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Axis & Allies Europe 1940» Forums » Rules

Subject: Great added rule for neutral countries rss

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Daddys Boys
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I wanted to share with everyone two rules we added that have GREATLY enhanced this already terrific game.

1) Neutral territories. The stated rule that if you invade a strictly neutral territory and then ALL of them turning against you seemed draconian and essentially took that entire element out of the game. Our change: We made a list of the Europe 1940 countries (about 12 of them) that are strict neutrals and then grouped them together (spread out across the globe). If you invade one of them, the person invading rolls a dice and then roughly 3 countries (only) turn against you. Moreover, those 3 countries immediately obtain armies in correlation to the armies listed. Moreover, if the country you invade (let's say Spain) is on the list that you rolled (we have four groups of them), Spain still stays on your side (thus, that would be the best roll).

2) Spies! Each country gets three spies. At any time during their turn, they can use one of their spies to destroy any piece on the board. This is a TON of fun. We even includes ships.

Let me know what you think.
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Paul Paella
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What happens when you destroy an enemy aircraft carrier containing 2 planes? Do the planes get destroyed, or do you allow them to try to move 1 space to get to safety? Both options make the spy extremely powerful, I think overpowered.
 
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Christian Kalk
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Re: Spies

I would definitely balance that by granting an equal number of spies to each side, otherwise the Allies would have far more spies and would simply obliterate the enemy's expensive stuff.
 
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Eddy del Rio
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Ghorro wrote:
What happens when you destroy an enemy aircraft carrier containing 2 planes? Do the planes get destroyed, or do you allow them to try to move 1 space to get to safety? Both options make the spy extremely powerful, I think overpowered.

An aircraft carrier should not be "destroyed" by sabotage, rather just "damaged." Perhaps other limits or capabilities should be defined, but overall, neat Houserules.
 
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Daddys Boys
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No, spies can not destroy aircraft carriers.

Yes, spies need to be equal.
 
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Chris Beermann
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Would be interesting if spies could infiltrate the enemy and steal ipc's. You declare one factory that you are attempting to infiltrate. The owner of the factory gets a one time attempt to roll a one and kill the spy for defense. After that the spy would be able to roll depending on the factory size. 3 pt factories you could steal either 1,2or 3 ipc's. Results on a d6 1-2 1ipc,3-4 2ipc,5-6 3ipc.10 pt factory you could steal up to six ipc's. However a result of a 1or6 kills the spy. Spies would cost 5 ipc's you could have one max at a time.

It seems to me that destroying a piece is pretty powerful. This would be my suggestion for using spies.
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Daddys Boys
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Cool, I like it.

Cater it however you like. You want it to be fair. We are playing a never ending world game right now. I'm doing well (Germany and Italy) but my partner (Japan) is doing horribly. About to get Moscow and claim their prize!

Enjoy!
 
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James G
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I like your idea of spies and possibly partisans. I am working on creating rules for different intelligence services, objectives, counterintelligence requirements, and abilities. Here are a few examples:

French: Resistance partisans to either sabotage units, facilities, gather intelligence, and assist with an invasion. These will keep the player active after the fall of Paris and create a reason for the Germans to always keep troops in Western Europe or face uprisings.

Polish: Resistance partisans for the Warsaw Uprisings. Keep in mind, this will cause a Cold War scenario.

German: Tactical/strategic surprise on attacking Russia. Strategic deception for the Battle of the Bulge. The Bund movement to keep the US out of the war. Sabotage attempt in the US. Attempts to cause animosity between the US and the UK. Ability to transfer technology to Japan if Germany is about to be defeated. Activating friendly neutrals even in South America.

UK: Cracking the ENIGMA machine. Strategic deception for the invasion of Europe and defending Egypt. Commando units. Double Cross system. Ways to influence the US to enter the war. Supply partisans.

Japan: Surprise attack on the Allies. Gaining German technology. Sabotage attempts in Hawaii, Alaska, Western US. Keeping plans against to Soviet Union secret (ties up Russian forces in Asia).

Before commenting on China, US, and the Soviet Union, a decision should be made about treating the Soviet Union and the Chinese Communists as the Comminterm and not the Allies. This will give the ability to do Cold War calculations and objectives. Cold War abilities marked with an asticks *.

UK: *Detecting the Cambridge 5 early. *Creating pro Western governments.

US: Breaking JN25. Navajo Code. Deception operations for D-Day invasion and Patton's 5th army. Using mafia partisan to assist against Italy. Creation of the OSS. *Breaking the Verona Code. *Detecting Soviet spies in the US. *Defending the Manhattan Project - detecting the Rosenburgs. *Detecting Alger Hiss.

China: *Simulate the struggle between the Nationalists and the Communists. *Receive Soviet/US support.

USSR: (Keep in mind, the Soviets viewed their services as a strategic weapon. This will enable the Soviets to fight back the Germans in other ways. But it is a hinderance too because Soviets will need to occupy conquered territories to rid of Western influence.) Detect the Japanese intentions to enable troops to be moved from Eastern Soviet Union. Form NVKGB units as elite troops. Scorch earth policy. If seizing industrial complexes, have the ability to move the machinery to Russian factories. *Create communist governments. Steal technology. *Influence the US to remain neutral until the Soviets are attacked. (This will lower US peacetime IPCs). *Steal the Manhattan Project. *If Germany is defeated, run a campaign to encourage the US to remove all troops from Europe. *Detect the US breaking the Venona Code.

There is a lot more to calculate. If these are included, it will change the game dynamics and victory structure.
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Eddy del Rio
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staugust9 wrote:
I like your idea of spies and possibly partisans. I am working on creating rules for different intelligence services, objectives, counterintelligence requirements, and abilities. Here are a few examples:

French: Resistance partisans to either sabotage units, facilities, gather intelligence, and assist with an invasion. These will keep the player active after the fall of Paris and create a reason for the Germans to always keep troops in Western Europe or face uprisings.

Polish: Resistance partisans for the Warsaw Uprisings. Keep in mind, this will cause a Cold War scenario.

German: Tactical/strategic surprise on attacking Russia. Strategic deception for the Battle of the Bulge. The Bund movement to keep the US out of the war. Sabotage attempt in the US. Attempts to cause animosity between the US and the UK. Ability to transfer technology to Japan if Germany is about to be defeated. Activating friendly neutrals even in South America.

UK: Cracking the ENIGMA machine. Strategic deception for the invasion of Europe and defending Egypt. Commando units. Double Cross system. Ways to influence the US to enter the war. Supply partisans.

Japan: Surprise attack on the Allies. Gaining German technology. Sabotage attempts in Hawaii, Alaska, Western US. Keeping plans against to Soviet Union secret (ties up Russian forces in Asia).

Before commenting on China, US, and the Soviet Union, a decision should be made about treating the Soviet Union and the Chinese Communists as the Comminterm and not the Allies. This will give the ability to do Cold War calculations and objectives. Cold War abilities marked with an asticks *.

UK: *Detecting the Cambridge 5 early. *Creating pro Western governments.

US: Breaking JN25. Navajo Code. Deception operations for D-Day invasion and Patton's 5th army. Using mafia partisan to assist against Italy. Creation of the OSS. *Breaking the Verona Code. *Detecting Soviet spies in the US. *Defending the Manhattan Project - detecting the Rosenburgs. *Detecting Alger Hiss.

China: *Simulate the struggle between the Nationalists and the Communists. *Receive Soviet/US support.

USSR: (Keep in mind, the Soviets viewed their services as a strategic weapon. This will enable the Soviets to fight back the Germans in other ways. But it is a hinderance too because Soviets will need to occupy conquered territories to rid of Western influence.) Detect the Japanese intentions to enable troops to be moved from Eastern Soviet Union. Form NVKGB units as elite troops. Scorch earth policy. If seizing industrial complexes, have the ability to move the machinery to Russian factories. *Create communist governments. Steal technology. *Influence the US to remain neutral until the Soviets are attacked. (This will lower US peacetime IPCs). *Steal the Manhattan Project. *If Germany is defeated, run a campaign to encourage the US to remove all troops from Europe. *Detect the US breaking the Venona Code.

There is a lot more to calculate. If these are included, it will change the game dynamics and victory structure.
Very interesting historically. I would be interested to see how you develop this. (My problem is that I still have yet to play the games. )
 
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James G
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Same here. I am working with one of my friends to develop it.

Over the weekend, I started examining a way to keep the US neutral. I have some ideas.

Diplomacy needs to have a tracker. Even if a country is a dictatorship, there has to be a sliding scale to influence a leader's decision. Some countries have more or less tolerance. Some actions that in peacetime can influence a position.

Events to Keep the US Neutral:
Germany funds the Bund Movement and Charles Linbergh in the US.
USSR funds labor unions to strike to keep the US neutral. (Will effect US IPC.)

Events to make the US enter the War:
Japan captures Nanking.
The Blitz.
US starts hunting German Uboats when escorting ships.
Lend Lease.
Once the USSR enters the war, labor unions reverse policy and start encouraging entry into the war.
UK and US enters into the North Atlantic Treaty.
Any Axis intervention into the Western Hemisphere.
UK or France sponsor propaganda in the US.
The US signs the Oil Embargo on Japan. (Oil producing territories in the Pacific increase in value. Japan looses IPCs and is made more belligerent to the US.
 
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