Global National Advantages

Link up A&A Pacific 1940 and Europe 1940, and you've got Axis & Allies Global 1940.
PDXDuck
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Re: Global National Advantages

Post by PDXDuck » Tue Oct 12, 2010 4:44 pm

Love these, have you made any updates now that Europe 1940 has been released?
I have a couple questions about a few of the advantages.

SU - Trans-Siberian Railway: Have you determined what territories to include?

GE - Atlantic Wall: Applies only to Normandy/Bordeaux (if German controlled), Holland/Belgium, Denmark and Norway?

IT - Axis Allies: National Advantages or Objectives for Italy controlling Spain? I assume you meant objectives since you mentioned Italy achieving an objective this turn and that advantages would only work if you gain national advantages as the game progresses or set a high initial starting NA number.

IT - Italian Frogmen: How is enemy defined? I read it as specific Sea Zone and damage is applied to either a naval unit or port in that zone depending on your roll.

Will definitely be trying these out sometime soon. Thanks for your efforts!

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Imperious leader
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Re: Global National Advantages

Post by Imperious leader » Tue Oct 12, 2010 11:21 pm

6. Trans-Siberian Railway
The Trans-Siberian Railway ran across the continent of Asia, providing the Soviet Union with unmatched mobility across this vast and rugged terrain.
In the non-combat move phase, your infantry, antiaircraft guns, and artillery may move 3 territories per turn only among these territories: (TERRITORIES TO BE NAMED LATER).

These should be along the entire southern chain of Soviet territories beginning in Caucasus.

5. Italian Frogmen
The Italian navy was notorious for launching frogmen attacks on allied ships in port. Though they rarely sent ships to the bottom of the ocean, they created panic and disorder at allied naval bases.
As long as Italy has an operational port it may launch frogmen attacks once per turn during its purchase units phase. Choose an enemy in contact with the Mediterranean and roll a die. 1, 2, or 3 is dealt in strategic damage. 4, 5, and 6 damages a ship if present. A battleship or aircraft carrier becomes damaged (allied player(s) choose which ship)

Should only pertain to the Mediterranean sea zones

ON Atlantic Wall they should be as you stated, ( from Spain to Norway) including all TT's that border the Atlantic.
Last edited by Imperious leader on Tue Oct 12, 2010 11:24 pm, edited 1 time in total.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

calvinhobbesliker
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Re: Global National Advantages

Post by calvinhobbesliker » Tue Oct 12, 2010 11:23 pm

Imperious leader wrote:6. Trans-Siberian Railway
The Trans-Siberian Railway ran across the continent of Asia, providing the Soviet Union with unmatched mobility across this vast and rugged terrain.
In the non-combat move phase, your infantry, antiaircraft guns, and artillery may move 3 territories per turn only among these territories: (TERRITORIES TO BE NAMED LATER).

These should be along the entire southern chain of Soviet territories beginning in Caucasus.

I assume it also starts at moscow since, well, it did

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Re: Global National Advantages

Post by Imperious leader » Tue Oct 12, 2010 11:37 pm

yep
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

oztea
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Re: Global National Advantages

Post by oztea » Wed Oct 13, 2010 8:02 pm

I didnt want atlantic wall to cover Morocco, because that usualy starts the game german controled....but wasnt part of the "atlantic wall"

I have re-written these after the game has released, but im not 100% happy with them. The UK needs some serious tinkering.

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Re: Global National Advantages

Post by Imperious leader » Wed Oct 13, 2010 8:14 pm

No, only the German occupied areas. Morocco was Vichy and considered neutral.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

NinjaEskimo012
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Re: Global National Advantages

Post by NinjaEskimo012 » Mon Dec 26, 2016 8:41 am

Hello all! Late to the party, got my set in 2013, only just now started to tinker with some house rules and variants. Didn't think to check if other people had already posted some National Advantages for Global, just thought it'd be nice to have them again since they've been gone post-LHTR 2.0.

Full discloser, I came up with these National Advantages by looking back through the previous three iterations––Nova Games, Revised, and LHTR––while keeping a few rule modifications in mind (below). I also was/am still working concurrently on an entire historical overhaul that, among other things, utilizes differentiations between and modifications of BBs; CVs, CVLs, and CVEs; CBs, CAs, and CLs; DDs, DEs, and DM(S)s; and fighters, torpedo bombers, dive bombers, and strategic bombers. Some National Advantages listed might reference said differentiated/modified units, so I will list these units prior to the National Advantages for reference's sake, despite this not being the forum for it.

As always, questions, comments, and critiques are appreciated! I'm hoping to find the appropriate forum to post this on AxisandAllies.org as well, for all of you who are dual-registered.



Rule Adjustments:
1. Artillery defend at a 3 when paired with two (Mechanized) Infantry, reflecting their historical use as defensive powerhouses; Tanks defend at a 2 unless paired with an (Mechanized) Infantry, reflecting their historical use as offensive weapons meant to punch through enemy lines and their need for infantry support when caught unawares. Multinational defenses may not make use of these pairings unless pertinent national advantages allow them to do so.

2. AA guns automatically shoot at enemy planes (once per plane, like in Classic) transiting through their airspace. AA guns always defend against direct attacks at maximum capacity (e.g. in a doomed Operation Sea-Lion, Germany uses 2 Strategic Bombers in the attack, and the UK still has all 4 AA guns present; the AA guns would make 12 air defense rolls prior to normal combat, and the 2 German Strategic Bombers would, understandably, get shredded).

3. Naval AA guns vary in size (listing number of total AA shots fired by that ship, not the number of shots taken against each aircraft), and are not fire automatically at planes transiting the SZ like land-based AA guns. (Combined Arms) necessitates pairing with ship of larger size to achieve listed #AA, otherwise #-1AA; pairing with ship of same size results in 1 ship achieving listed #AA, the other #-1AA; no double pairing (unless 2 DE/DM(S) + CV).

*This is a nod to AARHE, which I recently discovered.*
4. Infantry units cost 2 IPCs when purchased/placed in industrial complexes located in originally-controlled territory; Infantry units may be purchased/placed in an adjacent originally-controlled territory for 3 IPCs (up to limit = territory value); Infantry built "abroad" may only be built in industrial complexes for 3 IPCs.

*Was introduced to this house rule back in 2014, forget the girl's name.*
5. Germany receives an extra 15 IPCs to use on its first turn in addition to its own 30 IPCs from capturing Holland and Belgium's national treasuries before game start (Holland/Belgium + Belgian Congo + Sumatra + Java + Celebes = 3+1+4+4+3 = 15).

*Originally listed it as a National Advantage, but after playing Pacific/Global a few times decided it was necessary in Global to offset Japan's more powerful strategies.*
6. Chinese Civil War: Once China pushes the Axis out of China, the current Chinese player redirects 3 Infantry from anywhere to Suiyuan, moves any non-Infantry units in Suiyuan to Szechwan, redirects 1 Artillery to Szechwan, and places one free Artillery there. Allied forces must exit China via the fastest route possible and may not help one side or the other. All Chinese forces composing solely of Infantry are Communist; all other forces and non-occupied Chinese territories are considered Nationalist. Szechwan and Suiyuan are considered to be worth 2 IPCs each and the Nationalist and Communist capitals, respectively. On the China turn, an Axis player may direct the Communist forces as he sees fit, followed by an Allied player directing the Nationalist forces as he sees fit. Minor Industrial Complexes (MICs) may be purchased by either side for 5 IPCs, but until one side is victorious all they do is provide the normal price reduction function for a maximum of 3 Infantry units produced there. During civil war Nationalist Chinese forces may use Allied transports to bridge across to Formosa/Taiwan. As soon as the Axis gain a foothold in China again, Chinese forces revert to their original condition as a unified force, but all other changes remain. Once one side is victorious, China is ushered into the industrial age and may build Industrial Complexes (ICs) and industrialized units, with Jehol (if Communist victory, 2 IPCs) or Kiangsu (if Nationalist victory, 2 IPCs) as its national capital. A Nationalist China joins the war effort on the side of the Allies, and may move outside its borders as any other power. A Communist China is Neutral to all nations, and considers non-Soviet Allied presence in China, SZ18, and SZ19 to be unprovoked acts of war, joining the opposing alliance structure if so aggrieved. All players must agree on how to spend IPCs for a Communist China, reverting to the default maximum purchase of Infantry to be placed equally among the Eastern-most ICs, then filling the remaining production queues in said ICs, then to other Chinese ICs. Similarly, all players must agree on how to move Chinese forces within China and SZ18-19, with the default being that no forces move; Communist Chinese forces are not permitted to move outside those bounds until Communist China has been provoked.



New/Revised Units:

Notation goes: USN hull classification - ship type, '# aircraft, (cost/attack/defense/movement), #-hit, #-AA, anti-sub, *note(s)

Carriers
CV - (fleet) carrier '2 (20/0/1/2) 2-hit, 2AA
CVL - light carrier '1 (14/0/0/2) 1AA
CVE - escort carrier '1 *ftr (9/0/0/1) 1AA* (combined arms), ASW, *CVE-based fighters +1 A/D against subs

Ships of the Line (bombardment at listed attack value)
BB - battleship (22/4/4/2) 2-hit, 3AA, 2 (targeted) bombardments
CB - battlecruiser (18/3*/3*/3) 1AA, 1 bombardment, *+1 against ships
CA - heavy cruiser (14/3/3/3) 1AA
CL - light cruiser (10/2*/2*/3) 2AA* (combined arms), *+1 against smaller ships

Destroyers
DD - screen destroyer (8/2/2/2) 1AA, ASW
DE - destroyer escort (6/1*/1*/1) 1AA* (combined arms), ASW, *+1 anti-sub, cannot fire at air or ships larger than DD
DM(S) - minelayer/sweeper (8/2/2/2*) 1AA* (combined arms) *-1 move per mine laid/swept; capacity 1 mine
mine - 4 IPCs, placed directly onto DM(S) adjacent to IC+Naval Base; roll +1/6 hit upon entering minefield, up to +3 per SZ, but 3 mines will have 1/6 Friendly Fire

Planes
- Fighter (8**/3*/4*/4) *1 worse vs. ships; **first purchase per factory 7 IPCs a turn.
- Torpedo bomber (11/3*/1/4) *+1 against ships; last casualties from naval AA-guns & Sneak Attack on first round of combat when paired with 2 fighters and/or dive bombers while attacking; must be taken as the first casualties from opposing fighters' offense/defense if not accompanied by other small planes.
- Tactical/dive bomber (13/3*/3/4) *pairing; may target a ship in first round of combat if paired with 2 fighters, but can't double up on targets unless all other ships have also been so targeted
- Strategic bomber (15/4*/1/6) *3 v. planes



New/Revised National Advantages:
Subsequent posts.

NinjaEskimo012
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Re: Global National Advantages

Post by NinjaEskimo012 » Mon Dec 26, 2016 10:46 am

New/Revised National Advantages:

Germany:
1. SS Units: Nazi Germany's elite troops were well-trained and well-equipped; SS Panzer divisions were entirely motorized as compared to their largely horse-supported counterparts.
Germany may have up to 5 Infantry, 2 Artillery, and 2 Tank units designated as SS troops at a time by placing NCMs under them; such units' attack and defense values are increased by 1, but SS Infantry cost an additional IPC to create, and SS Artillery and SS Tank units cost an addition 2 IPCs. (Replace 1 infantry in Germany and 1 Infantry in Western Germany with SS Infantry units at start of game.)

2. Atlantic Wall: The Germans fortified the European Atlantic coastline with massive defensive systems from Norway to Spain.
During any amphibious assault made from the Atlantic Ocean against a German-held territory, Infantry defend on a 3 for the first round of combat, and Artillery for the first 2 rounds (this stacks with an Artillery's defensive pairing advantage).

3. Blitzkrieg: The Germans had adapted their tactics since the First World War, using the superior speed and armament of their tanks to breach enemy lines, then turn and wreak havoc on the defenders.
If your attacking forces destroy all defending units in a territory in one round of combat, any of your surviving Tanks in the attacking forces may move 1 additional territory to initiate or participate in another combat OR move 1 territory during the Non-combat Move phase. Mechanized Infantry that were paired with the attacking Tanks may accompany them provided the Improved Mechanized Infantry technology has been researched.

4. U-boat Interdiction/Wolf Packs: Wolf packs of U-boats prowled the Atlantic, working together to swarm Allied shipping lanes and convoys. The only sure thing
about a U-boat was that there always was another nearby.

German submarines cost 5 IPCs (4 with Improved Shipyards) and attack at 3 (4 with Super Submarines) when more than 1 submarine is present, but the continued presence of a DD, DE, or CVE with a fighter after the first round of attack negates this bonus.

5. German Scientists: Hitler convened many of the brightest minds of the era to help him gain a technological edge over the Allies that could lead to victory.
The price of Research Development dice is reduced to 4 IPCs per die.

6. Hitler Oath: The oaths of allegiance, or Reichswehreid, sworn by the officers and soldiers of the German Armed Forces and civil servants of Nazi Germany between 1934 and 1945 pledged personal loyalty to Adolf Hitler in place of loyalty to the constitution of the country
Infantry in Western Germany, Germany, and Greater Southern Germany defend on a 3 (this advantage stacks with the defensive advantage gained through use of the Atlantic Wall).



Soviet Union:
1. Russian Winter: Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry defend on a 3.

2. Vladivostok: The Eastern end of the Trans-Siberian Railroad experienced a period of industrialization before and during the war, fueled by the labor of political dissidents and POWs, helping revitalize the headquarters of the Pacific Naval Fleet.
Due to POW labor, Amur's IPC-value is worth +1 for every 5 European Axis land units killed in originally Soviet territories or for every 3 Japanese land units killed. Additionally, a Minor Industrial Complex and a Naval Base are placed there at start of game, but may only produce as many units as Amur is worth (up to 3) each turn. The Minor Industrial Complex and added IPC-value are lost if Amur is captured, unless it was upgraded beforehand to a Major Industrial Complex, in which case it is permanently reduced to a Minor Industrial Complex; the IPC-value of Amur is halved (rounded up) if such an upgrade occurred, but it may increase at the normal rate following liberation.

3. Mobile Industry: In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942.
Your Minor Industrial Complexes in originally Soviet-held territories (except that in Vladivostok) may each move 1 territory during your Non-combat Move phase (staying within the bounds of the Soviet Union). They cannot move during the Combat Move phase. If they are captured by an opponent, that opponent cannot move them. Minor Industrial Complexes moved in such a manner may still produce units at full capacity, even on the turn in which they were moved; Minor Industrial Complexes may not share the same territory, and may not move into a territory containing a Major Industrial Complex.

4. Salvage: After the Battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them.
If you win a combat against attacking tanks in an originally Soviet-held territory and at least one attacking tank is destroyed, you may place one free tank in that territory.

5. The Pacific Route: Even though Japan went to war with the USA, it was anxious to preserve good relations with the USSR and, despite German complaints, usually allowed Soviet ships to sail between the USA and Russia's Pacific ports unmolested. As a result, the Pacific Route became the safest connection between the USA and the USSR. Accordingly, it accounted for as much freight as the two other routes (North Atlantic–Arctic and Iranian) combined.
The Soviet Union may receive up to 5 IPCs from the US treasury (upon approval) during the Collect Income phase if SZ5 is free of Axis warships and Amur is under Soviet control.

6. Trans-Siberian Railway: The Trans-Siberian Railway spanned almost 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
Your land units may move 3 territories per turn only among these territories: Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut SSR, Buryatia, and Amur.

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