Axis & Allies: 1939 is an Axis & Allies scenario set in 1939.
This is the 1939 variant of Axis & Allies. This scenario was created in 1993 by Sean Smallman and William Wible.This HTML-version is made by Hugh Grant. Roger Cooper created an errata sheet.
Axis & Allies: 1939 is based on the military and political state of the world in 1939. However, it is not an exact recreation of the world at that time, and is set up more for good game play than for a perfect recreation of the start of World War II. The scenario uses the original Axis & Allies game pieces. Also, the 1939 edition provides an opportunity to create a completely different war. Therefore, games can be played using either the unbreakable treaties (with modifications discussed later) or as a complete free-for-all with no locked-in treaties.
Certain countries may be listed as uncontrolled in the setup charts. These countries are ones that were later occupied by forces before the 1942 start date of A&A. To mark an uncontrolled territory, simply place a control marker upside down on the map. These countries are not considered neutral. To capture them, just move forces in like you would if you were seizing an enemy controlled (but not occupied) territory in the normal game. These regions will then become a part of your empire, providing their full value according to the map, without charging you 3 IPCs! All countries keep any land that they seize. Therefore, even if your ally liberates one of your rgions, that territory is your ally's, not yours. However, at any time, a country may turn any of its regions over to an ally, with only one condition: only one country may earn money from the territory.
Players and Alliances
As mentioned before, you may choose to keep the alliances set forth in the A&A rules or you may create your own. However, if you have less than five players, it is probably a better option to keep the preset alliances so that no person has to worry about fighting himself. Variable alliances allow any country to change alliances at any time during its turn. If the allies occupy the same territory at that time, then the territory is relinquished to the winner of a battle that is fought immediately. If you choose to keep the original alliances, you should use the following treaties, which are designed to balance the game and to help recreate the actual steps of increasing conflict in the early years of the war. Note that each cycle of five countries is considered a year in actual time.
- Russia may not enter the war until 1941. During that time, it may gain no income and may move not troops.
- Germany may not attack Russia until 1941, but Germany does begin the game in 1939 with everything else normal.
- Great Britain may not attack Japan until 1940. Britain does start the game in 1939, and does everything else normally. Note that Britain's forces in Europe constitute the French and Polish armies, which operate under Britain's turn.
- Japan may not attack the US or Britain until 1940, but operates normally otherwise. Furthermore, Japan may attack the Chinese forces (American controlled).
- The US may not enter until 1942 unless they are attacked. Note that the Philippines are an American territory (not Chinese). Also, their first turn money is not calculated until they enter the war.
- Mainland Chinese forces begin the game in 1939, and act under the US player's control. They do not earn any money, and their lone fighter has the option of retreating to the Philippines.
- Russia and Japan may not attack each other until 1942.
As you may have noticed, most of the countries have Allies that do not really fall under their complete control. Spain, rather than being neutral, is a minor German ally. China, as in regular A&A, is a minor US ally. Also, both France and Poland are minor British allies. The rules for these allies are quite simple: they fall under the total command of their major ally, with the exception of China as listed above.
Order Of Play
The new order of play is:
- Soviet Union
- United Kingdom
- United States
I recommend that you use the 2nd edition rules, but if you follow the first edition, do not use the Commander in Chief rule. Also, there are no antiaircraft guns on the board at the beginning of play. However, these units may be purchased just as any other unit. Finally, if you are playing using the treaties above, please note that two countries who are not allied but are not fighting may not hinder the sea movement of each other. The moving fleet is allowed to pass through, but may not end the turn in a region occupied by an enemy.
Please note that an asterisk denotes one of two things: that a fighter is placed on an aircraft carrier, or that the region was not originally controlled by the same country in A&A. The purpose of any such asterisk should be obvious.
- Starting IPC: 13
|Unit||Japan||Manchuria||Borneo-Celebes||Okinawa||Caroline Islands||East Indies||New Guinea||Solomon Islands|
- Starting IPC: 18
|Unit||Germany||Southern Europe||Italian East Africa||Libya||Spain||Finland-Norway|
- Starting IPC:27
|Unit||Russia||Karelia S.S.R.||Ukraine S.S.R.||Caucasus||Soviet Far East||Kazakh S.S.R.||Novosibirsk||Evenki Nat'l Okrug||Yakut S.S.R.|
- Starting IPC: 39
|Unit||Eastern US||Western US||Kwangtung||Philippines||China||Sinkiang||Hawaii||Wake Island||Brazil|
- Note:America also controls: Alaska, Mexico, Panama, West Indies, and Midway.
- Starting IPC: 41
|Unit||United Kingdom||Western Europe||Eastern Europe||Western Canada||Eastern Canada||Indo-China Burma||India||Anglo-Egypt Sudan||South Africa|
- Note: The UK also controls French West Africa, French Equatorial Guinea, Kenya-Rhodesia, Madagascar, Persia, and New Zealand.