Global 40 House Rules
Posted: Wed Mar 25, 2020 6:20 pm
'Global 1940 Second Edition
Global 40 House Rules with Canada
Global 40 House Rules is an ongoing project that adds "House Rules" using Technologies. Simply add the rules you want by using edit mode.
You may also activate certain "House Rules" prior to game start in "Map Options".
Game starts with 2nd edition OOB rules, techs and units, with the exception of Sierra Leone and Yukon Territory (you can Edit to OOB) which are British controlled. Also the OOB National Objective of +5 PUs for Russian control of Germany has been removed.
A player named "Changer" will go first. His purpose is to activate certain technologies so the game may begin with them. There are 17 of these techs.
Each one has "ChangerMustActivate" at the end of them.
Changer has only 1 turn, so if techs are not activated then, you will be unable to activate them later.
Note You can Edit some Changer Techs after Changer's turn but they may not activate correctly.
Excluding the OOB techs, Germany activates the remaining techs for all players, except for those that end in "GiveToAll". "GiveToAll" techs must be given to each player in order for them to have the tech ability.
Germany needs to activate techs at the start of their turn in order for them to activate that turn. Activated after their turn starts and techs won't activate until their next turn.
Note UK Pacific and Canada techs are automatically activated by the British.
Note Convoy Zone Losses are not shown at the end of turn the way Blockade is.
They are shown in "Game History"
Note When using Edit some Units have the same Image.
Here is the Tech Tree for "Global 40 House Rules" minus the OOB techs:
"Changer" 1) "BM_Rules__ChangerMustActivate" Activates all of the BM Rules except for Interceptors/Escorts Air Battle at 2, which are activated by Country. Some BM Rules may also be activated individually.
Note The "Vichy Rule" and "Chinese Guerrillas" must be Activated separately when using "Map Options".
Escorts_Interceptors_A2D2_GiveToAll is activated with this "Option".
2) "Attack0Cost5Bomber_ChangerMustActivate" Bombers are now a A0 D0 M6 +1 w/AB C5 unit. They may perform SBR attacks only. They do not participate in the Air Battle with Interceptors. They do 1-6 damage. They no longer receive a +2 to an SBR attack.
Due to the Japanese Bombers not being able to participate in regular combat, an Airfield is placed in Formosa, which allows the Formosa Fighter to be able to strike Yunnan Round 1.
It also moves the 19 Sea Zone Sub and Destroyer to 20 Sea Zone. This allows the option of striking the British Battleship in 37 Sea Zone on a Round 1 Japanese Attack.
Note Even though they are A0 D0 for normal combat, they still produce a hitpoint. This is unintended and will be fixed in the future.
So don't take them as casualties in normal combat until all other units have been destroyed or finish battle and use edit to kill them.
While a bit of a hassle, it's not unplayable as these situations are somewhat rare.
May also be activated via Map Options.
3) "SubsCanEvadeDestroyers_ChangerMustActivate" Destroyers no longer block Subs or the Sub's "First Strike" capability. They are now a A1 D1 M2 +1 w/NB C5 unit. They also have 1 preemptive "ASA" (Anti-Sub Attack) shot.
When attacking a Sub, the Destroyer will fire a one time "ASA1" (hits at 2 out of 12) shot. If successful, the Sub is immediately destroyed and may not return fire. If the Sub survives, it may then submerge or take its normal "First Strike" shot.
The Destroyer also has 1 preemptive "ASD" (Anti-Sub Defense) shot for combat and 1 for movement. It hits at 1 out of 12. So when a Sub attacks a Destroyer, it will undergo 1 ASD shot when the Sub enters the Destroyer's Sea Zone and 1 ASD shot at the beginning of Combat. Both of these attacks occur before the Subs First Strike.
Destroyers will fire 1 ASD shot when Subs pass through the Destroyer's Sea Zone whether during Combat Move or Non Combat Move.
Note When moving through or into Sea Zones containing a Destroyer, you should form your Subs into "Wolfpacks" and move them together where possible. The Destroyer only has 1 movement ASD shot and will only fire once. If you move into or through the Sea Zone separately, the Destroyer will fire each time a Sub enters it's Sea Zone.
Destroyer ASA/D shots will stack. Meaning if there is only 1 Sub and multiple Destroyers, the sub will undergo as many ASA/D shots as there are Destroyers.
Subs remain A2 D1 M2 +1 w/NB C6. Subs cannot be blocked by any Naval Vessel. Subs are now susceptible to counterattack from Fighters and Tac Bombers. When attacking naval units who have air units present, Subs will undergo counterfire from the air units regardless of the outcome of their "First Strike".
When defending against attack by air units the sub may still submerge before the attack (except for the Tac Bombers ASA shot mentioned below).
Subs in Blockade Zones may either retreat or undergo 1 Round of Combat from ASW Units during the Subs Combat phase.
All other rules regarding Subs are unchanged.
Note When moving a sub through a contested Sea Zone, you must move in one continuous movement. If you stop in the contested Sea Zone you will be unable to pass through.
You will also be unable to undo your move once being "Depth Charged". Includes if you stop after the "Depth Charging" and still have movement left.
In addition to it's normal unit stats, Tac Bombers now have 1 ASA1 and ASD1 each. Their ASA shot will hit at 2 out of 12. Their ASD shot will hit at 1 out of 12. They will stack. Meaning if there is only 1 Sub and multiple Tacs, the sub will undergo as many ASA/ASD shots as there are Tacs. They only fire during the Combat Phase.
As mentioned above, it now fires normally at subs without a Destroyer present.
Note If "PlanesTargetNaval" and or "PlanesTargetNavalCV" has been activated then Tactical Bombers ASA and ASD shots will no longer Stack. Meaning only 1 shot per sub no matter how many Tacs are present.
May also be activated via Map Options.
4) "TacticalBomberCost10_ChangerMustActivate" The price of Tactical Bombers are reduced to C10.
5) "AAGunC4_ChangerMustActivate" Changes the AAGun into a A0 D1 M1 C4 unit. It has 2AA shots. May not fire more than 1 shot per plane. Can Combat Move and can conquer/capture Territories and Infrastructure.
May also be activated via Map Options. Map Options also activates "Towed AA Gun". Explained in "Map Options".
6) "TransportC8_ChangerMustActivate" The Transport is now A0 D1 M2 +1 w/NB C8. May participate in combat and be taken as casualty.
An interesting option when used with "SubsCanEvadeDestroyers".
May also be activated via Map Options.
7) "Escort_Carrier_ChangerMustActivate" Adds The Escort Carrier. Escort CV is a A0 D1 M2 +1 w/NB C9 unit. It also has the Destroyers Sub blocking ability. It can carry 1 Fighter or Tactical Bomber.
If "SubsCanEvadeDestroyers_ChangerMustActivate" has been activated, it becomes a A1 D1 M2 +1 w/NB C9 with 1, ASA1 and ASD1, each. They hit at 1 out of 6. It's ASA/D shots stack same as Destroyers. It can carry 1 Fighter or Tactical Bomber.
May also be activated via Map Options.
Note Shipyard tech currently does not work when Escort Carriers are activated. This will be fixed in the future.
8) "FlyingTiger_ChangerMustActivate" Changes the US Fighter at the Philippines into a "FlyingTiger" unit. This unit may move to Dutch or UK Pacific territories during it's ncm while US is neutral. When ending it's turn in a Chinese controlled territory, it will become a Chinese unit. May not enter Chinese territories unless US is at war with Japan. Has same abilities as Fighter. Cost 13 PUs.
USA May only have "1" Flying Tiger in the game at a time. Once it becomes Chinese, they may build another one.
9) "FactoryLimited_ChangerMustActivate" Air and Naval Bases now cost 12. All captured and newly constructed Minor Factories may only produce Artillery, AAguns, Armor, Mech Infantry, Mobile Infantry, Marines, Elite and Infantry. If a NB is present you may also build Subs, Transports, Escort Carriers and Destroyers. If an AB is present you may also build Fighters and Tac Bombers.
ABs are required to build Fighters, Tac Bombers, Bombers and Air Transports. Bombers and Air Transports may only be built in Factories on originally owned Territories that also have an AB. In addition, Bombers and Air Transports may not be built in the following territories: Kwangtung, Egypt, Norway, Alaska, West India and Korea. May not build at an AB with 3 or more damage.
Note: You may not place new Fighters on CVs. All air units may only be placed in the Territory that contains an AB as well as the correct Factory.
NBs are required to build all Naval Units. BBs, CVs and CAs may only be built in Territories with originally owned starting Factories. These Territories must also have a NB (Need not be original NB). May not build at a NB with 3 or more damage.
New Zealand receives a Minor Factory to allow ANZAC Air builds. Quebec receives a NB to allow for Naval builds. The Central United States receives a NB to allow for additional prewar Naval builds.
This addresses Capital Ships and Bombers being built in newly conquered Territories. It should also be noted that UK may only build Air Units in UK at game start. This makes the UK AB a prime Axis target.
May also be activated via Map Options.
10) "AdditionalVictoryCitiesWorthPUs_ChangerMustActivate" All Victory Cities are now worth 1 PU to the controlling player. In addition to the OOB VCs, the following have been added: Iraq, Szechwan, Alaska, Malaya, Amur, New Zealand, British Columbia, New Britain, Yakut S.S.R., Union of South Africa, Iceland, Norway, Tunisia, Romania, Libya, Caroline Islands, Manchuria, Ukraine, Greece, Archangel and French West Africa.
May also be activated via Map Options.
There are currently No Victory Conditions for this Option.
11) "NormandyTurnsProAllied_ChangerMustActivate" If France and Southern France are Axis contolled and there are no French units in Normandy Bordeaux, Normandy Bordeaux will turn into a Pro-Allied Neutral at the end of France's turn.
May also be activated via Map Options.
12) "Sphere of Influence_ChangerMustActivate" When Sphere Of Influence tech is activated, Germany will receive a minus 10 PUs penalty if Japanese units are in any German controlled territories.
Russia will receive a minus 10 PUs penalty if any Allied units are in any Russian controlled territories.
Japan will receive a minus 10 PUs penalty if any German or Italian units are in any Japanese controlled territories.
America will receive a minus 10 PUs penalty if any Russian units are in any American controlled territories.
UK will receive a minus 10 PUs penalty if any Russian units are in any British controlled territories.
UK_Pacific will receive a minus 10 PUs penalty if any Russian units are in any UK_Pacific controlled territories.
Canada will receive a minus 10 PUs penalty if any Russian units are in any Canadian controlled territories.
Italy will receive a minus 10 PUs penalty if any Japanese units are in any Italian controlled territories.
ANZAC will receive a minus 10 PUs penalty if any Russian units are in any ANZAC controlled territories.
France will receive a minus 10 PUs penalty if any Russian units are in any French controlled territories.
If a country has fewer than 10 PUs they will lose no PUs. This is not intended and needs to be player enforced.
May also be activated via Map Options.
13) "GetCapitalCashOnce_ChangerMustActivate" This allows a country's PUs to be captured the first time their capital is conquered. Additional conquests will result in their PUs being destroyed.
May also be activated via Map Options.
14) "BM_VichyRule_ChangerMustActivate" Activates the BM Vichy Rule. Explained in the BM Rules below.
May also be activated via Map Options.
15) "Marines_ChangerMustActivate" Adds the BM Marine unit. Explained in the BM Rules below.
16) "GermansInLondon5PU_ChangerMustActivate" 5 PUs if there is 1 German Land Unit in UK.
17) "ChinaInfantrySpawnBM_ChangerMustActivate" Explained in the BM Rules below.
May also be activated via Map Options under Chinese Guerrilla Fighters
The Following Techs are Activated by Germany or All Players Tech Category "Give To All"
1) "UpGun_BomberA0C5_GiveToAll" If "Attack0Cost5Bomber_ChangerMustActivate" has been activated, this tech will give Bombers A1 in Air Battles and Fighters A2 D2. This tech must be activated by each player in order for them to receive the tech ability.
If this tech is activated without activating "Attack0Cost5Bomber_ChangerMustActivate", Bombers will have A2 in Air Battles. Fighters will have A2 D2.
2) Naval_M3_GiveToAll Gives +1 Movement to Cruisers and Transports This tech must be activated by each player in order for them to receive the tech ability.
3) "BombersA3_GiveToAll" Bombers are now A3. They receive +1A when paired with Fighters on a 1:1 basis.This tech must be activated by each player in order for them to receive the tech ability.
May also be activated via Map Options.
4) "Escorts_Interceptors_A2D2_GiveToAll" Escort Fighters are now A2 Interceptors D2. This tech must be activated by each player in order for them to receive the tech ability.
May also be activated via Map Options. "Map Options" activates for all Players.
5) "Elite_GiveToAll" Adds the "Elite" unit. Elite is a A2 D2 M1 +1M w/tank (can blitz with tank), C5 unit. It may be transported by Cruisers and Battleships on a 1:1 basis. It may be Air Transported into combat or ncm by Air transports on a 1:1 basis if "AirTransport_GiveToAll" tech is activated.
This tech must be activated by each player in order for them to receive the tech ability.
This means Elites and Tanks can be transported on the same transport giving you two move 2 units on 1 transport.
It receives No combat bonuses from other units.
May also be activated via Map Options.
6) "AirTransport_GiveToAll" Adds the Air Transport unit. Air Transport is a A0 D0 M5 +1 w/AB C6 unit. It may transport Elite units in either combat move or ncm on a 1:1 basis. May be taken as casualty.This tech must be activated by each player in order for them to receive the tech ability.
Note When Attacking you will have the option of retreating if your Flight Path is over Allied controlled territories.
Over water or enemy territories and you will be unable to.
Sometimes Triplea will not allow a Legal move. Use Edit "Perform Move or Other Actions" to complete your move. TripleA will not keep track of your remaing movement when using Edit.
May also be activated via Map Options.
Tech Category "Give To All2"
1) "DestroyerC5Boost_GiveToAll" "DestroyerC5" now attack on a 2 out of 10 on ASA attack. They attack at 1 during normal combat. This represents advanced ASW Capabilities and is recommeneded for RD 5 or later. Also helps against later game Sub spam.
Does not affect their ASD shot.
This tech must be activated by each player in order for them to receive the tech ability.
2) "InteceptorDefend2_GiveToAll" Interceptors now Defend at 2. Represents advanced Fighters. Recommended Rd 5 or later. Also helps against later game Bomber spam.
This tech must be activated by each player in order for them to receive the tech ability.
3) "CruisersA4_GiveToAll" Cruisers now receive a +1 Attack when paired 1:1 with a Battleship. Cruiser's Bombard attack is now "4" when paired with a Battleship .
This tech must be activated by each player in order for them to receive the tech ability.
May be given to all players via "Map Options".
Tech category "Redesign"
1) "PacificIslandAndPU_Change" Gives all valueless Pacific Islands 1 PU when Japan is at war with any of the Western Allies. Must be at war to receive bonus.
Also gives 1 PU to the following: Poland, Malta, Crete, Cyprus, Gibraltar, Alexandria, Tobruk, Sardinia, Sicily, Nenetsia, Vyborg, Bessarabia, Turkmenistan, Iceland, Eastern Persia.
Removes 1 PU from: Ontario, Rhodesia and Alberta Saskatchewan Manitoba and Kazakhstan.
Japans "Strategic_Defense_Perimeter" National Objective is replaced by "Strategic_Islands". They now receive 3 PUs for control of "Midway, Wake Island and Guam" when at war with ANY of the Western Allies.
The USA also acquires the "Strategic_Islands" National Objective when at war with Japan.
The ANZAC Objective for Controlling Dutch New Guinea, New Guinea, New Britain and The Solomons is Reduced to 3 PUs .
On the Pacific Map, when at war with each other, Japan and the Western Allies will receive 2 PUs each time they Conquer a 2 PUs value Island or less (except the Philippines).
The Western Allies will receive 2 PUs each time they Conquer one of the following: Celebes, Sumatra, Borneo, Java or the Philippines from Japan. The Japanese will receive 2 PUs every time they take control of Celebes, Sumatra, Borneo, Java or the Philippines after round 3.
In The Mediterranean, All Players will receive 1 PU each time they Conquer one of the following: Malta, Sardinia, Sicily, Cyprus and Crete.
With originally controlled Territories, this gives Japan an additional 5 PUs, America 6 PUs, UK Pacific 4 PUs and ANZAC 3 PUs. Russia will receive an additional 3 PUs, Italy 3 PUs, Germany 1 PU and UK 1 PU.
Strategically, the Axis can Conquer Bessarabia and Vyborg quite easily from Russia for a previously unavailable 2 PUs boost. UK Pacific may activate Eastern Persia for an easy 1 PU.
It is suggested to use the "ConvoyAndBlockade" tech, which is explained below, in conjuction with the "PacificIslandAndPU_Change" tech.
May also be activated via Map Options.
2) "CanadaBoost" Gives plus 1 PU to British Columbia. Newfoundland Labrador and Yukon Territory are now worth 1 PU.
May also be activated via Map Options with "Canada Boost".
3) "CanadaUnitBoost" Gives 2 Infantry and a Tac Bomber to Alberta.
Also places 2 infantry in UK.
May also be activated via Map Options with "Canada Boost".
4) "CanadianNationalObjectives" Gives 2 PUs to Canada if Sea Zones 117 and 123 are Allied controlled.
May also be activated via Map Options with "Canada Boost".
5) "ConvoyAndBlockade" This adds Blockade zones to Sea Zones:64,86,91,103,107,108,116,118 and 123. In addition to interdicting Land Territory PUs, Blockade Zones also interdict Sea Zones with PU value when adjacent to said Zones.
It also adds "Convoy Zones" to Sea Zones:7,77,104,117,118,123 and 124. Convoy Zones allow interdiction of Land Territory PUs if Enemy Naval Units, not including Transports, are present. They are as follows:
Sea Zone 7: Buryatia and Sakha. 2 PUs total. Russian owned.
Sea Zone 77: Caucasus. 2 PUs total. Russian owned.
Sea Zone 88: West Indies. 2 PUs total. American owned.
Sea Zone 90: Southeast Mexico. 2 PUs total. American owned.
Sea Zone 102: Central America. 2 PUs total. American owned.
Sea Zone 104: Gold Coast and Nigeria. 2 PUS total. British owned.
Sea Zone 117: Quebec. 2 PUs total. Canadian owned.
Sea Zone 118: Scotland. 2 PU total. British owned.
Sea Zone 123: Iceland. 1 PU total. British owned.
Sea Zone 123: New Brunswick Nova Scotia. 1 PU total. Canadian owned.
Sea Zone 124: Nenetsia (when PacificIslandAndPU_Change is on) and Vologda. 2 PUs total. Russian owned.
Sea Zones 104 and 117 are also worth 1 PU.
Sea Zones 88,90 and 102 are worth 2 PUs.
Sea Zones with PU value do not have their PUs transferred to an enemy, even when that enemy controls the Sea Zone. Sea Zones with PU value are not collected if enemy controlled.
Land Territory changes are: Eastern United States: 12 PUs
Central United States: 10 PUs
Western United States: 12 PUs
Mexico: 1 PU
Southeast Mexico: 2 PUs
Central America: 2 PUs
West Indies: 2 PUs
You or your Ally must control the Convoy Zone at the "Collect PU" phase of your turn to receive the PUs from the corresponding Land Territories.
Submerged Subs do not control Convoy Zones. If there is a Sub controlling a Convoy Zone and it is attacked and survives the attack by submerging, control of the Convoy Zone will revert to the Original Owner.
The UK has their "British_Original"(controls all Original Territories) National Objective reduced to 3 PUs.
Strategically, certain Sea Zones(89,91,103) may inflict substantial damage.
The bottom left of the screen will show the PU value of the Sea Zone you are in. An easy way to remember is, USA Sea Zones are worth 2 PUs, UK 1 PU, except for 123 (Iceland), Canada 1 PU and USSR 0 PUs.
Note Sea Zones 103, 108 and 118 are Blockade Zones. So even though they are not adjacent to a Land Territory, submerged Subs will roll for damage.
Also of note loss of Convoy Zones PUs are not indicated the way PUs lost to Blockade are at end of turn.
They are shown in "Game History"
May also be activated via Map Options.
6) "RussianNationalObjectives" Reduces Russia's Sea Zone 125 Lend Lease Objective to 2 PUs and Allied Units are allowed in Russia. Also reduces their "Spread of Communism" Objective to 2 PUs per Territory and limits those Territories to Originally German, Italian, or Pro-Axis Mainland European Neutral Territories.
These Territories are: Bulgaria, Finland, Greater Southern Germany, Slovakia Hungary, Western Germany, Romania, Poland, Germany, Norway, Denmark, Holland Belgium, Northern Italy, Southern Italy.
Adds the following NOs to Russia: "The Northern Trace" Theme: Access to Allied Lend-Lease via the Northwest Staging Route. 2 PUs if Sea Zone 5 has no enemy warships (all sea units except Transports) and Amur is Russian controlled. Allied Units are allowed in Russia.
"Persian Corridor" Theme: Access to Allied Lend-Lease via the Trans-Iranian Supply Route. 2 PUs if Sea Zone 80 has no enemy warships (all sea units except Transports) and Persia and Caucasus is Allied controlled. Allied Units are allowed in Russia.
Beginning RD 3 an Additional increase of +2 PUs per Lend Lease Route goes into effect if Russia is at war and Japan declares war on Russia. Allied units May be present in Russia.
A Russian Destroyer is added to Sea Zone 5. It must remain adjacent to Original Russian Territory while Russia is neutral to Japan.
May also be activated via Map Options.
Tech Category "Redesign2"
1) "RussiaNoAllies" Russia receives 3 PUs if no Allied units in any Original Russian Territories.
May also be activated via Map Options.
Tech Category "New Units and Unit Changes"
1)"ChineseMilitia" Adds the "Militia" unit for China. A0 D1 M1 C2. This helps China produce a few more units and allows them to purchase when they only have 2 PUs. Also adds a AAGun to Szechwan. Helps slow Japan down a little.
2) "PrimitiveTerrain" Places a "Primitive" image in basically all of Asia, excepting most Costal Territories, and up to the Ural Mountains in Russia. When starting in a primitive territory, M2 units have their movement reduced to 1. Does not affect aircraft.
This helps slow Japan's push through China and discourages early Soviet Far East invasions.
May also be activated via Map Options.
3) "BBandCA_AA" Battleships now have 1 AA shot and Cruisers 2. They hit at 1 out of 10 as opposed to 1 out of 6.
It is recommended to wait until RD 2 to activate BB and CA AA Guns. This prevents breaking early RD battles and reflects the early war successes in air to naval combat.
If "PlanesTargetNaval" and or "PlanesTargetNavalCV" has been activated, AA shots will also fire when Attacking. They will hit at 1 out of 12 on the attack and remain 1 out of 10 on defense.
May also be activated via Map Options.
4) "Mobile_Artillery" Adds a Mobile Artillery Unit. A2 D2 +1D w/tank, C5. Gives +1A to 1 Infantry or Mech Infantry. May blitz. Does not provide blitz ability to other units.
+1D w/tank represents their use as anti-tank weapons and to prevent tank buys from being adversely affected.
May also be activated via Map Options.
5) "MilitiaForAll" Adds the Militia Unit to all players. A Player may have no more than 8 Militia at any one time. May only be placed in originally owned Territories.
This is to prevent spammage. It is also suggested to wait until Round 3 before activation. This represents full manpower mobilization and prevents an early UK stack to prevent Sea Lion. If "Chinese Militia" is not activated, China will also gain the ability to purchase Militia when "MilitiaForAll" is activated. Note UK may have up to 16 Militia. This is due to UK Pacific counting towards the total of 8. UK and UK Pacific should still follow the maximum of 8 per Player, which has to be Player Enforced .
May also be activated via Map Options.
6) "CloseAirSupport" Tac Bombers give +1A to Infantry and Mech Infantry on a 1:1 basis. Tac BombersC10 do not receive this ability.
May also be activated via Map Options.
Tech Category "More Units and Changes"
1) "Bunkers" Adds the NWO Bunker unit. Bunkers are a A0 D3 M0 C5 2-hit unit. They require one of the following units for placement: Infantry, Militia, Elite, Marine and Mech Infantry. If combat damaged they also require one of the previous units to be present to repair.
Bunkers may be bombed by SBR's. They are destroyed when reaching 5 damage. They will function normally with 4 damage. SBR damage is repaired the same as Infrastructure damage. They will fire AA shots at SBR Bombers the same as other Infrastructure.
You may place a minimum of 1 Bunker per territory. If the territory has a PU value you may place a total number of Bunkers equal to the territory value. May only place 1 Bunker per territory per turn.
UK Pacific is able to place Bunkers without the required units being present. This is unintended and is player enforced.
It is recommended to wait until RD 3 to activate Bunkers. This prevents breaking early RD battles and represents the time needed to build fortifications.
Note Bunker 2 Hit Point and SBR Damage are separate but Image is the same. So if you repair SBR Damage or Hit Point Damage the Bunker Hit Image will show up and vice versa.
May also be activated via Map Options.
2) "MilitaryBase_Produces_2inf MilitaryBases C12. May place in any territory of 1 PU or less. Maximum of 1 Base per territory. May receive up to 6 damage. Cannot place Infantry if 3 or more damage. Has AA capability same as Factories.
It will allow you to place 2 of any unit type per base. This is not intended and will be fixed in the future. 2 Infantry placed per Base per turn maximum is suggested use. This is player enforced.
3) "TacticalBomberAirBattleD1" Gives Tactical Bombers the ability to intercept at D1. This is to help against A0C5 Bomber spam and represent Night Fighter Interceptors.
4) "AirfieldM2" Airfields now give +2 Movement to Bombers and Fighters. It is recomended to only use the additional +1 Movement for fighters when they are escorting Bombers on SBR missions. This is Player Enforced.
5) "PlanesTargetNaval" Fighters and Tactical Bombers now target Cruisers and Battleships prior to regular combat. Fighters get 1 shot that hits at 1 out of 12. Their shots do not stack.
Tactical Bombers hit at 2 out of 12. Their shots do not stack.
Also Tac Bombers will Defend with "1" 1 in 12 shot against Cruisers and Battleships which will not stack and Fighters will Defend at 1 in 12, which will not stack.
Round 2 activation is recommended as well as using "BBandCA_AA" tech with this option.
May also be activated via Map Options.
Note If "SubsCanEvadeDestroyers_ChangerMustActivate" tech has been activated and Submarines are present, they will also be targeted by Tactical Bombers, along with Cruisers and Battleships.
6) "PlanesTargetNavalCV" Fighters and Tactical Bombers now target Battleships, Cruisers and Carriers prior to regular combat. Fighters get 1 shot that hits at 1 out of 12. Their shots do not stack.
Tactical Bombers hit at 2 out of 12. Their shots do not stack.
Also Tac Bombers will Defend with "1" 1 in 12 shot against Battleships, Cruisers and Carriers which will not stack and Fighters will Defend at 1 in 12, which will not stack.
Round 2 activation is recommended as well as using "BBandCA_AA" tech with this option.
May also be activated via Map Options.
Note If "SubsCanEvadeDestroyers_ChangerMustActivate" tech has been activated and Submarines are present, they will also be targeted by Tactical Bombers, along with Cruisers, Battleships and Carriers.
Map Options The following House Rules are added via "Map Options"
1)Option Redesign Adds a lot of the House Rules discussed in the "Redesign Thread" noted below. They are as follows:
"Attack0Cost5Bomber_ChangerMustActivate"
"SubsCanEvadeDestroyers_ChangerMustActivate"
"AAGunC4_ChangerMustActivate"
"Escort_Carrier_ChangerMustActivate"
"FlyingTiger_ChangerMustActivate"
"FactoryLimited_ChangerMustActivate"
"AdditionalVictoryCitiesWorthPUs_ChangerMustActivate" (PUs Activate Round 3)
"NormandyTurnsProAllied_ChangerMustActivate"
"Sphere of Influence_ChangerMustActivate"
"GetCapitalCashOnce_ChangerMustActivate"
"GermansInLondon5PU_ChangerMustActivate"
"Elite_GiveToAll"
"PacificIslandAndPU_Change"
"CanadaBoost"
"CanadaUnitBoost"
"CanadianNationalObjectives"
"ConvoyAndBlockade"
"RussianNationalObjectives"
"PrimitiveTerrain"
"BBandCA_AA" Activated Round 2
"Mobile_Artillery"
"MilitiaForAll" Activated Round 3
"CloseAirSupport"
"BM Vichy Rule"
"Bunkers" Activated Round 3
There are currently No Victory Conditions for this Option.
2)Option taamvan Changes the control of Novgorod, Volgograd, Russia Objective to 3 PUs for Germany. Control of Caucasus is also reduced to 3. Also adds a Fighter to Russia and a Armor to Urals.
3)BM Rules Adds the "BM Rules". Must Activate the "BM Vichy Rule" and "Chinese Guerrilla Fighters" separately.
4)German Boost Gives 1 PU to Poland, Slovakia Hungary, Romania and Yugoslavia. You may wish to use this option if "Victory Cities Worth 1 PU", "RussianNationalObjectives", "RussiaNoAllies" or "PacificIslandAndPU_Change" is activated if you feel Russia becomes too strong.
5)Philippines PU Boost Gives 1 PU to the Philippines. You may wish to use this option if "Victory Cities Worth 1 PU", "ChineseMilitia", "RussianNationalObjectives", "RussiaNoAllies" or "PacificIslandAndPU_Change" is activated if you feel Allies become too strong.
6)Towed AA Gun Activated by "AA Gun Cost 4". Is a A0 D1 M1 +1 with Mech Infantry, C5 unit. Can blitz with Mech Infantry and Armor. It has 2AA shots. May not fire more than 1 shot per plane. Can Combat Move and can conquer/capture Territories and Infrastructure.
7)German Trade With Russia When Deactivated Germany will not receive the Trade with Russia National objective if it has any units in Original Russian Territories.
Prevents Italy declaring war on Russia and taking control of Russian Territory and having Germany move Units into that territory while not at war with Russia and still able to collect the Trade National Objective.
8)Russia Spreads Communism In Africa When Deactivated Russia will not receive the Spread of Communism National Objective for any Territories Not in Mainland Europe.
9)China M Adds the Mursilis China Rules. Changes China's National Objective to 1 PU for each Burma Road Territory that is Allied controlled. Also allows Artillery builds as long as at least 1 of Burma or India is under Allied control.
If Chinese Guerrilla Fighters have been activated, they will now only spawn once All Burma Road Territories are under Axis control.
Note UK Pacific is Allied with China from the start, which allows UK Pacific Units to move into China. This is unintended and will need to be Player Enforced. May be fixed in the future.
10)China M BM When used with the "China M" option, Chinese Guerrillas will spawn according to BM Rules .
11)Italy Controls Original Italy receives 3 PUs when it controls all of it's Original Territories.
12)USA bonus for North Africa 3 PU Reduces the BM North Africa USA bonus to 3.
Note You need to turn off the "USA bonus for North Africa" option or it will show up as well.
13)Western Europe Beach Head 3 PU Reduces the BM Western Europe Beach Head for USA bonus to 3.
Note You need to turn off the "Western Europe Beach Head" option or it will show up as well.
Most of these house rules are discussed in this thread: www.axisandallies.org/forums/index.php?topic=36518.0 started by Black_Elk. They are also discussed here: www.axisandallies.org/forums/index.php?topic=34568.30
Credits: Thanks to Bung and Veqryn for making the original 1940 mod.
Thanks to simon33 for doing the original Canada mod.
Thanks to Black Elk for starting Redesign and Baron Munchausen for his number crunching and ideas.
Thanks to LHoffman, CWO Marc, Argothair for their ideas and suggestions.
Wild Bill, Young Grasshopper, Narvik, KNP7765, Gamerman1, Der Kuenstler, oztea and all the others who contributed with their ideas and comments.
Thanks to crazy_german, prastle, Frostion, Zim Zero, ZjelcoP, Red Baron, Cernel for xml help. pyt o torp for sub ideas.
To P@nther, simon33 for GitHub help. Redrum, RoiEX, ssoloff and DanVanAtta for additional help.
Thanks to Joe Pants, Veqryn and hepster for unit images.
To regular kid and the Mod Squad for BM additions.
Mursilis for his ideas. Also to everyone else who helped with their comments and ideas.
Modded for TripleA by b
Change Log:
2.647
Change Tactical Bomber to hit at 2 in 12 when "Planes Target Naval" activated. Defends at 1 in 12. Does not stack against Subs and Ships.
Fighters attack and defend at 1 in 12 against Ships. They do not stack.
2.646
Change Tactical Bomber to hit at 1 in 12 when "Planes Target Naval" activated and stack against Subs and Ships.
2.645
Fix Objective "Germans 1A Trade with Russia" not showing up when Option "German Trade with Russia" is activated.
2.644
Adds 108 and 118 Sea Zones as Blockade Zones when "Convoy and Blockade" is activated. Also makes Sea Zone 118 a Convoy Zone against Scotland.
2.642
Change DestroyerC5 to hit at 2 in 12 on attack and 1 in 12 on defense.
2.641
Fixes bug in A0C5 Bomber freezing game.
2.639
Adds Map Options "China M" "China M BM" "German Trade With Russia" "Russia Spreads Communism In Africa"."Italy Controls Original" "USA bonus for North Africa 3 PU" "Western Europe Beach Head 3 PU".
Fixes taamvan German Caucasus Objective showing up when taamvan Option not activated.
Allow BBandCA_AA to hit Bombers.
2.614
reverts to 2.6
2.613
reverts to 2.6
2.6
Reduces Battleship's AA fire to 1 in "BBandCA_AA".
Adds "CruisersA4_GiveToAll" "PlanesTargetNaval" and "PlanesTargetNavalCV".
Some xml cleanup.
2.5
Fix Bunkers and Military Base not showing up when Radar tech and Increased Factory tech is activated.
Reduce Military Base to 2 Infantry.
2.3
Change "Option taamvan" to activate at Game start.
2.2
Fix Chinese not being able to buy Artillery in BM Rules.
2.0
Add "Option taamvan".
1.9
Fix "Sphere of Influence" activating when Mongolians activated. Also fixed Mongolia Infantry changing to Russian Infantry.
1.8
Fix BBandCA_ AA not working with Map Option "Option Redesign".
1.7
Clarified some Game Notes.
1.6
Added "Option Redesign" and "BM Rules" to "Map Options".
Added "Map Options"for some of the "Techs". Also adds "Towed AA Gun".
1.5
Added "Option Redesign" and "BM Rules" to "Map Options".
Added "Map Options"for some of the "Techs".
1.4
Fix Vichy DDC5 not scuttling correctly and Harbour12 removal and place when BM Rules activated and Southern France Liberated.
Change Air Transport cost to 6.
Added 1 PU to Poland when "PacificIslandAndPU_Change" is activated.
Added BM Rules.
Updated Bunker Unit. Explained in Notes.
1.3
Add "DestroyerC5Boost" and "InteceptorDefend2".
Fixed "AAGunC4" transport cost.
Add "BM Vichy Rule" "Marines" and "Game Notes".
Add Conquer Bonus for Med Islands.
Separate Russia's 3 PU No Allies Objective.
Return Yunnan to 4 Inf, give Formosa an AB and move DD and Sub to 20 SZ when "A0C5Bomber" tech is activated.
1.2
Rearrange Tech order and xml cleanup.
Make Canada playable with all Techs.
Fixed "Sphere of Influence".
Fixed a few Unit naming errors.
Cleaner Convoy Flags.
1.1
Fixed map name so it will upload correctly.
Fixed various xml errors.
G40 Balanced - Balance Mod 3.3
Original Game Credits: Bung, Veqryn
Mod Squad: Adam514 (co-originator and oracle), Deathbringer1974 (chief executive troll), dust (good at math), dss85 (playtester and game breaker), Gencre (general haha), redrum (XML high priest), Regularkid (co-originator and king of noobs), simon33 (bug chaser), Young Grasshopper (topper goodwill ambassador)
**REVISIONS**
Revised Air Raid Rules: Fighters attack and defend at 2. Strategic and tactical bombers attack at 1.
Revised Capital Capture Rules: The capture of a player's capital results in the plunder of that player's PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player's PUs being destroyed.
Revised Victory Conditions: If Germany is Allied controlled, an Axis victory in the Pacific requires 7 (rather than 6) Pacific VCs. If Japan is Allied controlled, an Axis victory in Europe requires 9 (rather than 8) Europe VCs.
New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults); Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship).
Note: During amphibious assaults, Battleships and Cruisers may bombard any adjacent territory in which an amphibious assault is occurring, regardless of where they unloaded their marines.
Additional National Objectives
Germany
2 PUs if Romania, Yugoslavia, Albania, Bulgaria, Greece, and Crete are Axis or Pro-Axis controlled.
5 PUs if there is at least one German land unit in either London (the United Kingdom) or Egypt. (This modifies Germany's "Presence in Egypt" objective).
Russia
3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.
3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia's "Spread of Communism" objective).
2 PUs for each of the following Lend-Lease lanes that is "open" (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beyond Round 2: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia's "Lend Lease" objective).
An additional 2 PUs per each "open" Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.
Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia . The National Objective for Russia's first capture of Berlin has been removed.
Japan
5 PUs if Axis controls Dutch New Guinea, New Guinea, New Britain and Solomon Islands. (This modifies Japan's "Strategic Perimeter" objective).
5 PUs if Axis controls Midway, Wake Island, Guam.
3 PUs if Japan controls Iwo Jima and Okinawa and is at war with the United States.
USA
5 PUs if USA is at war and Allies control Midway, Wake Island, Guam.
5 PUs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas.
5 PUs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and USA has at least one land unit in any of these territories.
5 PUs if Allies control Morocco, Algeria, and Tunisia, and USA has at least one land unit in any of these territories.
China
3 PUs if Allies control Yunnan, Szechwan, Burma, and India. (This modifies China's "Burma Road" objective).
At the start of China's turn, a Chinese infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit (i.e., infantry, marine, mech infantry, artillery, or armor). These "guerrillas" engage in combat wherever they are spawned and may not be moved until China's next turn.
UK
3 PUs if UK Europe controls all its original territories. (This modifies UK's "Original Territories" objective).
3 PUs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and Allies have at least one land unit in any of these territories.
3 PUs if there are no enemy submarines in the Atlantic, excluding szs 112 and 125-127.
3 PUs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled.
3 PUs for UK Pacific when at war with the Japanese if: (1) British control West India and either Egypt or South Africa; and (2) there are no enemy submarines in the western half of the Indian Ocean (sz71,...,sz81).
3 PUs for UK Pacific when at war with the Japanese if Malaya and Kwantung are Allied controlled. (This modifies UK Pacific's "Malaya and Kwantung" objective.
Italy
3 PUs if Malta, Cyprus, and Crete are Axis controlled.
ANZAC
3 PUs if ANZAC is at war with the Japanese and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies (other than the Dutch). (This modifies ANZAC's "Strategic Islands" objective).
3 PUs if ANZAC is at war with the Japanese and Solomon Islands, Gilbert Islands, Fiji, and Samoa are Allied controlled.
3 PUs if ANZAC is at war with the Japanese, controls all of its original territories, and Malaya is Allied controlled. (This modifies ANZAC's "Control Original And Malaya" objective).
Global 40 House Rules with Canada
Global 40 House Rules is an ongoing project that adds "House Rules" using Technologies. Simply add the rules you want by using edit mode.
You may also activate certain "House Rules" prior to game start in "Map Options".
Game starts with 2nd edition OOB rules, techs and units, with the exception of Sierra Leone and Yukon Territory (you can Edit to OOB) which are British controlled. Also the OOB National Objective of +5 PUs for Russian control of Germany has been removed.
A player named "Changer" will go first. His purpose is to activate certain technologies so the game may begin with them. There are 17 of these techs.
Each one has "ChangerMustActivate" at the end of them.
Changer has only 1 turn, so if techs are not activated then, you will be unable to activate them later.
Note You can Edit some Changer Techs after Changer's turn but they may not activate correctly.
Excluding the OOB techs, Germany activates the remaining techs for all players, except for those that end in "GiveToAll". "GiveToAll" techs must be given to each player in order for them to have the tech ability.
Germany needs to activate techs at the start of their turn in order for them to activate that turn. Activated after their turn starts and techs won't activate until their next turn.
Note UK Pacific and Canada techs are automatically activated by the British.
Note Convoy Zone Losses are not shown at the end of turn the way Blockade is.
They are shown in "Game History"
Note When using Edit some Units have the same Image.
Here is the Tech Tree for "Global 40 House Rules" minus the OOB techs:
"Changer" 1) "BM_Rules__ChangerMustActivate" Activates all of the BM Rules except for Interceptors/Escorts Air Battle at 2, which are activated by Country. Some BM Rules may also be activated individually.
Note The "Vichy Rule" and "Chinese Guerrillas" must be Activated separately when using "Map Options".
Escorts_Interceptors_A2D2_GiveToAll is activated with this "Option".
2) "Attack0Cost5Bomber_ChangerMustActivate" Bombers are now a A0 D0 M6 +1 w/AB C5 unit. They may perform SBR attacks only. They do not participate in the Air Battle with Interceptors. They do 1-6 damage. They no longer receive a +2 to an SBR attack.
Due to the Japanese Bombers not being able to participate in regular combat, an Airfield is placed in Formosa, which allows the Formosa Fighter to be able to strike Yunnan Round 1.
It also moves the 19 Sea Zone Sub and Destroyer to 20 Sea Zone. This allows the option of striking the British Battleship in 37 Sea Zone on a Round 1 Japanese Attack.
Note Even though they are A0 D0 for normal combat, they still produce a hitpoint. This is unintended and will be fixed in the future.
So don't take them as casualties in normal combat until all other units have been destroyed or finish battle and use edit to kill them.
While a bit of a hassle, it's not unplayable as these situations are somewhat rare.
May also be activated via Map Options.
3) "SubsCanEvadeDestroyers_ChangerMustActivate" Destroyers no longer block Subs or the Sub's "First Strike" capability. They are now a A1 D1 M2 +1 w/NB C5 unit. They also have 1 preemptive "ASA" (Anti-Sub Attack) shot.
When attacking a Sub, the Destroyer will fire a one time "ASA1" (hits at 2 out of 12) shot. If successful, the Sub is immediately destroyed and may not return fire. If the Sub survives, it may then submerge or take its normal "First Strike" shot.
The Destroyer also has 1 preemptive "ASD" (Anti-Sub Defense) shot for combat and 1 for movement. It hits at 1 out of 12. So when a Sub attacks a Destroyer, it will undergo 1 ASD shot when the Sub enters the Destroyer's Sea Zone and 1 ASD shot at the beginning of Combat. Both of these attacks occur before the Subs First Strike.
Destroyers will fire 1 ASD shot when Subs pass through the Destroyer's Sea Zone whether during Combat Move or Non Combat Move.
Note When moving through or into Sea Zones containing a Destroyer, you should form your Subs into "Wolfpacks" and move them together where possible. The Destroyer only has 1 movement ASD shot and will only fire once. If you move into or through the Sea Zone separately, the Destroyer will fire each time a Sub enters it's Sea Zone.
Destroyer ASA/D shots will stack. Meaning if there is only 1 Sub and multiple Destroyers, the sub will undergo as many ASA/D shots as there are Destroyers.
Subs remain A2 D1 M2 +1 w/NB C6. Subs cannot be blocked by any Naval Vessel. Subs are now susceptible to counterattack from Fighters and Tac Bombers. When attacking naval units who have air units present, Subs will undergo counterfire from the air units regardless of the outcome of their "First Strike".
When defending against attack by air units the sub may still submerge before the attack (except for the Tac Bombers ASA shot mentioned below).
Subs in Blockade Zones may either retreat or undergo 1 Round of Combat from ASW Units during the Subs Combat phase.
All other rules regarding Subs are unchanged.
Note When moving a sub through a contested Sea Zone, you must move in one continuous movement. If you stop in the contested Sea Zone you will be unable to pass through.
You will also be unable to undo your move once being "Depth Charged". Includes if you stop after the "Depth Charging" and still have movement left.
In addition to it's normal unit stats, Tac Bombers now have 1 ASA1 and ASD1 each. Their ASA shot will hit at 2 out of 12. Their ASD shot will hit at 1 out of 12. They will stack. Meaning if there is only 1 Sub and multiple Tacs, the sub will undergo as many ASA/ASD shots as there are Tacs. They only fire during the Combat Phase.
As mentioned above, it now fires normally at subs without a Destroyer present.
Note If "PlanesTargetNaval" and or "PlanesTargetNavalCV" has been activated then Tactical Bombers ASA and ASD shots will no longer Stack. Meaning only 1 shot per sub no matter how many Tacs are present.
May also be activated via Map Options.
4) "TacticalBomberCost10_ChangerMustActivate" The price of Tactical Bombers are reduced to C10.
5) "AAGunC4_ChangerMustActivate" Changes the AAGun into a A0 D1 M1 C4 unit. It has 2AA shots. May not fire more than 1 shot per plane. Can Combat Move and can conquer/capture Territories and Infrastructure.
May also be activated via Map Options. Map Options also activates "Towed AA Gun". Explained in "Map Options".
6) "TransportC8_ChangerMustActivate" The Transport is now A0 D1 M2 +1 w/NB C8. May participate in combat and be taken as casualty.
An interesting option when used with "SubsCanEvadeDestroyers".
May also be activated via Map Options.
7) "Escort_Carrier_ChangerMustActivate" Adds The Escort Carrier. Escort CV is a A0 D1 M2 +1 w/NB C9 unit. It also has the Destroyers Sub blocking ability. It can carry 1 Fighter or Tactical Bomber.
If "SubsCanEvadeDestroyers_ChangerMustActivate" has been activated, it becomes a A1 D1 M2 +1 w/NB C9 with 1, ASA1 and ASD1, each. They hit at 1 out of 6. It's ASA/D shots stack same as Destroyers. It can carry 1 Fighter or Tactical Bomber.
May also be activated via Map Options.
Note Shipyard tech currently does not work when Escort Carriers are activated. This will be fixed in the future.
8) "FlyingTiger_ChangerMustActivate" Changes the US Fighter at the Philippines into a "FlyingTiger" unit. This unit may move to Dutch or UK Pacific territories during it's ncm while US is neutral. When ending it's turn in a Chinese controlled territory, it will become a Chinese unit. May not enter Chinese territories unless US is at war with Japan. Has same abilities as Fighter. Cost 13 PUs.
USA May only have "1" Flying Tiger in the game at a time. Once it becomes Chinese, they may build another one.
9) "FactoryLimited_ChangerMustActivate" Air and Naval Bases now cost 12. All captured and newly constructed Minor Factories may only produce Artillery, AAguns, Armor, Mech Infantry, Mobile Infantry, Marines, Elite and Infantry. If a NB is present you may also build Subs, Transports, Escort Carriers and Destroyers. If an AB is present you may also build Fighters and Tac Bombers.
ABs are required to build Fighters, Tac Bombers, Bombers and Air Transports. Bombers and Air Transports may only be built in Factories on originally owned Territories that also have an AB. In addition, Bombers and Air Transports may not be built in the following territories: Kwangtung, Egypt, Norway, Alaska, West India and Korea. May not build at an AB with 3 or more damage.
Note: You may not place new Fighters on CVs. All air units may only be placed in the Territory that contains an AB as well as the correct Factory.
NBs are required to build all Naval Units. BBs, CVs and CAs may only be built in Territories with originally owned starting Factories. These Territories must also have a NB (Need not be original NB). May not build at a NB with 3 or more damage.
New Zealand receives a Minor Factory to allow ANZAC Air builds. Quebec receives a NB to allow for Naval builds. The Central United States receives a NB to allow for additional prewar Naval builds.
This addresses Capital Ships and Bombers being built in newly conquered Territories. It should also be noted that UK may only build Air Units in UK at game start. This makes the UK AB a prime Axis target.
May also be activated via Map Options.
10) "AdditionalVictoryCitiesWorthPUs_ChangerMustActivate" All Victory Cities are now worth 1 PU to the controlling player. In addition to the OOB VCs, the following have been added: Iraq, Szechwan, Alaska, Malaya, Amur, New Zealand, British Columbia, New Britain, Yakut S.S.R., Union of South Africa, Iceland, Norway, Tunisia, Romania, Libya, Caroline Islands, Manchuria, Ukraine, Greece, Archangel and French West Africa.
May also be activated via Map Options.
There are currently No Victory Conditions for this Option.
11) "NormandyTurnsProAllied_ChangerMustActivate" If France and Southern France are Axis contolled and there are no French units in Normandy Bordeaux, Normandy Bordeaux will turn into a Pro-Allied Neutral at the end of France's turn.
May also be activated via Map Options.
12) "Sphere of Influence_ChangerMustActivate" When Sphere Of Influence tech is activated, Germany will receive a minus 10 PUs penalty if Japanese units are in any German controlled territories.
Russia will receive a minus 10 PUs penalty if any Allied units are in any Russian controlled territories.
Japan will receive a minus 10 PUs penalty if any German or Italian units are in any Japanese controlled territories.
America will receive a minus 10 PUs penalty if any Russian units are in any American controlled territories.
UK will receive a minus 10 PUs penalty if any Russian units are in any British controlled territories.
UK_Pacific will receive a minus 10 PUs penalty if any Russian units are in any UK_Pacific controlled territories.
Canada will receive a minus 10 PUs penalty if any Russian units are in any Canadian controlled territories.
Italy will receive a minus 10 PUs penalty if any Japanese units are in any Italian controlled territories.
ANZAC will receive a minus 10 PUs penalty if any Russian units are in any ANZAC controlled territories.
France will receive a minus 10 PUs penalty if any Russian units are in any French controlled territories.
If a country has fewer than 10 PUs they will lose no PUs. This is not intended and needs to be player enforced.
May also be activated via Map Options.
13) "GetCapitalCashOnce_ChangerMustActivate" This allows a country's PUs to be captured the first time their capital is conquered. Additional conquests will result in their PUs being destroyed.
May also be activated via Map Options.
14) "BM_VichyRule_ChangerMustActivate" Activates the BM Vichy Rule. Explained in the BM Rules below.
May also be activated via Map Options.
15) "Marines_ChangerMustActivate" Adds the BM Marine unit. Explained in the BM Rules below.
16) "GermansInLondon5PU_ChangerMustActivate" 5 PUs if there is 1 German Land Unit in UK.
17) "ChinaInfantrySpawnBM_ChangerMustActivate" Explained in the BM Rules below.
May also be activated via Map Options under Chinese Guerrilla Fighters
The Following Techs are Activated by Germany or All Players Tech Category "Give To All"
1) "UpGun_BomberA0C5_GiveToAll" If "Attack0Cost5Bomber_ChangerMustActivate" has been activated, this tech will give Bombers A1 in Air Battles and Fighters A2 D2. This tech must be activated by each player in order for them to receive the tech ability.
If this tech is activated without activating "Attack0Cost5Bomber_ChangerMustActivate", Bombers will have A2 in Air Battles. Fighters will have A2 D2.
2) Naval_M3_GiveToAll Gives +1 Movement to Cruisers and Transports This tech must be activated by each player in order for them to receive the tech ability.
3) "BombersA3_GiveToAll" Bombers are now A3. They receive +1A when paired with Fighters on a 1:1 basis.This tech must be activated by each player in order for them to receive the tech ability.
May also be activated via Map Options.
4) "Escorts_Interceptors_A2D2_GiveToAll" Escort Fighters are now A2 Interceptors D2. This tech must be activated by each player in order for them to receive the tech ability.
May also be activated via Map Options. "Map Options" activates for all Players.
5) "Elite_GiveToAll" Adds the "Elite" unit. Elite is a A2 D2 M1 +1M w/tank (can blitz with tank), C5 unit. It may be transported by Cruisers and Battleships on a 1:1 basis. It may be Air Transported into combat or ncm by Air transports on a 1:1 basis if "AirTransport_GiveToAll" tech is activated.
This tech must be activated by each player in order for them to receive the tech ability.
This means Elites and Tanks can be transported on the same transport giving you two move 2 units on 1 transport.
It receives No combat bonuses from other units.
May also be activated via Map Options.
6) "AirTransport_GiveToAll" Adds the Air Transport unit. Air Transport is a A0 D0 M5 +1 w/AB C6 unit. It may transport Elite units in either combat move or ncm on a 1:1 basis. May be taken as casualty.This tech must be activated by each player in order for them to receive the tech ability.
Note When Attacking you will have the option of retreating if your Flight Path is over Allied controlled territories.
Over water or enemy territories and you will be unable to.
Sometimes Triplea will not allow a Legal move. Use Edit "Perform Move or Other Actions" to complete your move. TripleA will not keep track of your remaing movement when using Edit.
May also be activated via Map Options.
Tech Category "Give To All2"
1) "DestroyerC5Boost_GiveToAll" "DestroyerC5" now attack on a 2 out of 10 on ASA attack. They attack at 1 during normal combat. This represents advanced ASW Capabilities and is recommeneded for RD 5 or later. Also helps against later game Sub spam.
Does not affect their ASD shot.
This tech must be activated by each player in order for them to receive the tech ability.
2) "InteceptorDefend2_GiveToAll" Interceptors now Defend at 2. Represents advanced Fighters. Recommended Rd 5 or later. Also helps against later game Bomber spam.
This tech must be activated by each player in order for them to receive the tech ability.
3) "CruisersA4_GiveToAll" Cruisers now receive a +1 Attack when paired 1:1 with a Battleship. Cruiser's Bombard attack is now "4" when paired with a Battleship .
This tech must be activated by each player in order for them to receive the tech ability.
May be given to all players via "Map Options".
Tech category "Redesign"
1) "PacificIslandAndPU_Change" Gives all valueless Pacific Islands 1 PU when Japan is at war with any of the Western Allies. Must be at war to receive bonus.
Also gives 1 PU to the following: Poland, Malta, Crete, Cyprus, Gibraltar, Alexandria, Tobruk, Sardinia, Sicily, Nenetsia, Vyborg, Bessarabia, Turkmenistan, Iceland, Eastern Persia.
Removes 1 PU from: Ontario, Rhodesia and Alberta Saskatchewan Manitoba and Kazakhstan.
Japans "Strategic_Defense_Perimeter" National Objective is replaced by "Strategic_Islands". They now receive 3 PUs for control of "Midway, Wake Island and Guam" when at war with ANY of the Western Allies.
The USA also acquires the "Strategic_Islands" National Objective when at war with Japan.
The ANZAC Objective for Controlling Dutch New Guinea, New Guinea, New Britain and The Solomons is Reduced to 3 PUs .
On the Pacific Map, when at war with each other, Japan and the Western Allies will receive 2 PUs each time they Conquer a 2 PUs value Island or less (except the Philippines).
The Western Allies will receive 2 PUs each time they Conquer one of the following: Celebes, Sumatra, Borneo, Java or the Philippines from Japan. The Japanese will receive 2 PUs every time they take control of Celebes, Sumatra, Borneo, Java or the Philippines after round 3.
In The Mediterranean, All Players will receive 1 PU each time they Conquer one of the following: Malta, Sardinia, Sicily, Cyprus and Crete.
With originally controlled Territories, this gives Japan an additional 5 PUs, America 6 PUs, UK Pacific 4 PUs and ANZAC 3 PUs. Russia will receive an additional 3 PUs, Italy 3 PUs, Germany 1 PU and UK 1 PU.
Strategically, the Axis can Conquer Bessarabia and Vyborg quite easily from Russia for a previously unavailable 2 PUs boost. UK Pacific may activate Eastern Persia for an easy 1 PU.
It is suggested to use the "ConvoyAndBlockade" tech, which is explained below, in conjuction with the "PacificIslandAndPU_Change" tech.
May also be activated via Map Options.
2) "CanadaBoost" Gives plus 1 PU to British Columbia. Newfoundland Labrador and Yukon Territory are now worth 1 PU.
May also be activated via Map Options with "Canada Boost".
3) "CanadaUnitBoost" Gives 2 Infantry and a Tac Bomber to Alberta.
Also places 2 infantry in UK.
May also be activated via Map Options with "Canada Boost".
4) "CanadianNationalObjectives" Gives 2 PUs to Canada if Sea Zones 117 and 123 are Allied controlled.
May also be activated via Map Options with "Canada Boost".
5) "ConvoyAndBlockade" This adds Blockade zones to Sea Zones:64,86,91,103,107,108,116,118 and 123. In addition to interdicting Land Territory PUs, Blockade Zones also interdict Sea Zones with PU value when adjacent to said Zones.
It also adds "Convoy Zones" to Sea Zones:7,77,104,117,118,123 and 124. Convoy Zones allow interdiction of Land Territory PUs if Enemy Naval Units, not including Transports, are present. They are as follows:
Sea Zone 7: Buryatia and Sakha. 2 PUs total. Russian owned.
Sea Zone 77: Caucasus. 2 PUs total. Russian owned.
Sea Zone 88: West Indies. 2 PUs total. American owned.
Sea Zone 90: Southeast Mexico. 2 PUs total. American owned.
Sea Zone 102: Central America. 2 PUs total. American owned.
Sea Zone 104: Gold Coast and Nigeria. 2 PUS total. British owned.
Sea Zone 117: Quebec. 2 PUs total. Canadian owned.
Sea Zone 118: Scotland. 2 PU total. British owned.
Sea Zone 123: Iceland. 1 PU total. British owned.
Sea Zone 123: New Brunswick Nova Scotia. 1 PU total. Canadian owned.
Sea Zone 124: Nenetsia (when PacificIslandAndPU_Change is on) and Vologda. 2 PUs total. Russian owned.
Sea Zones 104 and 117 are also worth 1 PU.
Sea Zones 88,90 and 102 are worth 2 PUs.
Sea Zones with PU value do not have their PUs transferred to an enemy, even when that enemy controls the Sea Zone. Sea Zones with PU value are not collected if enemy controlled.
Land Territory changes are: Eastern United States: 12 PUs
Central United States: 10 PUs
Western United States: 12 PUs
Mexico: 1 PU
Southeast Mexico: 2 PUs
Central America: 2 PUs
West Indies: 2 PUs
You or your Ally must control the Convoy Zone at the "Collect PU" phase of your turn to receive the PUs from the corresponding Land Territories.
Submerged Subs do not control Convoy Zones. If there is a Sub controlling a Convoy Zone and it is attacked and survives the attack by submerging, control of the Convoy Zone will revert to the Original Owner.
The UK has their "British_Original"(controls all Original Territories) National Objective reduced to 3 PUs.
Strategically, certain Sea Zones(89,91,103) may inflict substantial damage.
The bottom left of the screen will show the PU value of the Sea Zone you are in. An easy way to remember is, USA Sea Zones are worth 2 PUs, UK 1 PU, except for 123 (Iceland), Canada 1 PU and USSR 0 PUs.
Note Sea Zones 103, 108 and 118 are Blockade Zones. So even though they are not adjacent to a Land Territory, submerged Subs will roll for damage.
Also of note loss of Convoy Zones PUs are not indicated the way PUs lost to Blockade are at end of turn.
They are shown in "Game History"
May also be activated via Map Options.
6) "RussianNationalObjectives" Reduces Russia's Sea Zone 125 Lend Lease Objective to 2 PUs and Allied Units are allowed in Russia. Also reduces their "Spread of Communism" Objective to 2 PUs per Territory and limits those Territories to Originally German, Italian, or Pro-Axis Mainland European Neutral Territories.
These Territories are: Bulgaria, Finland, Greater Southern Germany, Slovakia Hungary, Western Germany, Romania, Poland, Germany, Norway, Denmark, Holland Belgium, Northern Italy, Southern Italy.
Adds the following NOs to Russia: "The Northern Trace" Theme: Access to Allied Lend-Lease via the Northwest Staging Route. 2 PUs if Sea Zone 5 has no enemy warships (all sea units except Transports) and Amur is Russian controlled. Allied Units are allowed in Russia.
"Persian Corridor" Theme: Access to Allied Lend-Lease via the Trans-Iranian Supply Route. 2 PUs if Sea Zone 80 has no enemy warships (all sea units except Transports) and Persia and Caucasus is Allied controlled. Allied Units are allowed in Russia.
Beginning RD 3 an Additional increase of +2 PUs per Lend Lease Route goes into effect if Russia is at war and Japan declares war on Russia. Allied units May be present in Russia.
A Russian Destroyer is added to Sea Zone 5. It must remain adjacent to Original Russian Territory while Russia is neutral to Japan.
May also be activated via Map Options.
Tech Category "Redesign2"
1) "RussiaNoAllies" Russia receives 3 PUs if no Allied units in any Original Russian Territories.
May also be activated via Map Options.
Tech Category "New Units and Unit Changes"
1)"ChineseMilitia" Adds the "Militia" unit for China. A0 D1 M1 C2. This helps China produce a few more units and allows them to purchase when they only have 2 PUs. Also adds a AAGun to Szechwan. Helps slow Japan down a little.
2) "PrimitiveTerrain" Places a "Primitive" image in basically all of Asia, excepting most Costal Territories, and up to the Ural Mountains in Russia. When starting in a primitive territory, M2 units have their movement reduced to 1. Does not affect aircraft.
This helps slow Japan's push through China and discourages early Soviet Far East invasions.
May also be activated via Map Options.
3) "BBandCA_AA" Battleships now have 1 AA shot and Cruisers 2. They hit at 1 out of 10 as opposed to 1 out of 6.
It is recommended to wait until RD 2 to activate BB and CA AA Guns. This prevents breaking early RD battles and reflects the early war successes in air to naval combat.
If "PlanesTargetNaval" and or "PlanesTargetNavalCV" has been activated, AA shots will also fire when Attacking. They will hit at 1 out of 12 on the attack and remain 1 out of 10 on defense.
May also be activated via Map Options.
4) "Mobile_Artillery" Adds a Mobile Artillery Unit. A2 D2 +1D w/tank, C5. Gives +1A to 1 Infantry or Mech Infantry. May blitz. Does not provide blitz ability to other units.
+1D w/tank represents their use as anti-tank weapons and to prevent tank buys from being adversely affected.
May also be activated via Map Options.
5) "MilitiaForAll" Adds the Militia Unit to all players. A Player may have no more than 8 Militia at any one time. May only be placed in originally owned Territories.
This is to prevent spammage. It is also suggested to wait until Round 3 before activation. This represents full manpower mobilization and prevents an early UK stack to prevent Sea Lion. If "Chinese Militia" is not activated, China will also gain the ability to purchase Militia when "MilitiaForAll" is activated. Note UK may have up to 16 Militia. This is due to UK Pacific counting towards the total of 8. UK and UK Pacific should still follow the maximum of 8 per Player, which has to be Player Enforced .
May also be activated via Map Options.
6) "CloseAirSupport" Tac Bombers give +1A to Infantry and Mech Infantry on a 1:1 basis. Tac BombersC10 do not receive this ability.
May also be activated via Map Options.
Tech Category "More Units and Changes"
1) "Bunkers" Adds the NWO Bunker unit. Bunkers are a A0 D3 M0 C5 2-hit unit. They require one of the following units for placement: Infantry, Militia, Elite, Marine and Mech Infantry. If combat damaged they also require one of the previous units to be present to repair.
Bunkers may be bombed by SBR's. They are destroyed when reaching 5 damage. They will function normally with 4 damage. SBR damage is repaired the same as Infrastructure damage. They will fire AA shots at SBR Bombers the same as other Infrastructure.
You may place a minimum of 1 Bunker per territory. If the territory has a PU value you may place a total number of Bunkers equal to the territory value. May only place 1 Bunker per territory per turn.
UK Pacific is able to place Bunkers without the required units being present. This is unintended and is player enforced.
It is recommended to wait until RD 3 to activate Bunkers. This prevents breaking early RD battles and represents the time needed to build fortifications.
Note Bunker 2 Hit Point and SBR Damage are separate but Image is the same. So if you repair SBR Damage or Hit Point Damage the Bunker Hit Image will show up and vice versa.
May also be activated via Map Options.
2) "MilitaryBase_Produces_2inf MilitaryBases C12. May place in any territory of 1 PU or less. Maximum of 1 Base per territory. May receive up to 6 damage. Cannot place Infantry if 3 or more damage. Has AA capability same as Factories.
It will allow you to place 2 of any unit type per base. This is not intended and will be fixed in the future. 2 Infantry placed per Base per turn maximum is suggested use. This is player enforced.
3) "TacticalBomberAirBattleD1" Gives Tactical Bombers the ability to intercept at D1. This is to help against A0C5 Bomber spam and represent Night Fighter Interceptors.
4) "AirfieldM2" Airfields now give +2 Movement to Bombers and Fighters. It is recomended to only use the additional +1 Movement for fighters when they are escorting Bombers on SBR missions. This is Player Enforced.
5) "PlanesTargetNaval" Fighters and Tactical Bombers now target Cruisers and Battleships prior to regular combat. Fighters get 1 shot that hits at 1 out of 12. Their shots do not stack.
Tactical Bombers hit at 2 out of 12. Their shots do not stack.
Also Tac Bombers will Defend with "1" 1 in 12 shot against Cruisers and Battleships which will not stack and Fighters will Defend at 1 in 12, which will not stack.
Round 2 activation is recommended as well as using "BBandCA_AA" tech with this option.
May also be activated via Map Options.
Note If "SubsCanEvadeDestroyers_ChangerMustActivate" tech has been activated and Submarines are present, they will also be targeted by Tactical Bombers, along with Cruisers and Battleships.
6) "PlanesTargetNavalCV" Fighters and Tactical Bombers now target Battleships, Cruisers and Carriers prior to regular combat. Fighters get 1 shot that hits at 1 out of 12. Their shots do not stack.
Tactical Bombers hit at 2 out of 12. Their shots do not stack.
Also Tac Bombers will Defend with "1" 1 in 12 shot against Battleships, Cruisers and Carriers which will not stack and Fighters will Defend at 1 in 12, which will not stack.
Round 2 activation is recommended as well as using "BBandCA_AA" tech with this option.
May also be activated via Map Options.
Note If "SubsCanEvadeDestroyers_ChangerMustActivate" tech has been activated and Submarines are present, they will also be targeted by Tactical Bombers, along with Cruisers, Battleships and Carriers.
Map Options The following House Rules are added via "Map Options"
1)Option Redesign Adds a lot of the House Rules discussed in the "Redesign Thread" noted below. They are as follows:
"Attack0Cost5Bomber_ChangerMustActivate"
"SubsCanEvadeDestroyers_ChangerMustActivate"
"AAGunC4_ChangerMustActivate"
"Escort_Carrier_ChangerMustActivate"
"FlyingTiger_ChangerMustActivate"
"FactoryLimited_ChangerMustActivate"
"AdditionalVictoryCitiesWorthPUs_ChangerMustActivate" (PUs Activate Round 3)
"NormandyTurnsProAllied_ChangerMustActivate"
"Sphere of Influence_ChangerMustActivate"
"GetCapitalCashOnce_ChangerMustActivate"
"GermansInLondon5PU_ChangerMustActivate"
"Elite_GiveToAll"
"PacificIslandAndPU_Change"
"CanadaBoost"
"CanadaUnitBoost"
"CanadianNationalObjectives"
"ConvoyAndBlockade"
"RussianNationalObjectives"
"PrimitiveTerrain"
"BBandCA_AA" Activated Round 2
"Mobile_Artillery"
"MilitiaForAll" Activated Round 3
"CloseAirSupport"
"BM Vichy Rule"
"Bunkers" Activated Round 3
There are currently No Victory Conditions for this Option.
2)Option taamvan Changes the control of Novgorod, Volgograd, Russia Objective to 3 PUs for Germany. Control of Caucasus is also reduced to 3. Also adds a Fighter to Russia and a Armor to Urals.
3)BM Rules Adds the "BM Rules". Must Activate the "BM Vichy Rule" and "Chinese Guerrilla Fighters" separately.
4)German Boost Gives 1 PU to Poland, Slovakia Hungary, Romania and Yugoslavia. You may wish to use this option if "Victory Cities Worth 1 PU", "RussianNationalObjectives", "RussiaNoAllies" or "PacificIslandAndPU_Change" is activated if you feel Russia becomes too strong.
5)Philippines PU Boost Gives 1 PU to the Philippines. You may wish to use this option if "Victory Cities Worth 1 PU", "ChineseMilitia", "RussianNationalObjectives", "RussiaNoAllies" or "PacificIslandAndPU_Change" is activated if you feel Allies become too strong.
6)Towed AA Gun Activated by "AA Gun Cost 4". Is a A0 D1 M1 +1 with Mech Infantry, C5 unit. Can blitz with Mech Infantry and Armor. It has 2AA shots. May not fire more than 1 shot per plane. Can Combat Move and can conquer/capture Territories and Infrastructure.
7)German Trade With Russia When Deactivated Germany will not receive the Trade with Russia National objective if it has any units in Original Russian Territories.
Prevents Italy declaring war on Russia and taking control of Russian Territory and having Germany move Units into that territory while not at war with Russia and still able to collect the Trade National Objective.
8)Russia Spreads Communism In Africa When Deactivated Russia will not receive the Spread of Communism National Objective for any Territories Not in Mainland Europe.
9)China M Adds the Mursilis China Rules. Changes China's National Objective to 1 PU for each Burma Road Territory that is Allied controlled. Also allows Artillery builds as long as at least 1 of Burma or India is under Allied control.
If Chinese Guerrilla Fighters have been activated, they will now only spawn once All Burma Road Territories are under Axis control.
Note UK Pacific is Allied with China from the start, which allows UK Pacific Units to move into China. This is unintended and will need to be Player Enforced. May be fixed in the future.
10)China M BM When used with the "China M" option, Chinese Guerrillas will spawn according to BM Rules .
11)Italy Controls Original Italy receives 3 PUs when it controls all of it's Original Territories.
12)USA bonus for North Africa 3 PU Reduces the BM North Africa USA bonus to 3.
Note You need to turn off the "USA bonus for North Africa" option or it will show up as well.
13)Western Europe Beach Head 3 PU Reduces the BM Western Europe Beach Head for USA bonus to 3.
Note You need to turn off the "Western Europe Beach Head" option or it will show up as well.
Most of these house rules are discussed in this thread: www.axisandallies.org/forums/index.php?topic=36518.0 started by Black_Elk. They are also discussed here: www.axisandallies.org/forums/index.php?topic=34568.30
Credits: Thanks to Bung and Veqryn for making the original 1940 mod.
Thanks to simon33 for doing the original Canada mod.
Thanks to Black Elk for starting Redesign and Baron Munchausen for his number crunching and ideas.
Thanks to LHoffman, CWO Marc, Argothair for their ideas and suggestions.
Wild Bill, Young Grasshopper, Narvik, KNP7765, Gamerman1, Der Kuenstler, oztea and all the others who contributed with their ideas and comments.
Thanks to crazy_german, prastle, Frostion, Zim Zero, ZjelcoP, Red Baron, Cernel for xml help. pyt o torp for sub ideas.
To P@nther, simon33 for GitHub help. Redrum, RoiEX, ssoloff and DanVanAtta for additional help.
Thanks to Joe Pants, Veqryn and hepster for unit images.
To regular kid and the Mod Squad for BM additions.
Mursilis for his ideas. Also to everyone else who helped with their comments and ideas.
Modded for TripleA by b
Change Log:
2.647
Change Tactical Bomber to hit at 2 in 12 when "Planes Target Naval" activated. Defends at 1 in 12. Does not stack against Subs and Ships.
Fighters attack and defend at 1 in 12 against Ships. They do not stack.
2.646
Change Tactical Bomber to hit at 1 in 12 when "Planes Target Naval" activated and stack against Subs and Ships.
2.645
Fix Objective "Germans 1A Trade with Russia" not showing up when Option "German Trade with Russia" is activated.
2.644
Adds 108 and 118 Sea Zones as Blockade Zones when "Convoy and Blockade" is activated. Also makes Sea Zone 118 a Convoy Zone against Scotland.
2.642
Change DestroyerC5 to hit at 2 in 12 on attack and 1 in 12 on defense.
2.641
Fixes bug in A0C5 Bomber freezing game.
2.639
Adds Map Options "China M" "China M BM" "German Trade With Russia" "Russia Spreads Communism In Africa"."Italy Controls Original" "USA bonus for North Africa 3 PU" "Western Europe Beach Head 3 PU".
Fixes taamvan German Caucasus Objective showing up when taamvan Option not activated.
Allow BBandCA_AA to hit Bombers.
2.614
reverts to 2.6
2.613
reverts to 2.6
2.6
Reduces Battleship's AA fire to 1 in "BBandCA_AA".
Adds "CruisersA4_GiveToAll" "PlanesTargetNaval" and "PlanesTargetNavalCV".
Some xml cleanup.
2.5
Fix Bunkers and Military Base not showing up when Radar tech and Increased Factory tech is activated.
Reduce Military Base to 2 Infantry.
2.3
Change "Option taamvan" to activate at Game start.
2.2
Fix Chinese not being able to buy Artillery in BM Rules.
2.0
Add "Option taamvan".
1.9
Fix "Sphere of Influence" activating when Mongolians activated. Also fixed Mongolia Infantry changing to Russian Infantry.
1.8
Fix BBandCA_ AA not working with Map Option "Option Redesign".
1.7
Clarified some Game Notes.
1.6
Added "Option Redesign" and "BM Rules" to "Map Options".
Added "Map Options"for some of the "Techs". Also adds "Towed AA Gun".
1.5
Added "Option Redesign" and "BM Rules" to "Map Options".
Added "Map Options"for some of the "Techs".
1.4
Fix Vichy DDC5 not scuttling correctly and Harbour12 removal and place when BM Rules activated and Southern France Liberated.
Change Air Transport cost to 6.
Added 1 PU to Poland when "PacificIslandAndPU_Change" is activated.
Added BM Rules.
Updated Bunker Unit. Explained in Notes.
1.3
Add "DestroyerC5Boost" and "InteceptorDefend2".
Fixed "AAGunC4" transport cost.
Add "BM Vichy Rule" "Marines" and "Game Notes".
Add Conquer Bonus for Med Islands.
Separate Russia's 3 PU No Allies Objective.
Return Yunnan to 4 Inf, give Formosa an AB and move DD and Sub to 20 SZ when "A0C5Bomber" tech is activated.
1.2
Rearrange Tech order and xml cleanup.
Make Canada playable with all Techs.
Fixed "Sphere of Influence".
Fixed a few Unit naming errors.
Cleaner Convoy Flags.
1.1
Fixed map name so it will upload correctly.
Fixed various xml errors.
G40 Balanced - Balance Mod 3.3
Original Game Credits: Bung, Veqryn
Mod Squad: Adam514 (co-originator and oracle), Deathbringer1974 (chief executive troll), dust (good at math), dss85 (playtester and game breaker), Gencre (general haha), redrum (XML high priest), Regularkid (co-originator and king of noobs), simon33 (bug chaser), Young Grasshopper (topper goodwill ambassador)
**REVISIONS**
Revised Air Raid Rules: Fighters attack and defend at 2. Strategic and tactical bombers attack at 1.
Revised Capital Capture Rules: The capture of a player's capital results in the plunder of that player's PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player's PUs being destroyed.
Revised Victory Conditions: If Germany is Allied controlled, an Axis victory in the Pacific requires 7 (rather than 6) Pacific VCs. If Japan is Allied controlled, an Axis victory in Europe requires 9 (rather than 8) Europe VCs.
New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults); Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship).
Note: During amphibious assaults, Battleships and Cruisers may bombard any adjacent territory in which an amphibious assault is occurring, regardless of where they unloaded their marines.
Additional National Objectives
Germany
2 PUs if Romania, Yugoslavia, Albania, Bulgaria, Greece, and Crete are Axis or Pro-Axis controlled.
5 PUs if there is at least one German land unit in either London (the United Kingdom) or Egypt. (This modifies Germany's "Presence in Egypt" objective).
Russia
3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.
3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia's "Spread of Communism" objective).
2 PUs for each of the following Lend-Lease lanes that is "open" (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beyond Round 2: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia's "Lend Lease" objective).
An additional 2 PUs per each "open" Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.
Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia . The National Objective for Russia's first capture of Berlin has been removed.
Japan
5 PUs if Axis controls Dutch New Guinea, New Guinea, New Britain and Solomon Islands. (This modifies Japan's "Strategic Perimeter" objective).
5 PUs if Axis controls Midway, Wake Island, Guam.
3 PUs if Japan controls Iwo Jima and Okinawa and is at war with the United States.
USA
5 PUs if USA is at war and Allies control Midway, Wake Island, Guam.
5 PUs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas.
5 PUs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and USA has at least one land unit in any of these territories.
5 PUs if Allies control Morocco, Algeria, and Tunisia, and USA has at least one land unit in any of these territories.
China
3 PUs if Allies control Yunnan, Szechwan, Burma, and India. (This modifies China's "Burma Road" objective).
At the start of China's turn, a Chinese infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit (i.e., infantry, marine, mech infantry, artillery, or armor). These "guerrillas" engage in combat wherever they are spawned and may not be moved until China's next turn.
UK
3 PUs if UK Europe controls all its original territories. (This modifies UK's "Original Territories" objective).
3 PUs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and Allies have at least one land unit in any of these territories.
3 PUs if there are no enemy submarines in the Atlantic, excluding szs 112 and 125-127.
3 PUs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled.
3 PUs for UK Pacific when at war with the Japanese if: (1) British control West India and either Egypt or South Africa; and (2) there are no enemy submarines in the western half of the Indian Ocean (sz71,...,sz81).
3 PUs for UK Pacific when at war with the Japanese if Malaya and Kwantung are Allied controlled. (This modifies UK Pacific's "Malaya and Kwantung" objective.
Italy
3 PUs if Malta, Cyprus, and Crete are Axis controlled.
ANZAC
3 PUs if ANZAC is at war with the Japanese and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies (other than the Dutch). (This modifies ANZAC's "Strategic Islands" objective).
3 PUs if ANZAC is at war with the Japanese and Solomon Islands, Gilbert Islands, Fiji, and Samoa are Allied controlled.
3 PUs if ANZAC is at war with the Japanese, controls all of its original territories, and Malaya is Allied controlled. (This modifies ANZAC's "Control Original And Malaya" objective).