• Yes, I have been away for quite a while, my new job has played havoc with my opportunities to wargame, however some fans of my 1941 setup on Facebook asked me to create a 1939 setup so here we are.

    The world stands on the brink of catastrophe. The rising tide of fascism approaches the breakwater of history, as the dictatorial regimes of Nazi Germany, Imperial Japan, and The Italian Empire seek to expand their rule across the entire planet. A decade of instigation, skirmishes, and attempts to placate these tyrants have failed. And so the world plunges into a new World War. The German Reich, wants “Living Space” to expand it’s nation, which it plans to absorb from it’s west and it’s east. The Italians seek to restore the glory of the Roman Empire and dominate the entire Mediterranean basin. While the Japanese Empire desires to flush out the western colonial powers from Asia, and establish a Pan-Asian Co-Prosperity sphere, with themselves at it’s apex. Their goals are lofty, and if successful these powers would establish a new world order. However, standing against them, weary from the last war, disorganized by purges and economic depressions stand the Allied Powers. The strength of The United Kingdom, its Commonwealth and French Republic may be waning, but they will not see the world fall into a new dark age without a fight. The Soviet Union, stands as their unlikely ally, since it too finds itself in the cross-hairs of the fascist wolves. Will it be able to withstand the coming storm? Though the new world, and the United States stands reluctant to spill blood and treasure in this most trying of times. Political willpower is hard to come by, and though the economy has begun to recover and some strength has been regained, the world holds it’s breath in hope they will decide in time to rescue the world from a new dark age. The year is 1939, and the war to decide the fate of the world has begun.

    2nd Edition Rules are in effect with a modified National Objectives package.
    Politically the game begins as if it were two turns before a normal 1940 start.
    Germany is at war with France, UK, and ANZAC
    Japan is at war with China

    Special Rules

    • Soviet naval units in the Pacific Theater must remain adjacent to original Soviet territory while the Soviet Union is neutral to Japan. (Or until Moscow has been captured)

    • The Japanese Kamikaze special rule is deactivated when using the 1939 setup.

    • Italy, while not at war may not move naval units out of the Mediterranean. The may declare war at any time, however unless Paris has already been captured by Germany their combat moves may not include attacks on any game space occupied by French or British units on the turn they declare war.

    • The Benelux Faction (Dutch & Belgians) are an independent faction aligned to no power. However, when and if any territory they posses is attacked by an Axis power, all Benelux territories become treated as Pro-Allied

    • Factories built on Chinese territory are no longer destroyed/removed if liberated by Allied forces.

    Modified National Advantages
    GERMANY
    Trade with the Soviet Union
    5 IPCs while at peace with the Soviet Union

    “Liebensraum” - Living Space in the East
    5 IPCs for German or Italian control any 7 of the following 9 at the end of your turn. (Baltic States, Belarus, Smolensk, Eastern Poland, Western Ukraine, Ukraine, Bessarabia, Bryansk, Rostov)

    Swedish Iron Ore
    5 IPCs for control of Norway, Denmark, and pro-axis or neutral Sweden.

    Middle Eastern Oil
    2 IPCs for each of the following territories occupied by a German land unit. (Persia, Northwestern Persia, Iraq, Saudi-Arabia, Egypt)

    Caucasus Oil
    5 IPCs for Axis control of the Caucasus

    Domination in the East
    3 IPCs for Axis control of each or any of the following. (Lenningrad, Stalingrad, Moscow)

    Domination in the West
    3 IPCs for Axis control of all of the following. (Holland/Belgium, France, Southern France, Normandy/Bordeux)


    SOVIET UNION
    Lend Lease
    3 IPCs for control of any/each of the following combination of territories and sea zones free of hostile axis warships
    (Archangel & SZ 125)
    (Soviet Far East & SZ 3)
    (Western Allied control of Persia & SZ 80)
    In the event Moscow is no longer controlled this bonus may be collected and spent in the form of infantry directly on any original Soviet territory. While no Western Allied units are in original Soviet territory. When at war with the European Axis.

    Spread of Communism
    1 IPC for each Soviet control marker placed on any Axis, Pro-Axis, Pro-Allied, or Neutral territory. (Including Mongolia)


    JAPAN
    Subjugated People
    5 IPCs for control of Korea and if each originally Chinese territory you control contains at least one Japanese land unit.

    Trade with the Western Powers
    5 IPCs if you are at peace with the Western Allies

    Control of Western Power Centers
    5 IPCs for control of each or any of the following: Calcutta, Sydney, Honolulu

    Army Plan
    5 IPCs for control of Korea and any five originally Soviet territories (May not be collected in any turn with the Navy Plan)

    Navy Plan
    5 IPCs for control of Borneo, Java, Sumatra, Celebs (May not be collected in any turn with the Army Plan)

    Pacific Primacy
    5 IPCs for Japanese control of any eight Pacific Islands that have no IPC value.


    UNITED STATES
    Continental United States
    10 IPCs for control of Western, Central and Eastern US, while at war

    Philippines
    5 IPCs for control of the Philippines, while at war

    Pacific Defense Obligations
    5 IPCs for control of Hawaii, Alaska, Aleutians, Johnston and Line Islands, while at war.

    Central American Defense Obligations
    5 IPCs for control of Mexico, Southeast Mexico, West Indies, and Central America, while at war.

    Pacific Primacy
    5 IPCs for US control of any eight Pacific Islands that have no IPC value.

    The Second Front
    3 IPCs for each/any continental European territory with a printed IPC value that is controlled by the Western Allies and occupied by US land forces, and the land forces of any other Western Allied power(s).


    CHINA
    Burma Road
    6 IPCs for control of the Burma Road. (India, Burma, Yunnan, Szechwan) (may build artillery)

    Industrial Base
    5 IPCs for control of any industrial complex (may build artillery)


    UNITED KINGDOM
    Shipping Lanes Secure [European Economy]
    5 IPCs for control of United Kingdom, Gibraltar, Malta, Egypt, Trans-Jordan, British Somali-land, West India & India and no hostile Axis warships adjacent to these territories.

    The Power of the New World [European Economy]
    5 IPCs for control of all Canadian territories, the United States is at war, and no axis warships in sea zones 101-109 or 116-123. When the UK does not control London, this bonus and ONLY Canadian marked IPCs, may continue to be collected, saved and spent at any Canadian industrial complex.

    Shipping Lanes Secure [Pacific Economy]
    3 IPCs for control of United Kingdom, Gibraltar, Malta, Egypt, Trans-Jordan, British Somali-land, West India & India and no hostile Axis warships adjacent to these territories.

    Pacific Power Centers [Pacific Economy]
    5 IPCs for Control of Hong Kong and Malaya when at war with Japan


    ITALY
    Mare Nostrum
    5 IPCs if no hostile Allied surface warships are in the Mediterranean (92-99) OR Axis control of all islands in the Mediterranean (Sardinia, Sicily, Malta, Crete, Cyprus)

    Italian North African Empire
    5 IPCs for Axis control of North Africa (Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria)

    Mediterranean Power Centers
    5 IPCs for control of 3 of 4 (Gibraltar, Egypt, Southern France, Greece)

    Middle East Oil
    2 IPCs for each or any of the following territories occupied by an Italian land unit. (Persia, Northwestern Persia, Iraq, Saudi-Arabia)

    War of National Defense
    12 IPCs (One Time Only) of units to be placed in Northern Italy or Southern Italy at the end of a combat movement phase if you are attacked by the Western Allies while you are still neutral. (Before Paris has fallen)


    ANZAC
    Island Security
    5 IPCs for control of Dutch New Guinea, New Guinea, New Britain, and Solomon Islands, when at war with Japan.

    Shipping Security
    5 IPCs for allied control of Malaya and all original ANZAC territory, when at war with Japan


    FRANCE
    Le Grande Armee
    12 IPCs (One Time Only) of French units to be placed in France (Paris) if it ever contains US or UK land units.


    [Germany] - 14 IPCs
    Germany - 16 Infantry, 6 Artillery, 6 Tanks, 1 Fighter, 2 Bombers, 4 AA Guns, Major Industrial Complex
    Western Germany - 1 Infantry, 6 Fighters, 4 Tactical Bombers, 4 AA Guns, Major Industrial Complex, Port, Airbase
    Greater Southern Germany - 6 Infantry, 2 Mech Infantry, 4 Artillery
    SZ 113 - 2 Subs, 1 Destroyer, 2 Cruisers, 1 Battleship, 2 Transports
    SZ 112 - 2 Subs, 1 Destroyer
    SZ 124 - 1 Sub
    SZ 123 - 1 Sub
    SZ 86 - 1 Battleship, 1 Transport

    Soviet Union - 35 IPCs
    Russia - 4 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Fighter, 2 AA Guns, Major Industrial Complex, Airbase
    Samara - 2 Infantry
    Novosobirsk - 2 Infantry
    Timguska - 2 Infantry
    Yenisey - 2 Infantry
    Yakut S.S.R. - 2 Infantry
    Buryatia - 2 Infantry
    Sakha - 2 Infantry
    Amur - 6 Infantry, 1 Mech Infantry, 2 Artillery, 1 Tank, 1 Fighter, 2 AA Guns
    Siberia - 2 Infantry
    Soviet Far East - 2 Infantry
    Caucasus - 1 Infantry, 1 Artillery
    Volgograd - 1 Infantry, 1 Tank, Minor Industrial Complex
    Ukraine - 2 Infantry, 1 Mech Infantry, Minor Industrial Complex
    Western Ukraine - 1 Infantry
    Belarus - 1 Infantry, 1 Artillery
    Novgorod - 4 Infantry, 1 Mech Infantry, 1 Fighter, 1 AA Gun, Minor Industrial Complex, Port, Airbase
    SZ 5 - 1 Destroyer
    SZ 100 - 1 Sub, 1 Destroyer
    SZ 115 - 1 Sub, 1 Cruiser, 1 Battleship
    SZ 127 - 1 Destroyer

    Japan - 24 IPCs
    Japan - 11 Infantry, 2 Mech Infantry, 2 Artillery, 2 Tanks, 2 Fighters, 2 Tactical Bombers, 2 Bombers, 2 AA Guns, Major Industrial Complex, Port, Airbase
    Korea - 4 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Fighter, 2 AA Guns
    Manchuria - 6 Infantry, 1 Artillery, 1 Tank, 2 Fighters, 2 Tactical Bombers, 2 AA Guns, Control Marker
    Jehol - 2 Infantry, 1 Artillery, Control Marker
    Shantung - 2 Infantry, 1 Artillery, Control Marker
    Kiangsu - 2 Infantry, 1 Artillery, 1 Fighter, 1 Tactical Bomber, Minor Industrial Complex (With 6 Points of Damage), Port (With 6 Points of Damage), Control Marker
    Iwo Jima - 1 Infantry
    Okinawa - 1 Infantry, 1 Fighter, Air Base
    Formosa - 1 Infantry, 1 Fighter
    Hainan - 1 Infantry
    Siam - 3 Infantry, 1 Artillery
    Paulau Island - 1 Infantry
    Caroline Islands - 2 Infantry, 1 Artillery, 1 AA Gun, Port, Air Base
    Marshall Islands - 1 Infantry
    Marianas - 1 Infantry
    SZ 6 - 1 Sub, 1 Destroyer, 1 Cruiser, 2 Battleships
    SZ 19 - 2 Cruisers, 2 Carriers W/ 2 Fighters & 2 Tactical Bombers, 2 Transports
    SZ 20 - 1 Sub, 1 Cruiser, 1 Carrier W/ 1 Fighter and 1 Tactical Bomber
    SZ 33 - 1 Sub, 1 Destroyer
    SZ 36 - 1 Destroyer

    United States - 52 IPCs
    Eastern United States - 1 Infantry, 2 Mech Infantry, 1 Fighter, 1 Bomber, 2 AA Guns, Minor Industrial Complex, Port, Air Base
    Central United States - 1 Infantry, 2 Mech Infantry, Minor Industrial Complex
    Western United States - 1 Infantry, 2 Mech Infantry, 1 Fighter, 1 Bomber, 2 AA Guns, Minor Industrial Complex, Port, Air Base
    Central America - 1 Infantry, 1 AA Gun
    Alaska - 1 Infantry
    Hawaii - 1 Infantry, 1 Mech Infantry, 1 Fighter, 1 AA Gun, Port, Air Base
    Wake - 1 Infantry, Air Base
    Midway - 1 Infantry, Air Base
    Guam - 1 Infantry, Air Base
    Philippines - 2 Infantry, 1 Fighter, Port, Air Base
    SZ 101 - 1 Cruiser
    SZ  10 - 1 Sub, 1 Destroyer, 1 Cruiser, 1 Carrier W/ 1 Fighter & 1 Tactical Bomber
    SZ 26 - 1 Sub, 1 Battleship, 1 Transport
    SZ 29 - 1 Destroyer, 1 Carrier W/ 1 Fighter & 1 Tactical Bomber
    SZ 35 - 1 Destroyer, 1 Transport

    China - 14 IPCs
    Kiangsi - 2 Infantry, 1 Artillery
    Kwangsi - 1 Infantry
    Yunnan - 1 Infantry, 2 AA Guns
    Burma - 1 Infantry, 1 Fighter
    Szechwan - 1 Infantry
    Hunan - 1 Infantry
    Kweichow - 1 Infantry
    Hopei - 1 Infantry
    Anhwe - 4 Infantry
    Shensi - 1 Infantry
    Suiyuyan - 1 Infantry
    Chahar - 1 Infantry
    Kansu - 1 Infantry
    Sikang - 1 Infantry
    Tsinghai - 1 Infantry

    United Kingdom [Europe] - 27 IPCs
    United Kingdom - 1 Infantry, 1 Artillery, 1 Tank, 2 Fighers, 1 Bomber, 4 AA Guns, Major Industrial Complex, Port, Air Base
    Scotland - 1 Infantry, 1 Mech Infantry, 1 Fighter, 1 AA Gun, Air Base
    New Brunswick/Nova Scotia - Port
    Quebec - 1 Infantry, 1 Artillery, 1 Tank, 1 Fighter, Minor Industrial Complex
    Ontario - 1 Infantry, 1 AA Gun
    Alberta, Saskatchewan, Manitoba - 1 Infantry
    British Colombia {Western Canada} - 1 Infantry, 1 Mech Infantry
    Gibraltar - 1 Infantry, 1 Fighter, 1 AA gun, Port
    Malta - 1 Infantry, 1 Fighter, AA gun, Airbase
    Alexandria - 1 Infantry
    Egypt - 1 Infantry, 1 Tank, 1 AA Gun, 1 Tactical Bomber, Port
    Trans-Jordan - 1 Infantry
    Anglo-Egypt Sudan - 1 Infantry
    Kenya - 1 Infantry, 1 Artillery
    Southwest Africa - 1 Infantry
    Union of South Africa - 1 Infantry, 1 Mech Infantry, 1 Aritllery, 1 Fighter, 1 AA Gun, Minor Industrial Complex, Port
    SZ 106 - 1 Destroyer
    SZ 109 - 2 Cruisers, 1 Battleship
    SZ 110 - 1 Cruiser, 1 Transport
    SZ 119 - 1 Carrier W/ 1 Fighter
    SZ 93 - 1 Destroyer, 1 Battleship, 1 Transport
    SZ 98 - 1 Sub, 1 Destroyer
    SZ 71 - 1 Destroyer, 1 Transport
    SZ 84 - 1 Cruiser
    SZ 83 - 1 Transport

    United Kingdom [Pacific] - 17 IPCs
    India - 6 Infantry, 2 Artillery, 2 Fighters, 1 Tactical Bomber, 2 AA Guns, Major Industrial Complex, Port, Air Base
    West India - 2 Infantry
    Malaya - 3 Infantry, 1 AA Gun, Port
    Kwangtung - 2 Infantry, Port
    SZ 39 - 1 Sub, 2 Destroyers, 1 Cruiser, 1 Transport
    SZ 37 - 1 Battleship

    Italy - 10 IPCs
    Southern Italy - 6 Infantry, 1 Fighter, 2 AA Guns, Minor Industrial Complex, Port, Air Base
    Northern Italy - 2 Infantry, 1 Artillery, 1 Tank, 1 Fighter, 1 Bomber, 2 AA Guns, Major Industrial Complex
    Albania - 2 Infantry, 1 Tank
    Sicily - 1 Infantry, 1 Tactical Bomber, Air Base
    Libya - 4 Infantry, 1 Artillery, 1 Tank, 1 AA Gun
    Tobruk - 4 Infantry, 1 Mech Infantry, 1 Artillery
    Ethiopia - 2 Infantry, 1 Artillery
    Italian Somaliland - 1 Infantry, 1 Mech Infantry
    SZ 95 - 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
    SZ 96 - 1 Destroyer, 1 Transport
    SZ 97 - 1 Cruiser, 1 Battleship, 1 Transport
    SZ 99 - 1 Sub

    ANZAC - 10 IPCs
    New South Wales - 1 Infantry, 1 AA Gun, Minor Industrial Complex, Port
    Queensland - 1 Infantry, 1 Artillery, 1 Fighter, 1 AA Gun, Port, Air Base
    Northern Territory - 1 Infantry
    South Australia - 1 Infantry
    Western Australia - 1 Infantry, Airbase
    New Zealand - 1 Infantry, 1 Fighter, 1 AA Gun, Minor Industrial Complex, Port, Air Base
    Malaya - 1 Infantry
    SZ 54 - 1 Destroyer
    SZ 62 - 1 Cruiser, 1 Transport
    SZ 63 - 1 Sub
    SZ 65 - 1 Cruiser

    France - 19 IPCs
    France - 11 Infantry, 1 Tank, 1 Fighter, 2 AA Guns, Minor Industrial Complex, Air Base
    Normandy/Bordeaux - 2 Infantry
    Southern France - 1 Infantry, 1 Artillery
    Morocco - 1 Infantry
    Algeria - 1 Infantry
    Tunisia - 1 Infantry
    Syria - 1 Infantry
    French Central Africa - 1 Mech Infantry
    SZ 105 - 1 Battleship, 1 Transport
    SZ 93 - 1 Destroyer, 1 Cruiser
    SZ 94 - 1 Cruiser
    SZ 98 - 1 Destroyer

    Pro-Allied Neutrals
    Poland - 10 Infantry
    Eastern Poland - 0 Infantry
    Denmark - 1 Infantry
    Norway - 3 Infantry
    Iceland - 0 Infantry
    Greenland - 0 Infantry

    Pro-Axis Neutrals
    Vyborg - 2 Infantry
    Baltic States - 1 Infantry
    Bessarabia - 0 Infantry
    Romania - 5 Infantry
    Slovakia Hungary - 5 Infantry
    Northwestern Persia - 1 Infantry (no longer Pro-Allied)
    Persia - 1 Infantry (no longer Pro-Allied)
    Eastern Persia - 1 Infantry (no longer Pro-Allied)

    Benelux [Dutch/Belgian] (Treat as Pro-Allied after any of their possessions are attacked)
    Holland Belgium - 4 Infantry
    Belgian Congo - 1 Infantry
    Java - 1 Infantry

  • '22 '20 '19 '18 '17 '16

    This looks great! Are there any special rules for a Soviet-Finnish Winter War? Can USSR walk into Eastern Poland while neutral?


  • If the Soviets can attack Finland and win, its all theirs. So Germany might want to get there first.

    Yes, the Soviets can attack pro-axis forces, or activate pro Allied territories before it is at war with the germans


  • Wow these rules look really fun. Can’t wait to set the board up to start to see the nuances of the 1939 version. I bet I might have some questions after I do that.  First thing that comes to mind though is when and if the axis attack the Dutch.  I can see a scenario where the Germans wait to take Belgium to allow the Japanese to focus elsewhere before focusing on the money islands.

  • '19

    This looks great!  I will definitely give this a spin in the future.  We played your 1941 set up earlier this year via YouTube and we really enjoyed it.  Keep up the good work Oztea!


  • @carsonbparker:

    Wow these rules look really fun. Can’t wait to set the board up to start to see the nuances of the 1939 version. I bet I might have some questions after I do that.  First thing that comes to mind though is when and if the axis attack the Dutch.  I can see a scenario where the Germans wait to take Belgium to allow the Japanese to focus elsewhere before focusing on the money islands.

    Ah, we discovered this in a playtest also. However, without control of Belgium/Holland on turn 1. German fighters and tactical bombers can’t attack the Allied fleets in the Channel Area. So it let the allies move them around with no fear, and could send the UK fighters away that were there for scramble cover to do other things.

  • '19 '18 '17 '16

    Great to see the 1939 version. Absolutely love your 1941 version, which is my favorite of all the house rule set ups I’ve seen.


  • Hello, haven’t done the set up yet but I was curious, if you were to make Canada a separate power, how would you change the setup, if any?


  • On the subject of Benelux neutrality.
    I have run this set up twice, once as Japan now Germany, currently turn 3 and still not taken.
    It seems the only motivation for taking Belgium, besides possible landing spot, is the printed Ipc and a 3 Ipc N.O. I figure the 6 Ipc loss is worth keeping Anzac and FEC out of the money islands. Coordinating with J for simultaneous assault.
    Maybe the Maginot needs to be put in? One of the reasons for them going through Belgium. Either nerf the Germans or buff the French in some way when France is attacked while Benelux neutral.
    My first thought was -1 G rolls. Considered bypassed when half of F inf. is lost. And/or a preemptive barrage, like shelling amphibious landing troops in1914.
    Just ideas so far, nothing has been tested yet.

    Have fun.


  • Would love to play this on triple a!!!


  • @DessertFox599

    I’ve been wanting to add it for a while along with his 42. I’ll look it over again and see what it’d take as it’s a little different than just adjusting units and game start.

  • 2023 '22 '21 '20 '19 '18

    yea this will take some time. Think triplea should be able to do everything except the russian LendLease infantry placement if moscow is captured. That should be pretty easy to player enforce though.

    I guess for countries not listed (Finland,Sweden,etc…) I’ll just go with oob set up. Have a couple other things to finish up and then I’ll give it a go


  • @Phelan-Kell
    The landing spot is pretty important for turn 2 to threaten UK ships with the German airforce, without it your fighters range is extremely limited so the UK has more of a free hand. When and if Japan takes the money islands anyway then all the other Benelux territories become pro-allied too.

    A rule to solve this might perhaps be that for each turn that Beneulux is not attacked, it either trades with the allies in some way, or simply adds some quantity of units to Belgium per turn (allowing it to spend all 15 of it’s cash on hand as if it was China would probably be ludicrous, thats 5 more infantry Germany would have to deal with so they would never ignore attacking it first turn and would make the whole point of the rule pointless. Hypothetically creating a new set of allied National Objectives might be a way to solve this.


    BENELUX
    Gateway to Europe
    While neutral, and all original Benelux territories are controlled by Benelux 5 IPCs of collected income is distributed to each of United Kingdom, United States, ANZAC

    However that again would probably just mean Germany attacks the first turn to get their own bonus, and rob the allies of this one.
    You are correct in establishing the reason why Germany attacked the low countries, for a better attack path on to Paris. But that requires new mechanical special rules for the maginot line and whatnot. Even though the Maginot line was never intended to totally stop Germany, it was only designed to absorb an attack for 60 days while France could ramp up to full mobilization, so don’t treat it as an impenetrable line in your mind. Germany could very well ignore Belgium all game, and the Japanese can ignore it too and go for an attack on the USSR and get that new bonus.


  • I am considering a Vichy France special rule as well. Considering it’s pretty dramatic how the game lacks it.

    Special Rules

    • The first time Paris is captured by Germany a Vichy French government may be formed. Roll two dice and select that many originally French territories and place an Axis control marker of your choice on them. Any French units within these territories are moved by an Allied player to an adjacent allied controlled territory or England.
  • 2023 '22 '21 '20 '19 '18

    @oztea good timing. Figured you probably still checked in once in a while. I’m pretty close to finishing this for triplea. Have a unit issue slowing me down at the moment.

    Anyway, I can add any changes or most probably, as a “Map Option” so it’s not hardcoded into the mod if you like a idea but haven’t tested it fully. Just a thought.

    Could do something simple such as adding 1 or 2 Dutch dudes per turn if you wanted for the above Dutch issue.

    Also could add a “Bunker” unit to France if you wanted to represent the Maginot and have it disappear if you attacked Belgium first. Maybe not disappear but have their defense value go to 0. They’d still soak a hit that way though. I use them as D3 takes 2 hits to kill. Can bomb them too. The trick would be to find the right balance so you wouldn’t automatically go one way or the other. Anyway, just another thought.


  • @barnee I try to avoid adding new pieces or stuff that people might not have because it didn’t come with the game box itself. France kinda doesn’t need a Maginot rule because I don’t want them to survive too long, if they do then the game will probably end up in a broken state anyway. Nor do I want to force Germany to attack Holland/Belgium because they didn’t do that in the first world war and they may have broken through the maginot line anyway with their tanks in 1940, based on how they obliterated the Belgian forts.

  • 2023 '22 '21 '20 '19 '18

    @oztea right on makes sense

  • 2023 '22 '21 '20 '19 '18

    This is up on triplea now. It’s under “Experimental”. I just tested things as they were added and am still on the first full test game, so keep an eye out for incorrect behavior.

    Added a Dutch option:

    Optional
    Dutch Assist. Beginning round 2, adds 1 Infantry to Holland Belgium after German Non Combat Move every turn until Holland is attacked and conquered. Activates via “Map Options”.

    Didn’t do anything for the Vichy. You can use the in game dice roller and “Edit” if you want for it. For anyone who doesn’t know, the dice roller is located on the top bar under “Game”.

    Years ago Xeno Games had a vichy rule that went something like this: After France fell you rolled for each of the remaining French Territories and Sea Zones. 1-3 they stayed Free. 4-6 they turned Vichy. Their units, if any, turned German. It didn’t have Italy. The Sea Zones was “1” = turn German, “2-4” scuttled and “5-6” turned British. Something like that.

    Anyway, just a thought for whatever you decide on. Will try and add any changes that triplea can do when they’re posted.

  • 2023 '22 '21 '20 '19 '18

    @oztea

    Clarification on a couple objectives needed. “MidEast Oil” and “Med Power Centers” for Italy. Currently in triplea one just needs Axis control not Italian for “Power Centers” and need Italian control instead of presence for “Mideast Oil”.

    The way it’s written it seems that it is Italian control and Italian presence. Is that correct ?

  • 2023 '22 '21 '20 '19 '18

    Don’t see how France can be saved turn 2. Even sending all UK air, if Germany doesn’t, Italy should still dust it. May be by design, but with game start 2 turns in advance, seems they’d get one more. Would leave a large Allied Fleet, but killing France would be the objective after consolidating the neutrals, I would think.

    Anyway, gonna start another one, this was just a couple round tester : )

    Hmm…seems Egypt is gonna be hard to save rd 3. Might be able to dust the Italian Fleet, but maybe not. Even so, a pretty big land army for Italy and they have that somalia force that needs to be dealt with as well. We’ll see how it plays out :)

    Looks as if the French ships are gonna have to help. Still won’t stop the army but …might be enough. Looks pretty touch and go heh heh

    Idk, maybe that Italian Army needs to be reduced a bit. Sure seems tough for Egypt. I could easily be missing something though : )

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