I’ve been playing Axis & Allies for over 20 years. When my brother got the Global 1939 map we thought it was absolutely amazing (there are only a few problems with it which we had to fix). When the rules came out we decided to develop a D6 version and have continued to do so since because we liked the D6 version and we liked much of what Larry Harris has developed already. But we had to make some changes too because we thought the basic combat rules of Axis & Allies could be improved to make the game more historically realistic. After extensive research on how combat actually occurred in WW2, we decided to introduce some major changes or adjustments to the combat rules and other rules.
For the set-up we started doing research about what nations actually had in 1939 and made some adjustments based on training, logistics and numbers of available troops to be mobilized. We didn’t change everything.
We had to make a major overhaul to Turn Order and what each round of play looked like. War is fluid and complex, and we wanted to try to simulate that. So, each turn has a Strategic Combat Movement/Combat phase and a Tactical Combat Movement/Combat phase, and every round of play will be different because you roll initiative for those phases. In Strategic Combat a player can do missions like Strategic Bombing Raids, Strategic Shelling, Espionage and Combat Air Patrol. In the Tactical Combat Phase players can do any number of combat operations that we see in Axis & Allies (amphibious, land combat, naval-air combat, airborne ops, etc). But each phase has a specific turn order decided by an Initiative Roll. Although a player may go first during Strategic Combat, he/she may go fourth for Tactical Combat. And each round of play will be different - you’ll never ‘play’ the same game twice. Ever. The winner of initiative can decide when in the sequence he/she wants to go in the turn order. In the first round of play, we do give Germany and the Axis Minors (we call them Fascist Minors) the initiative during Tactical Combat. In the game we’re playing now, my brother elected to go last on the first turn to start WW2. The Allies couldn’t react to anything he did (which they didn’t).
We also decided to add realism by saying that each turn is one month of actual time, and the game begins in September 1939. This certainly affects how naval and air units move on the board, especially during non-combat movement. We increased naval and air unit movement points during non-combat movement significantly. For example, I was studying how long it took ANZAC troops to travel to Egypt during the early stages of WW2. It took about 18 days, and they stopped in Ceylon on their way. The way the game is set up, that’s impossible, so we had to increase movement during non-combat movement (for combat movement we did not change much, because combat operations take planning and moving logistics in place in order to go into combat). We also added modifiers to Strategic and Tactical initiative. Non-belligerent nations always go last during the turn order. Industrial capacity matters on who goes first.
One of the biggest changes is Tactical Combat. We introduced ‘steps’ to ground units. Ground units have 2 steps: full strength and damaged before they’re destroyed. We bought these little red 1/8" dots and placed them on ground units (and ships that can take more than one hit) when they were damaged. Their attack and defense are degraded. Land combat consists of three phases: Initial Assault, Attrition and Breakthrough, all including an Air Combat Phase. Attrition and Breakthrough require initiative rolls, which allow a player to take the Offensive Posture or the Defensive Posture. Offensive Posture means that your forces are not ‘fixed’ on the battlefield, which means you can attack or retreat. We looked for real world examples in World War 2 and put them in the game. For example, in Operation Market Garden, the Allies were initially in the Offensive Posture (Initial Assault) but soon found themselves in the Defensive Posture during the Attrition phase (especially the British in Arnhem itself) and during Breakthrough, they got the initiative again and retreated out of Holland. That’s what we’ve tried to simulate in the game. Battles are fluid and complex and players have to make good tactical decisions in order to win or survive. We’ve also introduced Forward Supply Bases to reconstitute damaged units.
Additional rules include Retreating, Surrender and Terrain (we added mountain, jungle/forest and city terrain by simply placing a 1/4" colored dot on the map). We changed some National Objectives too. We added some Weapons Development as well and railroads. Railroads are especially important for Russia. During WW2, Russia moved thousands of troops to their fight with Germany from the east - and they did it quickly. Railroads allow that. Otherwise, with a movement of 1 it would take forever, and that is not actually what happened in WW2 at all!
These are but a few of the rules. If you have any comments, questions or show any interest, perhaps we can actually put it down in a written form.