Axis & Allies Wiki

Download: Repository/Experimental/WW2v3 Variants China Mod
China is Communist and therefore plays during the USSR's turn, and counts out its infantry to receive after its combat phase rather than before.
by Veqryn
playtesting by Veqryn, Zhukov4
Balancing changes:
-1 chinese inf Hupeh
-1 chinese inf Yunnan
+1 chinese art Sikang
+1 japanese inf Carolines
+1 japanese inf Kiangsu
+1 german sub sz5
+1 russian inf Karelia
+1 italian inf Italy
+1 american transport sz53
+1 american submarine sz53
-1 american transport sz56
+1 american submarine sz45
american destroyer upgraded to cruiser sz56
russian submarine upgraded to destroyer sz4
Americans start with 4 less PU (so 36 total)

Tech Activation happens AFTER you place your units (at the end of your turn)

1941 Starting Set-Up
Triplelk Jason Clark - baseline
Zero Pilot Mike McCaughey - integration
ComradeKev - custom code and rules
Seidelin - playtesting


      • Air/Naval Tech ***
        SUPER SUBS- subs attack at 3
        JET POWER- fighters attack at 4
        IMPROVED SHIPYARDS- naval units are cheaper
        AA RADAR- AA hit on 2 or less
        LONG RANGE AIRCRAFT- aircraft range increased by 2
        HEAVY BOMBER- roll 2 dice for each bomber attack
      • Land/Production Tech ***
        IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry
        ROCKETS- AA conduct rocket attacks for 1d6 damage to production
        PARATROOPERS- each bomber may carry 1 infantry into combat
        INCREASED FACTORY PRODUCTION- factories produce 2 additional units, repairs 1/2 price
        WAR BONDS- collect an 1d6 extra PUs each turn
        MECHANIZED INFANTRY- tanks may carry 1 infantry each for 2 spaces

Victory Conditions Total Victory - 18 Victory Cities
Honorable Surrender - 15 Victory Cities
Projection of Power - 13 Victory Cities

National Objectives Germany: Lebensraum- +5 PUs if Axis control France, NW Europe, Germany, Czechoslovakia, Bulgaria, and Poland.
+5 PUs if Axis control 3 of Baltic States, East Poland, Ukraine, East Ukrain, and Belorussia.
+5 PUs if Axis control Karelia or Caucasus

Japan: The Greater East Asia Coprosperity Sphere- +5 PUs if Axis control Manchuria, Kiangsu, and French Indo China.
+5 PUs if Axis control 4 of Kwangtung, East Indies, Borneo, Philippine Islands, New Guinea and Solomon Islands.
+5 PUs if Axis control 1 of Hawaiian Islands, Australia, or India

Italy: Mare Nostrum- +5 PUs if Axis control Italy, Balkans, Morocco and Libya AND no enemy surface ships in sea zones 13, 14, or 15.
+5 PUs if Axis control 3 of Egypt, Trans Jordan, France, and Gibraltar

United States: The Arsenal of Democracy- +5 PUs Allies control W U.S., Central U.S., and E U.S.
+5 PUs if Allies control Philippine Islands.
+5 PUs if Allies control France.
+5 PUs if Allies control 3 of Midway, Wake Island, Hawaiian Islands, and Solomon Islands.

United Kingdom: The British Empire- +5 PUs if Allies control E Canada, W Canada, Gibraltar, Egypt, Australia and South Africa.
+5 PUs if Allies control any territory originally controlled by Japan.
+5 PUs if Allies control France or the Balkans.

Soviet Union: The Great Patriotic War- +10 PUs if Allies control 3 of Norway, Finland, Poland, Bulgaria, Czechoslovakia, and Balkans.
+5 PUs if Soviets control Archangel and no allied forces in Soviet controlled territories.

China: Chinese Resistance & The Flying Tigers +1 infantry for every two territories controlled by China at the end of her turn. These infantry must be place in a territory with less than three Chinese pieces.
No Chinese Units, including the Chinese Fighter may leave Chinese territory (except for Kwangtung) (this means no entering sea zones).

Nations: Germans Russians Chinese Japanese British Italians Americans

Units: infantry armour fighter bomber transport battleship carrier submarine factory aaGun artillery destroyer cruiser

WWIIv3 1941 China Mod