@Pellulo thanks Pellulo, which incidentally is how you used to end every post of thousands of posts
Customizer
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RE: Axis & Allies N. Africa RoundRobinposted in Axis & Allies North Africa
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RE: Modular G40 Map Overlays: SZ Splits, Cartography fixes, New Victory Cities, and more!posted in Customizations
…and the fourth: More Victory Cities and love for the global south!
10. Istanbul
11. Rio
12. Cape Town
13. Singapore




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RE: Modular G40 Map Overlays: SZ Splits, Cartography fixes, New Victory Cities, and more!posted in Customizations
The second wave of overlays is here, mostly focused on the North Pacific:
4. Vladivostok
o Amur/Korea border somewhat fixed/extended southwards
o Amur raised to 2
o SZ 5 redraw
o Convoy Zone added to SZ 5 (did you know that fully half of US Lend-Lease to the Soviets- far more than any other port/route- arrived via Vladivostok?)
o (Optional) Recruitment Center added5. SZ 6 Split
o …into 6a (Sea of Japan) and 6b (Pacific-facing Japanese Coast)6. Kyushu
o 2 IPCs added
o Split off from Japan (optionally reduced to 6 IPC)
o A minor factory should go here in setup7. Hokkaido
o (1) IPC, split off from Japan
o SZ redraws, now bridges SZ 5, 6b, and 6a8. Aleutians updates
o 1 IPC added
o Connected to Alaskan Mainland
o Now bridges SZs 1, 2, and 8.9. New Guinea updates
o Both halves now worth 1 IPCOverlays:
!


Overview img:

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RE: Adding Tiger Tanks, ANZAC Infantry, and more to the Reference Charts for AANAposted in Axis & Allies North Africa
USA & Free France!
For the US, the only change here is the addition of Mech Inf and a couple Cruisers.
For the French, let’s get crazy and let them build a single Truck, a couple Artillery, and a Medium Tank (the S35 was an effective early-war medium tank, after all) in addition to their other standard forces. None of the new units get the “Self-Sufficient” ability, however, befitting both the larger nature of a Medium Tank and those ammunition guzzling artillery pieces.


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RE: Adding Tiger Tanks, ANZAC Infantry, and more to the Reference Charts for AANAposted in Axis & Allies North Africa
UK & ANZAC!
For the UK, I try here a few Mech Infantry, a per-turn limit on Matildas (3) and the new Cruisers to 1/t with a total of 3 on the board.
For ANZAC, I have way more fun:
- My ‘boosted’/variant version of the optional ANZAC Infantry rule (infantry at +1/+1 with no further boost from artillery, but a limit of 4 total on the board)
- The RAAF 4th and 450th fighter-bomber squadrons represented as cost 10 4/4/4 Fighter-Bombers with target select but no collateral damage (1/t; max 2)
- The various supply-running, outdated hella-brave RAN “Scrap Iron” Destroyers of the med theater, represented with a couple weaker, cheaper DDs that can transport a single supply between controlled territories
- Light Cruisers representing the HMAS/RAN Sydney, Perth etc. key to operations against the Italian Navy. Punch like a Cruiser but lose the “Armored” ability
- Finally, a single extra supply point that can be purchased in excess of the UK’s normal 5 and placed, like the rest of these units, only and directly into the Indian Ocean Convoy Zone.
New abilities:
Supply Runner:
This unit may, as a part of it’s combat or non-combat movement, also load/unload and carry a single supply token at/between any adjacent friendly territory that has a control marker. This loading and/or unloading may occur at any point during movement, but a maximum of 1 Supply Token may be moved by each Supply Runner unit each turn.

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RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?posted in House Rules
@The-Janus In 1940 France is a road apple, while Germany Destroys the British Navy on G1, Perhaps it might prove better for Germany to commit all her might against Poland and France and have to tangle with UK fleet for the rest of the war and actually invest in a proper navy rather than this thing where UK navy gone and France, Norway, Poland are nothing but Boogers so they dont need to be represented?? 1940 was never the start of the war. If anything start in 1939 or June 1941 or Dec 1941. All these games follow the same mantra: wipe out UK Navy, then hold off UK while fighting USSR. Is nothing more possible?
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RE: Adding Tiger Tanks, ANZAC Infantry, and more to the Reference Charts for AANAposted in Axis & Allies North Africa
Italy!
For Light Tanks, use the OOB M14/41s (same as anniversary). For Mediums, use the 15/42s from AAE40.2.
For Air Transports, put some white dots on the brown Japanese Bettys from anniversary, or a JU-88 from AAE40.1, or something.

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RE: Adding Tiger Tanks, ANZAC Infantry, and more to the Reference Charts for AANAposted in Axis & Allies North Africa
More finished version. I pulled the German/UK/US Light Tank options for a couple reasons:
- Lack of a usable sculpt without 3rd party support. I have these but others wont
- Redundancy with scout cars and mech inf. Maybe Mech Inf should go to 3/3 and not be supported by artillery?
Put a white dot on the wing-tips of a couple JU-88s for Air Transports :)

Aerial Miner:
During the “Requisition Reinforcements” phase, when at least one of these units is within movement range of the Suez Canal Convoy Zone, the active player may deploy one requisitioned Sea Mine in that Convoy Zone.This deployment is a ‘bonus’ and does not prevent this unit from moving normally during the Combat/Non-Combat movement phases of the turn.
Air Transport:
During the Non-Combat Movement phase, this unit may transport 1 non-tank land unit that has not moved this turn or 1 supply.The Air Transport and any cargo move together and must end this movement in a legal landing zone observing all stacking limits as normal.
Armored:
The first hit to this unit has a 50% of leaving it damaged rather than destroyed. When you would remove this unit as a casualty, roll 1d6 instead. On a roll of 1-3, this unit is damaged rather than destroyed; turn it on it’s side like a damaged Battleship and continue combat as normal. On a roll of 4-6, this unit is destroyed and removed from the board as normal.This ability never allows this unit to be assigned two hits simultaneously, or to survive more than one hit during a given combat, or to survive a situation where more hits were taken than could be legally assigned. Only one hit may be assigned to this unit in each combat phase, and a second hit (or any excess hits) always destroys it.
Damage to this unit does not otherwise affect it’s abilities in any way. It repairs any damage automatically for no cost at the start of it’s owner’s next turn.
Full Chart update:

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RE: Adding Tiger Tanks, ANZAC Infantry, and more to the Reference Charts for AANAposted in Axis & Allies North Africa
@Narvik
Here’s a first attempt, let me know what you think about some of these. The “Optional Rule” units have two versions each, one from the rulebook and another version with a twist.Column Legend:
Rule: where did this unit/rule come from?
o OOB = Out-of-Box, straight from the rulebook
o OPT = From the “Optional Rules” section
o OPT+ = same as above but with a twist
o VAR = Variant (new/additional units)Nation: Which nations can build this thing. Yellow/Green boxes show where these units have been added to this nation as part of Optional or Variant rules, respectively.
Unit: Unit name
$/A/D/M: Cost, Atk, Def, Move
# / t: How many of these units may be purchased each turn (sometimes different for each nation e.g. medium armor)
# tot: How many of these units total are allowed on the board (sometimes different for each nation e.g. trucks)
Notes: Rules etc.

New abilities:
Armored = when this unit is selected as a casualty, roll 1d6. On a 1-3, this unit is damaged. On a 4-6, this unit is destroyed. This unit repairs any damage automatically at the start of it’s owner’s next turn.
Air Transport = This unit may transport 1 non-tank land unit or 1 supply during the non-combat phase (only), ending its movement in the same territory as the disembarking transported unit.
EDIT:
I’m working on a rebuild for the reference charts to make this prettier… bear with me
