Alpha+.1

Link up A&A Pacific 1940 and Europe 1940, and you've got Axis & Allies Global 1940.
Larry
Posts: 3090
Joined: Thu Mar 04, 2004 9:44 am

Alpha+.1

Post by Larry » Tue Nov 30, 2010 2:29 pm

Alpha+.1
Simply stated, the following rules are the results of combining an adjusted Scenario Alpha with rule changes to Europe 40. These rules are therefore the new Global rules of these two combined games. This combining of the two game also presented an opportunity to incorporate several popular and/or often requested new features. Enjoy! This is to serve as a guide for playtesting. As a result of your playtest efforts this document will (perhaps) be changing periodically. All such changes will be entered in red. Be sure to check here for the latest changes before actually conducting a playtest.

Thanks for your efforts,

Larry Harris
Creator of Axis & Allies

12/27/2010
This thread has become a bit large to say the least. This "page one document" is indeed in effect and will remain so until an Alpha+2 is posted. When that happens Alpha+2 will have its own thread (of course). In the mean time, between this document and the posting of Alpha+2 a lot of things have been going on.

If you are interested in the most recent setup and rule changes under serious consideration know that I will be posting them on this page. These possible changes will be color coded. To be clear... these blue items have not necessarily been incorporated into the Alpha+2 document but are seriously under consideration to be. So to sum it up... all the blue entries reflect the most current thinking, they are not part of Alpha+1 but have a good chance of ending up in Alpha+2. Doing this will help you see at a glance the most current information and enable you to comment and play test with the most recent setup and rules. This is a work in progress and is subject to change. It is recommended that you consult this page before beginning a play test.



National Setup by Country in Turn Order

Germany
Holland/Belgium – 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
Western Germany – 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers 1 AA gun, 1 Major IC, 1 Naval base, 1 Airbase
Greater Southern Germany - 6 Infantry, 1 Artillery, 2 tanks
Germany – 6 Infantry, 4 artillery, 1 Bomber, 1 Major IC, 1 AA gun
Slovakia/Hungary – 2 Infantry, 1 Tank, 1 Tac Bomber
Romania – 3 Infantry, 1 Tank
Poland – 3 Infantry, 1 Tank, 1 Fighter
Norway – 2 Infantry, 1 Fighter
Denmark – 2 Infantry
Sea Zone 103 - 1 Sub
Sea Zone 108 - 1 Sub
Sea Zone 113 - 1 Cruiser, 1 Battleship, 1 Transport
Sea Zone 117 - 1 Sub
Sea Zone 118 - 1 Sub
Sea Zone 124 - 1 Sub
German Setup Changes Under Consideration:
Germany: 6 Infantry, 4 artillery, 1 Tac Bomber, 1 Bomber, 1 Major IC, 1 AA gun
Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter, remove Tac bomber
Poland: 3 Infantry, 1 Tank, 1 Tac Bomber, remove Fighter



Soviet Union
Karelia - 3 Infantry
Archangel - 1 Infantry
Russia - 4 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 1 AA Gun, 1 Airbase, 1 Major IC
Volgograd - 2 tank, 1 Mech Infantry, 1 Minor IC
Caucasus – 2 Infantry
Bessarabia – 2 Infantry
Western Ukraine – 1 Infantry, 1 Artillery
Eastern Poland – 3 Infantry
Baltic States – 3 Infantry
Belarus – 1 Infantry
Novgorod - 6 Infantry, 1 Artillery, 1 Fighter, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
Vyborg – 2 Infantry
Amur – 6 Infantry
Sakha – 6 Infantry, 1 AA gun
Buryatia – 6 Infantry
Sea Zone 115 – 1 Battleship, 1 Transport
Sea Zone 127 – 1 Sub
Russian Setup Changes Under Consideration:
Karelia: 2 Infantry
Volgograd: 1 tank, 1 Mech Infantry, 1 Minor IC
Eastern Poland: 2 Infantry
Vyborg: 3 Infantry
Sea Zone 115: 1 Battleship, 1 submarine, remove Transport


Japan
Japan - 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bomber, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Major IC
Manchuria - 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
Palau Island - 1 Infantry
Kiangsi - 3 Infantry, 1 Artillery
Formosa - 1 Fighter
Shantung - 2 Infantry
Kwangsi - 3 Infantry, 1 Artillery
Iwo Jima - 1 Infantry
Jehol - 2 Infantry, 1 Artillery
Caroline Islands - 1 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base,
Siam - 2 Infantry
Okinawa - 1 Infantry, 1 Fighter
Kiangsu - 2 Infantry, 1 Fighter, 1 Tac Bomber.
Korea - 4 Infantry, 1 Fighter
Sea Zone 6 - 1 Sub, 2 Destroyers, 2 Carriers each with 2 Tac & 2 Ftrs., 1 Cruiser, 1 Battleship, 1 Transport
Sea Zone 19 - 1 Sub, 1 Battleship, 1 Destroyer, 1 Transport
Sea Zone 33 - 1 Destroyer, 1 Carrier w/ 1 Tac & 1 Ftrs.
Sea Zone 20 - 1 Cruiser, 1 Transport
Japanese Setup Changes Under Consideration:
Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base
Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber.
Shantung: 3 Infantry, 1 Artillery


United Kingdom (London)Atlantic side of map
Ontario - 1 Infantry
Quebec - 1 Infantry, 1 Tank, 1 Minor IC
New Brunswick Nova Scotia - 1 Naval Base
Iceland - 1 Airbase
United Kingdom - 1 French and 1 British infantry, 2 Brit & 1 ANZAC fighters, 1 AA gun, 1 Airbase, 1 Naval Base, 1 Major IC,
Gibraltar –1 fighter, 1 Airbase, 1 Naval Base
Malta – 1 Infantry, 1 AA gun, 1 Airbase
Alexandria - 2 Infantry, 1 Artillery, 1 Tank
Egypt - 1 British & 2 ANZAC infantry, 1 Artillery, 1 Mech Infantry, (1/1/11)1 Naval Base
Anglo-Egyptian Sudan - 1 Infantry
Union of South Africa - 2 Infantry, 1 Naval Base, 1 Minor IC
West India – 1 Infantry
Scotland – 1 Infantry, 1 Fighter
Sea Zone 71 - 1 Destroyer
Sea Zone 91 – 1 Cruiser
Sea Zone 98 – 1 Battleship, 1 Carrier w/1 Tac Bomber & 1 Fighter, 1 Transport
Sea Zone 106 – 1 Destroyer, 1 Transport
Sea Zone 109 – 1 Destroyer, 1 Transport
Sea Zone 110 – 1 Cruiser, 1 Battleship
Sea Zone 111 – 1 Destroyer, 1 Battleship
Sea Zone 112 – 1 Cruiser
UK (London) Setup Changes Under Consideration:
United Kingdom: 1 French and 2 British infantry, 2 Brit & 1 French fighters, 1 AA gun, 1 Airbase, 1 Naval Base, 1 Major IC,
Malta: 1 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
Scotland: 1 Infantry, 1 Fighter, 1 Airbase
Sea Zone 98: 1 Cruiser, 1 Destroyer, 1 Carrier w/1 Tac Bomber, 1 Transport, Fighter on Carrier removed.


1/1/11 Removed 1 Strategic Bomber from setup


United Kingdom (India) Pacific side of the map
Kwangtung - 2 Infantry, 1 Naval Base
Burma - 2 Infantry, 1 Fighter
Malaya – 3 British Infantry & 1 ANZAC Infantry, 1 Naval Base
India - 6 Infantry, 1 Artillery, 1 AA Gun, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
Sea Zone 37 - 1 Battleship
Sea Zone 39 - 1 Destroyer, 1 Cruiser, 1 Transport

ANZAC
New South Wales - 2 Infantry, 1 AA gun, 1 Minor IC, 1 Naval Base.
New Zealand - 1 Infantry, 2 Fighter, 1 Airbase, 1 Naval Base.
Queensland - 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
Sea Zone 62 -1 Destroyer, 1 Transport
Sea Zone 63 – 1 Cruiser

Italy
Northern Italy - 2 Infantry, 2 Artillery, 1 tank, 1 Fighter, 1 AA Gun, 1 Major IC
Southern Italy - 5 Infantry, 1 Fighter, 1 AA Gun, 1 Naval Base, 1 Airbase, 1 Minor IC
Albania - 2 Infantry, 1 tank
Italian Somaliland – 1 Infantry
Ethiopia – 2 Infantry, 1 Artillery
Libya – 2 Infantry
Tobruk - 2 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank
Sea Zone 95 - 2 Destroyer, 1 Cruiser, 1 Sub, 1Transport
Sea Zone 97 – 1 Cruiser, 1 Battleship, 2 Transport
Italian Setup Changes Under Consideration:
Northern Italy: 2 Infantry, 2 Artillery, 1 tank, 1 Fighter,1 Tac Bomber, 1 AA Gun, 1 Major IC
Southern Italy: 6 Infantry, 1 Fighter, 1 AA Gun, 1 Naval Base, 1 Airbase, 1 Minor IC
Libya: 1 Infantry, 1 Artillery
Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank

01/08 moved transport from 95 to 97

United States
Western US - 3 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Bomber, 1Tac Bomber, 1 Fighter, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
Hawaiian Islands - 2 Infantry, 2 fighters, 1 Airbase, 1 Naval Base.
Philippines - 2 Infantry, 1 fighter, 1 Airbase, 1 Naval Base.
Midway - 1 Airbase
Wake Island - 1 Airbase
Guam - 1 Airbase
Eastern United States – 1 Infantry, 1 Fighter, 1 Artillery, 1 Tank, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
Central United States - 1 Infantry, 1 Mech Infantry, 1 Bomber, 1 Minor IC
Sea Zone 26 - 1 Sub, 1 Destroyer, 1 Cruiser
Sea Zone 10 - 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, Carrier w/Tac & Ftr
Sea Zone 35 - 1 Destroyer and 1 Transport
Sea Zone 101 – 1 Destroyer and 1 Transport
Sea Zone 89 – 1 Destroyer
US Setup Changes Under Consideration:
Sea Zone 26: 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
Sea Zone 35: 1 Destroyer, 1 Submarine Remove Transport
Sea Zone 89: Remove the Destroyer.


China
Szechwan 5 Infantry and one fighter
Hunan 2 Infantry
Yunnan 4 Infantry
Kweichow 2 Infantry
Shensi 1 Infantry
Suiyuyan 2 Infantry

France
France - 6 French & 1 British Infantry, 1 French & 1 British Artillery, 1 French & 1 British tank, 1 Fighter, 1 Airbase, 1 Major IC
Southern France - 1 Infantry, 1 Artillery, 1 Naval Base
Normandy/Bordeaux – 1 Infantry, 1 tank, 1 Naval Base, 1 Minor IC
Syria - 1 Infantry
Tunisia – 1 Infantry
Morocco – 1 Infantry
Algeria – 1 Infantry
French West Africa – 1 Infantry
Sea Zone 72 - 1 Destroyer
Sea Zone 93 - 1 Destroyer, 1 Cruiser
Sea Zone 112 - 1 Cruiser
French Setup Changes Under Consideration:
Southern France - 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC



National Objectives (Global Only)
Germany
When Germany is not at War with the Soviet Union
1. Collect 5 IPCs per turn for not being at war with the Soviet Union. Wheat & Oil trade.

When Germany is at War with the Soviet Union
2. Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the Axis.

When Germany is at War with the European Allies
3. Collect 5 IPCs per turn if there is at least one German land unit in an Axis controlled Egypt.
4. Collect 5 IPC per turn if Germany controls both Denmark and Norway while Sweden is either neutral or controlled by the Axis.
5. Collect 5 IPCs per turn that Germany controls the United Kingdom.
Germany- Considering the addition (#6) and the change to the following National Objective:
4. Collect 5 IPC per turn if Germany controls both Denmark and Norway while Sweden is either neutral, has not become pro-Allied, or is controlled by the Axis.
6. Collect 3 IPCs for each Russian territory captured during the German initial attack on the Soviet Union . This is collected during the Collect Income Phase of that German turn.
(modified 12/28)

Soviet Union
When the Soviet Union is at War in Europe
1. Collect 3 IPCs per turn for each original German territory the Soviet Union controls.
2. Collect 5 IPCs if the convoy in sea zone 125 is free of Axis Warships. Archangel is controlled by the Soviet Union, and there are no units belonging to any other Allied powers present in any territories originally controlled by the Soviet Union.
3. Collect 10 IPCs, once, for Soviet capture of Berlin (Germany).

When the Soviet Union becomes at War with Japan
4. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by Japan on the Soviet Union.


Japan
When Japan is NOT at War with the Western Allies
1.Collect 10 IPCs each turn that Japan is not at war with the United States and has not invaded French Indo-China or made an unprovoked declaration of war against United Kingdom/ANZAC.
When Japan becomes at War with the Soviet Union.
2. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by the Soviet Union on Japan.

When Japan is at War with the Western Allies
3. Collect 5 IPCs per turn if Axis controls 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam.
4. Collect 5 IPCs per turn for controlling each of the following Major power centers – Honolulu, Sydney, Calcutta, and/or the Western United States.
5. Collect 5 IPCs per turn for controlling all of the following territories: Sumatra, Java, Borneo and Celebes.

United Kingdom (The following NOs are only awarded to London)
When the United Kingdom is at War with German/Italy
1. Collect 5 IPCs per turn if there are no German submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115). The Black Sea (100) and of course the Caspian Sea.
2. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories in North America, Africa, and Europe.

When the United Kingdom is at War with Japan
(The following NO is awarded only to Calcutta)
3. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories on the Pacific map. This also includes West India (actually located on the Europe map) and excludes the two Canadian territories (Yukon territory & British Columbia) located on the Pacific map, Which are owned and controlled by London not Calcutta.

ANZAC
When ANZAC is at War with Japan
1. Collect 5 IPCs per turn if the Allies (Not including the Dutch) control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands.
2. Collect 5 IPCs per turn if the Allied powers control Malaya and ANZAC controls all of its original territories.

Italy
When Italy is at War
1. Collect 5 IPCs per turn if Axis powers control 3 of these 4 territories: Egypt, Southern France, Greece, Gibraltar.
2. Collect 5 IPCs per turn if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99).
3. Collect 5 IPCs if Axis powers control all of the following North African territories:
Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria



United States
When at War
1. Collect 15 IPCs per turn for complete control of the continental US (WUS, CUS, EUS) and Mexico .
2. Collect 5 IPC per turn if the Allies control 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam.
3. Collect 5 IPCs per turn for controlling the Philippines
4. Collect 5 IPCs per turn for controlling Hawaii, Alaska, the Aleutian Islands, Line Islands, and Johnston Island
5. Collect 5 IPCs per turn for controlling, Southern Mexico, Central America (Panama)and the West indies
US National Objective Change being Considered:
1. Collect 5 IPCs per turn for complete control of the continental US (WUS, CUS, EUS). Removed Mexico from this list.
5. Collect 5 IPCs per turn for controlling, Mexico, Southern Mexico, Central America (Panama)and the West indies

12/30 Note: NO number 1 "5" IPC for WUS, CUS and EUS. up in the air at this time. Debating the IPCs... 5, 10 or 15. 10 IPC seems like best compromise

China
Collects 6 IPCs per turn if the Burma Road is totally open. The Allies must control India, Burma, Yunnan and Szechwan for this to occur. China is also permitted to purchase artillery (represented by US pieces) if the Burma Road is open.

France
When France is at War
Troop Bonus: When the territory of France is liberated, for the first time only, the player controlling this territory immediately places up to 12 IPCs worth of any units on the territory of France.

Rules Changes that Now are Observed.
1. AA Guns are no longer captured; they are removed from play after the territory is captured.

2. Major industrial complexes can no longer be built on foreign territories (this includes upgrading minor ones). Likewise they may no longer be upgraded when captured. The original owner of the territory may upgrade it if the territory is recaptured.

3. If the Soviet Union is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power. In other words, war with Japan lifts those restrictions from the USSR on the Pacific map only, and war with Germany and/or Italy lifts those restrictions on the Europe map only.

4. Scramble rules have been changed. They now read:
Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), and it must be completed before any combat occurs. A quick reaction team of no more than 3 defending fighters and/or tactical bombers (strategic bombers can’t scramble) located on islands and coastal territories that have operative air bases can be scrambled to defend against attacks in the adjacent sea zones. Air units can only be scrambled to help friendly naval units in adjoining sea zones that have come under attack, or they can also be scrambled to resist an amphibious assault. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.

Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They can’t participate in any other battles during that turn, including a battle on the island or territory from which they were scrambled.

In situations where a sea zone is served by more than one airbase, Korea and Japan into sea zone 6 for example, each of the territories (or both in this case) can scramble up to 3 fighters and/or tactical bombers. On the other hand, if Korea is specifically being attacked by an amphibious force, and there is no sea battle occurring, only the aircraft in Korea can participate in the scramble.

To sum it up: If there is a sea battle, involving an amphibious assault or not, all neighboring aircraft that meet the scramble requirements can participate in the sea battle. If there is only an amphibious assault and there is no sea battle, only the territory be attacked from the sea can scramble up to 3 aircraft.

All scrambled air units must return to their original island or territory from which they were scrambled. If the enemy captures those locations, the units can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the units are lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.
This Rule is being considered for a change and would be re-written as:
4. Scramble rules have been changed. They now read:
Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), and it must be completed before any combat occurs. A quick reaction team of no more than 3 defending fighters and/or tactical bombers (strategic bombers can’t scramble) located on islands and coastal territories that have operative air bases can be scrambled to defend against attacks in the adjacent sea zones. Air units can be scrambled to help friendly naval units in adjoining sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjoining sea zones, whether or not the territory being assaulted is the territory containing the airbase. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.

Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They can’t participate in any other battles during that turn, including a battle on the island or territory from which they were scrambled.

In situations where a sea zone is served by more than one airbase, Korea and Japan into sea zone 6 for example, each of the territories (or both in this case) can scramble up to 3 fighters and/or tactical bombers.

To sum it up: If there is a sea battle or an amphibious assault, all neighboring aircraft that meet the scramble requirements can participate in the sea battle.

All scrambled air units must return to their original island or territory from which they were scrambled. If the enemy captures those locations, the units can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the units are lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.



5. Victory Conditions
The game ends after one side or the other achieves its objective, listed below, and maintains it for a complete round of play. In addition, a side must control at least one of its own capitals at the end of that round in order to win
A. Victory for the Allies if: All Axis capitals are under allied control.
B. victory for the axis if they control 6 of the 8 victory cities on the Pacific board.
C. victory for the axis if they control 8 of the 11 victory cities on the Europe board.

6. IPC income from West India (2) now goes to Calcutta.

7. IPC income from British Columbia now goes to London.
Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom now makes 28 IPCs

8. All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time for 20 IPCs.


9. Strategic Bombing Raids procedure:
• Escorts fire @1, and interceptor casualties are immediately removed.
• Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
• Surviving bombers are assigned a target
• The target fires its AA defenses at the attacking aircraft - @1
• Surviving bombers attack their target, looking for the highest number possible.

Prior to the AA fire the surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.

When bombing, each Strategic bomber rolls one die. The number rolled +2 is the total number of hits the target will receive. Gray chips are placed under the target for each hit received.

Tactical Bombers can also conduct bombing raids. They also roll one die. Again that number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with Tactical bombers.

Tactical bombers follow the exact procedure as presented above. Tactical Bombers are limited to attacking only naval bases and airbases, however.

Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
IT COST 1 IPCs to remove each damage marker.

Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned.

Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.

10. The United States may declare war on the Axis if London and/or any territory in North America is captured by an Axis power.

11. The cost of AA guns will be adjusted down from 6 IPCs to 5 IPCs.

12. Submarines no longer fire a special “sneak attack” shot at unescorted transports. Transports are not allowed to unload land units for an amphibious assault in a sea zone containing any enemy subs unless at least one other of his warships was also present in the sea zone at the end of the Combat Move phase.

13. No neutral power may end its turn with land units on transports. Movement between Hawaii and the Philippines is the one exception. When moving between Hawaii and the Philippines or vise a versa loaded transports may end their movements in sea zones 22 or 23.
(Jan 1,11) 13. No neutral power may end its Noncombat Move phase with land units on transports. Movement between Hawaii and the Philippines is the one exception. When moving between Hawaii and the Philippines or vise a versa loaded transports may end their movements in sea zones 22 or 23.

(Jan 4,11)14. Kamikaze attack rules (A&A Pacific 1940 rule -page 14) will be changed to read as follows: Kamikaze attacks can only occur after one or more of the following islands are captured or re-captured by the Allies- Philippines, Marianas, Okinawa, and/or Iwo Jima. Allied surfaced warships entering the Sea of Japan (sea zone 6) will also activate (trigger) kamikaze attacks.

Oakshield
Posts: 231
Joined: Mon Aug 30, 2010 6:45 am

Re: Alpha+.1

Post by Oakshield » Tue Nov 30, 2010 3:37 pm

This... is... EXCELLENT! :D The Med setup looks great (BB! art in Ethiopia! If you can live with the French navy so can I...)! The cruiser in SZ110! The USSR reinforcements! The US West Coast reinforcements! The AA in NSW! The SBR - just perfect (maybe now you can consider removing strats from naval combat...)! It's like a Christmas wish list come true! :D

I'm just going to make one small comment, but it doesn't influence how EXCELLENT Alpha+1 is... Don't allow the US to have loaded transports at the end of NCM while it's still neutral. That way a successful Sealion can have a breather, instead of US transports being ready to retake the UK immediately. (And, if you can also consider it, add a Russian sub in SZ115 to threaten a Sealion transport flotilla... I've posted about this in the old thread.)

That's it. This looks final. So final I'm even going to say something I've been holding back, ever since Questioneer first proposed the NO, to see how many revisions it would pass... It's not Marinaras islands (that's a sauce), but Marianas. :wink: That's it - test it, confirm it's good, FAQ it.

THANKS Larry!

No, no, no...You got that mixed up with Thousand Islands - now that's a sauce.
Hey, special thanks.
LH-e

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questioneer
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Re: Alpha+.1

Post by questioneer » Tue Nov 30, 2010 3:46 pm

Oakshield wrote:This... is... EXCELLENT! :D The Med setup looks great (BB! art in Ethiopia! If you can live with the French navy so can I...)! The cruiser in SZ110! The USSR reinforcements! The US West Coast reinforcements! The AA in NSW! The SBR - just perfect (maybe now you can consider removing strats from naval combat...)! It's like a Christmas wish list come true! :D

I'm just going to make one small comment, but it doesn't influence how EXCELLENT Alpha+1 is... Don't allow the US to have loaded transports at the end of NCM while it's still neutral. That way a successful Sealion can have a breather, instead of US transports being ready to retake the UK immediately. (And, if you can also consider it, add a Russian sub in SZ115 to threaten a Sealion transport flotilla... I've posted about this in the old thread.)


That's it. This looks final. So final I'm even going to say something I've been holding back, ever since Questioneer first proposed the NO, to see how many revisions it would pass... It's not Marinaras islands (that's a sauce), but Marianas. :wink: That's it - test it, confirm it's good, FAQ it.
LOL...no its the sauce baby...all about the sauce.

Yeah, it here, I hope this is the final this time. I'll be playtesting a couple games online right away. Thanks again Larry. :D :D :D :D :D :D :D :D (I'll know how much you like smileys- but don't call us girlfriends again- that freaks me out!)

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questioneer
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Re: Alpha+.1

Post by questioneer » Tue Nov 30, 2010 4:47 pm

Larry, just double checking a setup- in your Alpha+ and your proposed Med setup these navies were flip-flopped. Did you intend to put these in these particular sea zones for Alpha+ .1???

Italy...

Sea Zone 95 - 2 Destroyer, 1 Cruiser, 1 Sub, 2 Transport
Sea Zone 97 – 1 Cruiser, 1 Battleship, 1 Transport

By the way, just read the new rules and such- I really like the changes, SBR, new setup, tweaks to the NOs and rules- really nice- I'm gonna enjoy playtesting this one. Hopefully this can be a final draft.
Last edited by questioneer on Tue Nov 30, 2010 5:43 pm, edited 1 time in total.

allweneedislove
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Re: Alpha+.1

Post by allweneedislove » Tue Nov 30, 2010 5:21 pm

i am glad to see you have released another version for us to play test. i am a little mad at myself for spending all the time creating this post for the Alpha + // Play test version thread only to find this after.

while this was written for the other thread i am not letting all this thought and typing go to waste so i am reposting it here.

Larry wrote: I'd like to add that I'm putting together a recap of this entire thread... person by person, topic by topic. As soon as I'm done with that I'll post it. I think this document will be helpful in that it will give us a birds eye view of the collective thinking as relates to each topic. The topics being:
i have rearranged the list but have not excluded anything.

Taranto
Sicilian Airbase
Malta
Northern Italy Airbase
Tobruk
Gibraltar
French Navy

these are all mediterranean changes and need to be looked at as one. So far the alpha and alpha+ have offered greater decision making opportunities than oob(EVERY uk1 smashed sz95) well done so far larry.

italy is a good place to help with game balance. axis need to perform better in the game than in real life for the game to be balanced and fun. italy(the mediterranean being italy’s main sphere of influence) is a good place to strengthen the axis as they performed worse than expected.

i believe the ideal uk1 would offer lots of decisions that are equally effective making for varied game play. this would look like the following
25% of games no attack on Italy
25% of games attack tobruk or other land forces but not enough fire power to attack land and navy
25% of games attack sz95
25% of games attack sz97
in games with attacks on italy navy have the option to just bring “part of fleet or just air” into battle so the battles vary from game to game.
now actually achieving all these design goals will be very difficult. i would be happy and very impressed if a med setup could succeed in the preceding.




West India/British Colombia
AA Guns

i assume you mean aaguns being removed like all other units. these are great rule changes that can happen without effecting game balance or other rules.





Russian/Japanese None-aggression Pact
Neutral Blocks
Strategic Bombing Raids
Base and IC AA Guns

technology
Chinese Movement Restrictions

I think all of these are rules that can improve the game but do not affect game balance. I would like to see all these change as it would improve the game, but if no changes were made it does not render the game unplayable.

Russian/Japanese None-aggression Pact
there has been some great ideas in how to improve the non-aggression pact. turning it into an NO style rule was a great decision larry. 10ipcs given to the opponent of the power that broke the pact helps to dissuade an attack but does the right thing by making option less appealing yet still available. i believe the best option that was talked about was making the rule more dynamic than just 10ipcs but giving the player the choice of "12ipc worth of units immediately in either the attacked territory or an adjacent territory". this adds more choices which means more fun and more variability.

Neutral Blocks
in all the games I have played, not one has had a neutral attacked. The penalty is far too strict. I recommend breaking neutrals down into blocks. all the others in the block become pro the other side that attacked.

south american block
europe block(portugal, spain, switzerland, Sweden, turkey)
african block
middle eastern block(turkey, saudi arabia, afghanistan)
mongolian block

I am not sure if turkey should be in middle eastern block or both middle eastern and Europe block.
this will encourage more action around the globe. but still keep a stiff penalty. Remember that neutrals can never attack you, have defenders that can kill your units, have small ipc values, and switch allegiance of other neutrals in their block.

Strategic Bombing Raids
sbrs have disappeared. i brought up this topic to bring it back into the game. i had offered several ideas on how to increase sbrs. the simplest idea came from larry to just double the damage, simple and effective. i do not think that you need to lower the maximum damage on ics and bases, if anything I think bases damage should be increased.

others have offered ideas adding damage to the sbr roll, this is good at increasing damage and reducing variance but the ideas offered so far are too low for the reward to be greater than the risk. I like your “on or off” idea to bases and ics, this forces players to pay to use a damaged facility, it just makes sense.

i think the best way to handle sbr is to add 3 (or 4) damage to all sbrs , each successful bomber that rolls can inflict between 4-9ipcs of damage as opposed to larry’s suggestion of 2-12.

There have been several ideas to make sbrs more frequent and fun that I agree with such as…

tactical bombers being able to bomb air and naval bases.
naval and air bases needing to have no damage to be operable.
change to dogfights, escorts fire at 1, hits to interceptors are removed, surviving interceptors fire at 2, only bomber scan be taken as casualties and are removed, built in aaguns fire at 1, surviving bombers roll for damage and add 3 damage.

technology
i know technology was not on the list but as it stands now it is not worth rolling for. even as an optional rule I would love it if you went back to the aa50 anniversary tech tokens idea. it is a great system that gets technology into the game and reduces the variance in cost of technology.

Chinese Movement Restrictions
i do not recall any discussion on changing the chinese movement restrictions. i personally do not like the restrictions and think china should be treated like other power when it comes to where they can move. this would get rid of one exception rule.






New Scrambling Rules
this rule change gets rid of the huge air stacks to protect japan, caroline, phillipeans, and Hawaii making these territories harder to defend. it makes england, gibralter, west usa, india, australia, leningrad, and west germany easier to defend. after looking at the two list it would seem that it gives a huge advantage to the allies. however, in the first round the most significant is west germany and not having to defend sz112 as much making sealion even easier.





Sealion
with the new scambling rules and moving of uk sz91 fleet into the med germany needs very little to protect transports. ontop of this germany has been given 2 extra air units making the killing of the uk navy on g1 even easier, and the surviving air gets to participate in a later sealion invasion. adding the german NO for holding London just makes sense. usa now has to split its forces into the pacific and europe for a smaller England liberation force. sealion is now easier to succeed, gets 5ipc/round for success, and is harder to liberate. with all this said i still am not sure if sealion is a winning strategy, the jury is still out on this one.

on a side note, i find it a shame that for uks first turn they need to buy all infantry to defend against sealion. this happens in almost every game i have played and seen. uks first purchase is predictable and not exciting(borderline boring). it would be more fun to be defending with fleet and air(and more realistic for all those history buffs that keep harping on about how every rule is unhistorical). it is a delicate balance to make the uk navy and air strong enough to prevent sealion but not so strong that germany is overwhelmed and allies win every game like oob.

if uk had enough air force (and navy that survives g1) that no german navy could survive uk1 in sz112 then i believe uk could protect itself with air and navy. the problem is on g1 germany can build 1carrier, 1destroyer, and 1sub into sz112 to go with its surviving cruiser and damaged battleship, and land 2 fighters on the new carrier. now with scrambling rules germany can get another 3 fighters into sz112, this brings a total of 10 german units to defend sz112. this is why sealion is so easy to pull off.




General Game Balance
Victory Conditions
National Objectives
Major and/or Minor ICs
Set-Up Change
US Minor ICs

this is what alpha is all about, correcting the game imbalance of having the allies win every game.

General Game Balance + Victory Conditions
the best way to balance the game in terms of which side will win and where the action is fought is to alter the victory city conditions. excellent decision larry. however the immediate 6vcs on the pacific side MIGHT be too easy to achieve early on, this needs more play testing the jury is still out on this one.

National Objectives
changing national objectives is a good way to add small tweaks to game balance and direction. I like what the ideas you have come up with. but I would like to put down some posters’ ideas that NO changes alone without victory condition changes is enough to get usa to fight in both theatres of war. having japan go up an extra 10ipc and usa down 10ipc is not enough for the axis to beat the allies in oob.

Major and/or Minor ICs
no major ics being built on foreign soil is a great rule. this greatly hinders the allies by not allowing usa to move all their production into norway or korea.

Set-Up Change
the setup changes have been great so far. from oob the game has come a long way. reduction of japan air is was the most dramatic and very good for the game. adding a major ic to berlin is a huge boost to barbarosa. now we just need a dynamic mediteranean.

US Minor ICs
i like the us minor ics rule but it does seem easy to get around. in my games I have spent all of usa income to go into the pacific. even if usa can only place 3 units in sz10 they can be expensive units and then build air in the east to fly into hawaii or onto carriers. or with central usa being next to sz101 usa can build 6 navy units into the atlantic right away.



well done larry. i am very impressed that you continue to work for the betterment of a product i have already purchased.

Well I'm glad you decided to post this material (again). Yeah, Sealion! What a pain in the a$$. I will be following this issue particularly close.

I'm in no mood to be making changes to this document and probably will not being do so for some time. However, things like sealion, neutrals, Techs, and random changes here and there that improve local situations will probably make it into a 3rd and final editing of this game - I have no idea when that will be or even if it will actually happen. I can tell you this - people are going to have to work hard to make me change things again. I like where the game is presently and it will take an act of congress to make me change something from here on out.

Please play the game with these rules... Don't hit me with all kinds of "This-is -what-I-want" stuff. Hit me with issues that matter - in that way we can all focus on things that will actually make this game the best it can be.

If you're noticing an improvement in this game over the OOB, it's because of the input of people like you! THANKS !
LH-A

allweneedislove
Posts: 59
Joined: Fri Mar 09, 2007 12:34 pm

Re: Alpha+.1

Post by allweneedislove » Tue Nov 30, 2010 5:24 pm

questioneer wrote:Larry, just double checking a setup- in your Alpha+ and your proposed Med setup these navies were flip-flopped. Did you intend to put these in these particular sea zones for Alpha+ .1???

Italy...

Sea Zone 95 - 2 Destroyer, 1 Cruiser, 1 Sub, 2 Transport
Sea Zone 97 – 1 Cruiser, 1 Battleship, 1 Transport
probably so we can keep calling it the taranto raid and have the battleship in the toranto port.

kungfujew
Posts: 216
Joined: Mon Aug 02, 2010 10:23 pm

Re: Alpha+.1

Post by kungfujew » Tue Nov 30, 2010 5:34 pm

I have a quick rules question for strategic bombing, not comments, so don't worry. :)


Do interceptors hit by escorts still get to fire?

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Krieghund
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Location: Virginia, USA

Re: Alpha+.1

Post by Krieghund » Tue Nov 30, 2010 5:43 pm

No.
A&A Developer and Playtester

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