G40 Redesign (currently taking suggestions)

  • 2024 '22 '21 '19 '15 '14

    @simon33:

    Alright, I’ve pushed that up.

    If you remove and download your global map set, you’ll be able to see the two new maps although I haven’t incorporated the above suggestions.

    Sounds good, I’ll swoop it when I get off work to check it out.
     :-D

    I’ll admit, my primary interest in Canada would be to serve as a lab rat for more radical HR changes haha, so using it as basically a template on which to graft other materials.

    I think there are easy ways to adjust income/production for Canada. For example a simple HR that reads something like “All Canadian territories receive +1 production over the printed OOB values.” That one is fairly easy FtF.

    I suppose also from an FtF perspective (using the boxed materials) if one wanted to preserve the dual economy but same units for the British and UKP, you could perhaps try the same for Canada using Anzac sculpts. Where the same sculpts are used for both nations during combat/non com whatever, and only income/placement is different based on the side of the map. (In that case you just treat W. Canada would be treated kind of like W. India in reverse, on the other side of the map but counting ETO.) But my favorite for FtF would be the straight up Commonwealth (all dominions), and just eliminating UKP weirdness as discussed in Halifax, but I think that requires some British tweaks. Separate Canada seems more like a tripleA thing, or for the dedicated customizer willing to purchase materials from HBG or paint sculpts.

    Hey Simon, how do you feel about changing the HEX color for Pro Allies Neutrals, so it isn’t exactly the same as the HEX color for True Neutrals?

    If adding a new color value for Canada anyway, I think it makes sense to have a color for Pro-Allies Neutral that can be distinguished from True Neutral even without the diagonal relief lines. That should have been a feature of the original 1940 game file. Almost any similar shade of tan or beige would work, as long as it isn’t the exact same HEX number that True Neutral uses. That way if someone wants to HR a True Neutral into a Pro Allies Neutral via edit mode, they will have a visual indication of the change.

    FtF I use an upside down roundel for this, but in tripleA it’s all color.

  • 2024 '22 '21 '19 '15 '14

    Just deleted and re-downloaded the G40 files. I get a mapmissing prompt when trying to open the Canada one.

    Is the actual mapfile listed in the experimental section or somewhere else? I can get it to work with the outside link from earlier.

    I noticed it’s cloned from the BM3 mod, rather than OOB, is the idea there just for a Balanced Mod variant? Or do you want to try this Canada thing with Barney’s xml that has all the other optional HR materials?

    My thought there would be to have a standard G40 house rules download (perhaps in the experimental downloads section), and then one that includes an HR Canada mod as an add on. That way we can tweak it on the fly using edit mode with some pick and choose and options on the expanded roster. That way you could try Canada without Marines or Vichy if desired, or using the expanded VC idea or whatever, and have it be modular with customizable game saves rather than as just a single set mod with all options pre-selected.

    Just as an aside, I know having Global 1942, Ozteas 41, and Balanced Mod etc, all bundled together with the World War II Global package seems convenient for popularizing them, but shouldn’t all these really be in a separate bundle called Global Variants/Variations the way it was done for other standard maps in the past?

    Might not be a popular view anymore, but I’m not sure I dig having any custom Mods tacked onto stuff that has “World War II” in the name. They should really be a separate entry.

    Its certainly nice to have a combat before purchase option available by default, which would be cool to have for every standard game really, but having so many entries for the default World War II Global package seems kind of cluttered to me.  I guess that ship has already sailed, and I wouldn’t rock the boat and suggest we start yanking things that might break current savegames or whatever (not before the next stable anyway). But having “World War II” in the name was supposed to be a clear signal to the casual tripleA player about what kind of materials were included under that heading.

    Not sure how much this was discussed before allowing an exception for the BM mod and Oztea’s 1941 or any other new stuff that might come along, but it kind of breaks with the established tripleA naming conventions.

  • '19 '17 '16

    Fixed the download prompt for the canada+bomber map.

  • 2024 '22 '21 '19 '15 '14

    Yeah works for me now. Looks nice too with Yukon cleaned up.

    I’d still say that going forward only official materials should have the standard “World War II” designation, even if we have variants available in the default Global download section.

    It would be nice if all Mods were clearly distinguished from the official materials by name, the way Oztea’s 1941 is, so that they don’t clutter up the World War II list. Even Classic Iron Blitz 3rd Edition didn’t make the World War II cut. All the Classic mods, (Anzio, Kremlin, Sword etc) which were established decades ago, and even 2nd edition Classic itself are a separate download entry in the Experimental section, where all other map variants are located. So it seems a little weird to me to buck that convention just for draft concept G40 stuff. Nothing should be creeping into the middle of the World War II entries that wasn’t in a box at one point or another.

    As a player I should be able to scan down from from World War II Classic all the way to World War II v6, and see an unbroken list of only the official materials.

    Also, for the map properties, this is the problem color I mentioned…

    Neutral_Allies=d8ba7c
    color

    It should be something like dbc089, so that its possible to distinguish from True Neutral even without the diagonal relief the way the Pro Axis neutral color is currently.

    Also, apologies to anyone reading the thread that doesn’t play tripleA, since this probably all sounds like Ancient Greek or something haha. But part of our goal with the HR concept was to get something that works in the machine too for maximum appeal. I’ll post the full game notes once they’re fully edited for spelling etc. Then I will post a version with notations for how to implement all this stuff FtF with suggestions for methods of achieving the same on the table top.
    :-D

  • '19 '17 '16

    I catch your spirit and particularly on the bomber map. I don’t really think that one is production quality.

    A bit of a pain to have multiple downloads of the same stuff.

    I’d like to incorporate barney’s tech stuff but I can’t see where to download that from?

    I’m going to remove the canadian + bomber map. You can still use it by putting the attached zip in your downloadedMaps directory. It depends on having a recent version of global.

    Redesign.zip

  • '17 '16 '15

    Hi simon

    Here’s the latest HouseRules file. I haven’t got it on git yet.

    https://www.sendspace.com/file/gmux43

    xml needs some clean up but i’m going back to work in a couple days and won’t be doing anything for a while. Would like to have all techs activated by one player and also individually (the ones that apply). Also want to add all of BM and Halifax Rules. And continue with more house rules as well.

    Anyway the Canada thing sounds way cool to me. I know a lot of people here would probably be into it

  • 2024 '22 '21 '19 '15 '14

    Sounds legit. I played through Canada round 3 earlier just hustling, to see what buys might be fun. I dig how they give the Allies a little something to think about in the Atlantic other than just sweating the London balance haha. I think they’re a fun addition.

    Damn Barney, looks glorious! Thanks again man! I honestly never thought half that stuff would even be possible, and here it is all playable and easy to change on the fly. Too cool!

  • 2024 '22 '21 '19 '15 '14

    This is from the game notes in the file Barney attached above. If anyone catches any spelling errors or omissions just let us know. I highlighted a couple in red that I saw just now. Will return to this list in a bit to discuss some of these in FtF terms.

    Global 40 HouseRules is an ongoing project that adds house rules using Technologies. Simply add the rules you want by using edit mode.

    Game starts with 2nd edition OOB rules, techs and units, with the exception of Sierra Leone and Yukon Territory which are British controlled. Also the OOB National Objective of +5 PUs for Russian control of Germany has been removed.

    A player named “Changer” will go first. His purpose is to activate certain technologies so the game may begin with them. There are 13 of these techs. Each one has “ChangerMustActivate” at the end of them.  Changer has only 1 turn, so if techs are not activated then, you will be unable to activate them later.  Excluding the OOB techs, Germany activates the remaining techs for all players, except for those that end in “GiveToAll”. “GiveToAll” Techs must be given to each player in order for them to have the tech ability. Germany needs to activate techs at the start of their turn in order for them to activate that turn. Activated after their turn starts and techs won’t activate until their next turn.

    Here is the Tech Tree for “Global 40 HouseRules” minus the OOB techs:

    “Changer”

    1. “Attack0Cost5Bomber_ChangerMustActivate” Bombers are now a A0 D0 M6 +1 w/AB C5 unit. They may perform SBR attacks only. They do not participate in the Air Battle with interceptors. They do 1-6 damage. They no longer receive a +2 to an SBR attack.

    2. “SubsCanEvadeDestroyers_ChangerMustActivate” Destroyers no longer block Subs or the Sub’s “First Strike” capability. They are now a A1 D1 M2 +1 w/NB C5 unit. They also have 1 preemptive “ASA” (Anti-Sub Attack) shot.  When attacking a Sub, the Destroyer will fire a one time “ASA1” (hits at 1) shot. If successful the Sub is immediately destroyed and may not return fire. If the Sub survives, it may then submerge or take its normal “First Strike” shot.  The Destroyer also has 1 preemptive “ASD” (Anti-Sub Defense) shot. Works the same as “ASA” only on defense. So when a sub attacks a Destroyer or any other unit that has “ASD” capability, it must first survive the “ASD” attack before conducting it’s “First Strike” attack. Destroyer ASA/D shots will stack. Meaning if there is only 1 sub and multiple Destroyers, the sub will undergo as many ASA/D shots as there are Destroyers.  Subs remain A2 D1 M2 +1 w/NB C6. Subs cannot be blocked by any Naval Vessel. Subs are now susceptible to attack from Fighters and Tac Bombers. When attacking naval units who have air units present (no Bombers), Subs will undergo counterfire from the air units regardless of the outcome of their “First Strike”. All other rules regarding Subs are unchanged.  In addition to it’s normal unit stats, Tac Bombers now have ASA1 ASD1 each. As mentioned above, it now fires normally at subs without a Destroyer present.

    3. “TacticalBomberCost10_ChangerMustActivate” The price of Tactical Bombers are reduced to C10.

    4. “FactoryLimited_ChangerMustActivate” Air and Naval Bases now cost 12. All captured and newly constructed minor factories may only produce artillery, AAguns, armor, mech infantry, mobile infantry, marines, elite and infantry. If a NB is present you may also build subs, transports, escort carriers and DDs. If an AB is present you may also build fighters and TBs.  ABs are required to build fighters, TBs and bombers. Bombers may only be built in factories on originally owned territories that also have an AB. In addition, Bombers may not be built in the following territories: Kwangtung, Egypt, Norway, Alaska, West India and Korea. May not build at an AB with 3 or more damage.  Note: You may not place new fighters on CVs. All air units may only be placed in the territory that contains an AB as well as the correct factory.  NBs are required to build all naval units. BBs, CVs and CAs may only be built in TTs with originally owned starting factories. These territories must also have a NB. May not build at a NB with 3 or more damage.  New Zealand receives a Minor Factory to allow ANZAC Air builds. Quebec receives a NB to allow for naval builds. The Central United States receives a NB to allow for additional prewar naval builds.  This addresses Capital Ships and Bombers being built in newly conquered territories. It should also be noted that UK may only build Air Units in UK at game start. This makes the UK AB a prime Axis target.

    5. “TransportC8_ChangerMustActivate” The Transport is now A0 D1 M2 +1 w/NB C8. May participate in combat and be taken as casualty.

    6. “Escort_Carrier_ChangerMustActivate” Adds The Escort Carrier. Escort CV is a A0 D1 M2 +1 w/NB C9 unit. It also has the Destroyers Sub blocking ability. It can carry 1 Fighter or Tactical bomber.  If “SubsCanEvadeDestroyers_ChangerMustActivate” has been activated, it becomes a A1 D1 M2 +1 w/NB C9 with 1, ASA1 ASD1, each. It’s ASA/D shots stack same as Destroyers. It can carry 1 Fighter or Tactical bomber.

    7. “AAGunC4_ChangerMustActivate” Changes the AAGun into a A0 D1 M1 C4 unit. It has 2AA shots. May not fire more than 1 shot per plane. Blocks movement and can conquer/capture Territories and Infrastructure.

    8 ) “FlyingTiger_ChangerMustActivate” Changes the US Fighter at the Philippines into a “FlyingTiger” unit. This unit may move to Dutch or UK Pacific territories during it’s ncm. When ending it’s turn in a Chinese controlled territory, it will become a Chinese unit. May not enter Chinese territories unless US is at war with Japan. Has same abilities as Fighter.

    1. “GetCapitalCashOnce_ChangerMustActivate” This allows a country’s PUs to be captured the first time their capital is conquered. Additional conquests will result in their PUs being destroyed.

    2. “AdditionalVictoryCitiesWorthPUs_ChangerMustActivate” All Victory Cities are now worth 1 PU to the controlling player. In addition to the OOB VCs, the following have been added: Iraq, Szechwan, Alaska, Malaya, Amur, New Zealand, British Columbia, New Britain, Yakut S.S.R., Union of South Africa, Iceland, Norway, Tunisia, Romania, Libya, Caroline Islands, Manchuria, Ukraine, Greece, Archangel and French West Africa.

    3. “NormandyTurnsProAllied_ChangerMustActivate” If France and Southern France are Axis contolled and there are no French units in Normandy Bordeaux, Normandy Bordeaux will turn into a Pro-Allied Neutral at the end of France’s turn.

    4. “Redesign National Objectives_ChangerMustActivate” Currently does nothing.

    5. “Sphere of Influence_ChangerMustActivate” When Sphere Of Influence tech is activated, Germany will receive a minus 10 PUs penalty if Japanese units are in any German controlled territories.  Russia will receive a minus 10 PUs penalty if any Allied units are in any Russian controlled territories.  Japan will receive a minus 10 PUs penalty if any German or Italian units are in any Japanese controlled territories.  America will receive a minus 10 PUs penalty if any Russian units are in any American controlled territories.  UK will receive a minus 10 PUs penalty if any Russian units are in any British controlled territories.  UK_Pacific will receive a minus 10s PU penalty if any Russian units are in any UK_Pacific controlled territories.  Italy will receive a minus 10 PUs penalty if any Japanese units are in any Italian controlled territories.  ANZAC will receive a minus 10 PUs penalty if any Russian units are in any ANZAC controlled territories.  France will receive a minus 10 PUs penalty if any Russian units are in any French controlled territories.  If a country has fewer than 10 PUs they will lose no PUs. This is not intended and needs to be player enforced.

    The Following Techs are Activated by Germany or All Players Tech Category “San Francisco Rules”

    1. “UpGun_BomberA0C5_GiveToAll” If “Attack0Cost5Bomber_ChangerMustActivate” has been activated, this tech will give Bombers A1 in Air Battles and Fighters A2 D2. This tech must be activated by each player in order for them to receive the tech ability.  If this tech is activated without activating “Attack0Cost5Bomber_ChangerMustActivate”, Bombers will have A2 in Air Battles. Fighters will have A2 D2. This will be changed in the future so it’s not possible.

    2. Naval_M3_GiveToAll Gives +1 Movement to Cruisers and Transports This tech must be activated by each player in order for them to receive the tech ability.

    3. “AirfieldM2” Airfields now give +2 Movement to Bombers and Fighters. It is recomended to only use the additional +1 Movement for fighters when they are escorting Bombers on SBR missions. This is Player Enforced.

    Tech category “Redesign”

    1. “PacificIslandAndPU_Change” Gives all valueless Pacific Islands 1 PU when Japan is at war with any of the Western Allies. Must be at war to receive bonus. Also gives 1 PU to the following: Malta, Crete, Cyprus, Gibraltar, Alexandria, Tobruk, Sardinia, Sicily, Nenetsia, Vyborg, Bessarabia, Turkmenistan, Iceland, Eastern Persia. Removes 1 PU from: Ontario, Rhodesia and Alberta Saskatchewan Manitoba.  Japans “Strategic_Defense_Perimeter” National Objective is replaced by “Strategic_Islands”. They now receive 3 PUs for control of “Midway, Wake Island and Guam” when at war with ANY of the Western Allies.  The USA also acquires the “Strategic_Islands” National Objective when at war with Japan.  When at war with each other, Japan and the Western Allies will receive 2 PUs every time they conquer a 2 PUs value Island or less (excepting the Philippines).  The Western Allies will receive 2 PUs every time they take control of Celebes, Sumatra, Borneo, Java or the Philippines from Japan. The Japanese will receive 2 PUs every time they take control of Celebes, Sumatra, Borneo, Java or the Philippines after round 3.  With originally controlled territories, this gives Japan an additional 5 PUs, America 6 PUs, UK Pacific 4 PUs and ANZAC 3 PUs. Russia will receive an additional 4 PUs, Italy 3 PUs and UK 1 PU.  Strategically, the Axis can conquer Bessarabia and Vyborg quite easily from Russia for a previously unavailable 2 PUs boost. UK Pacific may activate Eastern Persia for an easy 1 PU.  Japan can become quite strong, quite fast using this modification so it is suggested to counter that with some Chinese modifications, which will be available in the same tech category. It is suggested to use the “ConvoyAndBlockade” tech, which is explained next, in conjuction with the “PacificIslandAndPU_Change” tech.

    2. “ConvoyAndBlockade” This adds Blockade zones to Sea Zones:64,86,91,103,118 and 123. In addition to interdicting Land Territory PUs, Blockade Zones also interdict Sea Zones with PU value when adjacent to said Zones.  It also adds “Convoy Zones” to Sea Zones:7,77,104,117,123 and 124.

    Convoy zones allow interdiction of Land Territory PUs. They are as follows:

    Sea Zone 7: Buryatia and Sakha. 2 PUs total. Russian owned.
    Sea Zone 77: Caucasus. 2 PUs total. Russian owned.
    Sea Zone 88: West Indies. 2 PUs total. American owned.
    Sea Zone 90: Southeast Mexico. 2 PUs total. American owned.
    Sea Zone 102: Central America. 2 PUs total. American owned.
    Sea Zone 104: Gold Coast and Nigeria. 2 PUS total. British owned.
    Sea Zone 117: Quebec. 2 PUs total. British owned.
    Sea Zone 123: New Brunswick Nova Scotia and Iceland. 2 PUs total. British owned.
    Sea Zone 124: Nenetsia and Vologda. 2 PUs total. Russian owned.

    Sea Zones 104 and 117 are also worth 1 PU. Sea Zones 88,90 and 102 are worth 2 PUs. Sea Zones with PU value do not have their PUs transferred to an enemy, even when that enemy controls the Sea Zone. Sea Zones with PU value are not collected if enemy controlled.  Land Territory changes are: Eastern United States: 12 PUs Central United States: 10 PUs Western United States: 12 PUs Mexico: 1 PU Southeast Mexico: 2 PUs Central America: 2 PUs West Indies: 2 PUs

    You or your Ally must control the Convoy Zone at the “Collect PU” phase of your turn to receive the PUs from the corresponding Land Territories.  Submerged Subs do not control Convoy Zones. If there is a Sub controlling a Convoy Zone and it is attacked and survives the attack by submerging, control of the Convoy Zone will revert to the Original Owner.  The UK has their “British_Original”(controls all original territories) National Objective reduced to 3 PUs.  Strategically, certain Sea Zones(91,103) may inflict substantial damage. Sea Zones 104 and 117 add an additional 2 PUs in income for the UK.  The bottom left of the screen will show the PU value of the Sea Zone you’re in. An easy way to remember is, USA SZs are worth 2 PUs, UK 1 PU, except for 123 (Iceland) and USSR 0 PUs.

    1. “RussianNationalObjectives” Reduces Russia’s Sea Zone 125 Lend Lease Objective to 2 PUs. Also reduces their “Spread of Communism” Objective to 2 PUs per Territory and limits those Territories to originally German, Italian, or Pro-Axis European neutral territories. These Territories are: Bulgaria, Finland, Greater Southern Germany, Slovakia Hungary, Western Germany, Romania, Poland, Germany, Norway, Denmark, Holland Belgium, Northern Italy, Southern Italy.  Adds the following NOs to Russia:

    “The Great Patriotic War” Theme: Soviet Sphere of Influence. 3 PUs if no Allied units in any original Russian TTs.

    “The Northern Trace” Theme: Access to Allied Lend-Lease via the Northwest Staging Route. 2 PUs if SZ 5 has no enemy warships (all sea units except transports), Amur is Russian controlled and there are no Allied units in any original Russian TTs.

    “Persian Corridor” Theme: Access to Allied Lend-Lease via the Trans-Iranian Supply Route. 2 PUs if SZ 80 has no enemy warships (all sea units except transports), Persia is Allied controlled and there are no allied units in any originally Russian territories.

    An increase of +2 PUs per Lend Lease Route goes into effect if Russia is at war and Japan declares war on Russia. Allied units may be present in Russia.  A Russian Destroyer is added to Sea Zone 5. It must remain adjacent to original Soviet territory while the Soviet Union is neutral to Japan.

    1. “ChineseMilitia” Adds the “Militia” unit for China. A0 D1 M1 C2. This helps China produce a few more units and allows them to purchase when they only have 2 PUs. Helps slow Japan down a little.

    2. “PrimitiveTerrain” Places a “Primitive” image in basically all of Asia, excepting most Costal Territories, and up to the Ural Mountains in Russia. When starting in a primitive territory, M2 units have their movement reduced to 1. Does not affect aircraft.  This helps slow Japan’s push through China and discourages early Soviet Far East invasions.

    Tech Category “New Units and Unit Changes”  1) “BBandCA_AA” Battleships and Cruisers now have 2 AA shots. They behave the same as regular AAGuns.

    1. “Mobile_Artillery” Adds a Mobile Artillery Unit. A2 D2 +1D w/tank, C5. Gives +1A to 1 Infantry or Mech Infantry. May blitz. Does not provide blitz ability to other units.  +1D w/tank represents their use as anti-tank weapons and to prevent tank buys from being adversely affected.

    2. “MilitiaForAll” Adds the Militia Unit to all players. A Player may have no more than 8 Militia at any one time. May only be placed in originally owned Territories.  This is to prevent spammage. It is also suggested to wait until Round 3 before activation. This represents full manpower mobilization and prevents an early UK stack to prevent Sea Lion. “Chinese Militia” is still suggested for Round 1 activation. If not activated, China will also gain the ability to purchase Militia when “MilitiaForAll” is activated.

    Tech category “New Units and Other Changes”

    1. “Marines” Marines are a A1 D1 M1 C3 Unit. They receive +1A when making an amphibous attack. They may be transported into battle by Battleships on a 1:1 basis.  When “Elite_GiveToAll” tech is activated Marines will gain the ability to be transported by Cruisers. This is not intended and is player enforced.

    2. “Escorts_Interceptors_A2D2_GiveToAll” Escort Fighters are now A2 Interceptors D2. This tech must be activated by each player in order for them to receive the tech ability.

    3. “Elite_GiveToAll” Adds the “Elite” unit. Elite is a A2 D2 M1 +1M w/tank (can blitz with tank), C5 unit. It may be transported by Cruisers and Battleships on a 1:1 basis. It may be Air Transported into combat or ncm by Air transports on a 1:1 basis if “AirTransport_GiveToAll” tech is activated.  This means Elites and Tanks can be transported on the same transport giving you 2 move 2 units on 1 transport.  It receives No combat bonuses from other units.

    4. “AirTransport_GiveToAll” Adds the Air Transport unit. Air Transport is a A0 D0 M5 +1 w/AB C7 unit. It may transport Elite units in either combat move or ncm on a 1:1 basis. May be taken as casualty.

    5. “CloseAirSupport” Tac Bombers give +1A to Infantry and Mech Infantry on a 1:1 basis. Tac BombersC10 do not receive this ability.

    Tech Category “More Units and Changes”

    1. “Bunkers” Adds the NWO Bunker unit. Bunkers are a A0 D3 M0 C5 2-hit unit. They require one of the following units for placement: Infantry, Militia, Elite, Marine and Mech Infantry. If damaged they also require one of the previous units to be present to repair.  You may place a minimum of 1 Bunker per territory. If the territory has a PU value you may place a total number of Bunkers = to the territory value. May only place 1 Bunker per territory per turn.  UK Pacific is able to place Bunkers without the required units being present. This is unintended and is player enforced.  It is recommended to wait until RD 3 to activate Bunkers. This prevents breaking early RD battles and represents the time needed to build fortifications.

    2. “BombersA3_GiveToAll” Bombers are now A3. They receive +1A when paired with Fighters on a 1:1 basis.

    3. "MilitaryBase_Produces_3inf MilitaryBases C12. May place in any territory of 1 PU or less. Maximum of 1 Base per territory. May receive up to 6 damage. Cannot place infantry if 3 or more damage. Has AA capability same as Factories.  It will allow you to place up to 10 Infantry per base. It also boosts normal factory placement by up to 10. This is not intended. 3 Infantry placed per Base per turn maximum is suggested use. This is player enforced.

    4. “TacticalBomberAirBattleD1” Gives Tactical Bombers the ability to intercept at D1. This is to help against A0C5 Bomber spam and represent Night Fighter Interceptors. May be used in conjunction with A2D2 Interceptors tech.  Most of these house rules are discussed in this thread: www.axisandallies.org/forums/index.php?topic=36518.0 started by Black_Elk. They are also discussed here: www.axisandallies.org/forums/index.php?topic=34568.30

    Credits: Thanks to Bung and Veqryn for making the original 1940 mod. Thanks to Black Elk for starting Redesign and Baron Munchausen for his number crunching and ideas. Thanks to LHoffman, CWO Marc, Argothair for their ideas and suggestions. Wild Bill, Young Grasshopper, Narvik, KNP7765 and all the others who contributed with their ideas and comments.  Thanks to crazy_german, prastle, Frostion, Zim Zero, ZjelcoP, Red Baron, Cernel for xml help. pyt o torp for sub ideas. To P@nther, simon33 for GitHub help. Redrum, RoiEX and DanVanAtta for additional help.  Thanks to Joe Pants, Veqryn and hepster for unit images.  To regular kid and the Mod Squad for BM additions. Also to everyone else who helped with their comments and ideas.  Modded for TripleA by b

  • '17 '16

    @Black_Elk:

    Sounds legit. I played through Canada round 3 earlier just hustling, to see what buys might be fun. I dig how they give the Allies a little something to think about in the Atlantic other than just sweating the London balance haha. I think they’re a fun addition.

    Damn Barney, looks glorious! Thanks again man! I honestly never thought half that stuff would even be possible, and here it is all playable and easy to change on the fly. Too cool!

    With DD A1 D1 C5, and even TP A0 D1 C8, or TcB C10 and Escort Carrier A1 D1 C9, all these special features make for a much more workable and interesting minor Power in ATO.
    Cheaper units give opportunity to fight a real Battle of Atlantic vs u-boats, more ellusive and dangerous.

    On F-2-F game, I once used a small colored cardboard scotched on fleet carrier deck to symbolize an Escort Carrier. I had plenty because I bought spring 1942, 1942.2, G40 and 1941. And I keep all of my cardboard plates with holes left from National Control Markers. These are very useful to make small special tokens for various uses, and brings a power colored-theme too.

    Corrections:
    Sea Zone 104: Gold Coast and Nigeria. 2 PUS total. British owned.

    UK_Pacific will receive a minus 10s PU penalty if any Russian units are in any UK_Pacific controlled territories.  Italy will receive a minus 10 PUs penalty if any Japanese units are in any Italian controlled territories.

    Need spaces between numbers:
    Sea Zones:64,86,91,103,118 and 123.

    In addition to the OOB 19 VCs, the following 21 VCs have been added: Iraq, Szechwan, Alaska, Malaya, Amur, New Zealand, British Columbia, New Britain, Yakut S.S.R., Union of South Africa, Iceland, Norway, Tunisia, Romania, Libya, Caroline Islands, Manchuria, Ukraine, Greece, Archangel and French West Africa.

    The bottom left of the screen will show the PU value of the Sea Zone you’re in. An easy way to remember is, USA SZs are worth 2 PUs, UK 1 PU, except for 123 (Iceland) and USSR 0 PUs.

    CloseAirSupport should be named “TB_CloseAirSupport”.

    1. “AirfieldM2” Airfields now give +2 Movement to Bombers and Fighters. It is recomended to only use the additional +1 Movement for fighters when they are escorting Bombers on SBR missions. This is Player Enforced.

    I wonder if we did suggest to give +2M to both StB C5 and Fg escort for SBR only.

  • 2024 '22 '21 '19 '15 '14

    Also a definite thanks to Larry, and everyone who helped to create and maintain this game/community over the years. All who participated in the alphas to shape the 1940 game. Which is clearly glorious
    :-D

    So just as an example of how this thing can be used.

    Once you download and unzip the file Barney linked above, you add the folder called Global_40_House_Rules and the file called Tech for Strategic Bomber G40 to your downloadedmaps folder in TripleA (the same place where any downloaded map files end up.)

    After you launch the game, you’ll see a couple prompts explaining the gist.

    On the first turn “Changer” you can add any HR techs you want for that game. Some techs (13 at this point) must be activated/given to the nation called Changer if you want to use them. All the rest can be activated/added by Germany. All the add unit techs can be added to Germany on the Changers turn, and they will show up on Germany’s purchase screen for the first turn.

    Below I will post two examples of how this system can be used to create an HR mod on the fly simply by creating a savegame after the tech adds are finished.

    The first is very complex, it includes almost every HR option available…

    The second adds just a couple HRs…

  • 2024 '22 '21 '19 '15 '14

    This gamesave below has every tech add HR, except for those labelled givetoall. You can see from the screen that the purchase options on Germany’s first turn are pretty intense. It shows almost every unit in the gamefile (with the exception of a few that need to be added to each nation in order to function properly.)

    The whole process took me about 15 minutes. But now I have a save that uses many of the HRs we’ve discussed at various points in this thread (and a few more on top of those.) In case anyone wants to check it out…

    Every HR except givetoall.png
    G40 HR every tech except GivetoAll.tsvg

  • '17 '16 '15

    just to clarify the tech doc in the zip is for information purposes only. The map folder is all that needs to go in your “downloaded maps” folder.

  • '17 '16

    It feels like Christmas with plenty of new toys to play with.
    Even the almost Classic TP A0 D1 M2-3 C8 is pretty attractive, simply to see how it impacts usual set-up and first turns.
    With DD A1 D1 C5, it provides a near similar odds to OOB opening:  D2, 2 hits vs 2 Subs A2 but first strike now.

    I wonder if KNP or Der Kuenstler will chime in to try.

    On background map, above and below you can see distinctive stars for VCs: Szechwan, Norway and Ploesti VCs in Romania.

  • 2024 '22 '21 '19 '15 '14

    Thanks Barney I was curious about that myself.
    So just the folder to your map downloads, which then shows up in the list of tripleA game maps as “Global 40 House Rules”

    Ok just to give another example, the gamesave below shows a different kind of HR preset…
    This mod uses only three HRs. The Military Base unit. The c5 defensless strategic bomber. And the additional VTs with the +1 bonus at collect income.

    You can see from Germany’s purchase screen that the roster here is much more limited. It includes only one new unit, one unit change, and the game is otherwise OOB just with new Victory Territories (generic income bonus +1 control.)

    ps. for those who don’t use tripleA, bear with me, we just wanted to show the sort of things that can be done currently with the toggles. There are some other ideas, discussed before in this thread, which can also be achieved via the edit mode, but which require the player to do more things to set up. Examples would be things like changing territory ownership to create a commonwealth faction on the fly (edit add territory to Anzac or UKE, and then edit change the starting cash of each.) Another example would be using a starting unit set up change, such as adding a base somewhere (or maybe removing one) or doing the same with combat units. You can essentially reset the board however you want with the edit mode.

    C5 Bomber VCs and military bases.png
    G40 HR c5 Bomber with VCs and Military Bases.tsvg

  • 2024 '22 '21 '19 '15 '14

    Here is yet another example.

    In this gamesave, every HR that says “GivetoAll” has been given to each nation…

    It is still saved on the Changers turn, so you can edit “remove tech” for any “give to all” HR you don’t wish to use. Any of the remaining regular tech HRs can be added to the Changer or Germany to build out a different sort of pre-set save.

    So for example, right now the save has Elites, Air Transports, Cruisers/Transports at M3, the Strategic Bomber at A3, and dog-fighting with escort/intercepts at 2/2 and nothing else. Not that any of these are necessarily better than others, but you can see from the purchase screen below what it looks like if you only wanted to used these changes and no others. Right now many HR features are focused on the unit roster, so it is intended to be as adaptive as possible.

    givetoall.png
    G40 HR every GivetoAll HR.tsvg

  • 2024 '22 '21 '19 '15 '14

    And finally here is an example showing literally every tech add HR already in place. It is saved at the changers turn.

    You may notice that if some techs supersede each other, so the “give to all” tech that makes the OOB strat bomber attack at 3, is superseded by the changer tech that makes all bombers c5 defenseless. Things like that.

    But basically using a file like this it is also possible to edit out some the stuff you don’t want, which may actually be faster than adding it all in one by one in some cases (a process which took me just shy of 20 minutes haha) depending on how elaborate you want to make the HR settings.

    You can see a purchase screen below on the Russian turn, with the full roster currently available. Some units have optional price changes, which are denoted by C =cost and then whatever that value is for the new unit.

    For my own taste this is way more units than I would likely use in a game, but it just shows what is on offer. Hopefully as more time is spent with the HR package more functionality can be added, with new HRs or HR features in the edit mode.

    Perhaps such as editing territory values on the fly, or creating new player nations on the fly, changing political affiliations on the fly and things of that sort. But for right now there is still a lot of cool stuff here to mess around with.
    :-D

    all tech all on.png
    G40 HR ALL TECH.tsvg

  • '19 '17 '16

    Can I ask why the XML has different units for each faction, e.g. “Russian_infantry”? Why not just “infantry”?

  • 2024 '22 '21 '19 '15 '14

    No clue. Probably an oversight. There are more units in the package than are actually utilized too, perhaps relics from whatever older aggregate image file collections were available. Maybe barney was just hitting it hard and fast, trying to bang out the proof of concept, or trying to hang onto the older materials?

    Would be easy enough to rename the pngs, probably take me a day to get that done.

    Another thing that I’d like would be to use the medium size flag graphics instead of the small ones for Convoy and Blockade, as the little ones are a bit tough to see.

    I could clean up the VC centers a bit too, so all the V’s display in locations that make sense either for political capitals or regions that make the most sense for the VT.

    Probably still a working draft, but good to have more eyes on it. I was so overwhelmed by the sheer scale of what Barney knocked out I didn’t even notice the national naming convention for those units, probably because I only see it for some nations (and G wasn’t one of them haha.) But yeah, makes sense to me. Little more spit and polish


  • I think this is awesome that you guys are getting this to work out. Your getting a bit closer to 39 rules. Now add the Vichy, Pro Minors (B_E), Pro Neutrals ( you do have a few Victory City’s on these) and Strict Neutrals and now you got 39. Ha Ha LOL.

    Anyway I new this day was coming where the G40 needed to be spiced up after the game was played many times. As we now YG started that and some of the other members here on site. Even IL is working on his 40 game. You have the option of many people play testing this which is crucial.
    As we all know after a test game there will be needed tweaks to game.

    Good Luck with this and I’ll be following this and looking to see what you come up with for victory conditions. I believe you are still using the G40 = 40 victory city’s.
    I’m trying the victory points condition in my 40 game do to Moscow and Calcutta always falling. Changing that so Axis can still win without taking those city’s.

    Awesome work !  :wink: :wink: :wink: :wink:

  • '23 '22 '21 '20 '19 '18 '17 '16

    So who wants to do some playtesting? I’m down for playing by email or by forum! :-)

    Pretty flexible about which options to enable, although I am really excited about the new subs / DDs, the Canada player, and the new minor factory / base rules.

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