@tincanofthesea when I designed the game I tried very hard to allow it to replicate any action that actually happened during the war.
The war started in June 1950, by August North Korea nearly pushed the Allies off Korea completely.
So yeah, that can happen in the game… although it isn’t very easy.
Another example is that I changed the movement value for naval units from 4 to 5. My reason was that it was impossible to transfer units from the West coast (Inchon) to the East coast (Wonsan) in one move. This actually happened during the war. In October 1950 Marines were pulled from Inchon to Wonsan.
The turns are month based. One turn round (both players have moved) equals one month.
AI-Generated Axis & Allies Variants Using Hypo Chat by Hypotenuse.ai
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Use this thread to AI-generate Axis & Allies variants/setups. I am not affiliated with the AI used and in a while this AI will become obsolete and/or paid to use but I find it much better than ChatGPT.
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Millennials are funny people…
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Here is a customized Axis & Allies Global 40 “1939” variant setup with all the territory starting military numbers and their respective armies, air forces, and navies:
Germany:
- Starting Income: $20 (+5 national objective bonus income)
- Western Germany: 3 infantry, 3 mechanized infantry, 2 tanks, 2 artillery, 3 fighters, 3 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
- Greater Southern Germany: 2 infantry, 2 tanks, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory
- Germany: 3 infantry, 3 mechanized infantry, 2 artillery, 2 fighters, 2 tactical bombers, 1 aa gun
Soviet Union:
- Starting Income: $37 (+5 national objective bonus income)
- Russia: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 2 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
- Belarus: 4 infantry, 1 tank, 1 fighter, 1 aa gun
- Ukraine: 3 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
- Baltic States: 2 infantry, 1 aa gun
- Eastern Poland: 3 infantry, 1 aa gun
- Bessarabia: 2 infantry
- Karelia: 2 infantry, 1 aa gun
- Vyborg: 1 infantry
- Amur: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 1 aa gun, 1 factory
- Sakha: 6 infantry, 1 artillery
- Siberia: 6 infantry, 1 aa gun
- Soviet Far East: 2 infantry
United Kingdom:
- Starting Income: $28 (+5 national objective bonus income)
- United Kingdom: 2 infantry, 1 mechanized infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
- Scotland: 1 infantry, 1 aa gun, 1 air base
- Quebec: 1 infantry, 1 aa gun
- New South Wales: 1 infantry, 1 aa gun, 1 naval base
- India: 3 infantry, 1 artillery, 1 fighter, 1 aa gun, 1 factory
- Malta: 1 infantry, 1 aa gun
- Gibraltar: 1 infantry, 1 aa gun, 1 naval base
- Egypt: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
Japan:
- Starting Income: $20 (+5 national objective bonus income)
- Japan: 6 infantry, 2 artillery, 1 tank, 2 fighters, 2 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base
- Manchuria: 3 infantry, 1 artillery, 1 tank, 1 aa gun, 1 factory
- Kiangsu: 4 infantry, 1 fighter, 1 aa gun, 1 naval base
United States:
- Starting Income: $52 (+5 national objective bonus income)
- Western United States: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
- Central United States: 1 infantry, 1 aa gun
- Eastern United States: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
- Alaska: 1 infantry, 1 aa gun
- Hawaii: 2 infantry, 1 fighter, 1 tactical bomber, 1 aa gun, 1 naval base, 1 air base
China:
- Starting Income: $12
- Szechwan: 4 infantry, 1 fighter
- Yunnan: 6 infantry, 1 artillery
- Chahar: 2 infantry
- Anhwe: 2 infantry
- Hunan: 4 infantry
- Kweichow: 2 infantry
- Shensi: 2 infantry
- Sikang: 1 infantry
France:
- Starting Income: $0
- France: 4 infantry, 1 aa gun, 1 factory
Italy:
- Starting Income: $10 (+5 national objective bonus income)
- Northern Italy: 4 infantry, 1 artillery, 1 My apologies, it seems my previous response got cut off. Here’s the rest of the setup:
tank, 1 fighter, 1 aa gun, 1 factory
- Southern Italy: 3 infantry, 1 tank, 1 fighter, 1 aa gun
- Albania: 2 infantry, 1 aa gun
- Italian Somaliland: 2 infantry
ANZAC:
- Starting Income: $10
- New Zealand: 2 infantry, 1 fighter, 1 aa gun, 1 naval base
- New South Wales: 2 infantry, 1 artillery, 1 aa gun, 1 naval base
Canada:
- Starting Income: $10
- Ontario: 2 infantry, 1 aa gun
- Quebec: 1 infantry, 1 tank, 1 aa gun
United Kingdom (Pacific): 17 IPCs
2 infantry, 1 artillery, 1 fighter
Control marker and 1 infantry in Malaya
Control marker and 1 infantry in Hong Kong
Control marker and 1 infantry in Borneo
Control marker and 1 infantry in Shan State
Control marker and 1 infantry in IndiaHere is the naval setup for the Axis & Allies Global 40 “1939” variant:
Germany:
- Baltic Sea: 1 cruiser, 1 destroyer, 2 submarines
- Western Germany: 1 battleship, 1 cruiser, 1 destroyer, 1 submarine
Soviet Union:
- Sea Zone 115: 1 submarine
- Sea Zone 127: 1 destroyer
- Sea Zone 100: 1 cruiser
- Sea Zone 80: 1 submarine
- Sea Zone 5: 1 submarine
United Kingdom:
- Sea Zone 109: 1 destroyer, 1 transport
- Sea Zone 110: 1 cruiser, 1 battleship, 2 transports
- Sea Zone 111: 1 destroyer, 1 transport
- Sea Zone 92: 1 cruiser, 1 destroyer, 1 transport
- Sea Zone 98: 1 cruiser, 1 battleship, 1 destroyer, 1 transport
- Sea Zone 71: 1 destroyer, 1 transport
- Sea Zone 39: 1 destroyer, 1 transport
- Sea Zone 29: 1 submarine
Japan:
- Sea Zone 6: 1 battleship, 1 cruiser, 2 destroyers, 2 submarines, 2 transports
- Sea Zone 19: 1 destroyer, 1 transport
United States:
- Sea Zone 11: 1 cruiser, 1 destroyer, 1 submarine
- Sea Zone 26: 2 submarines
- Sea Zone 10: 1 destroyer
- Sea Zone 35: 1 destroyer, 1 transport
ANZAC:
- Sea Zone 62: 1 cruiser, 1 destroyer
Italy:
- Sea Zone 95: 1 cruiser, 1 destroyer, 1 submarine
- Sea Zone 96: 1 battleship, 1 cruiser, 1 destroyer, 1 submarine
Political situation:
- Germany is at war with Poland, France, and the United Kingdom.
- The Soviet Union is at peace with Germany but at war with Japan.
- The United Kingdom is at war with Germany and Italy.
- Japan is at war with China, the United Kingdom, and ANZAC.
- The United States is at peace with all nations.
Simulation of Rounds 1 and 2:
Round 1:- Germany purchases 2 submarines and 2 infantry, and moves its units to prepare for an attack on Poland.
- The Soviet Union purchases 3 infantry and 1 artillery, and sends reinforcements to its western front.
- The United Kingdom purchases 1 aircraft carrier and 2 fighters, and moves its navy to protect its home waters.
- Japan purchases 1 transport and 2 infantry, and prepares to invade China.
- The United States purchases 1 destroyer and 1 infantry, and begins to build up its navy in the Pacific.
- ANZAC purchases 1 infantry and 1 artillery, and moves its navy to protect Australia.
- Italy purchases 1 destroyer and 1 infantry, and moves its navy to prepare for an attack on the United Kingdom.
Round 2:
- Germany declares war on Poland and invades with overwhelming force, capturing the territory and causing Poland to surrender.
- The Soviet Union continues to build up its army on its western front, anticipating a possible German invasion.
- The United Kingdom conducts naval raids on German convoys in the North Sea, sinking a transport and a submarine.
- Japan invades China, capturing several territories and pushing deeper into the country.
- The United States continues to build up its navy in the Pacific, sending a task force to patrol the waters near the Philippines.
- ANZAC reinforces its army in Australia, preparing for a possible Japanese invasion.
- Italy launches a naval assault on the United Kingdom, sinking a transport and damaging a cruiser. The United Kingdom responds by sinking an Italian destroyer with its navy.
Note that the above simulation is just one possible outcome of many possible scenarios, and the actual game may play out differently depending on the players’ strategies and decisions.
Certainly, here are the army numbers for the neutral territories in Axis & Allies Global 40 “1939” variant:
Poland: 4 infantry, 1 tank
Romania: 4 infantry, 1 artillery, 1 tank
Bulgaria: 4 infantry, 1 artillery, 1 tank
Yugoslavia: 4 infantry, 1 artillery, 1 tank
Spain: 6 infantry, 1 artillery, 1 tank, 1 fighter
Sweden: 3 infantry
Switzerland: 2 infantry
Turkey: 8 infantry, 1 artillery, 1 tank, 1 fighterNote that in the game, these territories are initially neutral and cannot be attacked by the major powers. However, they may be influenced to join one side or the other through diplomatic efforts, or they may be invaded once the major powers are at war with each other.
Here are the national objectives for the Axis & Allies Global 1939 variant:
Germany:
- 5 IPCs if Axis powers control at least 3 of the following territories: Poland, Eastern Poland, Baltic States, and Finland.
- 5 IPCs if Germany controls Norway, Denmark, Holland, Belgium, and Luxembourg.
- 5 IPCs if Germany controls at least 2 of the following: Novgorod, Volgograd, and Caucasus.
- 5 IPCs if Germany controls Egypt, Trans-Jordan, and Persia.
- 5 IPCs if Germany controls France and the United Kingdom has not liberated any originally German territories.
Soviet Union:
- 5 IPCs if Soviet Union is at war and controls any 3 of the following: Baltic States, Belarus, Western Ukraine, and Ukraine.
- 5 IPCs if Allies control at least 3 of the following: Norway, Finland, and Northwest Persia.
- 5 IPCs if Soviet Union controls Poland and Germany has not declared war on the Soviet Union.
- 5 IPCs if Soviet Union controls Berlin and Germany has not declared war on the Soviet Union.
United Kingdom:
- 5 IPCs if the United Kingdom controls all of its original territories in Europe, the Middle East, and Africa.
- 5 IPCs if the United Kingdom controls all of its original territories in the Pacific.
- 5 IPCs if the United Kingdom controls at least 2 of the following: Gibraltar, Egypt, India, Australia, and/or Eastern Canada.
- 5 IPCs if the United Kingdom has liberated at least 1 originally Soviet territory.
Japan:
- 5 IPCs if Japan is at war with the United States and has not attacked French Indo-China.
- 5 IPCs if Japan controls all of the following: Guam, Midway, Wake Island, Gilbert Islands, and Solomon Islands.
- 5 IPCs if Japan controls Java, Sumatra, Borneo, and Celebes.
- 5 IPCs if Japan has not provoked the United States by taking any Allied-owned territories or declaring war on the United Kingdom/ANZAC.
United States:
- 5 IPCs if the United States is at war and controls all of its original territories.
- 5 IPCs if the United States is at war and has at least 1 land unit in the United Kingdom, West Germany, or Norway.
- 5 IPCs if the United States is at war and has at least 1 land unit in China or Siberia.
- 5 IPCs if the United States is at war and has liberated at least 1 originally Allied territory.
Italy:
- 5 IPCs if Axis powers control at least 3 of the following territories: Greece, Yugoslavia, Albania, and Bulgaria.
- 5 IPCs if Italy controls all of the following: Egypt, Trans-Jordan, and Gibraltar.
- 5 IPCs if Italy controls at least 2 of the following: Morocco, Algeria, Tunisia, and/or Libya.
- 5 IPCs if Italy controls France and Germany has not declared war on Italy.
COMMENTS FROM HUMAN: I don’t know if the setup is copied from somewhere else but it’s still cool to see an AI try to make a variant even if it’s unbalanced and a little messed up. It looks like Japan is totally screwed in this version. Libya is vacant? France has 0 income?? LOL It also seems like it forgot about the Benelux and Germany has their navy in-port. Lots of fun.
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Wow. That’s a smart AI.
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@superbattleshipyamato I tried to make a cold war variant with it. I’ll try again when I am available to play with it again. I probably need to state each nation and give it examples of what a good cold war setup is (if you give it a link it will read the webpage for you) I found a random txt file in the “sources” it gives me in the 1939 variant (mostly to the a&a wiki 1939 setup and the discussion boards) but at the bottom there was a random website with a 1939 setup but it looked incomplete. The ai does a good job web-crawling.
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I can’t wait!
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United States:
Starting Income: $52 (+5 national objective bonus income)
Western United States: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Central United States: 1 infantry, 1 aa gun
Eastern United States: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Alaska: 1 infantry, 1 aa gun
Hawaii: 2 infantry, 1 fighter, 1 tactical bomber, 1 aa gun, 1 naval base, 1 air baseSoviet Union:
Starting Income: $37 (+5 national objective bonus income)
Russia: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 2 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
Belarus: 4 infantry, 1 tank, 1 fighter, 1 aa gun
Ukraine: 3 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
Baltic States: 2 infantry, 1 aa gun
Eastern Poland: 3 infantry, 1 aa gun
Bessarabia: 2 infantry
Karelia: 2 infantry, 1 aa gun
Vyborg: 1 infantry
Amur: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 1 aa gun, 1 factory
Sakha: 6 infantry, 1 artillery
Siberia: 6 infantry, 1 aa gun
Soviet Far East: 2 infantryCommunist-Aligned:
Starting Income: $18
East Germany: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun, 1 factory
Poland: 4 infantry, 1 tank, 1 fighter, 1 aa gun, 1 factory
Czechoslovakia: 3 infantry, 1 artillery, 1 fighter, 1 aa gun
Hungary: 3 infantry, 1 tank, 1 aa gun
Romania: 3 infantry, 1 tank, 1 aa gun
Bulgaria: 2 infantry, 1 aa gun
Yugoslavia: 2 infantry, 1 aa gun
Albania: 1 infantry, 1 aa gunChina:
Starting Income: $20
Szechwan: 3 infantry, 1 artillery, 1 fighter
Yunnan: 3 infantry, 1 artillery
Chahar: 2 infantry
Anhwe: 2 infantry
Hunan: 2 infantry
Kweichow: 2 infantry
Shensi: 2 infantry
Sikang: 1 infantryWestern-Aligned:
Starting Income: $35 (+5 national objective bonus income)
Germany:
Western Germany: 3 infantry, 3 mechanized infantry, 2 tanks, 2 artillery, 3 fighters, 3 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
Greater Southern Germany: 2 infantry, 2 tanks, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory
Germany: 3 infantry, 3 mechanized infantry, 2 artillery, 2 fighters, 2 tactical bombers, 1 aa gun
United Kingdom:
United Kingdom: 2 infantry, 1 mechanized infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Scotland: 1 infantry, 1 aa gun, 1 air base
Quebec: 1 infantry, 1 aa gun
India: 3 infantry, 1 artillery, 1 fighter, 1 aa gun, 1 factory
Malta: 1 infantry, 1 aa gun
Gibraltar: 1 infantry, 1 aa gun, 1 naval base
Egypt: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
France:
France: 6 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun, 1 factory
Normandy/Bordeaux: 1 infantry, 1 aa gun,Here is the naval setup for each power:
United States:
Starting Income: $52 (+5 national objective bonus income)
Sea Zone 10: 1 destroyer, 1 cruiser, 1 battleship, 1 aircraft carrier (with 2 fighters and 2 tactical bombers), 1 transport
Sea Zone 26: 2 submarines, 1 transport
Sea Zone 101: 1 cruiser, 1 destroyer
Sea Zone 102: 1 transportSoviet Union:
Starting Income: $37 (+5 national objective bonus income)
Sea Zone 115: 1 submarine, 1 destroyer, 1 cruiser
Sea Zone 127: 1 submarineCommunist-Aligned:
Starting Income: $18
Sea Zone 115: 1 transport
Sea Zone 125: 1 submarine
Sea Zone 137: 1 destroyerChina:
Starting Income: $20
Sea Zone 20: 1 destroyer, 1 transport
Sea Zone 19: 1 submarineWestern-Aligned:
Starting Income: $35 (+5 national objective bonus income)
Sea Zone 91: 1 destroyer, 1 cruiser, 1 battleship, 1 aircraft carrier (with 2 fighters and 2 tactical bombers), 1 transport
Sea Zone 106: 1 destroyer, 1 transport
Sea Zone 109: 1 submarine, 1 transport
Sea Zone 110: 1 destroyer, 1 transport
Sea Zone 111: 1 destroyer, 1 transport
Sea Zone 119: 1 cruiser, 1 transport
Sea Zone 120: 1 submarine
Sea Zone 124: 1 transport
Sea Zone 125: 1 destroyer, 1 transport
Sea Zone 126: 1 cruiser, 1 submarine
Sea Zone 127: 1 cruiser, 1 battleship, 1 aircraft carrier (with 1 fighter and 1 tactical bomber), 1 transport
Sea Zone 128: 1 destroyer, 1 transport
Sea Zone 129: 1 transport
Sea Zone 135: 1 destroyer, 1 transportThere are a few additional rules that need to be known for this variant:
The Communist-Aligned power is not allowed to attack the Soviet Union or any other Communist-Aligned countries.
The Western-Aligned power is not allowed to attack the United States or any other Western-Aligned countries.
The United States and the Soviet Union are not allowed to form an alliance with any other power.
The Communist-Aligned power can only declare war on the Western-Aligned power if the United States or the Soviet Union has been attacked first.
The Western-Aligned power can only declare war on the Communist-Aligned power if the United States or the Soviet Union has been attacked first.
Victory is determined by the total number of victory cities controlled by a power at the end of a round. Victory cities are Washington, D.C., London, Moscow, Berlin, Paris, Rome, Tokyo, and Shanghai.
The game ends after a set number of rounds or when one power controls all victory cities on the board.
Here are the national objectives for each power:
United States:
Collect 10 IPCs if the United States controls all of its original territories.
Collect 5 IPCs if the United States is at war and has at least one land unit in France.
Collect 5 IPCs if the United States is at war and has at least one land unit in the Philippine Islands.
Collect 5 IPCs if the United States controls all of the following territories: Midway, Wake Island, Guam, and the Hawaiian Islands.
Collect 5 IPCs if the United States is at war and has at least one land unit in any two of the following territories: Normandy/Bordeaux, Holland/Belgium, Southern France, and Western Germany.
Soviet Union:
Collect 5 IPCs if the Soviet Union is at war and controls any three original Axis territories.
Collect 5 IPCs if the Soviet Union is at war and controls all of its original territories.
Collect 2 IPCs per territory if the Soviet Union controls Novosibirsk, Russia, and any other four of the following territories: Archangel, Baltic States, Belarus, Karelia S.S.R., Kazakhstan, Soviet Far East, Ukraine, and/or West Russia.
Communist-Aligned:
Collect 5 IPCs if the Communist-Aligned power controls all of its original territories.
Collect 2 IPCs per turn if the Communist-Aligned power is at war and controls at least one of the following territories: Burma, Hunan, Shan State, and/or Yunnan.
China:
Collect 6 IPCs if China controls all of its original territories.
Collect 1 IPC per territory if China controls at least one territory.
Western-Aligned:
Collect 5 IPCs if the Western-Aligned power controls all of its original territories.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Normandy/Bordeaux, Holland/Belgium, Southern France, and Western Germany.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Morocco, Algeria, Tunisia, and Libya.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Greece, Yugoslavia, and/or Albania.
In terms of political situations in the board, the Communist-Aligned power consists of China and the Soviet Union, while the Western-Aligned power consists of the United States, the United Kingdom, and France.
At the start of the game, the United States, the United Kingdom, and France are in control of West Germany, while the Soviet Union is in control of East Germany. The game is set up to reflect the political realities of the Cold War, with the Communist-Aligned power and the Western-Aligned power facing off against each other in a tense global struggle for influence.
As for finishing touches to the rules, one important consideration is the use of nuclear weapons. In this variant, the use of nuclear weapons is not allowed, as it would likely result in the destruction of the entire world and therefore end the game prematurely.
Another important rule is that movement of units is restricted by the borders of countries. This means that a unit may not move through a neutral territory unless it is capturing that territory, and may not move through an enemy territory unless it is attacking that territory.
Finally, it is worth noting that supply lines are an important consideration in this game. Each unit must be connected to a friendly territory by a chain of contiguous friendly territories in order to be able to move and fight. This means that players must carefully plan their movements and ensure that their units are always connected to friendly territory.
Overall, these rules and considerations help to create a rich and engaging gameplay experience that captures the tension and strategic complexity of the Cold War era.
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Barring the western navy in sz 127 and stuff like that it would be fun to try it in TripleA to see the madness
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Nice.