• Sponsor

    I would like to thank knp7765, CWO Marc, and LHoffman, for their dedication and contributions to this project. I would also like to extend my appreciation to Imperious Leader, Mattsk, Toblerone77, Cyanight, Commando Brado, Cmdr Jennifer, and Ben_D.

    G40 DELTA HOUSE RULES

    The Research and Development phase from the regular A&A G40 2nd Edition rules has now been removed and replaced by the Fortunes of War phase. This new phase and other new elements listed below work together to create G40 Delta:

    THE FORTUNES OF WAR PHASE

    The “Fortunes of War” phase (FOW), happens once each game round just before Germany’s turn sequence. During each FOW phase, nations choose strategic advantages and make progress rolls for progressive advantages.

    STRATEGIC ADVANTAGES

    During each FOW phase up to R10, a predetermined nation will automatically gain a “Strategic Advantage”, but may only choose from the 2 advantages available at that time. Strategic advantages become effective immediately once chosen, and nations will benefit from their advantages for the remainder of the game. However, once an advantage has been passed, it will never again become available.

    For example: during R1, every nation except China will choose between Airborne Assault Troops and War Time Production, also, eligible nations will make their first progress roll. During R2 FOW phase , only Germany may choose between Enigma and Blitzkrieg, however, eligible nations will make their second progress roll… and so forth.

    Some advantages become void when that nation losses their capital city. Advantages that become lost due to their capital being captured are noted in the advantage description, and they become reinstated once the capital city is liberated, all other advantages remain unaffected when the capital is in enemy hands.

    Here are the available strategic advantages, and the game rounds (R#) they are eligible to be chosen in:

    R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    1A - Airborne Assault Troops
    Up to 2 infantry units from a friendly operational airbase may attack an enemy territory up to 3 spaces away, provided that territory is also being attacked by land units coming from an adjacent territory, or sea zone.

    Airborne Assault troops may not retreat once deployed, or be supported by artillery units during the resolve combat phase. The territory under attack must contain at least 1 enemy land unit, and the attacking force must have air superiority (meaning they must have equal to, or more air units attacking than the enemy has defending).

    or

    1B - War Time Production (void with loss of capital city)
    Major ICs may now produce a maximum of 12 units, and minor ICs may now produce a maximum of 4. The maximum damage that can be applied to these facilities has not changed, however, ICs must be fully operational (zero damage) in order to produce the extra unit/s.

    R2 - Germany

    2A - Enigma
    German submarine units now attack at 3 or less, and receive 3 dice each when disrupting convoys.

    or

    2B - Blitzkrieg
    Each German mechanized infantry unit may now blitz alone, and transport an artillery unit up to 2 spaces during their combat movement, or non-combat movement phase.

    R3 - United Kingdom

    3A - Radar (void with the loss of both London and Calcutta)
    All British interceptors, AA artillery units, and built in AA guns now defend @2 or less. Also, operational airbases may now scramble up to 4 fighters to defend adjacent sea zones.

    or

    3B - Commonwealth Aid
    All units (except infantry) produced by original minor ICs in Canada, and South Africa are now 1 IPC cheaper.

    R4 - United States

    4A - War Bonds Campaign (void with loss of capital city)
    America now rolls 2 dice every round during their collect income phase, and may collect that amount in additional IPCs +1.

    or

    4B - Uncle Sam Campaign (void with loss of capital city)
    America now receives 3 free infantry units every turn during their place new units phase (1 in Eastern United States, 1 in Central United States, and 1 in Western United States).

    R5 - Japan

    5A - Long Lance Torpedos
    All hits from attacking Japanese destroyers must be applied to enemy capital ships first.

    or

    5B - Tokyo Express
    Japanese destroyers may transport one infantry unit each provided they are offloaded on to Japanese controlled Islands. Also, all Japanese infantry units on Islands now defend @3 or less.

    R6 - Soviet Union

    6A - Tankograd
    All Russian ICs now have a non-combat movement value of 1, and may now produce tanks for 1 IPC less.

    Russian ICs that have made a non combat movement may still build units during their place new units phase. Also, Russian ICs must be fully operational in order to move, and two ICs may never occupy one territory at the same time.

    or

    6B - Trans-Siberian Railway (void with loss of capital city)
    Any number of Russian infantry units, artillery units, and/or AA artillery units may now move from Russia to Novosibirsk, Timguska, Yenisey, or Yakut S.S.R within a single non-combat movement, provided the line to their destination is not broken, the destination is under Russian control, and the movement originated from Moscow.

    R7 - United States

    7A - Super Fortresses
    When American strategic bombers attack (weather in a battle or SBR), they now receive 2 dice each and the attacker may select the best result. Also, American strategic bombers now hit at 2 or less when defending against interceptors, and are now immune to built in AA guns during SBRs.

    or

    7B - Essex Class Carriers
    All American aircraft carriers now have an attack value @2, and their maximum capacity has now increased to 3 air units.

    R8 - Germany

    8A - Dora
    Germany may bombard an enemy territory or hostile sea zone during each combat round @3 or less, provided the battle contains at least 1 German unit, and is adjacent to a German controlled territory in Europe.

    or

    8B - V-Rockets
    Germany may launch a rocket attack from each operational airbase under German control, towards an enemy facility up to 4 spaces away. Germany rolls 1 die per rocket causing that amount of damage to the targeted facility +1, provided it can survive all SBR defences (interceptors and built in AA guns).

    R9 - Japan

    9A - Banzai Attack
    For the 1st combat round only, all Japanese Infantry units attack @2 or less, and @3 or less when supported by artillery (mechanized infantry units non applicable).

    or

    9B - Super Submarines
    Japanese Submarines perform as normal, however, they may now carry 1 fighter each (all aircraft carrier rules apply, however, tactical bombers may not be used, and super submarines do not block enemy naval movements).

    R10 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    10A - Long Range Aircraft
    The movement value of all air units has now increased by 1.

    or

    10B - Modernized Shipyards (void with loss of capital city)
    Sea units are now cheaper to build:

    Battleship = $17
    Aircraft Carrier = $13
    Cruiser = $9
    Destroyer = $7
    Transport = $6
    Submarine = $5

    PROGRESSIVE ADVANTAGES

    During each Fortunes of War Phase, all eligible nations will make a progress roll using 1 die. Each nation will add the results from their progress rolls during each FOW phase throughout the game until they reach a total of 25 progress points. Once a nation has accumulated 25 progress points, their designated “Progressive Advantage” will immediately become available (or effective).

    To track this progress, players shall place their progressive advantage card face up on the table, and than stack chips on it in the amount of progress points achieved throughout the game rounds. Nations may not make progressive rolls during FOW phases in which their capital is under enemy control.

    The progressive advantages “Russian Winter”, “Manhattan Project”, “Flying Tigers” and “Kamikaze Honor” are advantages that have a special one time effect, therefore, they will become effective again if the Soviet Union, United States, China, and Japan can reach 25 progress points a second time (progress points gained from one roll exceeding 25 will carry over and count towards the next 25).

    Here are the Progressive Advantages available, and the eligible nations assigned to them:

    Germany

    Jet Fighters
    All German fighters now attack at 4 or less, they also intercept and escort @2 or less.

    Soviet Union

    Russian Winter
    Russia rolls 2 dice, and Germany must remove from original Russian territories that many infantry units +1.

    Japan

    Kamikaze Honor
    All Kamikaze tokens are reloaded to 6, and now hit @3 or less. Also, Japan may now use kamikazes to attack in designated kamikaze sea zones as well as defend.

    United States

    Manhattan Project
    America chooses an enemy capital and may then roll 3 dice to damage the IC, 2 dice to remove IPCs, and 1 dice to destroy units on that territory (enemy chooses which casualties to remove).

    China

    Flying Tigers
    China will receive one free fighter during their next place new units phase, but only if they control at least 1 of their original territories.

    United Kingdom

    Around the Clock Bombing
    All British strategic bombers departing from an operational airbase may now conduct SBRs on America’s turn as well as their own.

    Italy

    Self-Propelled Guns
    Each Italian artillery unit may now support up to 2 attacking infantry and/or Mechanized infantry units

    France

    Viva La France (control of Paris is not required to gain this advantage)
    During each place new units phase, France may build 2 free infantry units on any original French territory or territories they still control, or original French territory or territories occupied by their Allies.

    STRATEGIC OBJECTIVES

    Strategic Objectives are a modification, or a replacement of the original national objectives in the regular rules. Strategic objectives rewarding nations for owning all their original territories, are specific to the roundels printed on each territory. Also, the Japan strategic objective “Trade With America” is the only objective that is collected during a nation’s peace time.

    Germany

    Deutschland
    $5 - Germany controls all their original territories

    Caucasus Oil Fields
    $5 - An Axis power controls Caucasus

    Africa Korps
    $5 - Germany has 3 or more land units in Africa.

    Soviet Union (When at war with Germany)

    Motherland
    $5 - Russia controls all their original territories

    Lend Lease Act
    $5 - The Allied powers control Archangel and there are no axis warships is sea zone #125

    Communist Pride
    $5 - There are no Allied units on original Russian territories

    United States

    The Far North
    $5 - US controls Alaska and the Aleutian Islands

    North America
    $5 - US controls Western United States, Central United States, and Eastern United States

    Central America
    $5 - US controls Mexico, Southeast Mexico, Central America, and West Indies

    The Outer Perimeter
    $5 - US controls Midway, Wake Island, Hawaiian Islands, Johnston Island, and Line Island

    The South Pacific
    $5 - The Allied powers control The Philippines, Borneo, Sumatra, Java, and Celebes

    Japan

    Trade With USA
    $5 - Japan has not attacked FIC, and is not at war with the Pacific Allies

    Chinese Capitulation
    $5 - Japan controls all Chinese original territories

    The South Pacific
    $5 - Japan controls the Philippines, Borneo, Sumatra, Java, and Celebes

    China

    Chinese Domination
    $5 - China controls all their original territories
    (China may now attack Korea, and may also liberate FIC)

    The Burma Road
    $5 - The Allied powers control the Burma road
    (China may now produce artillery units and tanks)

    United Kingdom

    British Empire
    $5 - The United Kingdom controls London, Calcutta, Quebec, and South Africa

    The Burma Road
    $5 - The Allied powers control the Burma road

    Operation Ultra
    $5 - There are no Axis submarine units in the Atlantic

    Italy

    The Mediterranean Coast
    $5 - The Axis powers control 3 of the 4 following territories, Gibraltar, Southern France, Greece, and/or Egypt

    The Mediterranean Sea
    $5 - There are no Allied warships in the Mediterranean

    The Middle East
    $5 - Italy controls Iraq, northwest Persia, and Persia

    North Africa
    $5 - The Axis powers control 6 of the 7 following territiries: Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and/or Egypt

    ANZAC

    Pacific Gateway
    $5 - ANZAC controls all their original territories

    The South Pacific
    $5 - The Allied powers control the Philippines, Borneo, Sumatra, Java, and Celebes

    Expeditionary Force
    $5 - The Allied powers control Malaya, and Egypt

    CITY OBJECTIVES

    A city is considered active once it has been captured for the first time, and will remain active for the rest of the game no matter which nation controls it. Once activated, capital cities are each worth a $5 city objective bonus, and non-capital cities are each worth a $2 city objective bonus. Shanghai is the only city that begins the game active, which will give Japan a city objective bonus of $2 to start the game. Capital cities, and non-capital cities that have never been captured at least once, are inactive and have zero city objective value.

    Axis Capital Cities

    Berlin
    Rome
    Tokyo

    Axis Non-Capital Cities

    Warsaw

    Allied Capital Cities

    Washington
    London
    Paris
    Moscow
    Sydney

    Allied Non-Capital Cities

    Ottawa
    Cairo
    Leningrad
    Stalingrad
    Shanghai
    Hong Kong
    Calcutta
    Manila
    Honolulu
    San Francisco

    OPTIONAL RULES

    The United Kingdom:

    The British economy is no longer split between London and Calcutta, instead, the United Kingdom will now collect one income for all territories owned on the map with London as it’s capital. All UK IPCs must be relinquished anytime an enemy power captures London, and the major IC on India is now downgraded from an Industrial Complex to a major factory. Japan will gain 2 IPCs for activating Calcutta, but they will not collect the UK’s IPCs as Calcutta is no longer a capital city. The United Kingdom has only 1 achievable national objective which is “5 IPCs for control of Gibraltar, Egypt, India, and Malaya”, which they may collect even if they’re not at war with Japan. Also, due to the new British Commonwealth nation explained below, The United Kingdom’s starting income is now 38 IPCs.

    The British Commonwealth:

    All territories with an ANZAC and Canadian roundel on them will now be know as the British Commonwealth. This new nation will replace ANZAC in the game round sequence, and their collective 17 IPCs to start the game will now be spent and placed on any Commonwealth factory that the Commonwealth player wishes. All British baige starting units on Canadian territories must now be replaced with ANZAC gray pieces, and the initial setup has been modified to remove a Commonwealth fighter from New Zealand, and to add a Commonwealth fighter in Ontario.

    The British Commonwealth has only 1 achievable national objective which is “5 IPCs for control of all original territories” which may only be collected when at war with both Germany and Japan. The Commonwealth nation does not have a capital, therefore an enemy may not take all Commonwealth IPCs if they capture either Ottawa or Sydney. The Commonwealth may continue to collect an income from their territories remaining on the board even if either Ottawa or Sydney are captured, however, the Commonwealth may not collect an income if both are under enemy control.

    New Production Units:

    Industrial Complex:
    Produces up to 10 units
    Maximum damage 20
    Unoperational at 10 damage
    Replaces all Major ICs in the initial setup
    Capable of building all units
    May not be purchased

    Major Factory:
    Produces up to 5 units
    Maximum damage 10
    Unoperational at 5 damage
    New unit which replaces all Minor ICs in the initial setup
    Capable of building all units
    May not be purchased, or upgraded

    Minor Factory:
    Produces up to 3 units
    Maximum damage 6
    Unoperational at 3 damage
    Incapable of building capital ships and/or strategic bombers
    May be purchased at a cost of 12 IPCs
    May be placed on any territory with an IPC value of 2 or greater.
    May be upgraded to a Major factory for 10 IPCs (must be the original owner of the territory)

    *All Industrial Complexes, and Major Factories are downgraded to Minor Factories once captured.
    *The Industrial Complex in India is downgraded to a Major Factory to begin the game.
    *The only Production facility upgrade that may be made is from a Minor Factory to a Major factory at a cost of 10 IPCs, and may only be upgraded by the original owner of the territory.

    Base Command
    Strategic Bombers conducting SBRs only receive a +2 damage bonus if they have departed from an operational airbase.

    Deep Decent
    Air units may fire upon submarines during the 1st combat round only. Attacking or defending warships may continue to target enemy submarines, however, submarines may not be used as casualties from hits by air units after round 1.

    Limited Action
    Damaged battleships may no longer bombard during an amphibious assault.

    Political Sovereignty
    A change in the neutrality status of Strict Neutral territories in South America has no influence over Strict Neutral territories anywhere else, and vise versa.

    Global Victory
    The following victory condition has been added to the regular rules: The first side to claim a combined 12 victory cities including 1 enemy capital city will win the game.

  • Sponsor

    An easy way to help play test these rules before using them in your own games, is to give each player a questionnaire asking them each round “which strategic advantage would you choose if you were playing the nation assigned to decide at this point in the game”? You could also make a chart to compare the bonus income each nation would receive if you were playing strategic objectives, and how much was collected in your regular games using national objectives. Any findings and posted analysis from such research would be tremendously valuable to this house rule project.

    Cheers.

  • '17 '16

    R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
    Usually, “round” is for combat rounds during Combat Resolution.

    Don’t you think?

  • Sponsor

    @Baron:

    R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
    Usually, “round” is for combat rounds during Combat Resolution.

    Don’t you think?

    All Strategic Advantage decisions were meant to be made at the beginning of each game round (before Germany’s turn). Therefore, the game would begin with every nation (accept China) choosing from the first pair of advantages (R1), and thus becoming effective immediately for everyone. This is true for all strategic advantages, although… in the alternative rule section, some are specific to certain phases and are described accordingly. Although it may be confusing because rounds are usually used during combat, in this case the “R” refers to a single game round. Have you found any circumstantial loop holes that would make this timing problematic Baron?

  • Customizer

    +1 YG. This is a great project!

  • Sponsor

    @toblerone77:

    +1 YG. This is a great project!

    Thanks Toblerone,

    Of course the real test is how they hold up during an actual game… do you have the type of fellow players willing to test something like this for me?

  • '17 '16

    @Young:

    @Baron:

    R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
    Usually, “round” is for combat rounds during Combat Resolution.

    Don’t you think?

    All Strategic Advantage decisions were meant to be made at the beginning of each game round (before Germany’s turn). Therefore, the game would begin with every nation (accept China) choosing from the first pair of advantages (R1), and thus becoming effective immediately for everyone. This is true for all strategic advantages, although… in the alternative rule section, some are specific to certain phases and are described accordingly. Although it may be confusing because rounds are usually used during combat, in this case the “R” refers to a single game round. Have you found any circumstantial loop holes that would make this timing problematic Baron?

    Instead of using the term “game round”, I think it is less confusing to use the term “start of a game turn” or “after a complete game turn”. Because in the forum, a player’s turn is referred to his own letter: G1, UK1, R1, J1.

    So, you can start with T1, G1, etc. T2, G2, etc.

  • Sponsor

    @Baron:

    @Young:

    @Baron:

    R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
    Usually, “round” is for combat rounds during Combat Resolution.

    Don’t you think?

    All Strategic Advantage decisions were meant to be made at the beginning of each game round (before Germany’s turn). Therefore, the game would begin with every nation (accept China) choosing from the first pair of advantages (R1), and thus becoming effective immediately for everyone. This is true for all strategic advantages, although… in the alternative rule section, some are specific to certain phases and are described accordingly. Although it may be confusing because rounds are usually used during combat, in this case the “R” refers to a single game round. Have you found any circumstantial loop holes that would make this timing problematic Baron?

    Instead of using the term “game round”, I think it is less confusing to use the term “start of a game turn” or “after a complete game turn”. Because in the forum, a player’s turn is referred to his own letter: G1, UK1, R1, J1.

    So, you can start with T1, G1, etc. T2, G2, etc.

    I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.

  • '17 '16

    I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.

    True.
    Just GT#1, GT#2 was enough.


    I think everybody see what you mean.

    So, it is semantics here. it is just the expression “round” doesn’t seems to fit to the usual convention (rounds and phases are shorter than turns, in most games).
    When all players have done their turn. Then a game turn is complete.
    Just weird that the sum of players turns become round #1, etc.

  • Sponsor

    @Baron:

    I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.

    True.
    Just GT#1, GT#2 was enough.


    I think everybody see what you mean.

    So, it is semantics here. it is just the expression “round” doesn’t seems to fit to the usual convention (rounds and phases are shorter than turns, in most games).
    When all players have done their turn. Then a game turn is complete.
    Just weird that the sum of players turns become round #1, etc.

    I couldn’t quite connect with the different uses of “game turn” that you have been suggesting, so I looked in the G40 Europe rule book and at the top of page 12 under order of play it reads… “Axis and Allies is played in rounds, a round consist of each power taking a turn”.

  • Customizer

    YG, these are great ideas. I look forward to trying some or all of them in my games. You definitely get a +1 from me.

    By the way, I understood completely what you meant when you use the term “round”. I don’t understand why Baron wants to quibble over what word you use for round, turn, or whatever. With all the ideas you are proposing that can change how the game plays out, fussing over what word to use to represent what game round each advantage takes effect seems really silly.


  • @Baron:

    I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.

    True.
    Just GT#1, GT#2 was enough.


    I think everybody see what you mean.

    So, it is semantics here. it is just the expression “round” doesn’t seems to fit to the usual convention (rounds and phases are shorter than turns, in most games).
    When all players have done their turn. Then a game turn is complete.
    Just weird that the sum of players turns become round #1, etc.

    Actually you have it backwards. Well, in most cases anyways. Rounds are not shorter than turns. Rounds are generally considered Rounds of Play, meaning an entire series of Players Turns that have been completed. Think of Turns, as in your turn, my turn, etc… Phases are shorter than Turns, meaning a Player Turn consists of different phases(i.e. combat phase, combat move phase, non-combat move phase, etc…). In most games, phases are shorter than turns, turns are shorter than rounds. I have never heard differently. In my 27+ years of  game playing and play testing, it has always been this way. When I did play testing for a game called Advanced Third Reich and Rising Sun, a much more complex WWII game than A&A Global 1940, we always made sure to use this language to define phases vs. player turn(s) vs. rounds of rounds of play. Otherwise, people would get confused. Young Grasshopper, it really comes down to how much effort do you really want to put into this? If this is just for fun and is going to be some house rules to have fun with, then I wouldn’t change a thing. I agree w/Knp. I believe most people understand what you mean. If this is going to be something official you release to the public, then I would put some  more effort into being definitive. Just my two cents…  :-D


  • @Young:

    Hello everyone,

    Here is a one stop view of all the Delta house rules for A&A 1940 Global including Strategic Advantages, Strategic Objectives, and G40 Alternative Rules. I wish to extend a special thanks to KNP7765, Toblerone77, CWO Marc, Ben_D, Mattsk, Imperious Leader, and Baron Munchhausen for all their help with the development of these rule modifications.

    G40 STRATEGIC ADVANTAGES

    Here’s how it works… at the beginning of each round up to the 10th, a predetermined nation will automatically gain a “Strategic Advantage”, but may only choose from the 2 advantages available at the time. That nation will benefit from their chosen advantage for the remainder of the game, however, once an advantage has been passed, it will never again become available.

    Nations will have 2 predetermined advantages to choose from, as well as a predetermined game round in which they may choose. Nations may never gain advantages offered to other nations (except for rounds 1 & 10), and they may never gain advantages during game rounds not assigned to them.

    Advantages are chosen at the start of each game round (before Germany’s turn), and become effective immediately. Also, nations must be in control of their capital city in order to choose a strategic advantage, and once a nation’s capital city has been captured, they must forfeit all previously held strategic advantages permanently.

    Here are the available strategic advantages, and the game rounds (GR) they are eligible to be chosen in…

    GR#1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    Airborne Assault Troops
    Up to 2 infantry units from a friendly operational airbase may attack an enemy territory up to 3 spaces away provided that the territory is also being attacked by land units coming from an adjacent territory, or sea zone via an amphibious assault.

    or

    War Time Production
    Major factories may now produce a maximum of 12 units, and minor factories may now produce a maximum of 4 units. The maximum damage that can be applied to these factories has not changed.

    GR#2 - Germany

    Enigma
    German submarines now attack at 3 or less, and now receive 3 dice each when conducting convoy disruptions.

    or

    Blitzkrieg
    Each German mechanized infantry can now blitz alone, and transport an artillery unit up to 2 spaces. Also, German tactical bombers now attack @4 or less without needing the support of fighters or tanks (not applicable in sea zones).

    GR#3 - United States

    War Bonds Campaign
    America now rolls 2 dice every round during their collect income phase, and may collect the amount shown in additional IPCs

    or

    Uncle Sam Campaign
    America now receives free infantry units every round during their place new units phase (1 in Eastern United States, 1 in Central America, and 1 in Western United States).

    GR#4 - United Kingdom

    Radar
    All AA fire from both AA artillery units, and built in AA guns now defend at 2 or less. Also, all operational airbases under British control may now scramble up to 4 fighters in defense of an adjacent sea zone.

    or

    Commonwealth Aid
    All units produced by British minor factories are now $1 cheaper.

    GR#5 - Japan

    Long Lance Torpedos
    All Japanese destroyers now receive a 1st round “surprise strike” (like submarines) when defending against, or attacking enemy warships.

    or

    Tokyo Express
    Japanese destroyers may now transport up to 1 infantry unit each. Destroyers carrying infantry may still attack during the sea combat step of an amphibious assault before unloading their cargo.

    GR#6 - United States

    Boeing Fortresses
    When American strategic bombers attack weather in a battle or SBR, they now receive 2 dice each and the attacker may select the best result. Also, American strategic bombers now hit at 2 or less when defending against interceptors, and are now immune to built in AA guns during SBRs.

    or

    Essex Class Carriers
    All American aircraft carriers now attack at 2, and may now carry up to 3 American and/or allied fighters / tactical bombers.

    GR#7 - Germany

    Jet Fighters
    Both the attack value and movement of all German fighters has now increased by 1 (including escort and interceptor missions).

    or

    V-Rockets
    During the SBR step of each combat movement phase, a single rocket attack may be launched from each operational airbase under German control at an enemy factory, air base, or naval base up to 4 spaces away. Each rocket attack will cause an automatic 6 damage points on the targeted facility, however, Germany may not launch more than 1 rocket attack per target during the same round.

    GR#8 - Japan

    Banzai Attack
    If Japan attacks an enemy territory with only infantry, those infantry will attack at 2 or less.

    or

    Code of Bushido
    All Japanese infantry on islands now defend at 3 or less.

    GR#9 - Soviet Union

    Tankograd
    During their place new units phase, Russia will now receive 3 free tanks on the territory of Samara (if under Russian control).

    or

    Trans-Siberian Railway
    Any number of Russian infantry, artillery, and/or AA artillery units may now move from Russia to Novosibirsk, Timguska, Yenisey, or Yakut S.S.R (if under Russian control) within a single non-combat movement. There may only be one destination per turn, and all such movements must originate from Russia.

    GR#10 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    Long Range Aircraft
    The movement value of all air units has now increased by 1 (“Jet Fighters” can now reach 6, or 7 from an airbase).

    or

    Modernized Shipyards
    Sea units are now cheaper to build:

    Battleship = $17
    Aircraft Carrier = $13
    Cruiser = $9
    Destroyer = $7
    Transport = $6
    Submarine = $5

    G40 Strategic Objectives

    These new strategic objectives have been created to replace the original national objectives in an A&A 1940 Global game. “Home Lands” (original territories) are specific to the roundels printed on each territory, and the Japanese objective “Trade with USA” is the only objective to be collected during peace time. Also, Calcutta is considered an enemy city, rather than an enemy capital for the purpose of economic balance (see the city clarifications listed at the end of Strategic Objectives).

    Germany

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - Germany controls all their original territories

    Oil Fields
    $5 - An Axis power controls Caucasus

    Africa Korps
    $5 - Germany has 3 or more land units in Africa.

    Soviet Union

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - Russia controls all their original territories

    Lend Lease
    $5 - The allied powers control Archangel and there are no axis warships is sea zone #120

    National Pride
    $5 - There are no allied units on originally owned Russian territories

    United States

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    The North
    $5 - America controls Alaska and the Aleutian Islands.

    The Americas
    $10 - America controls Western, Central, and Eastern United States, as well as Mexico, Southeast Mexico, Central America, and West Indies

    The Outer Perimeter
    $5 - America controls Midway, Wake Island, Hawaiian Islands, Johnston Island, and Line Island

    The South Pacific
    $5 - The Allied powers control The Philippines, Borneo, Sumatra, Java, and Celebes

    Japan

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured
    (including Shanghai, even if not at war with the Pacific Allies)

    Home Land
    $5 - Japan controls all their original territories

    Trade With USA
    $10 - Peace with FIC, and the Pacific allies.

    Chinese Capitulation
    $5 - Japan controls all Chinese original territories

    The South Pacific
    $5 - Japan controls the Philippines, Borneo, Sumatra, Java, and Celebes.

    China

    The Burma Road
    $5 - The allied powers control the Burma road.

    Home Land
    $5 - China controls all their original territories

    United Kingdom (Pacific)

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - The UK (Pacific) controls all their original territories

    The Burma Road
    $5 - The allied powers control the Burma road.

    United Kingdom (Europe)

    Enemy Capital
    $5 for control of each enemy capital

    Enemy City
    $3 for control of each enemy city

    Home Land
    $5 - The UK (Europe) controls all their original territories

    Operation Ultra
    $5 - There are no German submarines in the Atlantic

    Italy

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - Italy controls all their original territories

    The Mediterranean Coast
    $5 - Italy controls 3 of the 4 following territories, Gibraltar, Southern France, Greece, and/or Egypt.

    Naval Superiority
    $5 - There are no allied warships in the Mediterranean.

    The Middle East
    $5 - Italy controls Iraq, northwest Persia, and Persia.

    North Africa
    $5 - Italy controls Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.

    ANZAC

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - ANZAC controls all their original territories

    The South Pacific
    $5 - The Allied powers control the Philippines, Borneo, Sumatra, Java, and Celebes

    France

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - France controls all their original territories

    Clarification of enemy capitals, and cities

    Axis Capitals

    Berlin
    Rome
    Tokyo

    Axis Cities

    Warsaw

    Allied Capitals

    Washington
    London
    Paris
    Moscow
    Sydney

    Allied Cities

    Ottawa
    Cairo
    Leningrad
    Stalingrad
    Shanghai
    Hong Kong
    Calcutta
    Manila
    Honolulu
    San Francisco

    G40 Alternative Rules

    Base Support
    Strategic Bombers conducting SBRs only receive a +2 damage bonus if they have departed from an airbase.

    Russian Winter
    During the purchase new units phase of their 6th turn, Russia may roll 1 die, and Germany must remove from the board that many infantry units currently on original Russian territories (their choice). +1 for every 10 German infantry units on original Russian territories (rounded like so… 24 infantry units =+2 / 25 infantry units =+2 / 26 infantry units =+3 etc…).

    Atlantic Wall
    The defense value of all German infantry, and AA artillery units on Normandy, Holland/Belgium, and/or Denmark has increased by 1 during enemy amphibious assaults from an adjacent sea zone.

    Around the Clock Bombing
    At the beginning of any game round (before Germany’s turn), the United Kingdom may announce once per game, an “around the clock bombing campaign” which will last for one complete round. This means that any American strategic bombers (including the “Boeing Fortresses” SA), and British strategic bombers stationed on London upon the announcement, may conduct a SBR on the turn of their respective ally, as well as on their own turn.

    Military Morale
    China may purchase as many artillery units as they like, whenever they like, as long as they still posses the American fighter plane.

    Enola Gay
    During the SBR step in the combat phase of America’s 12th turn, they may use 1 American strategic bomber (including a Boeing Fortress) to drop an atomic bomb on 1 enemy territory within range of the chosen air unit. If the strategic bomber passes all air defenses (using same rules as SBRs) than that bomber will have successfully dropped it’s payload with the following damage: All facilities on the targeted enemy territory immediately sustain maximum damage, and the IPC value of the territory has now been reduced to zero. Original facilities of that territory may be repaired and used later, however, new facilities may never be placed on a that territory for the rest of the game.

    Kamikaze Tokens
    Japan may now use their available kamikaze tokens in designated kamikaze sea zones during any combat situation (not just defense).

    French Resistance
    France may immediately place 5 free infantry units on Paris every time it is liberated.

    Political Sovereignty
    Strict Neutral territories in South America have no influence over Strict Neutral territories anywhere else, and vise versa.

    Mutual Allies
    In the event of a 6 player group game, the United Kingdom will play France, the United States will play ANZAC, and the Soviet Union will play China.

    Before I comment on these, how much playtesting has been done on this?


  • Please don’t quote the whole first post, it is kinda weird when you have to scroll over that much to read a single sentence.  :wink:

    To answer your question: probably not much, since it’s fresh and to fully playtest you need half a day or so, add up the usual time eaters like sleep, eat, work/school, rest… weekend is coming though  8-)

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    @knp7765:

    YG, these are great ideas. I look forward to trying some or all of them in my games. You definitely get a +1 from me.

    By the way, I understood completely what you meant when you use the term “round”. I don’t understand why Baron wants to quibble over what word you use for round, turn, or whatever. With all the ideas you are proposing that can change how the game plays out, fussing over what word to use to represent what game round each advantage takes effect seems really silly.

    Thanks KNP,

    And actually I find Baron’s sugestion quite positive, because I take it to mean that there’s not much in the rule set he has a problem with.

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    @mattsk:

    Please don’t quote the whole first post, it is kinda weird when you have to scroll over that much to read a single sentence.  :wink:

    To answer your question: probably not much, since it’s fresh and to fully playtest you need half a day or so, add up the usual time eaters like sleep, eat, work/school, rest… weekend is coming though  8-)

    Yes, hopefully Brando will remove the quote from his post, and to answer Brando’s question without inserting a quote… it’s just meant to be a fun alternative for G40 players looking for a change. However, I will design a deck of cards that players can print and use in order to keep track of who has what advantages and objectives.

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    Made changes today to the"Tankograd" strategic advantage, the “Russian Winter” alternative rule, redused the bonus for the “enemy cities” strategic objectives to 2 down from 3, and added an important note to “city and capital clarifications”.

  • Customizer

    @Young:

    @toblerone77:

    +1 YG. This is a great project!

    Thanks Toblerone,

    Of course the real test is how they hold up during an actual game… do you have the type of fellow players willing to test something like this for me?

    My games are with family and visiting freinds around the holiday season nowadays so games are very occasional and pretty loose. However I will try these rules out at the soonest opportunity.  Other than that, my Axis & Allies arsenal is huge and I do run solitare campaigns as well as occasional games with my wife.


  • I love the feel (historic immersion) of this set of HR’s! Really brings the game that extra level of depth and even more role playing fun!
    The advantages all seem to have major effects on balance but since all Major Powers have some, it is hard to tell the final balance. If testing reveals an unbalance the advantages can easily be tweaked to fix that.

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    @ItIsILeClerc:

    I love the feel (historic immersion) of this set of HR’s! Really brings the game that extra level of depth and even more role playing fun!
    The advantages all seem to have major effects on balance but since all Major Powers have some, it is hard to tell the final balance. If testing reveals an unbalance the advantages can easily be tweaked to fix that.

    Thanks LeClerc,

    That was what I was hoping to achieve, the strategic advantages and alternative rules combined should provide more of the story as each layer (game round) peels away.

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