@GeneralHandGrenade Thank you very much!
Global War 1940/41
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another bump
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Fans of the Death’s Head Map –> I copied this post I made in the House Rules section.
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Long time since my last post on this thread…
I have run 5 games using the Minor Axis and Allied Powers rules posted earlier in this thread; all played on the “Deaths Head” map.
Overall, the rules work and playability is very good. The addition of these minor powers defiently adds a nice layer of strategy without burying you in rules or adding too many additonal hours to game time.
After running these 5 games, I have made several refinements. The set up charts worked fine - balance was good - so no changes to my previous post on unit set up. I did revise Mech Infanty/ Cruiser stats and revide unit costs to AA50 levels. Listed below are the latest version of the rules.
I highly recomend giving them a try.
OVERALL GENERAL RULE BASE USED:
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Use AA50 rules and unit costs
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Use China rules per AA50
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Use SBR - Factory Damage rules per AA50
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Use CAP rules per AAP
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Use Naval Base, Air Base and Convoy Rules per AAP/AAE
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Use 1D6 Damage Repair rules for Battleships: Adjacent to Industrial Complex or Naval Base
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Use “Dog Fight” rules for aircraft in land battles
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Use Escort Fighters @ 1 / Defending Fighters @ 2 for SBR per AAE
MINOR POWERS:
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Minor Axis Powers: Vichy France, Finland, Romania, Hungary, Bulgaria
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Minor Allied Powers: Canada, India, Australia, Free French
PLAYER ASSIGNMENT:
- German player controls Minor Axis powers
- Separate player controls Minor Allied Powers or UK player controls Minor Allied powers
UNITS TO REPRESENT Minor Axis/Allies Powers:
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Minor Axis - I used sculpts from The War Game. This was perfect because they are all german units types and they have multiple colors (White - Finland; Tan - Bulgaria; Gray - Vichy France; Yellow - Bulgaria; Brown - Romania) to cover the Minor Axis powers. You could also use Xeno (they mass produced the Gemran infantry in a ton of colors); MB version of AA; or a few cans of spray paint.
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Minor Allies - Light Blue spray paint on UK scuplts for Free French. I used green UK scuplts from AAR for India and the yellow/tan AAE UK units for Australia. I used the standard AA50 units for the UK. Canada used UK units with a UK roundel underneth to identify them (I will eventually spay paint each Minor Allie a distinct color). Again, this kpt all Minor Allied units in the UK sculpt family which worked nicely.
ADDITIONAL UNITS
- Mechanized Infantry Cost: 4 / Att: 2 (3 if supported by Art) / Def: 2 / Move: 2
- Fortification: Cost:6; Intial 2D6 at 3 or less. Makes Infantry defend at 3 (1:1 respectively). Cannot be destroyed - but can be taken over by enemy.
ORDER OF PLAY:
Germany and Minor Axis operate during the same turn. UK and Minor Allies operate during the same turn.
- Germany/Minor Axis
- Soviet Union
- Japan
- UK/Minor Allies
- Italy
- USA/China
MINOR AXIS RULES:
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Germany receives posted IPC value for each Minor Axis territory (as in standard game play); provided it has not been conquered by an Allied army.
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Germany is not required to have any units in these territories to collect the IPC value (as in standard game play)
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If the Minor Axis territory is conquered by an Allied army, Germany no longer collects this income value (as in standard game play).
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If Finland, Hungary, Romania or Bulgaria are conquered by an Allied power, these Minor Axis powers no longer have the ability to collect their IPCs or field military units, regardless of whether these territories are retaken by the Axis. If these “home countries” are taken any units they have in other territories are removed from play.
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Minor Axis powers collect a fixed IPC amount at the end of their turn, regardless of whether they conquered any Allied territories: Vichy France - 3IPC; Finland - 3 IPC, Romania - 6 IPC, Hungary - 4 IPC, Bulgaria 4 IPC
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Increase in IPC value for territories conquered by Minor Axis powers are applied to Germany only. This is true whether the Minor Axis power conquered the territory by itself or in conjunction
with German units. -
Minor Axis IPCs cannot be shared with other Minor Axis powers or with Germany. If a Minor Axis power is conquered by an Allied power, the Allied power receives wahtever IPCs that Minor Axis power has.
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Minor Axis powers must always leave at least 1 unit in their capital nation at the end of their turn. In the case of Vichy France, this includes the territories labeled Vichy France and Tunisia.
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Finland, Hungary, Romania and Bulgaria must always have a direct supply line back to their home nation at the end of their turn. This rule does not apply to Vichy France.
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Some units are not eligible for purchase by Minor Axis powers as noted in the set up charts (blacked out). Minor Axis powers cannot build Industrial Complexes.
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New units for Finland, Hungary, Romania and Bulgaria are always placed in the Minor Axis Power’s home country. New units for Vichy France can be placed in Vichy France or Tunisia.
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Vichy French units may only defend, they may never attack. Vichy French units can move to other Vichy occupied territories (Vichy France; Tunisia, Morocco, Northern Algeria, Algeria; West Africa and French West Africa). German and Italian forces can pass through/end movement Vichy territories in North Africa. German forces can pass through/end movement in Vichy France in mainland Europe.
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Allied Force may not pass through Vichy territries withoout attacking. The exception is for naval unit movement as outlined in AA50 rules (sub/transports).
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If North Africa is cleared of Axis forces (German/Italian), any remianing Vichy French units (including naval units) in Africa become Free French Units and are now contolled by the UK player.
ALLIED RULES:
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Minor Allied powers operate as stand alone nations. They can build all unit types, including ICs.
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The IPCs for UK, Canada, Australia and India must be managed individually. UK - 46 IPCs; India - 17 IPCs; Australia - 10 IPCs; Canada - 4 IPCs; Free French - 0 IPCs (Free French collect no income).
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Industrial Complex in Calcutta (India) and New South Wales (Australia) are permitted a maximum placement of 4 new units (as opposed to labeled IPC value limit). Industrial Complex in Quebec (Canada) is permitted a maximum of 2 new units (as opposed to labeled IPC value limit).
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Except for the Convoy IPC sharing listed below, the IPCs must be used by their respective nation. IPCs cannot be shared between UK and Minor Allied powers or amongst Minor Allied powers.
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The 9 IPCs linked to the (4) British convoys located in the Indian and Pacific oceans can be allocated to either India or Australia as deemed by the UK player. The 3 IPCs
linked to the British Convoy located near New Foundland can be allocated to Canada as deemed by the UK player. The UK player can make this decision at the end of each round, during
the Collect Income phase. -
During the Mobilize New Unit phase, the UK player may place up to 2 units each in Calcutta (India) and New South Wales (Australia) and 1 unit in Quebec (Canada). This is in addition to the amount permitted by India, Australia and Canada noted above.
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If a single Minor Alllied power attacks and conquers an Axis territory, then the IPCs are applied directly to that Minor Allied power. When an attack against an Axis territory is conducted by multiple Minor Allied forces, the UK player must announce during the combat move phase which Minor Allied power is the “lead” attacker. This “lead” attacker receives the IPCs if the attack is successful and the territory is conquered.
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Free French collect no income. Any conquests by Free French troops are added to the UK players IPC value.
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Each time Western France, France or Vichy France are liberated by an Allied nation and held for 1 complete round, place 2 Infantry as Free French Units in that territory during the UK player’s non-combat movement phase.
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Mid-East Oil: Trans-Jordan, Syria, Iraq, Tehran and Iran represent allied controlled oil reserves. If the Germany or Minor Axis forces take these territoires, the IPCs are paid to Germany from the Allies directly. If Italian forces take these territories, the IPCs are paid to Italy from the Allies directly. The allies can choose who pays the IPCs (either UK, Minor Allies or U.S., not Soveit Union).
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Russian Oil: Caucasus represent Russian controlled oil reserves. If the Axis forces take this territory, the IPCs are paid to Germany (or Italy) for Russia directly.
Image of Deaths Head Map (Assuming I posted it properly…):
Link to MS Excel version Set Up Charts, IPC Chart and Rules:
http://www.mediafire.com/?sharekey=f209fe65b016190991b20cc0d07ba4d2a8a1a6316787b5b1
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Nice job Monroe. It’s nice to see someone take this to the next level.
I am concerned only about one thing, and that is the increase the allies have in Production at their non Capital IC’s in Canada, India and Calcutta. I feel that those increases may be a bit much. If I read your post correctly, for example, Calcutta can Produce 4 Indian Inf. and the UK can also add 2 more, for a total of 6 new units max. produced each turn from that indian IC. I feel that is a lot of production for a country whose Industrial might is that of a Mouse. Same goes with Canada and Australia. The Industrial capacity of these Nations realistically is not that High. With your new production totals Canada can Now produce 4 New Naval Units a Turn from Quebec. There is No way Canada Had that kind of Ship Building Capacity in WWII.
With these big increases in production, I feel the Allies WILL win 99.9% of the time. It is to easy for them to put up substantial Defenses in remote regions of the world.
I do not own the AA50 editions so I can not comment on those changes, but I am sure they will work out fine, if not enhance the game even more.
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Thanks Deaths Head.
In 5 games its 3-2 in favor of the Allies. One of the limiting factors in too much build up on any 1 turn was IPC level (Canada only 4 and Austalia only 10). But when I consider the 5 games played, I think you make a good point - these remote regions gave the Axis a tough go everytime.
I have another game coming up this week and will try the following modification:
India/Calcutta: 3 Unit max placement (per map posting)
Australia/New South Wales: 2 Unit max placement (per map posting)
Canada/Quebec: 1 Unit max placement (per map posting)In addition, the UK player may place 1 unit of their choice on one of the 3 minor powers per turn.
So this scales back the remote regions direct build capability and the UKs ability to “aid” that Minor Power.
I’ll give some feedback afterwords.
If you end up playing a game with these rules, please post futher thoughts.
Also, I’m trying to get the set up charts designed on a background similar to your original version (which looked awesome) by my skills in this area are weak :oops:. If you happen make similar set up charts for this version one day, please post :-D
Thanks.
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Lot of work, great effort!!
+1
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Sorry if I been over this before, catching up with this after a few years.
Many good things with this map, like correct treatment of canals.
What is the date of the colour control key? (Madagascar should probably be VF)
Anyhow, noticed the following:
The Italian symbol should be the fasces; I’d also replace the incorrect LH symbols for Germany & USSR.
Papua is spelled Papau! (Is this contagious?)
Bangladesh is anachronistic, this should be East Bengal; in fact India is a mess with Bombay and Calcutta misplaced. Delhi should be the capital.
Norway should not have a border with USSR.
Caucasus is misnamed; the Georgia territory should be Caucasus.
Congo should be Ubangi-Shari.
I’d change SZ 17 to stop a quick hop from England to West Germany.
Where is Portugal, and why is Mozambique British but not Angola?
Afghanistan is wrong; Kashmir should not border Uzbekistan.
I dislike using “Algeria” for southern Algeria, and Northern for Northern; same with French Indochina, France, Libya, Poland, Manchuria, Iran etc.
It seems a bit unfair that Germany gets no railways, as it’s territory covers the most concentrated area of tracks in the World; I’d certainly run a line from Western France to Poland, perhaps all the way to Moscow; and one from Berlin to Rome.
I’d build up the “Sverdlovsk” territory to 3 or 4 IPCs, this was a new heavily industrialised area that produced the majority of Soviet tanks in WWII - this is where the 4th Russian factory should be located/moved depending on rules.
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@Deaths:
I am Pleased to Announce that I am all done with this project. There are still a few spelling errors on the setup charts, But I think you guys can figure it out.
The long wait will be worht it.
This is a Rather large File and I blew the map up to around 6.5’ x 3.75’ I t small enough to fit on a standard sheet of Plywood and still have some room around the edges for all the “stuff” needed to play.
The Link to Map and Set up Charts-
Map
http://www.mediafire.com/imageview.php?quickkey=txzm20m1inm&thumb=4Set up Charts
USA + China
http://www.mediafire.com/imageview.php?quickkey=ximi2ni3twy&thumb=4USA is not correct chart, They do not get Factory in Hawaii
Great Britain
http://www.mediafire.com/imageview.php?quickkey=od5cwgdbsjv&thumb=4Russia
http://www.mediafire.com/imageview.php?quickkey=xbzejmzhjgm&thumb=4Germany
http://www.mediafire.com/imageview.php?quickkey=25xhbstxtq1&thumb=4Italy
http://www.mediafire.com/imageview.php?quickkey=yfmzwenewjt&thumb=4Japan
http://www.mediafire.com/imageview.php?quickkey=zyhmdwxwa9y&thumb=4Neutral Powers
http://www.mediafire.com/imageview.php?quickkey=xd9eq4oxzld&thumb=4Neutrals are not even close, sorry
hi i would love to play this version, but i can’t see the map. it does not open. can you please upload a new pic of the map.
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thanks for saying something. i will see if I can dig up the disk
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@Deaths:
thanks for saying something. i will see if I can dig up the disk
i downloaded the pic of the map. it looks great!!! is there an official 1939 version of this game? what kind of units do you use for the italians?
keep up the good work. -
To be perfectly honest, I love this map
you get me a file i can bring to kinkos and get printed in good quality, ill playtest it till the cows come home.I have some Jpegs of it, a few errors, and id prefer less stock photos in the water and such, and perhaps some other fixes…wake? why is it japanese in 1940~? Names etc.
But all in all the best large map avalable -
thank you
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i downloaded the pic of the map. it looks great!!! is there an official 1939 version of this game? what kind of units do you use for the italians?
I use my Red japanese pieces from Pacific as Jap. and the yellowish color Jap pieces from revised for the Italians.
No I have not seen a 1939 version or even worked on one yet.
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hi i would love to play this version, but i can’t see the map. it does not open. can you please upload a new pic of the map.
thanksEverything except Italy uploads for me
I will try to fix this.
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I have another game coming up this week and will try the following modification:
India/Calcutta: 3 Unit max placement (per map posting)
Australia/New South Wales: 2 Unit max placement (per map posting)
Canada/Quebec: 1 Unit max placement (per map posting)In addition, the UK player may place 1 unit of their choice on one of the 3 minor powers per turn.
We Actually stole “Common Wealth Troops” from some where on these boards and replaced the National Advantage “Colonial Garrison” and Inserted.
Common Wealth Troops- The UK player may place 1 free infantry per turn in any of Quebec, Calcutta, New South Wales IC’s. This Inf. does not count against Build limits of said IC.
We almost always Play with NA’s. Or should I say Refined NA’s. The majority are From Revised.
Russia all same except
Lend Lease- just like b4, but now the units need to be at a IC to “Transform”
Trans Siberian Railroad- removed completly, it’s on the map and replaced with another “Stolen” NA
Guards Tank Army- any Russian Tanks defending in Moscow, Stalingrad, or Lenin Grad def. on 4’sGermany All the Same- Luftwaffe Dive Bombers look really tasty Now :evil: especially if you use escort rules
UK
Common wealth troops replaces Colonial Garrrison
Enigma decoded removed and replaced with ( Can’t remember, too lazy to go look right now)JPN
Kamikaze is an actual unit they can build
Kamikazi 2,0,4(1) cost 5. It has First strike and called shot. It’s combat move is 1 it’s Non combat move is 4Kaiten Torps is changed to Island Bases.
USA
USA gets something and loses something also, i can’t remember though :xItaly
Honestly we give them another BB and thats about it.we use a 10 tech tree
basic 6 +
Ind. Tech -reduces the cost of units by 1, but only 1 type of unit can be declared, ie. Air units, Land Units and Sea Units this picked randomly roll d6 1,2= Land,3,4= Sea etc….
Super Carriers- can base 3 planes
Long range Arty. Allows a Prlimanary Bombardment
Don’t remember the 4th one :xhope this helps you a little
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All the links work now except for the Neutrals, which is really no big deal.
Finally with the release of “Flank Speed” from War at Sea, I have all the Neccassary pieces to blow this map up into a 8x4 size and use Version 1 AAM’s and War at Sea pieces instead. I will post pics when I get the map printed. Should be in a couple weeks
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Neutrals Now work Also :evil:
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Hi , could you update the map and set up charts for all including neutrals and unit info for AA 50 ? (victory cities , new unit stats on purchase area chart , and perhaps add in turn sequence for factions in the two different scenarios 41 / 42 , like what IL did etc) thanks lol
some thoughts :
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Also would be nice to add in some more “channels” for blocking sea zones , denmark will block SZ 18 if you dont have it , Gibraltar blcok SZ 36 , Mayala will block SZ 70
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Northern Ireland should separate with the rest of Ireland as British has it (different land zone) to be added , and maybe add in whales on England
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4 different land parts for mainland japan ? it is thier tradition for calling themselves 4 states lol
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few northern areas in china for Communist china ? perhaps new rules for working with nationalist china (but Soviets will help CC)
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Yugoslavia , Germany actually had some areas for Italy on the coastal areas linking it to Greece didnht it ? maybe splitting that area into two ?
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add Portugal as neutral (but also will join Germany if under allies attack)
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Argentina will join Axis if under attack ? (since they were very shifting towards Germany at the time ,) Brizil might join US under attack ?
8 ) Mongolia joining allies if under attack ?
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Switzerland and Afghanistan joins allies if under attack
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That little island next to Vladivostok and in SZ 134 was half owned by japan before the war , only given to soviets after it , so maybe making it into separate zone with two parts ? it was a very strategic position lol
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lyberia was a puppet state for US wasnt it ? should go to Allies once attacked
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German convey in SZ 18 ? Germnay had to import massive loads of Iron from Sweden at the time
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British convey inside Suez canal ? its one of the most important supply routs
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A small chart telling starting IP for each faction in the two scenarios
PS: where can i find the extra house / game rules to go with the map ? lol
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How do the Convoy zones work? Like the Soviet Convoy is worth 4… does this mean that the Russians are collecting 4 ipcs at the beginning of the game?
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convoy’s work just like Europe game
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I’ve made a ABattlemap module of this map/game. You can download it at www.axisandallies.us/G10.gim.zip
Just unzip it into your ABattlemap folder and then run ABattlemap, you’ll see it as one of the games in the list by clicking “New” and click “A&A Global War - beta” Its still beta until others don’t find errors. If you have any suggestions to improve the module let me know.
If you don’t know what ABattlemap is… you can take my tutorial at http://www.axisandallies.us/stepbystep/