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Big World 2 : Rise of the Axis

Version 6.1 Upgraded? Check the version history for changes!


September, 1939. German troops stood at the Polish border. For the second time in 20 years, the world is engulfed in a fog of war. How will the world respond?


Game Design by Prussia Engine Support by Veqryn Relief Tiles and Map Skins by Prussia and Pulicat


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Features

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Ability to switch on/off options such as v3 transport/sub rules, national advantages, national objectives(details below).


Chinese man power - China can purchase units using PU like other nations, AND obtain 1 inf per 2 territories held after combat. Inf may be placed anywhere up to 3 per territory, but all other units must be placed at a factory. This reflects China's manpower and lack of industrial resources. Chinese units may move outside its borders.


Tactical Bomber - This unit has 4 attack 3 defence and 4 movement. At a cost of 11, its function is precisely the name suggests, for ground support or costal assault on shipping. The bomber's attack strength is reduced to 2 and is better used for strategic bombing at a cost of 11 IPCs.


Strategic Bombing - SBR can now be defended by air in addition to AA gun. A one-round air combat precedes all SBR, in which fighters hit at 2 and tac bombers at 1. Surviving bombers proceed to SBR and .


Capital Ships Placement - Battleships and Carriers may only be placed in specific territories. This reflects that only the homeland shipyards have the capabilities of building these capital ship. SZ with a red 'X' are reminders that capital ships cannot be placed there. Capital ships can only be placed in seazones with a white dock symbol. The complete list is SZ 9 North Atlantic:SZ 10 North Sea:SZ 11 West Baltic Sea:SZ 12 East Baltic Sea:SZ 16 North Atlantic:SZ 17 English Channel:SZ 25 Adriatic Sea:SZ 24 Tyrrhenian Sea:SZ 18 West Atlantic:SZ 91 East Pacific:SZ 73 East China Sea:SZ 74 Sea of Japan:SZ 86 West Pacific.


Carrier-Fighter Placement - Any combination of carrier-fighter placement is allowed: Placing New Fighters on New Carriers, Placing New Fighters on Existing carriers, Landing Existing Fighters on New Carriers, Moving Existing Fighters from Factory to New Carriers


Alliances
Axis Allies
Russia
Germany Britain
Italy China
Japan United States

(Nations listed in their Turn Order. Alternatively, refer to the "Stats" tab.)


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Options

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v3 rules vs revised rules - changing this rule affects unit properties of submarines, transports and the initial desposition of units in several territories. Can be modified by moving the TICK during Setting Option phase.

v3 rules vs revised rules
feature v3 rules revised rules
Transport and submarines rules are similar to these popular maps... World War II v3 1941, Big World : 1942 v3 rules World War II revised, New World Order
Transport cost 7 8
Transport defense 0 1
Transport can be take as casualty No Yes
Transport can block surface ships No Yes
Submarine cost 7 8
Submarine may submerge before combat if no destroyer is present Yes Yes
Submarine can block surface ships No No
Submarine may be killed by air units if no destroyer is present No Yes

National objectives - gives nations extra money if certain lands were conquered (Detail see below). Can be disabled by unchecking National Objectives. They are nearly identical to those found in Big World : 1942 v3 rules


National advantages - give each nation unique abilities (Detail see below). Can be disabled by moving the TICK during Setting Option phase.


Technology - Improves certain units for the rest of the game (Detail see below). Can be disabled by unchecking Tech Development.


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Units

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Land Units
Unit name att def move cost size special abilities
Infantry 1 2 1 3 2 Supportable by Artillery, Transportable by mech inf and para tech
Marine 2 2 1 4 2 Supportable by Artillery, Transportable by mech inf and para tech
Artillery 2 2 1 4 3 Can support infantry, marine and halftracks
Halftrack 1 3 3 5 3 Can blitz, can transport, supported by armour and artillery
Armour 3 3 2 6 3 canBlitz, can support halftrack
Tiger 4 4 2 - 5 Germany only, cannot buy, 2 hit, repair at the end of the round
Bunker 4 4 0 - N/A cannot buy, 2 hit, repair at the end of the round
AAGun 0 1 1 5 3 isAA
Factory 0 0 0 15 N/A isFactory, can be strategically bombed
Unit name att def move cost size special abilities


Air Units
Unit name att def move cost special abilities
Fighter 3 4 4 10 Can land on carrier, air defend at 2
Tactical Bomber 4 3 4 11 Can land on carrier, air defend at 1
Bomber 2 1 6 11 can do SBR, can use paratrooper tech
Paradrop 0 0 6 8 Can transport infantry or marine with paratrooper tech
Unit name att def move cost special abilities


Naval Units
Unit name att def move cost special abilities
kamikaze 2 0 1 - Japan only, die after 1 round of fire, can block seazone
Transport 0 0 2 7 5 Transport capacity, cannot defend and cannot be taken as casualty.
Submarine 2 2 2 7 Can submerge, first strike
Destroyer 2 2 2 8 anti-submarine
Cruiser 3 3 2 11 Can bombard at 3
Carrier 1 2 2 14 Transport up to 2 air units
Mega Carrier 1 3 2 18 Transport up to 3 air units, 2 hit, USA only
Battleship 4 4 2 20 Can bombard at 4, 2 hit, repairs at the end of the round
Unit name att def move cost special abilities


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Politics

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Initial Relationships:

  • Politics determine the the status of war between nations. To enable politics, BOTH "Use Politics" AND "Use Triggers" must be enabled. If politics is not enabled, all allied powers would start the game at war with all axis powers. If politics is enabled, the following rules apply:
  • War - Full-scale hostilities. Only units at war will fight. Example: Britain and US are Allied. Germany is at war with Britain but neutral with US. Germany attacks territory with both US and British units. Only British units will defend.
  • Neutrality - Units may not move into each other's territories. Will not trigger naval combat if ships of both nations are in the same sea zone.
  • Friendly - Units may not end movement in each other's territories, but fly-through is allowed
  • Allied - no restriction on movement between nations.
  • Germany is at war with Britain and France.
  • Italy is at neutral with Britain and France.
  • Germany and Italy neutral with US, Russia and China.
  • Germany and Italy are allied with Japan.
  • Russia is Friendly with China, and neutral with everyone else.
  • Britain and France allied with US
  • Japan is at war only with China, and is neutral with all other Allied nations.
  • USA is neutral with all other players except it is allied with Bbritain and France.

Possible Political Actions:

  • Germany (with italy) may declare war on Russia, China or US at any time
  • Russia may declare war on Japan at any time.
  • Russia will automatically declare war on Germany and Italy if they are not at war by round 4.
  • Russia may open borders and change relationship with other allies to "Allied" at any time.
  • Japan may declare war on Britain, France and US simultaneously at anytime (Must declare war on all 3).
  • Japan may declare war on Russia if either: A) Japan conquers the Chinese Capital, Western Sinkiang B) Japan conquers two of India, Austrialian or Hawaii C) Russia opens its borders and allows Allied units on Russian Soil.
  • Britain, France and China may not declare war first. Britain and France will enter the war against Japan if USA declares war after Round 4
  • Italy may declare war on Britain and France at anytime, but it will automatically declare war when France is occupied by Germans.
  • USA will automatically declare war on all axis.
  • By round 4, all nations are at war except possibly Russian's neutrality with Japan.


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Technology

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To enable Technology, select "Tech Development" in "Game Options" prior to the beginning of the game.

Technology List
Tech Type Tech Name Description
Air Advances Long Range Air 1 All air units +1 movement
Air Advances Long Range Air 2 All air units additional +1 movement
Air Advances Jet Power Fighter and Tactical Bomber gain +1 att +1 def
Air Advances Heavy Bomber Bomber attack at 4 and roll 2d6 during SBR
Land Advances Paratroopers Inf/marines may be paradropped
Land Advances AA Radar AA gun hit on a roll of 2 and +1 to air defense of fighters
Land Advances Improved Artillery Artillery supports 3 inf
Land Advances Mechanized infantry Halftracks can carry inf/marines
Naval Advances Super subs Subs +1 attack
Naval Advances Improved Bombard Destroyer may bombard at 2, cruisers at 4 and battleships at 5
Naval Advances Shipyards Reduced cost of naval units
Naval Advances Convoys Battleships, destroyers and cruisers +1 def
Production Advances Rockets Advance AA gun can fire rockets
Production Advances Propaganda Place 3 free inf in capital per turn
Production Advances War Bonds Random 2d6 income per turn
Production Advances Increased Factory Factories can place more units, repair cost is halved.


Tech Tokens
Nation Token Cost More likely to obtain
Germany 5 jet power, super sub, mechanized infantry, rockets advance
France 8
Britain 5
Italians 8
Japanese 6
China 10
United States 4
Russia 5 Improved Artillery, Increased Factory


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National Objectives

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National Objectives give each nation additional income should certain objectives are achieved. To enable National Objectives, select "National Objectives" in "Game Options" prior to the beginning of the game.

National Objectives
Nation Value Condition
Germany 5 Axis control all of: France, Low Countries, Western Germany, Eastern Germany, Western Poland, Austria- Czechoslovakia, Hungary-Romania
Germany 5 Germany control all of: Baltic States, Eastern Poland, Belorussia, Ukraine
Germany 5 Germans control one of Leningrad, Moscow or Stalingrad
France 5 Allies control France and Vichy France
Britain 5 Allies control all of: Eastern Canada, Egypt, Bombay, New South Wales, Southern Africa
Britain 5 Allies control 1 of: France, Vichy France, Western Balkans, Greece
Britain 5 Allies control 2 of: Iwo Jima, Northern Japan, Southern Japan, Okinawa, Chosen, Northern Manchukuo, Taiwan
Italy 5 no Allied surface ships in Mediteranean and axis control all of: Italy, Sicily, Greece, Western Balkans, Morocco, Algeria, Libya
Italy 5 Axis control 4 of: Egypt, Syria, France, Vichy France, Gibraltar
Japan 5 Axis control all of: Northern Manchukuo, Chosen, Shantung, French Indo-China, Taiwan
Japan 5 Axis control 2 of: Hawaiian Islands, Midway Island, New South Wales, Queensland, Bombay, Calcutta
Japan 5 Axis control 7 in 10 of: Kwangtung, Sumatra, Java, Borneo, Celebes, North Philippines, South Philippines, New Guinea, Solomon Islands, Okinawa
China 5 Allies control all of: Northern Manchukuo, Chosen, Shantung, Kwangtung
USA 5 Allies control 5 territories of US main land (excluding Alaska)
USA 5 Allies control France and Vichy France
USA 5 Allies control all of: Morocco, Algeria, Libya, Egypt, Sicily
USA 5 Allies control North and South Philippines
USA 5 Allies control 6 of 8 Islands: Hawaiian Islands, Midway Island, Wake, Solomon Islands, Marshall Islands, Guam, New Guinea, Gilbert Islands
Russia 5 no non-Soviet Allied units on Russian territories and Soviets control Archangel
Russia 5 Soviets control 5 in 7 of: Novgorod, Western Russia, Southern Russia, Baltic States, Belorussia, Ukraine, Eastern Poland
Russia 5 Soviets control 4 of: Norway, Finland, Western Poland, Hungary-Romania, Austria-Czechoslovakia, Eastern Balkans


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National Advantages

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National Advantages give each nation have unique units and techs. National Advantages are different from National Objectives. To enable National Objectives, select both "Use Politics" and "Use Triggers" in "Game Options" prior to the beginning of the game.

National Advantages
Nation Advantage Description
Germany Rockets Advance Germany activates Rockets advance by the end of round 6.
Germany Tiger Tank One free tiger tank is automatically placed in Western Germany if the factory is in German hands for every round after round 6. Tiger tanks cannot be purchased in any other way
Germany Wolfpacks Germany receives one free submarine placed at the end of its turn wherever the "wolfpack" unit is. The Wolfpack unit has properties of a submarine.
France French Resistance The first time that the French capital is liberated, immediately place 4 French infantry there for free.
Britain Radar Warning British starts the game with Radar tech.
Britain Naval Dominance British starts the game with shipyards tech.
Italy Panzer Army Africa Once per game after Italy enters the war, it may request German Panzer Army in Africa, by sending any Italian unit to Berlin. On the next German placement, Germany places 2 tanks, 1 halftrack, 1 artillery and 3 infantry in Algeria and 1 transport in SZ 25 Adriatic for free.
Japan Battlefleet Japanese battleships may provide support for 3 other warships (battleship, cruiser, destroyer) during an attack.
Japan Dug-In Japan receives 4, 3, 2, 1 bunkers respectively in Southern Japan, Taiwan, Okinawa and Iwo Jima at the start of the game
Japan Kamikaze Japan places 2 kamikazes SZ 73 East China Sea per turn.
Japan Tokyo Express Japanese destroyers gain the ability to transport 1 infantry or 1 marine.
USA Tech Funds Starting from Round 4, USA receives 1 free tech token every round prior to tech phase.
USA Essex Class Carriers Starting from Round 4, USA may build two-hit carriers at cost of 18 with 3 defence and can carry 3 aircrafts
USA B29 Superfortress USA activates heavy bombers tech at the beginning of its Round 4.
USA War Economy Starting from Round 4, USA receives permanent PU bonus of 2 per round, up to a total of 10 per round. So, US gets +2 in round 4, +4 in round 5 etc and +10 in round 9 or later.
Russia Russian Winter Once during the game, the Russian player may declare a severe Russian Winter. Until his next combat move, no German or Italian forces may enter or attack Russian territory. The declaration is done by moving the "Russian Winter" unit out of Siberia to any of the adjacent Russian territory.
Russia Conscription Russia obtains a free infantry in each of Baltic States, Belorussia, or Ukraine if it controls it after combat
Russia Japanese Neutrality Japan and Russia are neutral at the start of the game. Russia may declare war on Japan at any time. Japan may only declare war on Russia if either: A) Japan conquers the Chinese Capital, Western Sinkiang B) Japan conquers two of India, Austrialian or Hawaii C) Russia opens its borders and allows Allied units on Russian Soil.



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Historical events

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These are historical events which will be automatically trigger. These events cannot be turned off.

Historical events
Event Description
Axis Satellites Germany receives 2 free infs in Finland and 4 free infs in Romania when they conquer these territories for the first time.
Vichy Capitulation After Paris fall to the Germans, prior to the next French move, France removes 3 tanks, 3 artillery and 7 infantry from each of Morocco, Algeria and Libya.
Thailand Allies Japan receive 2 free infs in Thailand when it is conquered for the first time.
Pearl Harbour After the 3rd US round, US places 2 battleships in sz 95. Japan places 2 submarines and 1 fully loaded carrier in sz 87 ready to strike.
War Factories When US enters the war with Germany, place 1 factory on each of Hawaii, Southwestern and Midwestern United States


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Strategy

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Strategical Hints for Beginners

  • Allies are easier at beginner levels. However, advanced Axis players can achieve strategic advantages in all theatres before Allies can fully mobilize.
  • Nations in increasing complexity: France, China, Russia, Italy, USA, Germany, Japan, Britain
  • Mastery of the units is crucial. Different units are needed for different tasks. Inf(antry) are the best value unit in terms of raw power and trading. Armour give the most punch. At sea subs are the most economical, but does not protect trasnports. Aircraft carriers are the most flexible and threatens the most area.
  • General Strategy: Germany should take Western Europe with just enough troops, and move everything else towards Russia. UK and France should try to limit the activities of the Italian navy. Japan should hold Indochina in Round 1 and take the rest of Western Pacific by round 2. USA and Russia should prepare for war by positioning their units ready to counter attack Axis advance.
  • German Strategy: Keep USA neutral for as long as possible. Consider all-tank buy on Round 1. Capture Romania with 1 infantry, move a few artillery and around a dozen infantry to face the French, and all other land units should attack Poland. Use airforce to attack British shipping. Declare war on Russia and move troops eastwards from Poland. All the tanks purchased in Round 1 should be committed in France, and move them east after Round 2.
  • UK, French Strategy: Early on, UK can blockage the Italian navy with the help from the French. Invade Italian Africa while Italian fleet is bottled up. India is the key to the empire, so 3 land units per turn is generally produced there. Give up the Pacific Islands and instead focus on defending India and Australia. UK's amphibious aims in Europe should be inflicing max damage on the defenders instead of trying to hold European territories. Marines are particularly effective at this task.
  • Italians Strategy: Early on, Italians should ensure that its fleet is preserved. It should co-ordinate with German Air to drive out Allied fleet from the Mediterranean. If Italians are successful in Egypt, an factory there could help Axis defending Africa and conquering the middle east. Should Italy lose its fleet, the best course of action is to spam infantry for "Fortress Europe" instead of trying to challenge the superior UK navy.
  • Japanese Strategy: It is recommended to buy 2 transport the first turn. Japan should take French Indo China with 5 - 6 land units remaining, capture northern Phlippines and destroy allied fleet in SZ 98. Battleships should be used to absorb hits. All of East Indies should be captured by Round 2. Pay attention to US Attempts to reinforce Pearl Harbor and move additional units there if US does so.
  • Chinese Strategy: China has many options. It could get help from Russians and try to hold Manchukuo. (China can place inf anywhere!) China could get help from UK and France and pressure indo-china. Holding Szechwan will give China the potential to hit 3 more territories. China should preserve its men in stacks of 20+, making it costly for the Japanese advance. China should delay the Japanese for as long as possible before slowly retreating towards central Asia.
  • USA Strategy: Two-ocean navy usually does not work. US should concentrate on 1 threatre until either Japan or Germany has permanently lost offensive power. If USA Goes Atlantic, it is recommended not to mass transport until all submarines are cleared; If USA goes Pacific, don't buy transport until Japanese fleet is about to be neutralized. In either strategy, sending bombers to SBR Germany would cause a heavy strain in German resources. Ensure that a sound convoy system is in place in the atlantic to avoid unnecessary delays in transporting troops.
  • Russia Strategy: Russia should mass its troops immediately 2 spaces from German border, leaving a token screening force at the border. This will allow it to counter attack if opportunity exists. An early defense goal is to protect Leningrad. Use of winter could be tactical to trap a major German stack, or strategically take and hold a vital territory. Russia should move its front line as far west as possible prior to German invasion.
  • Tactics: Try to achieve national objectives, which are often coinciding with strategic areas on the map. Before attacking a territory, check to see whether the main attacking force could survive the enemy counter attack. Before making a naval landing, check if the supporting fleet will survive enemy surface, sub and aerial assault. If the enemy can recapture, sacrificing valuable units (in particular transports) for a temporary objective is highly discouraged.


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Credits

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Thanks to the following contributors[]

  1. Prussia for making Big World 2 and updating the game since 2010
    # Veqryn for engine support and providing examples of xml code
    # Pulicat for making relief tiles for the seazones
    # erik542 for significant amount of playtesting and balancing
    # RolfLarsson for maintaining the map depot and debugging
    # Hepster for providing assistance in debugging
    # Sieg for style and design of game notes
    # Asfa for playtesting and balancing
    # Imbaked for playtesting
    # lacj31 for playtesting
    # mokox for playtesting
    # nato for playtesting
    # Silverbullet for playtesting
    # Almost last, surely not least, thx to Larry Harris for A&A
    # And finally, thx to the pleasant community as a whole, and specifically to all the Big World 2 fans who play and support this map
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Prussia 2011

Nations: Americans Germans French British Italians Japanese Chinese Americans Russians

Units: infantry artillery armour marine halftrack fighter tactical_bomber bomber paradrop transport battleship carrier mega_carrier submarine factory aaGun destroyer cruiser bunker tiger kamikaze wolfpack winter TICK

Big World 2 Rise of the Axis