Generals of Waterloo

Axis & Allies Card & Token Expansions
    GOW #1 GeoPolitics, TheWeather, SupplyTokens

GOW #1 consists of three separate game expansions.
You need Milton Bradley's Axis&Allies game to play with these expansions.
They can be played individually or in combination
* GeoPolitics a deck of 68 cards
* The Weather a deck of 54 cards
* Supply Tokens a set of 200+ tokens (700+ Supply)
GeoPolitics

This is a deck of 68 cards. Each card has two parts, Global Effects and Regional Effect, except for the special *Officer Cards.

Global Effects: This card is played at the beginning of each player's turn and effects all five players. Global effects consist of events like Strikes, Elections, Uprisings, Harvests, Supply, Neutral Aid, Neutral Allies, Partisans, Propaganda, Peace, League of Nations, Lend Lease, Economic Gains, Inflation, and Market Flux.

     Example
     Neutral Aid: 
     USSR gets 2 IPCs for signing treaties with Mongolia and Afghanistan
     Germany gets 10 IPCs from Spain, Turkey, and Sweden
     UK gets 4 IPCs from Eire, Saudi Arabia, Turkey and Portugal
     Japan gets 5 IPCs from Philippinesand Thailand
     USA gets 7 IPCs from Latin America

Regional Effects: This part of the card is used during combat. During any round of combat an Attacker can play one of his cards. The GeoPolitical effects do not take effect. The Regional Effects are: Hospital, Support, Support + 2 IPCs, Support + Infantry, Espionage, and Propaganda. Espionage has four types: UnClassified, Counter Espionage, Turn Scientist, Resistance and Sabotage. Propoganda effects the different nations differently.

     Example:
     Hospital:
     The card is played before any dice are rolled. After the round of battle the Hospital will repair a casualty to active service. The Unit gets to fight again the next round. This is extremely useful when say a small force of a Fighter and some Infantry is overwhelmed by enemy Armour and Infantry. Playing this card will allow the defender to bring the Fighter back for another round of fighting even if the initial attack was overkill.

* Officer Cards: These are the wildcards in the deck. They consist of the Admiral, General, Air Marshall, Banker, Field Marshall, Sergeant, Spy Master and Scientist. Each of these cards will give the holder the ability to play it during combat and get some advantage then and also after it has been played it remains part of the player's nation, Face Up, and has effects each turn.

     Example:
     Admiral:
     Played during battle: The Defender can play this. The Attacker can not retreat and the Defender gets 4 Phantom Submarines for the rest of the battle.
     Played Face Up: One naval attack can have a Phantom Submarine attached to it each turn.


Lets say the UK player had these two cards in his hand (has two more but lets just look at these) and must play one at the start of his turn and will use the other in battle.
The Global Effect is either Extra Supply or Lend Lease.  As the Axis cannot make use of Lend Lease there is an advantage to the Allies to use it.  The Extra Supply also is advantageous for the Allies as they receive 9 IPCs while the Axis only get 7 IPCs.  But the UK does not like the idea of Germany getting any extra IPCs so uses the Lend Lease card.
At this point the UK spends 7 IPCs and the USSR receives 5 IPCs.  The USA spends 12 IPCs and gives the UK 10 IPCs.  The USA and USSR players agree to this.

During the UK turn it does one attack.  A Strategic Bombing Run on Berlin.  With this attack he plays the Espionage Resistance card.  This is the Combat Effect.  The Support part of the Lend Lease card is no longer available.  When the UK played that card, that particular combat effect ended up in the discard pile.  Espionage Resistance allows an attacker (UK in this case) the ability to place an Infantry on one of its territories that is currently under German control but not occupied by German forces.  Say Germany had done well in Africa and captured Egypt and other African territories.  If Egypt was unoccupied the UK could now place 1 Infantry there, and the German control marker is removed. The UK ups its IPC income by 2 and reduces the German income by 2 IPCs.  If India was under Japan's control and was unoccupied the UK could not use the card against Japan and take back India.  It could not do so this turn as its only battle was with Germany with the SBR on Berlin.


TheWeather

Another set of cards, 54 in total. Has Seasonal Effects and Battle (Forecast) Effects.

The weather does effect the course of battles and sometimes the course of a war.  In World War II the Allies needed clear weather to invade France during Overlord.  Storms off the Atlantice were threatening to delay the invasion for a few weeks but a forecast of two good days allowed Eisenhower to lauch the invasion.  When the Germans were advancing into the heart of the USSR the Autumn rains slowed down their progress and then the harshest Winter in 100 years hit them before they got to Moscow.  If they had taken Moscow the psychological effect might have caused the defeat of the Soviets.

Seasons: The Season is set each game turn. Before the USSR player starts one card is flipped to give the season: Summer/Dry, Winter/Storm, or Spring/Rain. Each Season has its own effects on the units. Summer increases the range of most ships (Transports not included). Spring shortens the range of aircraft, increases the power of Submarines. Winter lowers the attack strength of Armour and attack and defense of aircraft.

Forecasts: Regional Weather: The cards are played like they are in GeoPolitics but here an attacker's or defender's card can be countered with a remedy card. For instance the attacker throws a Storm card which would normally eliminate your aircraft from the battle and hold off your attack or defense capability for one round of battle. The cure for this is the Wind card which blows the storm away.

     Example:
     Summer Season:
     Attacker plans his battles and picks one battle for his card. He throws Clear Skies, the Defender throws Sunshine. The remedy did not effect Clear Skies. The Attacker gets +1 for his Fighters and Bombers when they attack, so does the Defender but the Attacker would pick a battle where the Defender has no airpower. As it is summer his Battleships, Carriers and Submarines get an extended range of 3. The Attacker would wisely play this card for a naval battle where the enemy had no air support.


At the start of the USSR turn the Season is set.  If one of these two cards was turned up then it would be the Summer / Dry season.
In the Summer all ships have a range of 3 sea zones except the Transport which still only has 2.
Submarines are easier to spot and do badly in combat.  As such they attack and defend on a roll of 1.
Super Subs attack at 2 and defend at 1.

Regional Weather is given in the other part of the card.  The Change of Wind card would stop another player's Storm card.  There are 16 remedy cards and 38 other cards.  There are 4 Change of Wind cards and 10 cards that the Wind will stop.

The Winter Sea card could not be played in the Summer. 

But say it is the Winter/Storm season and say the Japan player uses this card against a big USA Pacific fleet.
Japan has a fleet of 4 Submarines, 3 Transports, 1 Aircraft Carrier, 2 Fighters, and 2 Battleships, and brings 1 Bomber. 
The USA has 6 Submarines, 3 Transports, 1 Aircraft Carrier, 2 Fighters and 1 Battleship.
Japan moves his fleet into combat with the US fleet. 
If the USA did not play a Sunshine card then the Winter Sea card takes effect.
The USA splits its fleet into two. 
Fleet A - 3 Submarines, 2 Transports, 1 Aircraft Carrier, 1 Battleship 
  (Split each type of ship into equal halves - left overs to the first fleet)
Fleet B - 3 Submarines, 1 Transport, 2 Fighters 
  (Fighters always go into the second fleet)
For the first round of battle it is only the Fleet A that can take hits and only Fleet A that can return fire.

Effectively it is Japan's 4 Submarines, 3 Transports, 1 Aircraft Carrier, 2 Fighters,  2 Battleships, and 1 Bomber. 
versus
USA's 3 Submarines, 2 Transports, 1 Aircraft Carrier, 1 Battleship
for the first round of battle.
A healthy advantage for Japan.
On the second round the USA adds 3 Submarines, 1 Transport, and 2 Fighters to his fleet and these can take hits and roll defensive dice.

SupplyTokens

This I think is my greatest contribution to the game. 

These are another form of economic wealth in the game. I looked at Axis & Allies and saw that the UK and Japan had foreign colonies and worldwide sources of income. But in the real war these nations relied on a merchant marine to deliver this wealth. The game still uses IPCs from each territory to reflect the industrial output of these colonies adn territories under the nation's control. But SupplyTokens is an attempt to get the resource flow from the colonies to the mother country where the supplies could be used to fight the war.

Supply Tokens are produced on each territory that has an IPC value greater than 1. The ST produced is usually 1 less than the IPC value except on the big territoes where it is limited to 3. Factories also produce 1 ST per turn automatically. ST can also be purchased up to a maximum of the IPC value of the Factory territory minus the 1 automatically produced at a cost of 1 IPC per ST. ST are produced at the beginning of a player's turn unlike IPCs which are produced at the end.

     List of Production
     Russia gets 4 ST, Caucasus gets 2, Karelia gets 3, the other USSR territories gets 1 ST each.
     Germany gets 4 ST, W. Europe gets 3, S.E. gets 4, E.E. gets 2, Ukraine gets 2, Norway gets 1.
     UK gets 4 ST, Canada 2, Australia 1, India 2, Egypt 1, S.Africa 1.
     Japan gets 4 ST, Manchuria, Kwangtung, Burma each get 2, Philippines gets 2, East Indies gets 1.
     USA gets 4 ST for E.USA and W.USA, 2 for Brazil, 1 each for Sinkiang, China, Mexico and Alaska.

Supply Tokens can be carried by ship or by Bomber. They can also move by themselves over land.

Supply Tokens can be Strategically Bombed.

When moved into combat they undergo some effects. Each ST must roll a die. Depending on how it is moved it can be deflected, make it through, be lost or dropped on the enemy (who then gets to keep it).

When used in combat they will take hits for the units they represent. 1 ST can take a hit for 1 Infantry and allow the Infantry to survive to the next turn. It requires 2 ST to supply an Armour, 3 ST for a Fighter, 4 for a Bomber, 2 for a Transport, 2 for a Submarine, 4 for an Aircraft Carrier, and 6 for a Battleship. Supply Tokens can not retreat.

     Example Turn:
     Germany has lost the Ukraine. Germany gets 13 ST for its territories and 2 ST for its Factories and places these immediately on the territories where they were produced. 
     Germany also spends 2 IPCs and buys 2 ST and places these and all other units purchased at the end of the turn (as usual). 
     Germany attacks the Ukraine with 5 Infantry, 4 Armour, 2 Fighters, 1 Bomber, and a Battleship (Amphibious Assault). 
     Germany has 5 ST on E.Europe (3 from before and 2 newly placed) it moves 3 ST into the combat, brings 2 ST on the ships in its Amphibious Assault, and brings 1 ST via its Bomber (air drop).
     There is no AAGun on Ukraine so the Bomber is not shot at, the Bomber can take a hit in the battle or fly home, it does not drop bombs (no attacks). 
     The 3 ST coming from E.Europe roll to see if they can enter the combat zone, one ST is repulsed. 
     The 2 ST from the ships can not enter the battle until the second round.
     The first round Germany has 3 ST that it places under 3 of its 5 Infantry. The other units are not supplied.
     Germany does well and gets 4 hits, one of which removes the USSR's last ST and the other three hits take away USSR units.
     The USSR only gets 2 hits and Germany removes 2 ST.
     The second round. The German naval ST attempts to land and one is lost and another is stuck on the beach.
     The second round of combat sees Germany hit the last two USSR units and the USSR gets one more hit on Germany so Germany removes 1 ST.
     The battle is over and the Bomber and Fighters fly home. The ST on the shore is now on land. No other ST survived the battle.
     The ST that was refused entry into the battle from E.Europe cannot be moved.

     In this example the ST are moved by land, sea and air into a combat situation. 
     Over land there is a 1 in 6 chance of being repulsed and 1 in 6 of being lost. 
     By sea the ST is delayed, just like D-Day the Allies could not land supplies immediately but had to capture a port or build a harbour, the delay of one round of battle elumates this. On the second round it has a 1 in 6 chance of being stranded on the beaches (victor of the battle gets to keep it) and a 1 in 6 chance of being lost.
     By air the ST has a 1 in 6 chance of being dropped on the enemy (for him to use immediately!) and a 1 in 6 chance of being lost.

     If in this example the USSR only had 1 Infantry but had 3 ST on the Ukraine, Germany would have, with its two hits on the first round of combat, killed the Infantry and 1 ST the Infantry used for support and the remaining 2 ST would have been captured!

For naval battles there are some more effects and situations. Safe Harbours allow a Ship by the coast to receive ST via the port during a battle. Ships are limited to the number of ST each can carry.

Submarines (and other ships) can transport ST and give them up to Infantry (or other land units) during combat and non-combat movement. Simulates the Japanese reinforcement of island bound troops.

Defenders can also move ST to help defend. 1 ST per battle from a non embattled neighbouring territory.

With the Supply Tokens I feel that the units purchased can go a lot further. they do not die so quickly in the battles and that allows for more rolling and I feel this gives the dice a better chance of being honest (the calculated odds come closer to what is actually thrown), but then again if you are on a hot streak you can win big without losing your wealth in units.

The African colonies of Egypt and South Africa produce 1 ST each and every turn during the game, and can accumulate a small stack over time. The UK player will try to move these away from where Germany can get them (probably down towards S.Africa). This stack represent wealth on the board that can be captured. 

The Pacific islands of East Indies and Philippines also build up ST, the Philippines at 2 per turn. These ST the Japanese player wants to keep and must send a Transport to fill up with them and return to the mainland or to Japan's home island. If Japan fails to do this the US player will try to get them.

The territory of Brazil is finally brought into the game as it too produces 2 ST per turn. The US will have to send a transport to get these or a Bomber to relay them back. 


These are two of the larger denominations for Supply Tokens.  There are 90 x 1 ST, 72 x 2 ST, 52 x 5 ST and 24 x 10 ST = 238 tokens worth 734 ST.

Supply can be purchased at a Factory and can also be sold at a Factory for IPCs.
This way the USA can ship ST to the UK and the UK can trade them in for IPCs.  The convoy system 


Included with the GOW #1 expansions:
1 Deck of 68 Geopolitics Cards
1 Deck of 54 TheWeather Cards
1 Packet of 230+ Supply Tokens
3 Rules Manuals
1 Rules Sheet for Combining these Expansions
1 Storage Pouch to place the expansion inside the MB A&A box.
  Information on how to Order this Expansion
All pages within www.kw.igs.net/~tacit and
www.worldatwar.com are
copyright 1996, 1999, 2001 by Tacit Memnos Infinitum,
Generals of Waterloo, Ralph Boerke
 play by email, pbem, axis&allies, civil war, game, axis and allies, milton bradley, gamesmaster, gamemaster, game master, games master, conquest of the empire, cote, fortress america, shogun, samurai swords, war, world war i, art of war, sun tzu, napoleon, frederick, RISK, parker brothers, A&A, games, war, world war, xeno, table tactics, world war ii, world war 2, wwii, ww2, military history, war games, wargames, axis and allies warez, axis & allies europe, axis & allies pacific, Online Gaming, Supremacy, art of  wars, arts of war, jomini, clausewitz, strategy, tactics, maps, expansions, battle cry, battlecry, history of the world, guild of blades, giganten, tikal, tigris, euphrates, risk 2201