• Customizer

    Soviet Union:

    • Russian Winter - Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry defend on a 3 in red territories.

    • Mobile Industry - Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them.

    • Salvage - If you win a combat against attacking tanks in a red territory and at least one attacking tank is destroyed, you may place one free tank in that territory.

    • Lend-Lease - During your mobilize new units phase, you can convert U.S. land units, other than infantry, to equivalent Soviet units. The conversion only takes place on Archangel or Karelia S.S.R. and if you control the respective territory. Remove all the affected units from play and replace them with the equivalent Soviet units.

    • Trans-Siberian Railway - Your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Novosibirsk, Evenki National Okrug, Yakut S.S.R., Stanovoj Chrebet, Buryatia S.S.R. and Russia.

    • Katyusha Rockets - Your artillery attacks on a 3 during the first cycle of combat.

    • Guard Tank Regiments - One of your tanks in each city (Leningrad, Moscow and Stalingrad) defend on a 4.

    • Great Patriotic War - Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought.

    • Scorched Earth - When you are attacked by Germany, if a land combat takes more than one cycle of combat, the Axis power collects -1 IPC for that territory the turn they capture it. This advantage only applies to original red territories.

  • Customizer

    Italy:

    • Commando Frogmen – During your combat movement phase you may deploy frogmen commandos from a destroyer or submarine on a hostile sea zone. This unit has a special attack before any battle occurs. You roll 1 die for such unit and score a hit on a roll of 1. The targets must be enemy sea units in the same sea zone. You may retreat after such attack before conducting combat.

    • Strategic Airbases – All your aircraft may scramble on sea zone 14 as long as you have an operational air base present on Italy.

    • Libyan Express – Each time Italy or Libya is attacked by the Allies you may move a number of infantry units, from the other territory, equal to transports available in sea zone 14. Alternatively, you may retreat a number of infantry units, to the other territory, equal to transports available in sea zone 14. For each cycle of combat you may move one infantry per transport.

    China:

    • Burma Road – If Burma is a friendly territory, China receives another infantry for free during mobilize new units phase. This unit must be placed in Yunnan. Chinese forces may enter Burma territory anytime during the game.

    • Flying Tigers - At the beginning of the game, China has a U.S. fighter unit located on the map. This represents the American volunteer group—the Flying Tigers. This fighter is considered part of the Chinese forces for purposes of movement and combat. If it is destroyed, the U.S. player cannot purchase a new fighter unit for China.

    • Guerrilla Warfare - 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.

    Free French (reworking these):

    • Free French Forces – At the end of each turn, after the U.S. player has finished his collect income phase the Allies may attempt diplomacy to gain the support of Vichy controlled French West Africa and Madagascar. Each turn you may roll 1 die for each territory: a roll of 1 results in all the French units in that territory and adjacent sea zone to join the Free French Forces (Allies).

    • Army of Africa – The first time the Allies liberate Morocco-Algeria, you may place one infantry and one tank in that territory during mobilize new units phase. You may choose either the United States or United Kingdom as the controlling powers. If the sea unit in Casablanca is not destroyed, it joins the Allies. With the liberation of Morocco-Algeria, both French West Africa and Madagascar territories join the Allies.

    • Liberation of France – The first time the Allies liberate France all the remaining French units (on non occupied territories) on the board rally to the Allied side if the Allies manage to hold France for one entire turn. The German or Italian player may attempt to capture the French Fleet in Toulon during their respective combat movement phase if France is Axis controlled; but doing so, the entire remaining Vichy French units join the Allies. Roll 1 die for each french sea unit present in sea zone 13 and on a roll of 1, the unit is captured; any other rolls result in the destruction of the unit.


  • Good jobs…

  • Customizer

    I see one problem.  A number of your advantages mention air and naval bases.  AA50 didn’t use air or naval bases.


  • nice work really like the panzer blitz
    how do you determine which advantages each country gets or do they get them all?

  • Customizer

    As to the air and naval bases you can print some simple symbols, there are lots of those on this forum. The rules are similar… you may also leave those out of the game. Also, some cards mention tactical bombers… I got them from www.historicalboardgaming.com

    Air bases allow +1 movement during noncombat phase, allow interceptor rules for fighters and on islands allow the defense of adjacent Sea Zones.

    Naval Bases allow +1 movement during noncombat phase and repair of battleships.

    Both can be damaged and destroyed during strategic bombing raids but both have AA defense. Rolls of 3, 4 or 5 damage the base, a 6 or more destroys it. The damage is not cumulative, after a bombing raid the base is either operational or damaged or destroyed, no chips here, just turn on the side to show a damaged base.

    The decision on the number of National advantages is up to you and the group. If you intend to play with Free French rules you need at least to use one card - Liberation of France. The Chinese must also play with one that already comes with the game - Flying Tigers. 6 cards per major power is the maximum…more than that and you will probably forget some advantages. Each player may draw randomly or choose any decided number of cards or you might just give more experienced players less advantages or try to balace the game allowing the Axis or Allies to have more or less advantages. The number of cards is the same till the end of the game.

    Some advantages seem to be major advantages and others minors… you may seek to balance that also allowing only 1, 2 or 3 major advantages per player.


  • I really like the cards did you design them or can they be found somewhere?  Thanks

  • Liaison TripleA '11 '10

    Sell me these cards.  How much?

  • '10

    @Gargantua:

    Sell me these cards.  How much?

    Yes, me also!

  • Customizer

    Really liking this project - I asked for a list of these awhile back but never got a response - looks like you’ve been busy  8-) !

    Do you plan on making these cards available to the public? As in ordering them or a downloadable file for printing?

  • '18 '17 '16 '15 '13 '12 '11

    @Viracocha:

    Really liking this project - I asked for a list of these awhile back but never got a response - looks like you’ve been busy  8-) ! Â

    Do you plan on making these cards available to the public? As in ordering them or a downloadable file for printing? Â

    Hi, there is a file on BGG ref to those cards by Coachofmany and modified to fit Global 1939. Check it out to see if they are close enough to the ones you are looking for.

    Here : http://files.boardgamegeek.com/file/download/87o0ir3d6x/Event_cards.pdf?

    J. 8-)

  • Customizer

    @radar231:

    @Viracocha:

    Really liking this project - I asked for a list of these awhile back but never got a response - looks like you’ve been busy � 8-) ! �

    Do you plan on making these cards available to the public? As in ordering them or a downloadable file for printing? �

    Hi, there is a file on BGG ref to those cards by Coachofmany and modified to fit Global 1939. Check it out to see if they are close enough to the ones you are looking for.

    Here : http://files.boardgamegeek.com/file/download/87o0ir3d6x/Event_cards.pdf?

    J. 8-)

    Thanks!

    Yeah - like those spotter cards… but I’m wanting the template for those pictured…

    Cheers Radar.

  • Customizer

    I designed them all… a real pain to find suitable decent images ;) The advantages, some are well known, some are adapted to AA 50 and others are my own design.

    Yes, these are for free download. I cannot sell them of course, you’ll have the chance to download and print them.

    Each card dimensions are 2.6 x 3.5 and not the usual 2.5 x 3.5 inches… so that can be a problem as all the online print services print 2.5 x 3.5 inch cards… and a different corner angle too.

    I can convert them to the regular size if no other option comes up…

    But, before placing them for download, what do you think of the advantages?

  • Customizer

    I’m thinking of making the cards available in a template for this online print shop…

    http://superiorpod.onprintshop.com/index.html

    Has anyone ever required their services? Other?


  • Thanks for posting that web site. Checked it out. Looks like I can get my 200 event cards custom made for $14.00 before shipping. Going to use the 2" x 3.5" size.


  • So are these available yet?  I would really like to get these cards done for our game day at the end of Feb.

    Thanks.  These look great.

  • Customizer

  • Customizer

    So, what do you think of the advantages?


  • Does it work 4 global


  • Please make them available as playing cards…check out Artscow which can make them for like $8 bucks a deck. Also not fond of the Italian roundel, I would use the same roundel that the game uses for the backs of playing cards…

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