• Hello all!
    So I found some weather tokens/pieces on HBG and I love the idea of incorporating weather into the whole mix.  After some deliberation the only fair and simple way I can think to do this is to do it via cards at the end of a round (affecting the next round; shuffled and drawn randomly, one from each deck).  The pieces I ordered consist of: Snow, Clouds, Fog, Rain, Heat (looks like sunshine, lol) and can be easily placed on the board.  I figure you could print the territory or sea zone on one side of a card and a color code on the other - corresponding to the territory that weather system would affect.  So essentially you have 5 decks of cards - the simple way being to just take out the ones from each deck that don’t apply to that type of weather (i.e. snow in the Congo).  These weather systems have simple application - to impede movement or degrade attack and defense.

    Thoughts?


  • What I think is, that you cant place random snow tokens all over the map just like that. Either you assign your turns to be summer, fall, winter and spring, and winter is always snow, summer is always sun etc, or your random tokens must be general like bad weather token and sun token. If you draw a bad weather token, any place on the map, your Tanks move 1, planes are grounded, and only one round of battle.


  • If you go to the right of picture at top you’ll see the weather chart I use in game. Now this can be tweaked for any game. Or as Narvik
    mentioned you can do the 4 seasons but you also need weather for ships and planes. I do use event cards also in game that has some kind of no ship movement from a certain sea area or no planes can fly. But the chart is the main one we use.

    Rapitu = motorized pieces only move 1 in combat and non combat in Russian Red territories only for everybody.
    Winter= Russian inf defend at +1 only in Red territories
    Monsoon = no motorized movement in the Burma area that = to 4 territories.

    As far as no shipment movement or planes flying you may have to come up with a chart that has more things listed like

    1. Good
    2. Good
    3. Planes cant fly over Europe for a specific country.
    4. Ships cant move out of the port of Hawaii. Major storm
    5. Good
    6. Fog Planes cant fly over UK sea zones for any side.

    Something like this. You could list 20 of them and use a D20 dice randomly roll for weather. Theres all kinds of ways to do it.
    You’ll just have to test it to fit your game.

    image3(8).png


  • '21 '18 '16

    This is our system for 1940 Global A&A. It could be modified to fit Global War or other systems i’m sure.
    This takes place before the German player begins play and affects are for the duration of the turn for until the France turn has ended.

    Weather Events
    At the beginning of round 1, a coin is flipped and the winning player has the weather initiative and can choose to roll the seaborne weather events or defer to roll the winter storm events. This order is not changed for the duration of the game.
    Before Events and Espionage is rolled, the weather event is determined. 2 dice are rolled.
    When a roll of 2 occurs, a major storm event is now developing and has begun to affect combat and non-combat movement.
    In odd numbered turns (June turns) a seaborne storm has potential to develop.
    In even numbered turns (December turns) a winter storm has potential to develop.

    Seaborne storms – These storms are considered to be 100 year storms which would cause massive loss of life and material in addition to economic damage to factories and facilities.
    Two rolls will be conducted. The first roll will be for the Atlantic Ocean sectors and the second roll will be for the Pacific Ocean sectors. These rolls are independent of each other and will be rolled separately. If a 2 is not rolled, there is no developed storm this battle cycle.
    In both theaters of war the following rules apply:
    No naval movement is allowed in or out of the affected zones during combat movement or noncombat movement phase.
    In affected coastal zones, limited land movement is permitted. All land unit movement is reduced by one movement point except for infantry. Artillery without a paired mechanized infantry unit may not move. Land movements (combat or non-combat) into affected zones must immediately stop in the affected zone. No additional movement is permitted.
    Air units originating from a non-affected zone may not conduct combat movement into an affected zone. They may, however, fly through the affected zone en route to land in a non-affected zone by way of flying around the storm.
    Air units in affected coastal or island zones are assumed to be grounded in place and are not permitted to move in either the combat or non-combat phase. If attacked during a storm, defending fighters and bombers will only defend at a roll of 1 to represent armed ground crews defending airfields. Only one selected air unit originating from non-affected zones may land in affected coastal zones during non-combat movement due to the damage sustained to airfields.
    Affected airbases and naval bases tiles will receive 3 points of damage each. Affected factories will sustain 1 dice of damage rolled by the affected factory owner.
    Roll one die to determine the location of the storm.
    Atlantic storms
    1/2 – Major Category 5 South Atlantic hurricane has developed and will strike Central America. Path will affect naval movement and air movement the following sea zones 87, 88, 89, and 90. Hurricane will strike the following islands and coastal areas: Central America, Southeast Mexico, and West Indies. Panama Canal is now closed this turn.
    3/4 – Major Category 5 Central Atlantic hurricane has developed and will strike Central or Eastern United States seaboard. Path will affect naval movement and air movement the following sea zones 88, 90, 101, and 102. USA player will roll one additional die to determine where hurricane makes landfall. 1-3 strikes Eastern USA, 4-6 strikes Central USA.
    5/6 – Major North Sea storm has developed. This storm only affects naval movement in the following zones: 106, 107, 108, 109, 110, 111, 116, 117, 118 119, 122, 123, and 124. No damage is sustained to English airbases, naval bases or factories.

    Pacific storms
    1 – Far North Pacific Storm has developed. This storm only affects naval movement in the following zones: 1, 2, 3, 4, 5, 7, and 8.
    2 –Japanese Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 6, 16, 17, 18. Naval movement and air movement affected.
    3 – Central Pacific Hurricane has developed and strikes islands and coastal zones adjacent to the following sea zones: 12, 13, 24, 25, 26, 27, 30, and 31. Naval movement and air movement affected.
    4 – West Central Pacific Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 21, 22, 23, 32, 33, 34, 47 and 48. Naval movement and air movement affected.
    5 – South Pacific Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 46, 47, 49, 53, and 54. Naval movement and air movement affected.
    6 – Philippine Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 20, 35, 36, 43, 44, and 45 Naval movement and air movement affected.

    Winter storms – These storms are large snowstorms that create snow and ice with sub-freezing temperatures that create conditions in which war plans cannot be carried out as planned. Food stores can become useless and fuel stores gel. Weapons malfunction and motorized weapons lose the ability to run properly. Frostbite and hypothermia reduce army readiness.
    All land unit movement is reduced by one movement point except for infantry. Artillery without a paired mechanized infantry unit may not move. Movements (combat or non-combat) into affected zones must immediately stop in the affected zone. No additional movement is permitted. Loading and unloading of transports from or into affected zones is not permitted.
    Air units in affected zones are assumed to be grounded in place and are not permitted to move in either the combat or non-combat phase. If attacked during a storm, defending fighters and bombers will only defend at a roll of 1 to represent armed ground crews defending airfields.
    Air units originating from non-affected zones may not land in any affected zones during non-combat. However, they may fly through on non-combat or conduct a combat in any affected zones but must land in a non-affected zone.
    Naval bases and airbases in affected zones do not sustain damage. Naval bases and air bases in affected zones are to be considered inoperable for this turn.

    Roll one die to determine the location of the storm.
    1 – Arctic Circle blizzard develops and affects the following territories: Norway, Finland, Vyborg, Karelia, Novgorod, Archangel, and Nenetsia
    2 – Central Russia blizzard develops and affects the following territories: Belarus, Smolensk, Vologda, Russia, Bryansk, and Western Ukraine.
    3 – Southern Russia blizzard develops and affects the following territories: Bryansk, Ukraine, Rostov, Tambov, and Volgograd.
    4 – Eastern Europe blizzard develops and affects the following territories: Baltic States, Poland, East Poland, Slovakia-Hungary, Romania, and Bessarabia
    5 – English blizzard develops and affects the following territories: United Kingdom and Scotland.
    6 – North American blizzard develops and affects the following territories: Alberta, Ontario, Quebec, Newfoundland, Nova Scotia, Eastern USA, Central USA.

  • '17

    Gosh, I think I need to earn a PhD in Axis and Allies to comprehend those rules.

  • '21 '18 '16

    its pretty simple. Roll 2 D6 dice. if you get a 2 then weather happens. Roll another dice to locate the area.
    If not continue on as usual.
    We use blue plastic chips to denote affected zones.

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