I’m working on a 1936 versione of Axis&Allies: Global 1940.
The map is 40% completed and based on Supreme Command version with more territories (with an historical focus) and an attention to diplomatic aspect of the game, i would be glad to receive some help in the diplomatic aspects of the game considering that we start with the Spanish Civil War.
We have some events:
Spanish Civil War (1936). the players can choose if join or not the war.
Attack to Ethiopia by Italy (1936)
Second Sino-Japanese war (1937)
Anschluss (1938)
Munich Conference (1938)
Battle of Khalkyn Gol (1939)
Non aggression pact between SU and Japan. (1939)
Molotov-Ribentropp Pact (1939)
with diplomatic consequences on neutral, pro-axis and pro-allies blocks:
Central Europe block (Hungary, Romania, Bulgaria): Pro AXIS
Balcan block (Poland, Yugoslavia, Albania, Greece, Turkey): Pro ALLIES, with Turkey can switch to Pro-Axis or AXIS, if Germany takes at least two russian VC (work in progress)
Middle East block:
Iraq - Pro- Axis
Iran - Neutral (towards Pro-Axis)
Saudi Arabia - Neutral
Afghanistan - Neutral
Far East:
Mongolia: Soviet Ally
Manchukuo: Japan Ally and Puppet State
Communist China: Pro Soviet. played by Soviet Player.
Siam: Pro-Axis (Japan)
African block
Liberia: Neutral
Sierra Leone: Neutral
South American block:
Venezuela, Mexico, Colombia, Brasil, Chile - Pro-Allies
Paraguay-Uruguay-Argentina - Neutral ( towards Pro-Axis)
European block:
Holland, Belgium, Republican Spain (Pro-Allies)
Nationalist Spain - Pro-Axis
North Europe block:
Norway and Danimark: neutral (pro-Allies)
Sweden and Finland: neutral (pro-axis)
New Units:
Air Units: same units but with the chance to assign veterancy (+1,+1) when the player lost an amount of units. 3 fighters for 1 blue chip of veterancy, 2 bombers… and so on.
Naval Units: big news.
Sub: Cost 6, Move 3, ATT 2, DEF 1. Submerge, Surprise strike.
Destroyer: Cost 6, Move 3, ATT 1, DEF 2. Can deny Sub skills.
Light Cruiser: Cost 10, Move 3, ATT 3, DEF 2. Destroyer with blue chip
Heavy Cruiser: Cost 13, Move 2, ATT 3, DEF 3. Shore bomb.
Battle Cruiser: Cost 18, Move 2, ATT 4, DEF 4. Shore bomb. Cruiser with blue chip
BattleShip: Cost 24, Move 2, ATT 4, DEF 4. 2 HP. Shore bomb.
Heavy Battleship: Cost 28, Move 2, ATT 4, DEF 4. 2 HP. Shot with 2 shells (double dice). Shore Bomb. BB with blue chip
Light Carrier\Escort Carrier: Cost 8, Move 3, ATT 0, DEF 1. 1 HP. Can load 1 fighter.
Fleet Carrier: Cost 16, Move 2, ATT 1, DEF 2. 2 HP. Can load 2 fighters. AC with blue chip.
Transport: Cost 6, Move 2, ATT 0, DEF 0. No Cannon Shield.
Bunkers: Cost 6, Move 0, ATT 0, DEF 3. Must be garrisoned, one infantry for one bunker.
Heavy Artillery: Cost 6, Move 1 (only NCM), ATT 3 (only OpenFire against Ships at Shore or during an attack on an adjacent territory), DEF 3.
Light Artillery. Can be towed by Mech Infantry on NCM (move 2). During CM move 1.
Paratroopers technology from the start.
GERMAN.
Elite Units (working in progress)
SS Infantry: (infantry blue chip)Cost 4, ATT 2, DEF 3. Move 1. Only 8 on field
SS Panzergren.: (Mech Unit blue chip) Cost 5, ATT 3, DEF 3. Move 2. Only 6 on field
SS Panzer Division: (Tank unit blue chip) Cost 8, ATT 4, DEF 4, Move 2. Ony 3 on field.
SS units (mech and tank) if win on the first round they have the chance to launch another attack if they have another mov. points.
Soviet Union.
Guards infantry. (infantry blue chip) Cost 4, ATT 1, DEF 3. Move 1. Only 12 on field.
Guards Shock. (Mech unit blue chip) Cost 5, ATT 3, DEF 2. Move 2. Only 8 on field.
Guards Tank. (tank unit blue chip) cost 7, ATT 4, DEF 3. Move 2. Only 4 on field.
United States.
Marines. (Dark Green blue chip) Cost 4, ATT 2, DEF 2. Move 1. (12 units on field). During an amphib. ass. they attack on 3 hit or less.
Rangers\Airborne (Standard green blue chip), Cost 5, ATT 2, DEF 3. Move 1. (8 units on field). During an Airborne op. They attack on 3 hit or less. If paired with an artillery they attack on 3 hit or less.
and others stuff on i’m working… :-)