I’ll have to try that too! It would be harder in person, but could probably be done if everyone kept a paper log of what units they have in each territory. Maybe.
Axis and Allies Global 1940: Armies vs Navies (compatible with TripleA)
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Navies:
Italy
US
UK
Japan
ANZACArmies:
China
Soviet Union
France
GermanyBasically the top three navies in the world (plus America’s insane industrial capabilities) against the most powerful land powers and an alliance that stretches from Bordeaux to Vladivostok and controlling most of Eurasia.
To switch the sides, you need to use the edit mode at the beginning.
The turn order for all powers remains the same.
All national objectives are eliminated.
Victory city counts at the beginning of the game:
Armies:
6 citiesNavies:
13 citiesVictory conditions (for TripleA, player enforced):
Armies:
12 citiesNavies:
19 citiesWhichever side controls the required cities for victory for their side first at the end of a French turn wins.
And yes, it means the British and French starting units in each other’s territory will be forced to engage in combat on the first turn. Due to the weird, unexplored rules of combat in such as scenario, in these two battles, and only these two battles, the attacker can anti-aircraft artillery as casualties (anti-aircraft artillery still may not move during the combat move though). This only applies for these two battles.
1 French fighter is removed from London.
The Mongolia rule is still active. All other neutrals (true, pro-Allied, and pro-Axis) are pro-Armies neutrals, behaving as neutrals aligned to the Armies. Mongolia is not a pro-Armies neutral.
Japan’s Kamikaze rule is still active.
The Dutch rules stay the same (only British and ANZAC units can activate them).
Chinese movement restrictions stay the same. They can only move within original Chinese territories, Burma, and Kwangtung.
The turn order is still the same.
Balance changes (these additional rules have been added after playtesting and are mandatory unless otherwise noted):
Every Army power has 200% income. This means they collect double the amount of IPCs they would normally collect on their turn.
Keep in mind that this 200% only applies to income collected on that turn, not saved IPCs.
Optional rule:
In case the above balance change is too biased towards the Armies, keep all territories that were originally strict neutrals in the original game as strict neutrals. They operate under the same rules.
A map with all the rule changes implemented (no optional rule):
Armies vs Navies Base Map.tsvg
Keep in mind that if a power attacks a neutral territory it was aligned with in the out of box rules, you will need to use edit mode to change the units to have them fight, and if a power activates a neutral territory it wasn’t aligned with in out of box rules, you will have to use edit mode to make the infantry units be under the correct power.
Here’s a file with every rule implemented, no player enforcement necessary (also uses new units and a new map, with the optional rule):
2024-9-1-UHD-World-War-II-Global-Armies-vs-Navies.tsvg
Here’s a more radical set of rules, incompatible with TripleA:
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Added a TripleA file of the starting map (keep in mind that low luck is automatically on, turn it off if you don’t want it).
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Added an extra rule (edited onto the original post as well):
If the Soviets invade any of the territories comprising Mongolia, when Japan invades a Soviet territory adjacent to any territory making up Mongolia, the Mongolian infantry do not become Soviet and stay neutral.
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Because I forgot to do it, you will need to use edit mode to make sure there is a state of war between Germany and Japan.
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Here’s a more radically changed version, incompatible with TripleA:
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The first game, while not done yet, looks like a definite Navies win.
To make things more balanced and easy to modify on TripleA, I’ll just make all the true neutrals pro-Armies.
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Clarified victory conditions:
Whichever side controls the required cities for victory first at the end of a French turn wins.
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Just finished the first game.
Axis and Allies Armies vs Navies.tsvg
The above file uses the 2.6 pre-release version of TripleA, so you’ll have to download it to be able to open the file.
Besides me forgetting to make ANZAC at war with France, everything went techincally smoothly.
The game though, was extremely unbalanced. The Armies were never able to build up a navy to challenge the Allies significantly while the Navies held a ground advance by the Armies much, much better than expected, with the Soviets barely pushing through to Iran and no further.
The Germans and French folded extremely quickly once America got their game going.
Overall, I think to balance the game the best thing to do would be to make all true neutrals pro-Armies, but this isn’t official yet until further updates.
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Changed neutral rules. In addition to true neutrals being able to be invaded separately, all pro-Allied and pro-Axis neutrals are now also true neutrals.
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Corrected the file in the main post to have all the correct political relationships. Neutrals are still unchanged as I am testing them right now.
Germany is now at war with Japan and ANZAC is now at war with France as it should be.
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Clarified Dutch rules.
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Clarified Chinese movement restrictions.
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Clarified French national objectives.
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Clarified the turn order.
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The Armies started strong in the second game, but the game’s too imbalanced that simply giving them the neutrals was not enough. It was a step in the right direction, though.
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I’ll probably give the Armies a 200% income bonus (so they collect double the amount of IPCs they normally collect each round) and let them keep the neutrals.
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The second game’s over.
Not much to say. It was merely a repeat of the first game except for the Armies doing slightly better than the first game initially due to those neutral units.
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I didn’t play to victory conditions but I achieved all the victory cities (normally you need to play until the end of the French turn after capturing all the cities, but there’s literally one German territory left with no IPCs or units, so it’s probably fine) anyway.
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The game is much more balanced now with each Army power getting 200% IPCs.
That being said, it still may be slightly inbalanced in favour of the Armies.
If that’s the case make all neutrals strict neutrals rather than pro-Armies neutrals (I’m not going to have more testgames after this one).
This is official.