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Cyanight's Customizations
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I finished painting some more pieces. My set is now ready for Balanced Mod 2.0
ANZAC Elite Infantry
http://i613.photobucket.com/albums/tt218/cyanight/ANZAC_Inf.jpgNew Russian Mig 15 Jets. These are smaller scale than the ones I posted before.
http://i613.photobucket.com/albums/tt218/cyanight/RussianMig15.jpgThe Vichy French Army and Navy
http://i613.photobucket.com/albums/tt218/cyanight/VichyFrench.jpg
http://i613.photobucket.com/albums/tt218/cyanight/VichyFrench2.jpg -
Wow Cyanight, the Vichy French turned out nice. Where did you get the bigger Australian decal for your commandos?
As always, excellent work. :-D
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Thank you John :)
Custom design with my printer and decal paper.
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Thank you John :)
Custom design with my printer and decal paper.Â
Sorry man, I keep forgetting, you do it yourself, LOL. Anyway, can’t wait for you to tackle the German set, when it finally arrives. :-)
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Not a problem, :) I thought you were going to ask about the Vichy French roundel decals I made though since they are hard to find.
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I love every piece bro, every piece! Thanks for sharing the pics!
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Top notch work!
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Thanks a lot guys! There is more on the horizon. Painting some of the German expansion units next.
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Type II Subs
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1936A Destroyers
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Ju 87 G Stuka
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Greatcoat Infantry
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KT 1 Cargo Ships
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•Type II Subs
http://i613.photobucket.com/albums/tt218/cyanight/Subs.jpg
•1936A Destroyers
http://i613.photobucket.com/albums/tt218/cyanight/DD.jpg
•Ju 87 G Stuka -  Here is an interesting plane. The Ju 87G Stuka Tactical Bombers with snow camo had two 37mm Flak cannons installed in place of bombs.
http://i613.photobucket.com/albums/tt218/cyanight/Stuka.jpg
•Greatcoat Infantry
http://i613.photobucket.com/albums/tt218/cyanight/Greatcoat.jpg
•KT 1 Cargo Ships
http://i613.photobucket.com/albums/tt218/cyanight/TT.jpg -
Awesome job on these Cyanight. I’ve been waiting for you to post these, and you never disappoint. Great job! :-D
John
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believe the detail you add to the rifles, looks great!… I think I may need some smaller brushes :P
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This is the latest version of the file I just had printed. It has an updated Chile roundel that is round and the original triangular Iraq roundel.
[Another suggestion would be a very small Chinese roundel in Burma and Kwangtung added to the standard UK Pacific one." target=“_blank”>
Great looking map. This is based on the first edition, right?
I can recall a few (subtle) changes/corrections they made between the first and second edition maps. I don’t know if there were more than the ones listed here:
- corrected spelling Palau
- border between Alberta and Central USA
- border between New Brunswick and Quebec
- Yukon and British Columbia merged into Western Canada
Though the last one really doesn’t bother me at all. And IIRC the Korea/seazone 5 thing was already corrected in a first edition print.
I’d certainly be willing to pay for a correction of the first three based off your A&A 1940 Global Game Board_1_U_010 map version (that’s the latest I was able to find).
Also, I couldn’t find in this thread why Persia had three different roundels. And did Spain still use the nationalist symbol in 1940? I don’t recall when they switched back to the standard “Kingdom of Spain” roundel (red/yellow/red).
Another suggestion would be a very small Chinese roundel in Burma and Kwangtung added to the standard UK Pacific one.](<br /><br /><br /><br />Great looking map. This is based on the first edition, right?<br /><br />I can recall a few (subtle) changes/corrections they made between the first and second edition maps. I don’t know if there were more than the ones listed here:<br />- corrected spelling Palau<br />- border between Alberta and Central USA<br />- border between New Brunswick and Quebec<br />- Yukon and British Columbia merged into Western Canada<br /><br />Though the last one really doesn’t bother me at all. And IIRC the Korea/seazone 5 thing was already corrected in a first edition print.<br /><br />I’d certainly be willing to pay for a correction of the first three based off your A&A 1940 Global Game Board_1_U_010 map version (that’s the latest I was able to find).<br /><br />Also, I couldn’t find in this thread why Persia had three different roundels. And did Spain still use the nationalist symbol in 1940? I don’t recall when they switched back to the standard )
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Axis and Allies Global 1940, Prototype system for Technology.
Elite Troops
Cost: 5
Attack: 1 (Attack at 2 when involved with an Amphibious Assault or Airdrop
No bonus from artillery)
Defend: 2
Move: 1 (Transport aboard a Cruiser or Battleship with 1 unit per vehicle/ship;
Air Drop from an Air Base.)Elite units can transport aboard a Cruiser or Battleship with 1 unit per vehicle/ship. They may also paratroop from an Air Base. See rules below.
Paratroopers
Up to 2 of your Elite Infantry units in each territory with an air base can be moved to an enemy controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do.If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.
Technology
o Purchase a Tech token for 5 ICPs
o Only one breakthrough for each power per turn.
o Tech tokens are not discarded if no breakthrough occurs.Breakthrough
• A prototype is awarded to the power with the breakthrough. Any new units that are produced will have the new technology discovered. All other previously owned units retain their normal abilities and are NOT upgraded. Prototypes must be placed in a territory with a factory.
• Improved Shipyards and Increased Factory Production do not receive a prototype unit but instead are converted globally for that power.
• War Bonds are used during the COLLECT INCOME phase, roll 2x die and take the larger number.Breakthrough Chart 1
 1. Advanced Artillery. Each of your newly purchased artillery units can now provide greater support. One artillery unit can support up to 2 infantry and/or mechanized infantry units per attack. Up to 2 infantry and/or mechanized infantry units when coupled with 1 artillery unit have attack values of 2. (PROTOTYPE: HEAVY ARTILLERY) 2. Rockets. Your air bases can now launch rockets from rocket launchers. During the Strategic and Tactical Bombing Raids step of your Conduct Combat phase each turn, each of your operative air bases with a rocket launcher can make a single rocket attack against an enemy industrial complex, air base, or naval base within 4 spaces of it. This attack does one die roll of damage to that facility. Rockets may not be fired over neutral territories. (PROTOTYPE: 1 ROCKET LAUNCHER THAT CAN BE PLACED AT ANY AIRFIELD. ADDITIONAL ROCKET LAUNCHERS COST 5 IPCS AND MAY BE PLACED AT AIR FIELDS. ONLY ONE ROCKET LAUNCHER MAY BE PLACED AT AN AIR FIELD. IF THE TERRITORY IS CAPTURED THE ROCKET LAUNCHER IS DESTROYED. ROCKET LAUNCHER CANNOT BE TAKEN AS A HIT.)
 3. Heavy Tanks. Newly purchased tanks now attack at 4 and defend at 3. (PROTOTYPE: HEAVY TANK)
 4. Increased Factory Production. Each of your industrial complexes can now produce additional units beyond their normal production ability. Major industrial complexes can mobilize up to 12 units, and minor ones can mobilize up to 4 units. Also, when repairing a damaged industrial complex, you can remove 2 damage markers for the cost of 1 IPC (in other words, half price). The maximum damage that can be applied to your industrial complexes is not increased. (NO PROTOTYPE: UPGRADE ALL FACTORIES)
 5. War Bonds. During your Collect Income phase, roll 2x die and take the larger number, collect that many additional IPCs. (NO PROTOTYPE)
 6. Improved Mechanized Infantry. Each of your newly purchased mechanized infantry units that is paired up with a tank or an artillery now has an attack value of 2. Also, your mechanized infantry may now blitz without being paired with a tank. (PROTOTYPE: ADVANCED MECHANIZED INFANTRY)
Breakthrough Chart 2
 1. Super Submarines. The attack value of your newly purchased submarines is now 3 instead of 2. (PROTOTYPE: SUPER SUBMARINE) 2. Jet Fighters. The attack value of your newly purchased fighters is now 4 instead of 3. In addition, during bombing raids your escorting or intercepting fighters now hit on a 1, 2 or 3 instead of just a 1 or 2. (PROTOTYPE: JET FIGHTER)
 3. Improved Shipyards. Your sea units are now cheaper to build. Use these revised costs: (NO PROTOTYPE: UPGRADE ALL NAVAL BASES AT FACTORIES)
Unit IPC cost
Battleship - 17
Aircraft Carrier - 13
Cruiser - 9
Destroyer - 7
Transport - 6
Submarine - 5 4. Radar. Your antiaircraft fire, both from AAA (antiaircraft artillery) units and facilities in a territory with a radar tower, now hits on a 1 or 2 instead of just a 1. (PROTOTYPE: 1 RADAR TOWER. CANNOT BE TAKEN AS A HIT. THEY CAN MOVE 1 SPACE PER TURN. ALL AAA UNITS AND FACILITIES IN THE TERRITORY WITH THE RADAR TOWER HIT ON A 1 OR 2. ADDITIONAL UNITS COST 3 IPCS AND MAY BE PLACED AT FACTORIES. IF THE TERRITORY IS CAPTURED THEY ARE DESTROYED.)
 5. Long-Range Aircraft. All of your newly purchased air units’ ranges are increased by 1 space. (PROTOTYPE: FIGHTER OR TACTICAL BOMBER)
 6. Heavy Bombers. Your newly purchased 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. (PROTOTYPE: STRATEGIC BOMBER)
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One thing that I added to my game when I put in Special forces with the ability to be used as paratroopers was airfields. Airbases cost so much money and purchasing one just for the SFU was not very cost effective in the game. The airfields cost 5, scramble only 1 fighter or tac, and don’t extend the movement of strategic bombers. It gives your elite forces more opportunities to launch in places like Africa where there are no airbases. Great idea with the prototypes!
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One thing that I added to my game when I put in Special forces with the ability to be used as paratroopers was airfields. Airbases cost so much money and purchasing one just for the SFU was not very cost effective in the game. The airfields cost 5, scramble only 1 fighter or tac, and don’t extend the movement of strategic bombers. It gives your elite forces more opportunities to launch in places like Africa where there are no airbases. Great idea with the prototypes!
That is an interesting idea. We may expand upon it. I think paratroopers should have been part of the game from the beginning.
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You could configure the numbers and abilities to suit your own game. For instance, you might not want to launch your rockets from there, change the cost, etc. Whatever works best. I’m sure you already know but HBG sells those tokens too.
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These air strips I painted would work great for air fields.
http://i613.photobucket.com/albums/tt218/cyanight/DSC_0398.jpg
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Those are really cool. Have you thought about what values you would place on Airfields? Cost, abilities?
Depending upon what those values are, you will place added value on your elite forces and paratroopers. I personally love my Special Forces Unit and that’s why I made the cost so low.
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Not sure yet. I might have to wait until next year or if we game later this year. My players already have the rules set and I don’t want to change them at the last minute.
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My axis group back in 1988
https://drive.google.com/file/d/0B6pa5Sl4eGl4bndMWnlEQl9tc3c/view?usp=sharing
For some reason my img wont show, Any ideas?