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1941 Scenario for original Axis&Allies

 
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The Janus
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Joined: 29 Nov 2006
Posts: 83
Location: Alberta, Canada

PostPosted: Tue Dec 18, 2007 7:48 pm    Post subject: 1941 Scenario for original Axis&Allies Reply with quote

Exclamation WARNING: Shameless plug

Hi all,
After something along the lines of 7 years of work, and having my nefarious partner in crime/playtester fall off the face of the earth, I have finally posted the latest rules for my scenario over at the AAMC.net forums. My hope is that this game will grow so a bigger audience can enjoy it.

If anyone is interested, check the forums over there for the rules; I can't get their page to load at the moment, otherwise I would post the link.
I can post them here if people are interested. I don't have a lot of time on the computer these days, but I will try to be on once or twice a week to answer questions on this forum and theirs.


- Janus


Last edited by The Janus on Tue Dec 30, 2008 7:13 pm; edited 1 time in total
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Imperious leader
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Posts: 61
Location: Germania

PostPosted: Tue Dec 18, 2007 9:32 pm    Post subject: Reply with quote

you can use mediafire.com for file uploads and post a link.

or just copy and paste it over here?

at least we will get the general idea.
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The Janus
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Joined: 29 Nov 2006
Posts: 83
Location: Alberta, Canada

PostPosted: Tue Dec 18, 2007 10:01 pm    Post subject: Reply with quote

Ask and ye shall receive!

I am copy-pasting this from MS Word, so sorry if the formatting is crap.
This is sort of the first rough assembly I have done in probably a year or two, and I haven't had a chance to run it by anyone for errors, clarifications etc.
Also, it is a bit jumbled, somewhat in no particular order.
I can think of at least one rule I left out: neutrals cannot be attacked or moved through/over under any circumstances. No new industrial complexes may be built, and no Tech is used.
The rules are essentially 2nd Edition with several modifications and clarifications.

Hope you like what you see.
- Janus

-----


Turn Order
1. USSR
2. a) Germany
b) Italy (and Vichy France)
3. a) UK
b) China (and Southeast Asian Allies)
4. Japan
5. a) US Atlantic
b) US Pacific

Starting Territories and Cash-on-Hand
All territories contain the same amounts and types of units as in the original game, but their nationality is converted if the controlling nation is changed. For example: Syria/Iraq is originally a UK territory, but is an Italian territory in this game. Therefore, the 1 infantry and 1 submarine starting on that territory are Italian units in this game. Additionally, the territory is considered Italian-owned; if captured by USSR or US, it becomes controlled by that nation, and is not considered a liberated UK territory.

European Theatre
USSR (28 IPCs)
- Ukraine SSR
- Karelia SSR
- Caucasus
- Persia
- Russia
- Evenki Nat’l Okrug
- Novosibirsk
- Kazakh SSR
- Yakut SSR
- Soviet Far East

Germany (21 IPCs)
- Western Europe
- Germany
- Finland/Norway
- Eastern Europe

African Theatre
Italy (12 IPCs)
- Southern Europe
- Algeria
- French West Africa
- Libya
- Syria/Iraq
- Italian East Africa
- French Madagascar

UK (18 IPCs)
- United Kingdom
- Eastern Canada
- Gibraltar
- French Equatorial Africa
- Anglo-Egypt Sudan
- Kenya/Rhodesia
- South Africa

US Atlantic (17 IPCs)
- Eastern USA
- West Indies
- Panama
- Brazil

Asian Theatre
China (18 IPCs)
- Sinkiang
- China
- Kwangtung
- East Indies
- Borneo/Celebes
- New Guinea
- India
- Australia
- New Zealand
- Solomon Islands
- Western Canada

Japan (15 IPCs)
- Japan
- Manchuria
- French Indochina
- Okinawa
- Caroline Islands

US Pacific (18 IPCs)
- Philippine Islands
- Wake Island
- Midway Island
- Hawaiian Islands
- Alaska
- Mexico
- Western USA


Allied Special Rules
1. An Industrial Complex and Anti-aircraft Gun are added to each of the following territories, before the game begins: Ukraine SSR, South Africa, Australia, India
2. On Round 1, USSR, US Atlantic, and US Pacific may ONLY take the following actions on their respective turns: Purchase Units, Place Units, Collect Income.

Faction-specific Naval Rules
1. All Axis battleships are 2-hit, but do not self-repair. All Allied battleships are 1-hit.
2. All Axis submarines are Super Submarines, and roll a hit on a 3 or less.
3. Germany may purchase naval units at any coastal Industrial Complexes they control, but they may only be used by Italy, and only on the round AFTER they have been placed. (This rule becomes irrelevant after Germany and Italy merge). The German transport and submarine off of Germany, and the German submarine off of Western Europe are considered to be Italian units.
4. USSR may NEVER purchase naval units. The Soviet transport and submarine off of Karelia SSR are converted to British units.
5. Sea zones are divided into 2 groupings. The sea zones surrounding the starting territories of USSR, Germany, Italy, UK, and US Atlantic are restricted for use by the navies and airforces of those factions. All other sea zones are restricted for use by the navies and airforces of China, Japan, and US Pacific. This rule changes as theatres merge.
6. Though they may move through certain sea zones, as described in Rule 5., Soviet and German aircraft may NOT take part in naval combat until Germany merges with Italy.

Industrial Complex Rules
1. Each Industrial Complex may only place 1 new unit per IPC value of the territory in which they are contained. As such, each faction may only purchase a number of units (per round) that is equal to or less than, the combined IPC value of the territories they control containing Industrial Complexes, from the start of that turn. For example, at the start of the game, Japan may only purchase a maximum of 8 units per round. A nation who controls NO Industrial Complexes at the start of their turn, may NOT purchase any units on that turn.
2. Naval units may not be placed in sea zones occupied by enemy naval units at the start of your turn. If none of your industrial complexes have clear sea zones at the start of your turn, no naval units may be purchased on that round. Rule 1. still applies: you may not purchase more naval units than the capacity of your clear Industrial Complex sea zones.
3. Newly purchased fighters may not, under any circumstances, be placed onto a sea zone or carrier. They must always be placed onto a land territory containing an Industrial Complex.

Anti-aircraft gun Rules
1. AA guns fire during the COMBAT PHASE only, and only in the territory being attacked, not from any of the other territories along the flight path.
2. Only 1 AA gun may exist in a territory at any time. However, if at the start of your turn, your AA gun may conceivably be moved from your Industrial Complex to another friendly territory (NOT to a transport) you may purchase an AA gun on that turn. If you cannot decide where to move your AA gun in order to place the new AA gun, then the opposing player chooses.
3. Captured AA guns may not be moved until your following turn.
4. AA guns MAY be moved on the non-combat movement phase, as reinforcement into a territory captured on that turn. This is in keeping with the ability of other land units to likewise reinforce.

Aircraft Carrier Rules and Aircraft at sea
1. Fighters partaking in combat must always have at least 1 safe landing zone within the range of their remaining movement points. To facilitate this, carriers may be moved FREELY on the combat movement phase i.e. their movement does not have to result in them conducting combat. Just like transports, aircraft carriers must use all their movement points in either the combat movement or non-combat movement phase; they cannot split their movement points between the two phases.
2. As per Rule 1., a carrier conducting combat is NOT considered to be a safe landing zone. Likewise, a safe carrier can only be landed on by a maximum of 2 fighters; any additional fighters taking place in nearby combat must have another safe landing zone available.
3. If a carrier is sunk, any fighters aboard are allowed to move 1 space to another friendly carrier, a friendly island, or a friendly land territory. If they cannot reach safety by moving this 1 space, the fighter or fighters are destroyed. This movement takes place AFTER all combat has been resolved, and BEFORE non-combat movement begins.
4. Aircraft partaking in a regular land or naval attack retreat DIFFERENTLY, but at the SAME TIME as other forces. They remain in the attacked territory, and on the non-combat phase, must move to a safe landing zone using their remaining movement points. This eliminates the potential for aircraft to increase their range by retreating.


Amphibious Assault Rules
1. Transports may move FREELY on the combat movement phase, as explained for carriers.
2. ATTACKING aircraft may withdraw from amphibious assaults after any round of combat (attacker AND defender have fired). Any and all land units (infantry and tanks) must fight to the death, whether arriving by sea or land. Withdrawn aircraft remain in the attacked territory, and on the non-combat phase, must move to a safe landing zone using their remaining movement points. This eliminates the potential for aircraft to increase their range by retreating.

Submarine Rules
1. Defending submarines may retreat after any round of combat, to a friendly or empty sea zone. Once the retreat is declared, the sub or subs are removed from battle, and combat continues if necessary. They are then moved a maximum of 1 space AFTER all combat has been resolved, and BEFORE non-combat movement begins.
2. Attacking submarines can only retreat as part of a complete retreat from a sea attack, not separately from other attacking units.


Round Zero
This is an Axis-only round, sometimes referred to as an “impulse” or “sneak attack.”
The Allied factions do not take any turns during this round. In addition, there are a few extra special rules to consider.

Allied AA guns do not fire on Round Zero, however all other Allied units defend as per normal combat rules.
The attack power of all Axis units is increased, and the cost of Axis units is decreased for Round Zero ONLY, in the following ways.

Army (infantry, tanks):
attack value is increased by 2
cost is decreased by 1
i.e. Infantry cost 2, and roll a hit on a 3 or less
Tanks cost 4, and roll a hit on a 5 or less

Airforce (fighters, bombers):
units attack with 2 dice each
cost is decreased by 2
i.e. Fighters cost 10, and have 2 chances to roll a hit on a 3 or less
Bombers cost 13, and have 2 chances to roll a hit on a 4 or less, OR they roll 2 dice to determine the value of IPC damage done during strategic bombing

Navy (transports, submarines, carriers, battleships):
attack value is increased by 1
cost is decreased by half
i.e. Transports cost 4, and CAN attack, even when involved in an amphibious assault, rolling a hit on a 1
Submarines cost 4, and roll a hit on a 4 or less (since all Axis submarines are considered to be Super Submarines, normally attacking on a 3)
Carriers cost 9, and roll a hit on a 2 or less
Battleships cost 12, and roll a hit on a 5 or less, including against shore targets, as part of an amphibious assault



Merging Theatres
The 3 theatres merge when certain economic criteria are met. Specifically, whenever an Axis faction’s income move to at least 10 more or 5 less IPCs than their starting income, at least 2 theatres merge. (Starting incomes: Germany = 21, Italy = 12, Japan =15)

Germany -5 = *
Germany +10 = *

Italy -5 = *
Italy +10 = **

Japan -5 = **
Japan +10 = **

* Europe + Africa
** Africa + Asia


Whenever the European and African theatres merge, Germany and Italy combine their cash on hand, and effectively become one faction instead of two, effective on the following round.
Whenever the African and Asian theatres merge, the same happens with the UK and China, as well as with US Atlantic and US Pacific. Additionally, when this merger takes place, the restrictions on naval movement ends; the navies of all nations can enter any sea zones on the map.

At the start of the game, the war breaks down 3 ways:
Germany and USSR are only at war against each other.
UK and US Atlantic are only at war against Italy.
China and US Pacific are only at war against Japan.

When Germany merges with Italy, USSR may then invade Italian territories, and may enter British and US Atlantic territories. Likewise, UK and US Atlantic may then invade German territories, and may enter Soviet territories.

When the African and Asian theatres merge, Japanese and Italian units may move freely through their respective territories, and may attack all British, Chinese, and American territories. This is regardless of whether or not Germany and Italy have merged yet.
If the European and African theatres have already merged when the African and Asian theatres merge, Soviet units may then enter Chinese and US Pacific territories.

USSR and Japan may NEVER attack, nor otherwise enter their respective territories.
Japan may, however, destroy Soviet units in Allied territories, on Allied aircraft carriers, or aboard Allied transports, without penalty.
Soviet airforces may, likewise, destroy Japanese naval units without penalty.

Losing Capitals
The original capitals are used for this game, but in a different way.
A nation who loses their capital may continue to collect IPCs from any territories they still control, provided they also still control at least 1 Industrial Complex, after their Combat Phase. Their cash on hand given to the nation who currently controls their capital if, and only when, they control no Industrial Complexes.

Winning the Game
Victory is achieved when either side controls 2-out-of-3 Axis AND 2-out-of-3 Allied starting Industrial Complexes. This means a total of 8 Industrial Complexes, at least 2 of which must be Axis (i.e. 2 of the following: Germany, Southern Europe, Japan) and at least 6 of which must be Allied (i.e. 6 of the following: Ukraine SSR, Karelia SSR, Russia, South Africa, United Kingdom, Australia, India, Western USA, Eastern USA).
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Imperious leader
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Location: Germania

PostPosted: Wed Dec 19, 2007 8:21 pm    Post subject: Reply with quote

this will take time to digest...
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The Janus
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Joined: 29 Nov 2006
Posts: 83
Location: Alberta, Canada

PostPosted: Sat Dec 22, 2007 9:12 pm    Post subject: Reply with quote

Alrighty. I am off work a fair bit in the next couple weeks, so hopefully I will be around here more often.

Any first impressions?
Anything stick out as glaringly screwy?

- Janus
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The Janus
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Joined: 29 Nov 2006
Posts: 83
Location: Alberta, Canada

PostPosted: Tue Dec 30, 2008 7:11 pm    Post subject: Reply with quote

Imperious leader wrote:
this will take time to digest...


Hey Imperious,
I noticed that you posted on the forums a couple days ago.
Did you have any chance to study/test this scenario?
Any questions about it so far?


It'd be great to get some feedback!

- Janus
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Imperious leader
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PostPosted: Fri Feb 06, 2009 6:10 pm    Post subject: Reply with quote

I am not fond of it. Tanks at 5 and Infantry at 3, plus Italian control of all sorts of Vichy french territories makes no sence to me. Thats a kind of game that will be a bloodfest because all you need to to is just buy tanks and forget anything else, which makes it a new Risk type of game.
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The Janus
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Joined: 29 Nov 2006
Posts: 83
Location: Alberta, Canada

PostPosted: Sat May 16, 2009 8:53 pm    Post subject: Reply with quote

Quote:
Tanks at 5 and Infantry at 3


Perhaps this was unclear, but this is only on the first round of play (round #0, to be more precise). Afterwards, the units return to their normal attack values for the remainder of the game.
This is just to give the Axis an early offensive punch, without adding a ton of pieces to the game.

The Vichy territories are a bit of a historical liberty, but I wanted to give Italy as much "axis" territory as reasonably plausible (see "Mare Nostrum" in AA50). They are the smallest power in this game, and I wanted to keep them big enough to not just be railroaded off the start.


Any other input?
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Imperious leader
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Joined: 13 Nov 2006
Posts: 61
Location: Germania

PostPosted: Sat Jun 13, 2009 5:44 pm    Post subject: Reply with quote

I have not played this but its something the folks at axisandallies.org would find interesting.

I don't really play MB AA anymore. Its kinda dated IMO.
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