territory surrenders to the Allies. All Vichy units are disbanded or scuttled and removed from the map. The German control marker is removed, and the German IPC track is adjusted accordingly.
On a roll of 6, the territory decides to resist the Allies. All Vichy units, including Vichy naval units in adjacent sea zones, are replaced with their equivalent German units and become, for all practical purposes, German units for the remainder of the game.
6. A Free French government is set up in London, and Free French units may be built at any British factory (with the British player’s permission) on either map using available IPCs from Free French territories.
Neutrals
Afghanistran: 2 Infantry
Bulgaria: 2 Infantry
Finland: 4 Infantry, 1 Fighter
Greece: 4 Infantry, 1 Destroyer
Hungary: 2 Infantry
Iraq: 1 Infantry
Persia/Iran: 1 Infantry
Portugal: 1 Infantry
Rumania: 4 Infantry, 1 Fighter
Spain: 1 Tank, 7 Infantry, 1 Fighter, 1 Destroyer
Sweden: 5 Infantry, 1 Fighter, 2 Destroyers
Switzerland: 5 Infantry
Turkey: 7 Infantry, 1 Fighter, 1 Destroyer
Yugoslavia: 5 Infantry, 1 Fighter
Ireland: 1 Infantry
Angola: 2 Infantry
Argentina: 4 infantry
Brazil: 3 infantry
Chile: 2 infantry
Columbia: 2 infantry
Peru: 2 infantry
Venezuela: 2 infantry
Any neutral countries not listed here use the units printed on the map.
Starting Forces:
FRANCE
France: 11 infantry, 2 tanks, 2 artillery, 1 mechanized infantry, 2 fighters, 2 tactical bombers
Normandy/Bordeaux: 4 infantry, 1 artillery
Southern France: 2 infantry, 1 artillery
Morocco: 1 infantry
Algeria: 1 infantry
Tunisia: 1 infantry
French West Africa: 1 infantry
Syria: 1 infantry
Sea Zone 93: 2 battleships, 1 cruiser, 2 destroyers, 1 submarine, 1 transport
Sea Zone 94: 1 battleship, 1 cruiser, 1 destroyer, 1 transport
Sea Zone 112: 1 battleship, 2 destroyers
GERMANY
Germany: 5 infantry, 1 artillery, 1 paratroop, 1 fighter, 1 bomber, 1 air transport 1 AA gun, 1 minor IC
West Germany: 6 infantry, 2 artillery, 3 mechanized infantry, 3 fighters, 5 tactical bombers, 1 AA gun, 1 major IC, 1 naval base, 1 air base
Greater Southern Germany: 4 infantry, 2 tanks, 1 artillery, 1 fighter
Holland/Belgium: 10 infantry, 4 tanks, 2 artillery, 1 mechanized infantry, 2 fighters, 2 tactical bombers
Denmark: 1 infantry, 1 fighter
Norway: 2 infantry, 1 fighter
Poland: 3 infantry, 1 tank, 1 fighter, 1 tactical bomber
Romania: 2 infantry, 1 tank, 1 fighter
Slovakia/Hungary: 2 infantry, 1 tank
Sea Zone 103: 1 submarine
Sea Zone 108: 1 submarine
Sea Zone 113: 2 battleships, 2 cruisers, 2 destroyers
Sea Zone 117: 1 submarine
Sea Zone 118: 1 submarine
Sea Zone 124: 1 submarine
BRITAIN
United Kingdom: 2 infantry, 1 mechanized infantry, 2 fighters, 1 tactical bomber, 1 air transport, 1 AA gun, 1 major IC, 1 naval base, 1 air base
Alexandria: 1 infantry, 1 tank, 1 artillery, 1 mechanized infantry, 2 fighters, 1 tactical bomber
Egypt: 1 infantry, 1 artillery, 1 mechanized infantry, 1 fighter, 1 naval base
France: 1 infantry, 1 artillery, 1 tank
Gibraltar: 2 infantry, 1 fighter, 1 naval base, 1 air base
Iceland: 1 air base
New Brunswick: 1 naval base
Ontario: 1 tank
Quebec: 1 infantry, 1 minor IC
South Africa: 1 infantry, 1 minor IC, 1 naval base
West India: 1 infantry
India: 1 infantry, 1 fighter, 1 tactical bomber, 1 AA gun, 1 major IC, 1 naval base, 1 air base
Burma: 1 infantry
Kwangtung: 1 infantry,
Malaya: 1 infantry, 1 naval base
Sea Zone 71: 1 destroyer, 1 transport
Sea Zone 85: 1 cruiser, 1 destroyer
Sea Zone 91: 1 fighter, 1 tactical bomber, 3 battleships, 2 cruiser, 2 destroyers, 1 carrier
Sea Zone 106: 1 destroyer, 1 transport
Sea Zone 109: 2 destroyers, 1 transport
Sea Zone 110: 1 fighter, 1 transport, 2 battleships, 2 cruisers, 3 destroyers, 1 carrier, 1 transport
Sea Zone 112: 1 fighter, 1 tactical bomber, 3 battleships, 2 cruisers, 2 destroyers, 1 carrier, 1 submarine
Sea Zone 37: 1 destroyer
Sea Zone 39: 1 cruiser, 1 destroyer, 1 transport
ITALY
Southern Italy: 2 infantry, 1 fighter, 1 tactical bomber, 1 minor IC, 1 naval base
Northern Italy: 3 infantry, 1 artillery, 1 fighter, 1 tactical bomber, 1 AA gun, 1 major IC, 1 air base
Albania: 1 infantry, 1 artillery, 1 fighter
Libya: 1 infantry
Tobruk: 2 infantry, 1 tank, 1 artillery, 1 mechanized infantry, 2 fighters, 2 tactical bombers
Ethiopia: 1 infantry
Italian Somaliland: 1 infantry
Sea Zone 95: 3 battleships, 3 cruisers, 5 destroyers, 2 submarines, 2 transports
USSR
Russia: 1 infantry, 1 paratroop, 1 air transport, 1 AA gun, 1 major IC
Novgorod: 1 infantry, 1 tank, 1 fighter, 1 tactical bomber
Karelia: 2 infantry
Vyborg: 2 infantry, 1 artillery
Baltic States: 2 infantry, 1 tank
Belarus: 1 infantry, 1 tank, 2 fighters, 1 tactical bomber
Eastern Poland: 2 infantry, 1 tank, 1 artillery, 1 mechanized infantry
Western Ukraine: 1 infantry, 1 tank, 1 mechanized infantry, 1 fighter, 1 tactical bomber, 1 naval base
Bessarabia: 2 infantry, 1 tank, 1 artillery
Caucasus: 1 infantry
Volgograd: 1 infantry, 1 minor IC
Buryatia: 1 infantry
Sakha: 1 infantry
Amur: 3 infantry, 1 tank, 1 fighter
Sea Zone 115: 1 battleship, 1 cruiser, 2 cruisers, 1 submarine, 1 transport
Sea Zone 127: 1 destroyer
Sea Zone 100: 1 destroyer
Sea Zone 5: 1 submarine
CHINA
Szechwan: 2 infantry
Yunnan: 5 infantry
Hunan: 4 infantry
Shensi: 1 infantry
Suiyuyan: 2 infantry
Hopei: 1 infantry
Anhwe: 2 infantry
Chahar: 2 infantry
Kweichow: 3 infantry, 1 artillery, 1 fighter
JAPAN
Japan: 6 infantry, 1 tank, 2 artillery, 1 fighter, 1 air transport, 1 major IC, 1 naval base, 1 air base
Korea: 1 infantry
Manchuria: 3 infantry, 1 artillery, 1 mechanized infantry, 1 fighter, 1 tactical bomber, 1 AA gun
Jehol: 2 infantry, 1 artillery
Shantung: 1 infantry
Kiangsu: 2 infantry, 1 fighter, 1 tactical bomber
Kiangsi: 2 infantry, 1 artillery
Kwangsi: 2 infantry, 1 artillery
Siam: 2 infantry
Palau Island: 1 infantry
Caroline Islands: 1 infantry, 1 AA gun, 1 naval base, 1 air base
Iwo Jima: 1 infantry
Okinawa: 1 infantry, 1 fighter
Formosa: 1 fighter
Sea Zone 6: 5 fighters, 5 tactical bombers, 4 battleships, 3 cruisers, 7 destroyers, 5 carriers, 3 transports
Sea Zone 19: 1 cruiser, 1 destroyer, 1 submarine
Sea Zone 33: 1 fighter, 1 tactical bomber, 1 battleship, 1 cruiser, 1 destroyer, 1 carrier, 1 transport
USA
Eastern US: 1 infantry, 1 artillery, 1 air transport, 1 major IC, 1 naval base, 1 air base
Central US: 1 infantry, 1 mechanized infantry, 1 major IC, 1 naval base, 1 air base
Western US: 1 infantry, 1 marine, 1 AA gun, 1 major IC, 1 naval base, 1 air base
Hawaii: 1 infantry, 1 fighter, 1 tactical bomber, 1 naval base, 1 air base
Midway: 1 air base
Wake Island: 1 air base
Guam: 1 air base
Philippines: 2 infantry, 1 fighter, 1 tactical bomber, 1 naval base, 1 air base
Sea Zone 10: 2 fighters, 2 tactical bombers, 5 battleships, 2 cruisers, 3 destroyers, 2 carriers, 1 submarine, 1 transport
Sea Zone 26: 1 cruiser, 2 destroyers, 1 submarine, 1 transport
Sea Zone 35: 1 destroyer, 1 transport
Sea Zone 101: 2 fighters, 2 tactical bombers, 4 battleships, 2 cruisers, 3 destroyers, 2 carriers, 1 transport
ANZAC
No changes from standard deployment for ANZAC.