Hello all,
Let me know what you think of this writeup for the 1942.2 reboot! If this looks even close to right, then I’ll post it in a Word and PDF format tonight or tomorrow. I’ve tried to focus on the narrowest set of changes that would balance the game between Axis & Allies, distribute the action more evenly across the map, make Russia fun to play in the endgame, make America fun to play in the opening, and balance the respective strength of fleets, tactical air forces, and strategic bombing. Did I succeed? You decide. Constructive criticism is extremely welcome, but please try to explain (a) what specific changes you would make to the document, and (b) why your changes will help us get an adequate 1942.2 reboot for playtesting purposes.
Cheers,
Argo
Setup Changes:
+1 Russian Bomber in Moscow
+1 Russian Infantry Base in Yakut S.S.R.
+1 German Destroyer in Baltic Sea
+1 German Infantry Base in Finland
+1 British Infantry Base in Eastern Canada
+1 British Infantry Base in South Africa
+1 British Infantry Base in Eastern Australia
+1 Japanese Infantry Base in French Indochina Thailand
+1 American Infantry Base in Szechuan
A0 Non-Combat Turn
Before the game begins, the American player gets to spend exactly 20 IPCs on purchasing units, followed by an American non-combat move, followed by American unit placement. National objectives, victory cities, and lend-lease are not triggered on the A0 turn.
New Unit Roster:
| $3 | Infantry | A1* D2 M1 | |
| $4 | Artillery | A2 D2 M1 | (boosts one infantry’s attack by 1) |
| $5 | AAA Gun | A0* D0* M1 | (up to two preemptive shots vs. planes @ 1; can move in combat |
| $5 | Strategic Bomber | A0* D0 M6 | (can inflict 1d6 points of industrial damage, last casualty) |
| $5 | Submarine | A2 D1 M2 | (can submerge, sneak attack, inflicts 1 point of industrial damage at end of owner’s turn on an adjacent factory or base) |
| $6 | Tank | A3* D3 M2 | |
| $6 | Transport | A0 D0 M2* | (can carry 1 infantry + 1 land unit, move 3 on non-combat, last casualty) |
| $7 | Destroyer | A2 D3 M2 | (blocks submerge/sneak attack for up to two subs) |
| $8 | Fighter | A2 D3 M4 | (can intercept Strategic Bombers @ 2 or escort Strategic Bombers @ 1) |
| $8 | Infantry Base | [building] | (can buy up to 2 infantry here each turn; destroyed if captured; accepts a maximum of 4 industrial damage) |
| $10 | Tactical Bomber | A3 D2 M5 | (boosts one tank’s attack by 1, can intercept @ 1) |
| $10 | Cruiser | A3 D3 M3 | |
| $12 | Carrier | A1 D2 M2 | (carries 2 fighters, 1 tactical bomber, or 1 strategic bomber) |
| $15 | Factory | [building] | (can buy units here equal to territory’s IPC value; destroyed if captured) |
| $16 | Battleship | A4 D4* M2 | (2 hits to kill, one preemptive shot vs. planes @ 1) |
Map Changes:
- North Sea <-> Baltic Sea is now a canal; must control either Norway or Northwest Europe in order to pass through this canal.
- Eastern Atlantic <-> Western Med is now a canal; must control either Gibraltar or Morocco in order to pass through this canal.
- The western border of China is now impassible during combat moves; no player can make a combat move between Szechuan and Kazakh, Szechuan and Novosibirsk, Sinkiang and Kazakh, Sinkiang and Novosibirsk, Sinkiang and Evenki, or vice versa. This restriction applies even if the destination territory is undefended. Non-combat moves across China’s western border are still allowed.
Lend-Lease / Endgame Bonus:
At the end of each American turn, each team collects IPCs equal to the number of Victory Cities it controls. If your team controls at least 8 Victory Cities, then the IPC bonus is doubled. If your team controls at least 10 Victory Cities, then the IPC bonus is quadrupled instead. You may distribute the cash received from your victory cities among any or all of the players on your team however you see fit.
National Objectives:
In addition to the lend-lease bonus created by victory cities, each nation can collect extra cash during its Collect Income phase if that nation controls certain territories. The National Objective cash is specific to the nation that achieves it, and cannot be transferred.
+5 IPCs for Russia if Allies control at least 3 of Archangel, Vologda, Novosibirsk, and Evenki at end of Russian turn
+5 IPCs for Germany if Axis control at least 3 of Norway, Finland, Morocco, and Algeria at end of German turn
+5 IPCs for Britain if Allies control at least 3 of S. Africa, Madagascar, W. Australia, and E. Australia at end of British turn
+5 IPCs for Japan if Axis control at least 3 of Caroline Islands, Wake Island, Midway, and Hawaii at end of Japanese turn
+5 IPCs for America if Allies control at least 3 of Eastern Australia, New Zealand, New Guinea, and Solomon Islands at end of American turn (does not trigger on A0 turn)
Co-Location Restrictions:
US/UK land units may not make a non-combat move that ends with the US/UK land unit in a Russian-controlled land territory. No more than 3 US/UK airplanes (combined, all types) may end their non-combat moves in Russian-controlled land territories. As each non-combat turn ends, if the Anglos have more than 3 airplanes in Russian-controlled land territories, the Anglos must choose and destroy airplanes until this is no longer the case.
German units may not end their non-combat movement on a Japanese-controlled land territory.
Japanese units may not end their non-combat movement on a German-controlled land territory.