Grasshopper & Gargantua's 3G40 Deluxe Edition (Updated October 20th, 2018)

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    NATIONAL ADVANTAGES

    Round 0 - Start Game
    Axis - Super Battleships

    • Germany and Japan may now produce super battleships, Germany begins with a super battleship 2/3 completed in their build queue, and Japan begins with 2 super battleships already on the board in their setup.

    Round 1 - 1940 Winter/Spring
    Allies - Radar Tower

    • The United Kingdom may now produce radar towers, and UK Europe will now receive a radar tower in their build queue that is automatically half completed.

    Round 2 - 1940 Summer/Fall
    Allies - Enigma Decoded

    • Allied destroyers now negate the first strike capabilities of all submarines including German U-boats.

    Round 3 - 1941 Winter/Spring
    Allies - American War Effort - America no longer requires the build queue when purchasing units*, they may pay for units in full and immediately place them on the board in the same turn they were purchased.

    • The United States may now purchase super battleships *(which is the only American unit requiring the build queue for only one round at 9/9).

    Round 4 - 1941 Summer/Fall
    Allies - Russian Rocket Artillery

    • The Russians may now produce rocket vehicles

    Round 5 - 1942 Winter/Spring
    Axis - German Tiger Tanks

    • Germany may now begin purchasing Tiger Tanks

    Round 6 - 1942 Summer/Fall
    Axis - The Tokyo Express

    • All Japanese destroyers may now be used as a sea transport and may load, carry and exit either 1 regular infantry or 1 elite infantry each

    Round 7 - 1943 Winter/Spring
    Allies - USA Essex Class Aircraft Carrier

    • America may now begin purchasing Essex Class Carriers

    Round 8 - 1943 Summer/Fall
    Axis - German Jet Fighters

    • Germany may now begin purchasing Jet Fighters

    Round 9 - 1944 Winter/Spring
    Allies - USA Super fortress

    • America may now begin purchasing Super Fortress Bombers

    Round 10 - 1944 Summer/Fall
    Axis - Banzai Attack

    • All Japanese regular infantry now attack @3 for first combat round only, and than @1 for all remaining combat rounds (no artillery support during the first combat round).

    Round 11 - 1945 Winter/Spring
    Allies - Diplomatic Alliance
    _- All remaining strict neutral territories and their standing armies immediately become Allied controlled

    • USA units in the South American block, UK units in the European block, and Russian units in the Mongolian block_

    Round 12 - 1945 Summer/Fall
    Allies - The Atom Bomb
    - The Allies have developed neucular technology, the war is over… the Allies are victorious

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    MAP RULES & CLARIFICATIONS

    THE GIBRALTAR PENINSULA:

    • Gibraltar is divided into two sides, the Western Peninsula, and the Eastern Peninsula. A single nation, or two friendly nations must control both sides in order to operate the tactical facilities, to repair damage on those facilities, to move through the strait, and to collect for the territorial income value.

    • If the same nation controls both Peninsulas at the same time, then that nation controls both tactical facilities, they may repair damage on either facility, and they will claim all of Gibraltar’s territorial income value.

    • If two friendly nations control one Peninsula each at the same time, then the tactical facilities are operational, either nation may repair damage on either facility, and the territorial income value is divided between them 1 IPC each.

    • If two hostile nations control one Peninsula each at the same time, then the tactical facilities become inoperable, neither nation may repair damage on either facility, movement through the strait is forbidden, and the territorial income value is in limbo.

    • Any nation may bomb any facility on Gibraltar if at least one Peninsula is controlled by an enemy nation

    • Submarines are the only unit that may pass through the strait regardless of who controls the Peninsulas.

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    Ground Combat Sequence:

    Tactical Missions Phase:

    1. In Bound Aircraft:

    • The defender may choose to deploy any “in bound” units including scramble and/or designated aircraft

    2. Dog Fight Phase:

    • A dog fight is triggered when enemy aircraft from both sides are present in battle
    • A dog fight lasts only one round, and that round always happens before the first general combat phase
    • Use all dog fight values for each aircraft detailed under their unit profiles

    3. Antiaircraft Barrage:

    • AA Artillery units make their rolls against all enemy aircraft that survived the dog fight round
    • All attacking and defending AA Artillery perform the same way including support bonuses
    • Any territory with a radar tower will receive a +1 bonus to AA Artillery fire as well as built in AA Guns
    • Defending bunker fires at attacking land units, and casualties (attackers choice) are immediately removed

    4. First Strike Phase:

    • All attacking and defending tactical bombers may conduct a first strike if no dog fight occurred
    • All attacking and defending heavy artillery may conduct a first strike if a dog fight did occur
    • The first strike phase is a separate phase from the general combat phase, therefore, tactical bombers and heavy artillery will still recieve their initial attack or defense rolls during the first combat round of the general combat phase

    5. Carpet Bombing:

    • All attacking strategic bombers roll 3 dice @4 each to carpet bomb land units, casualties from this attack will fire back in the general combat phase.

    General Combat Phase:

    1. Attacker Fires:

    • All eligible attacking units (including first strike units) roll dice and determine the amount of casualties if any

    2. Casualties Declared:

    • Defender assigns hits to their defending units, casualties declared may still fire back if eligible

    3. Defender Fires:

    • All eligible defending units (including first strike units) roll dice and determine the amount of casualties if any

    4. Casualties Removed:

    • Defender and Attacker each remove their casualties from the board
    • Attacking strategic bombers that are defenseless after carpet bombing may be used as casualties

    Clarifications & Explanations:

    • Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round

    • AA Artillery provide support to defending aircraft even if there are no attacking enemy air units present

    • Defending air transports may be used as casualties to absorb enemy hits at a rate of 1:3

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    Naval Combat Sequence:

    Tactical Missions Phase:

    All rules involving Submarines, Destroyers, and Aircraft are the same as 1940 Global with the following exceptions:

    1. In Bound Aircraft:

    • The defender may choose to deploy any “in bound” units including scramble and/or designated airc

    2. Dog Fight:

    • A dog fight is triggered when enemy aircraft from both sides are present in battle
    • A dog fight lasts only one round, and that round always happens before the first general combat phase
    • Use all dog fight values for each aircraft detailed under their unit profiles

    3. First Strike:

    • Tactical bombers may conduct a first strike if no dog fight occurred (may hit subs without destroyer present)
    • Submarines may conduct a first strike if enemy destroyers are not present (subs may not hit subs during the first strike phase)
    • The first strike phase is different and separate from the general combat phase, therefore, tactical bombers and submarines still recieve their general attack roll immediately after their first strike roll, which essentially allows them to roll twice before the defender’s general combat roll

    4. Subs Submerge:

    • Submerging is a special one time action for submarines that wish to avoid combat and escape
    • The presence of enemy destroyers does not prevent submarines from submerging during this phase
    • This submerge phase is the only opportunity in which submarines may submerge throughout a battle
    • Any submarines choosing to submerge must be flipped and turned on their side

    5. Depth Charge Attack:

    • DCA is a special one time action for destroyers which is triggered by enemy submarines submerging
    • Each destroyer will get up to 3 dice @2 depending on number of submarines that have submerged (similar to the AA Artillery rule when determining the amount of dice to roll when firing against aircraft)
    • Submerged subs can not defend during this phase, and are immediately removed from the board once hit

    6. Carpet Bombing:

    • All attacking strategic bombers roll 3 dice @2 each to carpet bomb sea units, casualties from this attack will fire back in the general combat phase

    General Combat Phase:

    1. Attacker Fires:

    • All eligible attacking units (including first strike units) roll dice to determine the amount of casualties if any (submarines are rolled separately from all other attacking units)

    2. Casualties Declared:

    • Defender assigns hits to their defending units, casualties declared may still fire back if eligible
    • Surfaced submarines, and sea transports may be used as casualties

    3. Defender Fires:

    • All eligible defending units roll dice (submarines are rolled separately from all other defending units)
    • Defending surfaced submarines may make a defence roll as well as an escape attempt later in the sequence

    4. Casualties Removed:

    • Defender and Attacker each remove their casualties from the board
    • Attacking strategic bombers that are defenseless after carpet bombing may be used as casualties

    Clarifications & Explanations:
    _- Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round

    • Destroyers may attack and defend during general combat even if they were involved in the DCA phase
    • All submarines that did not submerge during the submerge phase must now participate in general combat
    • Submarines that didn’t submerge during the tactical missions phase may not submerge during the general combat phase unless there are no eligible targets (only aircraft and submarines remaining)
    • Submerged submarines that survived a Depth Charge Attack may not resurface to fight during general combat, they must remain within the same sea zone on their side and resurface once combat has ended
    • Submarines may not first strike submarines, nor are they allowed to hit each other during general combat.
      -Aircraft may not scramble into an adjacent sea zone that is being attacked by enemy submarines only.
    • Unlike OOB G40, aircraft do not require a present destroyer to hit subs
    • Defending sea transports may be used as casualties to absorb enemy hits at a rate of 1:3
    • Depth Carge Attacks from destroyers are conducted the same way AA Guns defend against aircraft. Therefore, each destroyer receives as many rolls @2 as there are submerged submarines up to 3, but multiple destroyers may not make multiple attack rolls on just one submerged submarine._
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    Saved

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    Saved

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    DESIGNATING AIRCRAFT:
    When can I designate my air units?

    • During step #3 of your turn sequence, you may choose to designate as many eligible air units for future missions as you wish (including none), eligible air units include Tactical Bombers, Fighters, and Strategic Bombers, (but not War Planes, or Air Transports). Designating an air unit by placing an assignment marker under it, freezes them for the entire turn. This means they must be designated before the combat movement phase, and they must remain there no matter what happens during your turn.

    What can my designated air units do?

    • During phase #4 of an enemy’s turn sequence, your designated air units can be deployed to help defend a friendly territory or sea zone that you or an ally controls. Simply remove the designation markers and use the unit’s movement range to defend and then legally land.

    • A designated air unit may also play a role during the special missions phase whether bombing, escorting, and/or intercepting. You could decide to use your designated fighters as either escorts or interceptors depending on the situation and the initiative roll. You could also use your designated Tactical and/or strategic bombers to damage enemy facilities.

    What are “in bound” aircraft?

    • A designated air unit moving from one territory into a different territory to help defend is an “in bound” aircraft, but a designated air unit within the territory that is being attacked is not an “in bound” aircraft. Therefore, not all in bound aircraft are designated, but not all designated aircraft are in bound.

    When are designated aircraft not considered in bound?

    • A designated air unit that is stationed within a territory being attacked is not considered in bound, and they will not lose their designated status if they survive the attack. Also, designated fighters intercepting a bombing raid targeting facilities within the territory they are stationed are not considered in bound, and will not lose their designated status if they survive the dog fight.

    When can a non-designated air unit be used in future missions?

    • Up to 3 eligible air units may scramble from an operational air base into an adjacent sea zone to help defend during an attack, these air units are considered in bound but they are not required to be designated.

    • Up to 3 eligible air units may scramble from an operational air base into an adjacent sea zone to help defend against a shore bombardment during the strategic missions phase, these air units are considered in bound but they are not required to be designated.

    • As many fighters as you wish (including none) may intercept a bombing raid bombing facilities within the territory they were stationed during the strategic missions phase. These fighters are not considered in bound, and they are not required to be designated.

    When are air units required to be designated?

    • Eligible in bound air units defending a sea zone or territory (not scrambling from an operational air base into an adjacent sea zone) must be designated.

    • Eligible In bound bombers conducting bombing raids on enemy facilities during the strategic missions phase must be designated.

    • In bound fighters providing escort cover for bombers on bombing raids or for ships that are bombarding during the strategic missions phase, must be designated.

    • In bound fighters intercepting enemy bombing raids or shore bombardments during the strategic missions phase, must be designated.

    When can I remove the assignment markers from my designated air units?

    • Designated air units must remain designated until they have been used during a future mission that required them to be designated, or during stage #3 of a turn sequence when they must be removed.

    • Designated air units used during future missions which did not require them to be designated, are not required to remove their assignment marker.

    How many in bound and/or designated air units can I use?

    • You may defend a sea zone and/or territory with up to (but no more than) 3 in bound air units.

    • There is no limit to the amount of designated bombers that can conduct bombing raids into a territory, however, that territory must contain at least one facility.

    • There is no limit to the amount of designated escort fighters that can protect bombing raids or shore bombarments.

    • There is no limit to the amount of designated fighters that can intercept bombing raids, or shore bombardments.

    • There is no limit to the amount of intercepting fighters stationed within a territory getting bombed, which can intercept a bombing raid without being designated.

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    FACILITIES & CONSTRUCTION MARKERS

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    RULE EXPLANATIONS & GLOSSARY OF TERMS

    IMPASSABLE REGIONS

    • All air units may fly over the Sahara desert, the Pripet marches, and the Himalaya mountains however, they must spend an extra movement point to do so (land units may not pass through).

    PRODUCTION RESTRICTIONS

    • The capacity points listed under each unit profile will determine how many capacity points a unit will use from any given production facility when built there.

    FIRST STRIKE CAPABILITIES

    • An ability for certain units during a first strike phase to strike and remove enemy casualties off the board immediately when a hit is rolled, therefore preventing a casualty roll (similar to surprise strike)
    • This special ability is separate from general combat, therefore, all first strike units still receive their initial attack or defense rolls during the first general combat round.

    DOG FIGHTING

    • All aircraft must resolve a single round of “Dog Fighting” before engaging other land or sea units in general combat rounds. Dog Fighting is also the round in which defending AA artillery fire at attacking aircraft, however, AA fire is rolled after all air units have fought during the dog fight round.

    SUPERIORITY BONUSES

    • Tanks (not heavy tanks) get a ground superiority bonus applied when the enemy does not have any stronger land units present in battle.
    • The obsolete War Plane unit has an air superiority bonus applied when the enemy does not have any stronger air units present in battle.
    • The obsolete Warship unit has a sea superiority bonus applied when the enemy does not have any stronger sea units present in battle.

    SUPPORT BONUSES

    • A +1 modifier applied to attack and/or defense values of a unit when paired with a second specified unit during battle (same as combined arms).

    BLOCKING ENEMY MOVEMENT

    • In order to block enemy units, the territory or sea zone in question must be defended by units totaling 3 or more capacity points (both submarine, and transport capacity values do not apply when blocking enemy movement).

    CAPACITY LOADS

    • During both combat and non-combat movement phases, sea transports may only carry a load totaling 3 capacity points, and an air transport may only carry 2 capacity points worth of regular or elite infantry.
    • Rail stations do not use the capacity point system to determine their cargo size

    THE BUILD QUEUE

    • Certain units must enter the build queue for at least 1 turn before being placed on the board. Players must pay half the unit’s cost to put into the build queue, and than the remaining half later when they wish to take it out of the build queue and onto the board.

    RELIEVING AND DESIGNATING AIR UNITS

    • During step #3 of your turn sequence, you may remove designation markers remaining under any air unit including none. Once an air unit has been relieved from past missions, they may be used during combat or non-combat movement for the remainder of your turn.

    • During step #4 of your turn sequence, you may apply designation markers under any air unit including none. Once an air unit have been designated for future missions, they may not move or be used for the remainder of your turn.

    Designated aircraft may be used in the following ways…

    • As an “in bound” aircraft sent to defend a territory or sea zone within range being attacked by enemy units
    • As an “escort” accompanying bombers on their way to raid facilities during the strategic missions phase
    • As an “interceptor” engaging enemy bombers on their way to raid facilities during the strategic missions phase
    • As an “escort” accompanying naval fleets ready to shore bombard facilities during the strategic missions phase
    • As an “interceptor” engaging enemy naval fleets ready to shore bombard facilities during the strategic missions phase

    (Important: designated and scrambling aircraft are both considered “in bound air units” during any given turn sequence, and there may never be more than 3 “in bound air units” defending a particular sea zone or territory)

    OBSOLETE UNITS

    • Units listed as obsolete in the cost field are pre-war remnant weapons that are deemed old and not available for purchase.
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    **3G40 DELUXE EDITION: FAQ

    Q: Can fighters designated for escorting/intercepting scramble in defense?
    A: Yes they can scramble, and any surviving aircraft would remain designated for the strategic missions phase.

    Q: What happens to the unit that is not sufficient to block enemy forces? A: Units not strong enough to block enemy movement on their own may be ignored or attacked in the same way a lone sea transport in G40 could be.

    Q: Can I use the same battleship I used to shore bombard during an amphibious assault to also bombard an adjacent enemy territory in the Strategic Missions Phase? A: Yes, designating a fleet to conduct shore bombardments in the upcoming Strategic Missions Phase happens after all movement and combat toward the end of your turn.

    Q: Can I submerge my submarine at the beginning of any combat round? A: No, there are only two legal opportunities to submerge a submarine, first is during the submerge phase in the tactical missions sequence of naval combat. Second is during the general combat phase at the beginning of any combat round in which the submarine is not eligible to hit the remaining enemy units

    Q: What can my attacking strategic bombers do after they carpet bomb?
    A: They may be used as a casualty, or they may retreat along with all other attacking units.**

  • Moderator

    Simply gorgeous map!

    Playing this game as I Type.

    4.5 hrs 1st turn.

    You have way overcomplicated this by way way too much.

    Naval and air designating is retarded.

    Capacity points for IC’s is another no go. There are better ways to counter ijn tank rush.

    The odds of Germany obtaining french stuff is to great.

    If convoys are not part of a countries income, then how are they capable of removing $ from the same country that gains nothing for owning it?

    There are 2 many convoy zones on map imho.

    Uboats getting 2 sneak shots reguardless of dd present is broken and to strong imho.

    Canada and UK or Australia and India should be teamed together, not the current way.

    A cheat sheet for unit stats and costs is desperately needed.

    Infantry are to weak!!!

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    @Deaths:

    Simply gorgeous map!

    Playing this game as I Type.

    4.5 hrs 1st turn.

    You have way overcomplicated this by way way too much.

    Naval and air designating is retarded.

    Capacity points for IC’s is another no go. There are better ways to counter ijn tank rush.

    The odds of Germany obtaining french stuff is to great.

    If convoys are not part of a countries income, then how are they capable of removing $ from the same country that gains nothing for owning it?

    There are 2 many convoy zones on map imho.

    Uboats getting 2 sneak shots reguardless of dd present is broken and to strong imho.

    Canada and UK or Australia and India should be teamed together, not the current way.

    A cheat sheet for unit stats and costs is desperately needed.

    Infantry are to weak!!!

    Thank you for your attempt at playing Sir… the design team is now working hard on making the designated aircraft rules less “retarded”

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    Sub rules are not so good. Only surfaced subs can be shot at or shoot?

    Subs typically only attacked from the surface vs merchant shipping.

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    @Deaths:

    Sub rules are not so good. Only surfaced subs can be shot at or shoot?

    Subs typically only attacked from the surface vs merchant shipping.

    The sub and destroyer rules are an improvement over G40, that’s what we were going for.

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    @Young:

    I personally believe you have regressed in this area.

    Unless you seriously streamline this, No one will play this. Spend more time rules searching then actually playing the game.

    Use the KISS method every chance you can.

    Game feels very axis biased


  • @Young:

    @Deaths:

    Sub rules are not so good. Only surfaced subs can be shot at or shoot?

    Subs typically only attacked from the surface vs merchant shipping.

    The sub and destroyer rules are an improvement over G40, that’s what we were going for.

    I’ll bite: define improvement? What issue(s) are you attempting to fix, and how are you attempting to fix them?

    -Midnight_Reaper

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    I came down here with an open mind and excited to try something new. Thank you for the time and effort putting this together.

    This version is more work then fun.
    All the extra phases and added sequences have this game bogged down. 10 fricking hrs, 3 turns down.

    Other then the enjoyable company, this is a Saturday I wish I could have back.

    If you try to be to historical, you zap the fun out of it.

    Good luck to you,
    Wont be asking to play this version again anytime soon.

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    Look guys… as you can see we’ve done a lot of work here and we’re play testing the crap out of it… I don’t wish to get involved in a conversation where I’m defending this variant to those that are obviously not interested. There are those that have printed the map, purchased the extra components, and have contributed positively to the process… and I’m in many conversations with them.

    Thank you Death Head for trying it out, I’m sorry it wasn’t for you.


  • to try and move from the “stale G40” requires considerable amount of new and different ways of trying to rightfully represent the largest conflict in world history…

    to say this took too long…well “we” all forget that it took “too long” to play G40 in the beginning…we feel very confident that when 5 players play this AND they have a decent understanding of the game - it wont take so “frickin long”


  • “axis biased”

    safe to say the allies were players that have not played this version much…

    the starting ipcs alone should probably alter this “axis biased” feeling…
    G40 - Allies 177 ipcs  Axis 66 ipcs  (111 spread)
    Deluxe - Allies  226 ipcs  Axis  90 ipcs  (136 spread)
    “25 bid to allies”

    plus the allies received more units in setup while adding another allied nation…

    again this needs to be playtested more before any “real” bias can be determined with the hope no bias is determined when played properly…

    imo rather brash to come to conclusions on a first time playing.

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