Global 1940: de Gaulle’s Edition
This is an expansion to the standard 1940 2nd Edition setup and rules that adds eleven nations complete with politics, more units, and NOs.
Note: some powers start with more IPCs in hand then their starting income. For instance, Germany starts with 30 IPCs in hand but a starting income of 24. Likewise, Finland starts with 3 IPCs in hand although its starting income is only 2. This is done to allow favorite purchasing options to still be viable and give minor powers the option to build on their first turn.
New turn order and starting IPCs in hand/income:
Germany: 30/24
Poland: 0
Finland: 3/2
Soviet Union: 37
Mongolia: NA
Japan: 26/25
United States: 52
China: 12
Holland/Belgium: 0
Siam: NA
United Kingdom:
Europe: 28/17
Pacific: 17
Italy: 10
Greece: 3/2
Romania: 3
Yugoslavia: NA
Hungary: 3
Bulgaria: 3/1
Commonwealth:
ANZAC: 10
Canada: 8/7
South Africa: 4
France: 19
*Vichy France
*Free France
Pieces:
Use the 1914 pieces to represent Poland, Finland, Romania, Hungary, Holland/Belgium, Bulgaria, Greece, and Free France. These nations may not purchase mechanized infantry, bombers, or capital ships. (You can use an artillery upside down for AA guns. The lack of destroyers in the WW1 sets will require something else however.) Only infantry sculpts are needed for Mongolia, Yugoslavia, and Siam. Roundels can be repurposed from 1914 (e.g. the French WW1 roundel can be tilted to represent Holland and even Yugoslavia). Of course, you can always go online to get premium equipment from HBG.
Poland:
Poland’s capital is the victory city Warsaw. Eastern Poland is an original territory of Poland and will revert control to Poland if Warsaw is liberated. Poland is politically attached to the UK.
Setup:
United Kingdom: 1 infantry, 1 fighter, -1 British fighter
National Objective:
Upon the first liberation of Poland (the territory), add up to 9 IPCs of Polish units there for free.
Finland:
Finland is NOT an Axis power. Finland and the Soviet Union may declare war on each other immediately. Finland and the Axis powers are neutral to each other until BOTH parties are at war with the Russians. Finland may not declare war on a Western Allied power unless first attacked by one of them. The Western Allies may declare war on Finland if Germany and Russia are at war. Finnish ships must stay within the Baltic Sea while Finland is neutral to the West. Finland (the territory) acts as a capital for Finland. Vyborg is an original territory of Finland and will revert control to Finland if taken by an Axis power.
Setup:
Finland: 4 infantry, 1 artillery, 1 AA gun, 1 fighter, minor industrial complex
Sea Zone 115: 1 cruiser, +1 Russian destroyer
National Objectives:
Finland earns +1 IPC for each territory controlled: Finland, Vyborg.
Finland earns +5 IPCs for control of Leningrad.
Holland/Belgium:
Holland and Belgium are politically attached to the UK. Holland/Belgium (the territory) is their capital, but it has no industrial complex. Belgian Congo is an original territory of Belgium, but it is controlled by the UK at the start of the game. Should Holland/Belgium be liberated, Belgian Congo and the Dutch East Indies will revert control to Holland and Belgium. The Allies may no longer “land-grab” unoccupied Dutch territories. In ANZAC’s national objectives, Dutch New Guinea counts as being Allied.
Setup:
Belgian Congo: 1 infantry
Sea Zone 106: 1 cruiser
United Kingdom: 1 fighter
Borneo: 1 infantry
Java: 1 infantry
Sumatra: 1 infantry
Celebes: 1 infantry
Dutch New Guinea: 1 infantry
Sea Zone 42: 1 cruiser, 1 submarine
Formosa: +1 Japanese infantry
Hainan: +1 Japanese infantry, +1 Japanese artillery
Sea Zone 34: +1 Japanese cruiser
New Guinea: +1 ANZAC infantry
National Objective:
Upon the first liberation of Holland/Belgium, add up to 9 IPCs worth of Belgian/Dutch units there for free.
Greece:
Greece is alligned politically with the UK. Greece (the territory) acts as a capital.
Setup:
Greece: 4 infantry, 1 artillery, 1 tank, minor industrial complex
Crete: 1 infantry
Sea Zone 99: 1 cruiser, 1 submarine, 1 transport
National Objective:
Greece earns +1 IPC for control of Crete
Bulgaria:
Bulgaria begins the game neutral. Bulgaria may declare war on the Western Allied powers immediately. Bulgarian units may not move into Axis-controlled Russian territories while Bulgaria is neutral to the Soviet Union. The Allied powers may declare war on Bulgaria any time. Bulgaria may not declare war on the Soviet Union unprovoked. Bulgaria does not need any indsutrial complex to build but may only build in Bulgaria.
Setup:
Bulgaria: 4 infantry, 1 artillery
Slovakia/Hungary:
Slovakia and Hungary are politically attached to Germany. Slovakia/Hungary (the territory) acts as a capital.
Setup:
Slovakia/Hungary: 2 infantry, 1 artillery, 1 tank, minor industrial complex, -2 German infantry, -1 German tank (German fighter stays)
National Objective:
Hungary gains +1 IPC for each territory controlled: Hungary, Yugoslavia.
Yugoslavia:
Yugoslavia is alligned politically with the UK. Yugoslavia does not use IPCs or production facilities.
Setup:
Yugoslavia: 6 infantry
Partisans:
Yugoslavia never buys units. Instead, on EVERY turn, Yugoslavia deploys 1 free infantry in Yugoslavia during the mobilize new units phase. This partisan removes Axis control upon mobilization. If there are one or more Axis units in Yugoslavia, those Axis forces will have to decide (on their turn) whether to move away or attack this Yugoslavian troop.
Romania:
Romania is politically attached to Germany. Romania (the territory) acts as a capital. Bessarabia is considered an original territory of Romania and will revert control to Romania if taken by an Axis power.
Setup:
Romania: 4 infantry, 1 artillery, 1 tank, minor industrial complex, -2 German infantry, -1 German tank
Sea Zone 100: 1 cruiser, +1 Russian destroyer
National Objective:
Romania gets +1 IPCs for each territory controlled: Romania, Bessarabia.
Mongolia:
Scrap all the old rules regarding Mongolia. Mongolia is neutral but may join the Allies if any of the following occurs:
any Axis power invades a Mongolian territory
any Axis power passes between Russia and western China
Japan invades any Russian territory (granted that Russia has not attacked Japanese-controlled Chinese territories adjacent to Mongolia or Korea)
Moscow or Berlin has fallen
the Axis control 5 victory cities on the Pacific map
Mongolia does not use IPCs. Instead, when Mongolia is at war, it places one free infantry in any original Mongolian territory it controls. While neutral, Mongolia may freely move its starting forces within its borders.
Setup:
Place the Mongolian infantry as indicated by the silhouettes on the map and then add 1 infantry each to Central Mongolia and Tsagaam-Olom.
Siam:
Siam is a neutral Axis power and is separate from Japan politically. Siam may declare war on any Allied powers immediately. If UK/ANZAC declare war on Siam unprovoked, Japan may declare war on UK/ANZAC without getting the U.S. involved. Siam may not attack French territories without declaring war on UK/ANZAC. Siam does not use IPCs and simply deploys one free infantry in Siam every turn (only if at war). Japan may not move into Siamese-controlled territories without first declaring war on the UK.
Setup:
Siam: 4 infantry, -2 Japanese infantry
The Commonwealth of Nations:
The nation of ANZAC is expanded into a new nation, the Commonwealth. This power has three split economies, ANZAC, Canada, and South Africa that share armies and a turn. Canada’s capital is the victory city Ottawa. South Africa (the territory) also acts as a capital. Territories gained in Europe (the continent) go to Canada. Territories gained in Africa and the Middle East go to South Africa. Exception: Morocco and Algeria go to Canada. Territories gained in the Pacific map go to ANZAC.
Setup:
Nova Scotia: 1 tactical bomber, 1 infantry, airbase, naval base
Quebec: 1 infantry, 1 tank, 1 fighter, minor industrial complex, -1 British infantry, -1 British tank
Ontario: 1 infantry, 1 artillery, 1 AA gun, 1 mechanized infantry, minor industrial complex, -1 British infantry, -1 British artillery
Alberta/Saskatchewan/Manitoba: 1 infantry
British Columbia: 1 infantry
Sea Zone 106: 1 destroyer, 1 transport, -1 British destroyer, -1 British transport
Sea Zone 71: 1 destroyer, 1 transport, -1 British destroyer
South Africa: 2 infantry, 1 artillery, 1 AA gun, 1 mechanized infantry, 1 tank, naval base, minor industrial complex, -2 British infantry
Rhodesia: 1 infantry
National Objectives:
Canada gains +3 IPCs if the Allies control London.
South Africa gains +3 IPCs if the Allies control Egypt.
United Kingdom Europe gains +8 IPCs if the Commonwealth controls all its original territories on the Europe map.
France:
After the fall of Paris, France is divided between Vichy and Free France. Free France will represent the units in Normandy, the United Kingdom, and Sea Zone 110. French Equatorial Africa and the New Herbrides are also Free French. All other territories and French units from the setup are Vichy. The Allies are allowed to attack any Vichy units or territories. Axis units may not move into or through Vichy territories. Exception: Japan may seize French Indo-China from Vichy. Vichy France and Free France both have no capital, but they may build and fight under stringent rules. Since the money in French hands is surrendered to the conqueror of Paris, Vichy and Free France will not have IPCs to spend until turn two.
Vichy France:
Vichy France is controlled by an Axis player. Vichy may purchase units with the IPCs it generates and place them on the factory in Southern France. Vichy units may freely move within their territories, but they may never attack or wonder out of their own borders. Vichy naval units must remain adjacent to Vichy territories. If the Allies launch an amphibious assault on a Vichy territory from a sea zone containing Vichy naval units, the Allies must fight the French ships first. Also, an Allied navy may not pass through a Vichy navy if en route to attack a Vichy territory. In other cases, Vichy naval units do not influence national objectives or movement at all. In Italy’s NOs, Vichy territories are considered Axis.
Free France:
The Free French receive a bonus 3 infantry in Equatorial Africa as well as 1 cruiser in Sea Zone 82. With the IPCs generated from the territories it controls and its NO, Free France may mobilize units in any Free French territories it controls or the United Kingdom; ships may be placed adjacent to any of these places. When the Allies conquer a French territory, they must decide whether to keep it for themselves or give it to Free France.
All Vichy will become Free French on the collect income phase of Free France if it is turn four or later and one of the following occurs:
Southern France has been taken by an Allied power
the Allies control Morocco and Algeria
the Allies control Normandy
If Paris is liberated, France receives the normal troop bonus and Free France becomes the nation France and acts like a normal power for the rest of the game.
“The flame of the French Resistance cannot be extinguished.”
National Objective:
Free France gains +2 IPCs if the United Kingdom is in Allied hands.