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Chaos in the Balkans:
Hungary and Romania are at war, Germany has annexed Austria, Yugoslavia suffered an unfortunate die role and has been forced to disintegrate into a Pro-Fascist Croatian state and a smaller Serbia. Italy managed to seize Albania without loss, and Czechoslovakia is reinforcing its border with the Nazis.
The UK has pledged to declare war on any power invading Greece.
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Swedish Disaster:
The Swedes attempted to peacefully take over Norway to prevent any major nations from entering Scandinavia, but the plan backfired. Not only did another unfortunate die role cause the Norwegians to resist, but the German and British players were offended by the assault, and Germany turned a blind eye to a British force that liberated the Norwegians and devastated Sweden’s hopes of a powerful, neutral, United Scandinavian state.
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Spain in Flames:
The civil war rages on in Spain, just as a deadly naval encounter ended in mutual annihilation for the Nationalists and Republicans. The free world does not want a Fascist Spain, and the U.S. Player has sent generous air aid to the Republicans. With Franco’s Army of Africa having headed for the mainland, I, as France, took advantage and seized their Moroccan colony. Unfortunately, I earned a -1 diplomacy points for this “aggressive” act.
Axis and Allies Global 1940 all neutrals variant
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Take the Global 1940 map.
Make every German, Italian, and Japanese territory except for the territories containing capitals (Tokyo, Rome, and Berlin), a pro-Axis neutral. Convert all the units in each territory into pro-Axis units (so Greater Southern Germany is now a pro-Axis neutral with 6 infantry, 2 artillery, and 3 tanks, all pro-Axis units).
Do the same thing will all Dutch, French, British, ANZAC, Soviet, Chinese (make Szechwan the capital for China) and American territories. Both India, containing Calcutta, and United Kingdom, which contains London, are both left untouched, as both are considered captials.
Change the income of all the powers to match the IPC value of the only territory they control.
All navies remain unchanged.
That’s the house rule in a nutshell.
The Americans and Soviets cannot activate any pro-Allied neutrals (not even Central and Western United States, or Novgorod) until they’re at war.
China still operates under their movement restrictions.
These territories all operate under the standard pro-Allied and pro-Axis neutrals, including not having an original owner.
This means that even if China never activated, say, pro-Allied Shensi, the Soviets can activate it first and receive the the income and units like any other pro-Allied neutral.
You do not need to declare war to attack pro-Allied or pro-Axis neutrals.
So if Kwangtung hasn’t been activated by any Allied powers, Japan can attack and capture it without declaring war on the Western Allies.
The Mongolia rule is only active if the Axis attacks Soviet territories surrounding Mongolia. Pro-allied neutrals (or even non-Soviet allies) don’t count.
All national objectives and victory conditions for all powers still apply.
Pro-Allied or pro-Axis air bases, naval bases, and industrial complexes cannot be used until the territory they’re in is controlled by your power.
The Panama Canal, the Danish Straits, Suez Canal, and Gibraltar Straits are impassable until a power of your side controls them (the submarine exception for the Gibraltar Straits still applies).
American and Japanese naval movement restrictions while neutral still apply. However, they still only apply to American and Japanese territories. Therefore, if Alaska, Mexico, Southeast Mexico, Central America, and Western United States are all under only pro-Allied control, Japan can move naval units into sea zone 10 even when neutral. Similarly, if Caroline Islands is only under pro-Axis control, American naval units can move into sea zone 33.
This also means that before going to war, American naval units on the European side of the map cannot move into sea zone 89, as it doesn’t control any territory bordering that sea zone and cannot take any territory bordering that sea zone until the US is at war.
I made a TripleA map of this version:
2023-8-13-World-War-II-Global-1940-2nd-Edition.tsvg
You have to player enforce to make sure that pro-Allied air units cannot scramble.
Making sure industrial complexes, straits, canals, air bases, and naval bases cannot be used until controlled by a power is player enforced.
Sorry that the file is 2.6 and uses low luck. Low luck is optional.
Edit mode is necessary to make pro-Axis or pro-Allied units into the power that took control of the territory.
Note that when taking control of a pro-Allied territory (for the Allies) or a pro-Axis territory (for the Axis) the air units in those territories disappear. Don’t forget to add them in.
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P Panther moved this topic from Axis & Allies Global 1940 on
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About this rule:
"These territories all operate under the standard pro-Allied and pro-Axis neutrals, including not having an original owner.
This means that even if China never activated, say, pro-Allied Shensi, the Soviets can activate it first and receive the the income and units like any other pro-Allied neutral."
TripleA defaults the changed territories, when activated by a friendly power, as liberated, and therefore you’ll have to use edit mode when the above situation happens.
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Clarification:
When it comes to territories that were made neutral that had multinational foces (for example, Malaya had 1 ANZAC infantry and 3 British infantry), they were made to have the combined amount of units (Malaya has 4 pro-Allied infantry). If/when the territory is activated the activating power gets all the units.
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Changed Mongolia rule.
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Finished the first game:
2023-8-13-World-War-II-Global-1940-2nd-Edition.tsvg
The game was certainly unique and spiced up from the original rules. It’s quite biased towards the Axis, with the “cannot move into pro-Allied territories while the Soviets and/or the Americans are neutral” is crippling.
I definitely could’ve been more creative as Japan, but overall it was still a fun and unique game.