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| Axis & Allies
Map Expansion GOW #2 Large 1942, Large 1948 Maps |
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GOW #2 consists of two separate maps. You need Milton Bradley's Axis&Allies game pieces to play with these expansions. The maps are on two sides of the same sheet. They are 44" x 29". * Large 1942 Map |
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This map has more territories, more IPCs, more tactics, more strategies, more logistics. Compare Milton Bradley [MB] with Generals of Waterloo [GOW] The number of starting territories, starting IPC income, and original industrial complexes.
The time is still Spring 1942, the turning point of the second world war. In our history Japan has not fought at Coral Sea or Midway yet, Germany has not yet reached Stalingrad and Rommel was still advancing on Egypt. The neutrals play an active part in this expansion. Some neutrals supply the major powers with IPCs each turn. Examples: Sweden supplies Germany with 2 IPCs per turn and Arabia supplies the UK and the USA with 1 IPC each. This reflects the trade and resources that these nations provided to the world and military economies of the time. If attacked the Neutrals have military might. The seas are larger. This remedies two necessary concerns of the original game: logistics and tactics. On the logistical level the US needs to ferry men and materiel to the UK and to Europe and should not be able to do so in one fell swoop. This life line should be more reflective of what actually happened during WWII. On the tactical level we now have the opportunity for German U-boats to try and disrupt this flow of materiel. In the Pacific we also have the opportunity to make the South Pacific of more strategic importance. Thus we will want both Japan and the USA to contest over the islands here. The land is larger. On the Eastern Front we now have fourteen territories
between Berlin-Rome and Moscow-Stalingrad. In the original we only have seven
territories. This should allow for a more tactical deployment of forces here
and thus a more mobile and fluid type of warfare that can not be duplicated
in the original (the original had this effect only slightly represented
in the eastern USSR and China). ** It is recommended that you contact Milton Bradley and order more units (299 per set). These are pretty cheap (~$13 US) and more cheap than I can produce. Even if you do not buy my map these extra units do come in handy in the original game. |
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This map is 44"x29" (110 cm x 73 cm). The original Milton bradley Map is 33"x19" (84 cm x 40 cm). All Territories and Sea Zones are named for easier PBEM communication and play. This map makes the movement of the US and UK against the Axis a bit more of a challenge as the Atlantic and Pacific are larger. The USSR has more territory to fall back on if it needs to. Africa is not an easy continent to take or hold. The South Pacific is worth more and thus becomes a bigger target. This map brings logistics back to the forefront of the war. Strategy and tactics need to be reevaluated and maneuver is a large part of the game. The territories of Germany, Stalingrad, and Moscow have Factories (Industrial Complexes) painted on the map, thus freeing up the units that come with the original game. All original Factories are painted directly on the map thus freeing up your game pieces for future factories. In Europe between Berlin and Moscow we have left to right top to bottom: Norway, Sweden, Finland, Karelia SSR, Archangel, Baltic Sea, Gulf of Riga, Germany, Ostland (Baltic States), Beylorus, Smolensk, Moscow, Poland, Ukraine, Kharkhov, Orel, Omsk, Switzerland, Italy, Balkans, Black Sea, Caucasus, Stalingrad, and Kazakh SSR. It is 1942 on the Eastern Front and Germany is ready to implement Operation Blue. The road to Moscow in now wide open as there are three or four territories on the north-south axis of the eastern front as in the original there were only two. In the MB version we have three paths between Berlin and Moscow, in this version we have eight or more. Imagine yourself as commander of the German forces and like in WW II history you have Army Groups North, South and Center and like in WW II you must decide where the Armour should go and which front to support. Actually the road isn't wide open as there is the problem of the Soviet forces to deal with. The Baltic is now two Sea Zones which allows the German navy room to maneuver. And Subs to escape enemy aircraft. Sweden is worth 4 IPCs. So taking it will give you income, however
some new rules for neutrals means that it can fight back. |
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Zoom In of Germany - Actual size of this map section 6.5" x 6.5" (17cm x 17cm) As you can see we have Industrial Complexes on England, West Europe and Germany. Rivers separate Germany from France (Rhine River printed on the map), Germany from Poland, and elsewhere. Armor must wait for a bridgehead before advancing into an attack. Mountains separate Norway from Sweden, and Germany from Switzerland. Armor can not go here! Aircraft lose one movement crossing these. Hills separate Poland and the Balkans (south). Armor lose one movement going over these. Between Norway and West Europe is the Skaggerak - a strait that hinders but does not stop the movement of ships that do not control the straits. At the start of the game Germany can move freely here while the Allies must stop in the North Sea or the Channel before advancing to the Baltic and must stop here before advancing to the Gulf of Riga! The Kiel Canal also links the Baltic to the English Channel. So if the Allies take over Norway, Germany can still dash through to the Channel. When using the Supply Expansion the Oil Drums represent resource production. Not shown - Jungles, Deserts, Winter Zones. |
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I am producing a map so why the hell not use the other side of the paper? My Nato vs Warsaw Pact uses the units from the original game with some added markers to represent Nato and Pact allies and for A-bombs. The game is based on the cold war of around 1948-1968. It is an alternate timeline just as A&A is one that diverges from around April 1942. In this game I do not have the Korean war but I do have ICBMs being developed. The Space Race is on and new technologies are available. We still have conventional weapons (the original units) and we must maneuver first and fight proxy wars. I go back to the very original NOVA game of A&A to grab some of the good early rules especially for Submarine movement. The US/Canada and Western Europe are the two Nato Players. They have allies in the French, Australia, Japan, New Zealand, and Israel. The USSR and the Eastern Europeans are the two Pact players. They have allies in Mongolia, Yugoslavia, China, and whatever other ones they can get. The goal of the game is for NATO to bankrupt the Pact, to limit the spread of the communism in the non-aligned nations, or to defeat it in combat in either proxy wars or in an all out battle. The Pact on the other hand must survive to spread communism to 60% of the non-aligned world to win. The nuclear arsenal is the major weapon system in this game. But it has a maintenance cost that must be paid each turn and total destruction does not give a victory. This is not a clash of armies game like Axis&Allies. It is more political and economical with combat playing a small part. The game has seven phases, some of these overlap. |
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Included with the 1942/1948 expansions:
1 Double sided laminated map - 44" x 29" |
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