@The-Captain said in Axis & Allies Global 1940 House Rules Expansion:
and simply eliminates the Allied Atlantic Naval Task Forces.
ha ha ha
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New Turn Sequence:
1st: Japan 2nd: Russia 3rd: Germany/Italy 4th: UK/USA.
Combat rounds:
All combats last a maximum of 3 rounds. After the 3rd round any surviving units on both sides have the option of retreating or remaining in the territory. If both Axis and Allied forces are in the same territory after 3 rounds of combat, the territory becomes a combat zone. The territory remains under the defenders control but all remaining units from both sides are placed in the territory. The attacker can keep aircraft in a combat zone to support remaining land units (not sea units) provided the planes could normally retreat safely to a carrier or land zone, otherwise they are destroyed. Combat resumes in all subsequent combat rounds where a player has units involved in that combat and the player who owns the territory is considered the defender. For example, if Japan attacked Buryatin SSR in the 1st turn but combat is unresolved after 3 rounds with neither side retreating/defeated; then combat would resume in Russia’s turn with Russia as the defender. If combat is still unresolved in Russia’s turn, then combat would resume in Japan’s second turn unless a 3rd combatant attacks Buryatin SSR in either the Germany/Italy turn or the USA/UK turn. In some situations, many powers can become involved in a combat zone by sending forces to reinforce the area during the combat move phase. Russia can attack combat zones with UK/USA forces involved and vice versa but they cannot share territory once combat is resolved (one side must retreat). Japan can attack combat zones with German/Italian forces involved and vice versa but they must also be separated once combat is resolved.
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Who gains control of a territory in joint attack:
If 2 or more allied powers win a joint combat in the same territory, control goes to the player with the most land units in that territory (by total IPC value, therefore tanks are 5, artillery are 4, and infantry are 3). If the allied players have the same value in land units, then control goes to the player who has the most aircraft attacking the territory. If this is also the same, then roll a dice to decide, e.g: 1-3= player A control and 4-6= Player B control.
Occupation/Liberation:
Territories are classed as occupied, liberated, supporting, impassable, combat zone or neutral.
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US/UK cannot liberate territories that began the game as USSR territory until Moscow is captured as the movement restrictions are then lifted. If they liberate red zones, they return to USSR control.
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Economics:
Associated Land Area Critical sea zones for area Maximum blockading ships per sea zone
Eastern USA 10 4
Western USA 56 4
UK 2,6,8,7,11,12 2 (combined total 6)
Eastern Canada 1,9 2 (combined total 3)
Union of South Africa 27,28 1 (combined total 2)
India 35 3
Australia 39,40,41,47 1 (combined total 2)
New Guinea 48 1
Archangelsk 4 2
Caucasus 16 2
Germany 5 3
Italy 14 3
Japan 62 4
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House rules: Land units:
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House rules: Sea units:
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House Rules: Air units:
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BOMBER MISSIONS:
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FIGHTER MISSIONS:
Extra House Rules:
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Gee i wonder where many of these ideas came from??? LMAO!!
I think you took it to a much higher level. Its like a rewrite of the standard rules.
I like most of them however. And why shouldn’t I? most of them are mine! :mrgreen:
just kidding ( not really :roll:)
Well i love these house rules man 19 posts! in 1 chat board!@!
Anyways, i’m new here as well and imperious could tell you how bad i am when i 1st came here and i am.
Anyways love some of the ideas (i will admit that i scimmed) anyways ya well maybe you could have done a few less posts unstead of doing pg: 1,2,3,4,5 … etc.