@the-captain
Hello, here is my verdict of the rules, and it is they are not awesome…
… they are incredible!
Unfortunately we had limited time, so we chose to only play Europe and Sections 2 and 4. Here’s a report of what happened:
1940 Early- Germany bought an Elite infantry and 5 Waffen infantry in Berlin plus Heavy Industrialized their factories. They also bought tanks ;) . France fell to Waffen supported German forces and Normandy also fell.
Germany also managed to sink the British fleets in 110 and 109 and aligned Finland.
Russia too industrialized their factories, moved their armies back, and also bought tanks (the looming tank race approaches…)
The US bought a super battleship as well as transports.
Britain attempted to retaliate against the German ships sitting in 112, but the Germans scrambled and the British rolled crap (forgive my language). Britain also tried to launch a Taranto raid, and again rolled crap (again, forgive my language). The only Italian ships they destroyed were the destroyer and cruiser in 96 and the cruiser in 97. They bought fighters and factory for Egypt.
Italy saw their chance and both sunk the remaining British fleet composing of 1 carrier with a fighter and 2 cruisers. Only the battleship and bomber survived They then launched an amphibious assault against Egypt and captured it. They also moved their tank to Romania through Bulgaria and then moved in the infantry.
France sunk the Italian battleship and transports with their Mediterranean fleet.
1940 Late- Germany bought another elite, a super battleship, a battleship and transports (hoping to land in Scotland, establish a factory, and force a surrender). German subs attempted to attack the remaining British fleet of 1 battleship and 2 destroyers in 118, but lost everything. Germany also tried to launch an air and small amphibious assault against the UK, but lost nearly everything. Germany captured S. France and the Waffen moved back to Berlin to prepare to invade Russia next turn.
Russia bought more tanks ;)
The US upgraded their infantry to Marines and bought an elite, some destroyers and some transports.
Britain moved all their remaining armies (last turn the British player had foolishly moved some units down south) to the Congo and made heavy their S. Africa factory. The fleet moved towards Gibraltar.
This is where we had to end off. If we had more time, we could’ve probably gone through all the rules. Even though we played a small percentage of the total rulebook, I can say with 100% honesty that I would always choose to play a with these rules!
Best posts made by MonsieurMurdoch
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RE: Axis & Allies Global 1940 House Rules Expansion
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The Tri-Polar Cold War
Hello everyone!
Has anyone wondered how WW2 would have played out if D-Day had failed?
Well, you’re in luck!
Introducing…
the Tri-Polar Cold War!In this scenario, the Allied forces have been repulsed from the beaches of France. With this comes a crippling loss of equipment for the British army. As more German forces become available for deployment on the Eastern Front, the Soviet advances are soon bogged down.
Ever more distrustful of his Western “allies”, Stalin decides to sue for peace with the German government. With more cards on the table than their German counterparts, the Russians write up a very beneficial treaty that hands them control of oil rich Romania. Bulgaria and Yugoslavia too fall under the Soviet sphere of influence and Poland is once again divided in half as stated by the Molotov Ribbentrop.
With the treaty signed, Stalin immediately orders the occupation of Finland, much to the dismay of the remaining Allied powers, who have had all ties to Moscow severed by Stalin and his staff. Fearing more communist expansion, and still wanting to defeat Nazi Germany, the Allies execute amphibious landings into Greece, liberating it. However, these supplies unfortunately had to come from the Italian campaign, and soon the Germans are able to stiffen the front line resulting in prolonged attrition.
Soon, the atomic bombs are dropped, and Japan surrenders. With the war in the Pacific over, the Allies look again at Europe. While another landing is considered, the lack of supplies and increased German resistance dissuades Britain, as the majority of its forces were lost on the first attempt. This and the lack of Russian participation makes another landing attempt unfeasible. The atomic bomb is an option, but the potential for the Russians to swoop into Western Europe in the aftermath is too high.
In the end, the Allies have no choice, but to negotiate the end of the war with Hitler, who in addition to ordering a build up of military strength has renewed interest in the development of nuclear weaponry. This interest is shared by Stalin.
A Tri-Polar Cold War is about to begin…
(For those who know, I will be still be working towards the completion of the second Axis America Cold War setup. I just needed to set that one aside and start working on something new. Stay tuned for updates ;) )
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Axis American Cold War Final Copy
Hello everyone!
Here is the final copy for my Axis American Cold War. The setup chart is a little ways down the thread.
Look it over and please provide me with feedback!
Axis-American Cold War
Turn Order:
The Greater German Reich and (capital: Berlin)
United States of America (capital: Washington)
Empire of Japan (capital: Tokyo)
Empire of Manchukuo (capital: Manchuria) use the 1940 China pieces and 1940 American pieces for artillery, mechanized infantry, and AAA
Warlord Coalition (capital: none) use 1940 ANZAC infantry and artillery and grey chips for roundels
New Roman Empire (capital: Rome)
The Canada/Republic of West India (ROWI) Commonwealth (capital: Ottawa)
Vichy France (capital: Paris)
Soviet Russian Free States, or SRFS (capital: none. If Moscow is liberated, it becomes the capital)Timeline:
1940: Germany wins the Battle of Britain, Britain falls to German invasion
The Royal Navy manages to escape destruction and heads to Canada
The remaining British forces in Egypt, Africa, and Southeast Asia refuse to accept surrender conditions and entrench1941: Germany invades the USSR, Operation Barbarossa begins
Rommel’s joint German and Italian forces push the remaining British forces out of Africa
The Battle of Moscow begins
Japan attacks Pearl Harbour; the United States joins the war
Japan invades Burma1942: Moscow falls, the USSR’s remaining armies retreat
Japan invades India
The US lose the Battle of Midway, Japan imposes terms
Australia and New Zealand leave the war and declare neutrality
Spain joins the Axis powers
Vichy France is given full political control of France, Paris is once again the capital1943: Japan leaves the Axis powers; the Greater German Reich and New Roman Empire are formed
East India falls to Japan, Japan imposes terms of the newly formed Republic of West India or ROWI
The Kuomintang government of China surrenders
Japan invades the USSR
The Fascism International League (FIL) is formed between the Greater German Reich, New Roman Empire, Vichy France, Spain, and Finland
The Second Battle of Moscow begins; the Russians are pushed back1944: Spanish and Vichy French forces and invade Nigeria, the Gold Coast, and Portugal
The ROWI invades Madagascar
The New Roman Empire invades Turkey and Saudia Arabia
The Greater German Reich presses economic sanctions against the other FIL members
The Greater German Reich and Empire of Japan impose terms on the USSR, now the Soviet Russian Free States or SRFS
Argentina joins the FIL and the US sends forces to Brazil; South America is split between fascism and democracy/capitalism
The Greater German Reich launches full production into Plan Z, building their first two aircraft carriers
Japan gives Manchukuo control over half of China to manage the strain on their armed forces; the Manchukuo Imperial Army moves to engage belligerent warlords
The Greater German Reich form a regional government in occupied Russia, capital Stalingrad (to spite the Russians ;) ), to help maintain control in the region
The Empire of Manchukuo declares war on Mongolia; the Soviet Russian Free States support Mongolia1945: WW2 officially ends. The Axis-American Cold War begins
Alliances:
Fascism International League (FIL): The Third Reich-New Roman Empire-Vichy France
Allied Nations: United States- Canada/ROWI Commonwealth
Empire of Japan and Empire of Manchukuo
Soviet Russian Free States and MongoliaWinning the Game:
The FIL wins if the United States turns fascist and Ottawa is occupied or the FIL occupies Washington
The Allied Nations win if any of these conditions are met:- The United States does not turn fascist at the end of the 10th round
- The Canada/ROWI Commonwealth liberate London or Calcutta
- The FIL powers reach half of their total starting income at any point in the game
The Empires of Japan and Manchukuo win if any of these conditions are met - The Empire of Japan has 4 more battleships and 3 times as many aircraft carriers than the United States in the PACIFIC REGION ONLY at the end of the 10th round
- Either the Empire of Japan or Empire of Manchukuo occupy San Francisco
- The Empire of Manchukuo (NOT the Empire of Japan) occupies all of Mongolia
The Soviet Russian Free States win if they can liberate Leningrad, Stalingrad and Moscow
The Warlords win if they control all of Interior China (all Chinese territories NOT part of the coastland) and Manchuria (the only coastline exception)
A power is out of the game and becomes a strict, cannot-be-invaded power when its capital is occupied (this doesn’t apply for the Soviet Russian Free States and Warlords. They are out of the game when they lose al of their territories)
Declaring War:
Currently, the only wars are the ones between the Empire of Japan+Empire of Manchukuo and Soviet Russian Free States and Empire of Japan+Empire of Manchukuo and Warlords. In order to declare war, a power must either-
a) Pay 40 IPCS
b) Be attacked by a power not part of their alliance
c) A member of their alliance is at war, allowing them to join the war in supportNOTE: The FIL and Allied Nations may NEVER align with each other during the game.
Fascism in America:
Similar to the Red Scare, people in the United States are afraid that fascism will spread to the country. The Greater German Reich can purchase Fascism Tokens for 50 IPCs to place in Washington. Similarly, the US can remove a Fascism Token if they pay 50 IPCs. If 6 tokens are placed in Washington, the United States will become a member of the FIL and leaves the Allied Nations.Reich Russian Regional Government”
The Reich Russian Regional Government is a secondary income for the Greater German Reich. The Greater German Reich cannot use its main income to purchase units and facilities in the Regional Government territories. The capital of the Reich Russia Regional Government Stalingrad.The Empire of Manchukuo:
Can only build infantry, artillery, mechanized infantry, and AAA. The Empire of Manchukuo can control and use Japanese transports, but only if the Empire of Japan does not load units on it as well.Warlord Coalition:
Formed by multiple Chinese warlords as well as the Communist Chinese Party and remains of the Kuomintang army. The Coalition resists the Manchukuo regime and their Japanese backing. The Coalition can only purchase infantry and artillery, and do not require a factory.Soviet Russian Free States:
Even through the Soviet Russian Free States do not have a capital, they can build units ONLY in the Ulannbaatar minor factory. The Soviet Russian Free States cannot build any other factory, but still can build air and naval bases.Researching Technology:
There are numerous different technologies which can be researched throughout the game. Each technology has 4 stages which need to be completed before they can be applied in-game. Pay 20 IPCs FOR EACH technology you want to research and roll three dice. If the results equal or exceed 20, the research is successful. Increase your stage on that research by one. You can research each type of technology ONLY ONCE per round. The Empire of Manchukuo, Warlords, and Vichy France cannot research technology.
Note: Some technologies are exclusive to The Greater German Reich.Technologies:
Long Range Jet Planes (German exclusive): Add +1 movement and +1 attack to all your fighters and +1 movement to all your tactical and strategic bombers. Apply this technology the round AFTER completing the research for this technology. The Greater German Reich is at Stage 3 for this technology.Silent Subs: Your submarines can now nullify the effects of destroyers in the same sea zone. Apply this technology the round AFTER completing research for this technology.
Advanced Mechanized Units (German exclusive): Each of your mechanized infantry can pair with your tanks and have their attack increased to 3. Apply this technology the round AFTER completing this technology. The Greater German Reich is at Stage 2 for this technology
Fast Assault Craft: Each of your transports can now participate in naval combat and have attack and defence values of 1. They can also carry 2 infantry units in addition to one other land unit. Apply this technology the round AFTER research for this technology.
Advanced Anti-Aircraft Defence System: Every one of your AAA can now:
Roll 6x the number of anti-aircraft OR
Roll equal to twice the number of enemy aircraft, whichever is the lesser.
Apply this technology the round AFTER completing research for this technology.Ballistic Missile: Fires from an operational airbase, 4 space range. Roll 2 dice and add together the results to determine damage. A power can only fire 2 per round. The Greater German Reich has already completed this technology.
Atomic Bomb: Destroys all units and minor factories in the territory. Apply 5 damage to all air, naval, and major factories. No IPC value can be collected from that territory for 3 turns, as well as units cannot enter or fly over the territory for 3 turns. Carried by a bomber to target, you must pay 20 IPCs to attach the Atomic Bomb to the bomber. The bomber cannot have the Atomic Bomb attached to it for more than 1 turn. The Greater German Reich is at Stage 2 for this technology
Atomic V2 Rockets (Greater German Reich only): Fires from an operational airbase, 3 space range. Destroys half of all units, rounded down, in that territory and deals 4 damage to all facilities. Remaining units cannot leave and units cannot enter or fly over the territory for one round, as well as no income value can be collected for that one round.
Chemical Warfare: Target a single enemy territory bordering one of your territories. Remove half of all infantry in that territory rounded down and decrease the IPC value by 2 for one round.
Bombing Raid Rules:
- Tactical Bombers and Ballistic Missiles are the only units/technology which can take part in a raid. To conduct a raid, the attacking player will either:
a) Move their bombers to the territory
b) Fire a ballistic missile at the territory (only if they have the technology AND have not fired both of their 2 missiles that turn) - The attacking player may provide up to 4 escort fighters to the raid IF they are moving bombers. This escorts cannot participate in any other action that turn. The defending player can commit up to 4 intercepting fighters. If this happens, a single turn of combat will be fought between the interceptors and escorts.
- Surviving interceptors and escorts will no longer take part in the raid. Each AAA system can fire once at every tactical bomber or ballistic missile. Every 1 is a hit. If the attacker has the Advanced Anti-Aircraft Defence System, every 2 and 3 is a hit.
- The remaining bombers or ballistic missile can now deal damage to the facilities. Each bomber rolls 1 dice and each missile rolls 2 dice.
New Unit Stat:
Tactical Bomber- attack @ 4 -
RE: Axis & Allies Global 1940 House Rules Expansion
@the-captain
This makes sense, I can see how the German player would choose not to use this option beforehand.
We’re actually going to be playing a game today! We won’t be using all the house rules as once, just to help us pratice them, but we will select a good majority of them to play with! -
Monsieur Murdoch's House Rules Pack Announcement
Hello everyone!
Inspired by The Captain’s package of house rules (check those out if you haven’t yet, they are very good!) I have been working completing my own package of House Rules based on alternate history scenarios I’ve experimented/played with in the past.
These include, and are not limited to, aliens, bio-weaponry, different outcomes to real-life scenarios, and much more!
I will post the thread to the completed house rules soon! Let me know what you hope to see!
Cheers!
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RE: Monsieur Murdoch's House Rules Pack Announcement
Hello everyone!
Here is the Part 1 to the MonsieurMurdoch’s Comprehensive Collection of Alternate History
There are 5 scenarios total in this package, with more on the way.
Read through, play, and let me know what you think!
Cheers!
Alt History Rulebook.pdf -
RE: 👋 Introduce or Re-Introduce Yourself (Current)
Hello everyone!
I’m MonsieurMurdoch. I’m quite new to the forum, yet as you saw earlier I have been helping out @Militarized-Milkmen and @GEN-MANSTEIN on their Cold War adaptation. Very excited for the opportunity for working with Historical Board Gaming!
I have currently posted only one setup so far, based on the Chinese Civil War. I encourage you to take a look if you have the time and please tell me what you think! I appreciate any advice because it helps me to develop future setups.
I owe both Europe and Pacific G40 as well as 1941, though I don’t play that one anymore. Kicking myself for not getting 1914 before it went out of print lol. Deeply dislike AAZ. I also enjoy watching gameplay of Global 36 and 39, but since I can’t buy those due to shipping costs :( I have to settle for adapting the games setups to G40.
Anyways, hello again and I’m glad to be on the forum! -
Russian Civil War for G40
Hello everyone!
This is just a fun little scenario I created in my spare time, when a) I don’t have 1914 and b) I wanted the scale to be bigger. So without further ado, I give you my G40 Russian Civil War.
I will post the setup shortly for those who are interested in giving this whirl. Of course, let me know what could change to make this scenario a little smoother. Feedback is always welcome!G40 Russian Civil War
Turn Order:
Bolsheviks (1940 Russian pieces)
White Army (1914 Russian pieces with 1940 Italian mech infantry OR 1940 Italian pieces)
Separatists (1914 OR 1940 German pieces)Winning the Game:
The game will last until either Russian faction wins by controlling of Russian territories. The Separatists win if at the end of 10 rounds none of their territories are occupied by the Bolsheviks. If this does not occur, then the Separatists become a strict neutral power, and all original Separatist territories cannot be entered. All Separatist units on the board are also removed.British Karelia:
As part of the Allied intervention during the civil, Britain had deployed troops to occupy Murmansk before withdrawing them in October of 1919.
The territory Karelia is a British minor power controlled by the White Army player, with a starting setup of 4 infantry and 2 artillery. White Army units may move into and through Karelia. British units may move into and through White Army territories as well as invade Bolshevik territories. To receive reinforcements, British Karelia may roll one die and add, in any combination-
1 infantry per dot
2 mechanized infantry per 2 dots
1 artillery per 3 dots
At the end of the third round of the game, British Karelia, along with any territory occupied by British forces becomes a White Army territory. Remove all British units on the board. In their place, place 2 White Army infantry each territory formally owned by British Karelia.The Separatists:
The Separatist are made up of countries formerly part of the Russian Empire and are at war with the Bolsheviks.
Separatist units cannot move outside of Separatist territories unless invading and capturing a Bolshevik territory. If the Separatist go strict neutral, territories captured by them are up for grabs for whoever moves into them first. The Separatists do not require factories to build units.Czechoslovak Legions:
The Czechoslovakian Legions had been part of the Russian Army, and during the civil war were allowed to leave to France. However, they ended up dispersed along the Trans-Siberian, and the Bolsheviks set out to disarm and arrest them.
Czechoslovakian Legion infantry are controlled by the White Army player and are able to move unlimited spaces through the territories of Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut, Buryatia, and Amur. These territories do not need to be controlled by the White Army. If it is hostile controlled, however, combat begins. Outside of those territories, Czechoslovak Legion infantry can only move 1 space. The Czechoslovak Legions cannot be rebuilt.Unit Restrictions:
Only infantry, mechanized infantry, and artillery can be built in this game.Unit Stats:
Infantry- Attack @ 2 Defend @ 2 Move @ 1 Cost 3
Mechanized Infantry- Attack @ 2 Defend @ 1 Move @ 2 Cost 4
Artillery- Attack @ 3 Defend @ 3 Move @ 1 (2 when paired with Mechanized Infantry) Cost @ 51940 combat rules, not the 1914 combat rules.
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RE: Axis & Allies Global 1940 House Rules Expansion
I’ve been reading through the rules and it looks awesome! A lot of hard work has been put into this! :) My favourites have got to be all the special Waffen units as well as the ME 262.
I have one quick question about the German Takeover of Italy rule: Why do none of the Italian ships become allied? After the armistice, Italian royalists formed what was called the Italian Co-belligerent Navy, which fought alongside the Allied powers.
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Axis American Cold War 2 Sample 2
Hello everyone!
It has been a while since I have posted content about my second Axis and American Cold War scenario. So, to hopefully reignite interest, here is a sample of what I have been working on:Winning the Game:
The League of International Fascism wins the game if they fulfill these conditions-
a) It has a collective income of X from all its members
b) It has a collective amount of research technology equal to or greater than X from all its members (all members, if eligible, must have the Atomic Bomb technology to fulfill this condition)
c) Either all or the majority of proxy wars have been won by LIF members
d) All of Russia is under LIF controlThe Co-operative Allied Defence Organization wins the game if they fulfill either set of conditions-
Set A
a) It has a collective income of X from all its members,
b) It has a collective amount of research technology equal to or greater than X from all its members (all members, if eligible, must have the Atomic Bomb technology to fulfill this condition)
c) Either all of the majority of proxy wars have been won by CADO members
d) The Co-operative Allied Defence Organization has more naval units in sea zones X through X then LIF members
e) The Co-operative Allied Defence Organization has X amount of units in Japan (Japan can be occupied by CADO and this condition will still be fulfilled)Set B
a) Paris, Rome and Western Germany are occupied by the Co-operative Allied Defence Organization
b) The number of Allied units in Western Germany is greater than the number of LIF units in Eastern and Southern Germany at the end of the roundThe Siberian Japanese Treaty of Mutual Aid wins the game if they fulfill these conditions
a) It has a collective income of X from all its members
b) There are no CADO units in Japan
c) Either Moscow or Stalingrad is liberated by the StateEvents:
Throughout the game, the players are able to resolve a number of events. Each event is unique and has its own set of benefits and downsides.
Before the round starts, the players roll two dice. The value depicted on the dice determine which event will take place (re-roll if the event has already occurred, the requirements cannot be fulfilled, or the value does not match the required values)Argentinian Civil War
Roll a 2 and a 3
Requirements- Argentina is strict neutral
At the beginning of the Reich’s turn, place 3 Reich infantry, 1 Reich infantry, and 3 American infantry in Argentina. During the Reich’s Conduct Combat phase, the Reich units may attack the American units in the territory. The combat will end once one sides’ units are destroyed. If it is a Reich victory, then Argentina becomes a Pro-LIF territory. If it is an American victory, then Argentina becomes a Pro-CADO territory. If all units are destroyed, Argentina remains a strict neutral country for the remainder of the game. Any remaining units become the new standing army of Argentina.Opération Crépuscule à l’Aube
Roll a 5 and a 1
Requirements- France, Normandy/Bordeaux, and Southern France are Vichy controlled
At the beginning of Vichy France’s turn, place 3 American infantry in France. These units will coexist with any French, German, or Italian units in France and will not and cannot be attacked. At the beginning of every LIF members’ turn, place 1 more American infantry in France. If at any point the amount of these units becomes equal to or higher than the amount of French infantry in France, then France will leave the LIF and becomes a strict neutral power. All Reich and Roman units in a French territory must move to a friendly territory within range or be removed from game. All French units must do the same; any units in LIF member territories must move to a friendly territory within range or be removed from game. All French naval units will be place in either SZ or SZ .
At any point, Vichy France may attack the American infantry with their own infantry in France. If this happens, all infantry will attack and defend at a 2. Combat will last one round. If there are still American infantry remaining, and they are equal to or greater to the number of French infantry, than France becomes strict neutral and follows the process detailed above.
Latest posts made by MonsieurMurdoch
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RE: Axis and Allies Prelude to War First Look
Quick update, due to some last minute play testing and rule tuning, the completed scenario will be delayed until tomorrow (but it is coming out ;) )
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RE: Axis and Allies Prelude to War First Look
Announcement!
The completed Axis and Allies Prelude to War scenario will be posted by the end of the week (on Saturday)
Hope you enjoy!
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Axis and Allies Prelude to War First Look
Hello everyone!
This is a first look at the Axis and Allies Prelude to War scenario I’m working on. Any feedback on what is presented is appreciated, what to make this as playable and enjoyable as possible.
Quick clarification: When it refers to “alliances”, it’s because in this scenario the Axis and Allies don’t yet exist, only the Communists are in an alliance. One nation’s units cannot enter territories of another nation until those two nations are in an alliance with each other (or the nation is attacking).
Income Stages:
Stage 1 (Peacetime) Income - Income only collected from territory containing nation’s capital.Stage 2 (Transition) Income - Income only collected from territory containing nation’s capital as well as any territories under the country’s control that border the capital-containing territory
Stage 3 (Wartime) Income - Income collected from all territories under the nation’s control
Hope you like what you see!
Axis and Allies 1935.pdf -
RE: Axis and Allies Expanded Global Scenario
Update!
Compiled games report for rounds 1-4 will be posted tomorrow.Teaser!
Am starting to compile a set of Alternate History scenarios as well as my own set of House Rules -
RE: Axis and Allies Expanded Global Scenario
@Darth-Vahl
That’s a good idea, I’ll definitely add something like that in.@General-6-Stars
What’s the rule out of curiosity, cause then I can maybe use yours and/or Vahl’s in the game or use both you guys as inspiration for my own rule -
RE: Axis and Allies Expanded Global Scenario
Apologies for the delay in posting the game reports. Had to wait tom complete the fourth round and get some of the pictures. Will post report either later today or tomorrow.
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RE: Axis and Allies Expanded Global Scenario
Three consecutive rounds were played today, as such I will be compiling all 4 rounds played so far into one single slideshow to be posted tomorrow
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RE: Axis and Allies Expanded Global Scenario
Hmm, good idea. I’ll use 1941 destroyer units then
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RE: Axis and Allies Expanded Global Scenario
Usually, at the end of the round, all nations will participate in an International Conference, basically mirroring the UN. Here, a nation with Influence to spend will propose a matter to debate. After a topic is proposed, nations will vote for or against, or choose to abstain.
However, since no nation chose to collect Influence, and as such, even though many wish to halt Japan’s aggression, no nation could put forward the motion.
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RE: Axis and Allies Expanded Global Scenario
The results from the first round are in. Photos of the first round will follow shortly today.
If you notice the names of ships and people and such, it’s because I’m playing with others and we’ve decided to start naming stuff
The United States (Peacetime Income 26)
Despite investing heavily in research (four research dice bought) the American scientists, headed by Tony Addison, failed their testings on new technology. While the American army reinforced the Panama Canal against anticipated attacks from South America, the US Pacific Navy, with its numbers increased by an additional battleship from the Atlantic fleet, the USS Carolina, began moving ships to Pearl Harbour and Manila. The Americans also bought a new tank division which was placed in Central US. Internationally, the United States refuses to get involved. No attempts at gaining influence or making alliances are made.
Russia (Peacetime Income 15)
Russians scientists (bought 3 research dice), compared to their American counterparts, were infinitely more successful, completing the Atomic Bomb technology and becoming the world’s first nuclear nation. This serves to heighten suspicion and fear amongst other nations. While Russian soldiers strengthened the border with China and the Eastern European Commonwealth, Moscow diplomats attempted to broker an alliance with the Japanese, but to no avail.Germany (Peacetime Income 12)
German research teams also tried to follow in the Russian footsteps (bought 2 research dice), but, like the Americans failed. The German diplomat Hans Schmidt, however, successfully negotiated an alliance with the Commonwealth, prompting the movement of German units into Warsaw. Tensions between the three nations begin to rise.Britain (Peacetime Income 12)
The first nation not to research, Britain, with the intent to preserve its vast empire, instead built a new factory (minor) in Hong Kong, the British’s Pacific pearl. Additionally, the Royal Navy, only second in size to the American fleet, set off on a trans-oceanic sail. The British battleship, the HMS Victory made for the Indian Ocean from Egypt, en-route to Hong Kong with escorting cruisers. Meanwhile, the battleship HMS Conquerer took Victory’s place as the resident capital ship in the Mediterranean, while the aircraft carrier Royal Oak sits at the sea’s gateway off the Gibraltar coastline.China (Peacetime Income 11)
The first Chinese tank divisions are formed in Shanghai, as the vast Chinese infantry body form up in Shensi, Szechwan, and Hunan. Chinese troops also match the Russians on the western border as artillery and aircraft are sent to reinforce Manchuria.France (Peacetime Income 9)
The French battleship Pierre makes for the Panama Canal for its journey to French Indochina. Relations between France and Britain, the two greatest imperialist powers, are tense as each attempts to maintain a show of strength against the other. The French also formed a new tank division in Normandy as well as moved tanks and infantry to the coastline.Japan (Peacetime Income 7)
Japan, envious of the empires of Britain and France, chooses aggression and imperialism over diplomacy. Emboldened by the Russians, who Japanese diplomats have reopened negotiations with, Japan launches an undeclared attack against Shanghai. The Japanese navy bombard Chinese infantry divisions, and the tanks are destroyed by infantry, artillery, and aircraft. The Japanese also land unopposed in Shantung, reinforce Korea, and form their first tank division.Indonesia (Peacetime Income 7)
To better their mobility and the defence of their islands, the Indonesian navy advocated for the construction of a new transport. Wariness of Japanese aggression begins to set in.Eastern European Commonwealth (Peacetime Income 6)
Having heard of the talks between Russia and Japan, the Commonwealth now fears Russian aggression that may follow that of the Japanese. Strengthening their border with Russia, the Commonwealth trains a new tank division in Kyiv. The Polish cruiser ORP Grom also joins up with the German Navy for mutual defence.India (Peacetime Income 5)
India has also joined the camp that fears aggression from Russia and Japan, strengthening the Burmese border and increasing artillery production in the Calcuttan factories. The cruiser INS Virat also boosts the defences of Malaya.Italy (Peacetime Income 5)
Having been regarded as “the sick man of Europe”, Italy stands at the bottom of the European imperialist powers. Despite economic difficulties, Italy has maintained a powerful navy and reasonably sized armed forces. Now, there are talks amongst the Italian government to pull something against Britain. Currently though, Italy only moves its army to Tobruk and trains its artillerymen on new equipmentANZAC (Peacetime Income 5)
After dropping a note to the Indonesians about an alliance, the Australians directed an infantry division to the island’s Northern Territory to defend against suspected Japanese attacks. Artillery is built in Sydney while the cruiser HMNZS Wellington takes up residence at the Queensland navy base.Union of South American Nations (Peacetime Income 4)
Despite its name, UNASUR’s co-operation amongst its nation is lacking. When Chilean infantry divisions refuse to move to Peru, the Peruvians ignore orders to send their cruiser to the Brazilian navy base. However, Argentina, Brazil, and Venezuela manage tactical movements, with Brazilian soldiers reinforcing Venezuela and Argentinians take up the gap in Brazil. Additional artillery is constructed in Rio de Janeiro.Canada (Peacetime Income 3)
Despite wishing to become more involved on an international scale, Canada’s armed forces are still too small to contribute. Therefore, Canada’s focus lies internally, training a new infantry division in Quebec and not pursuing any alliances at the time.