Axis & Allies Global 1940 House Rules Expansion


  • @barnee said in Axis & Allies Global 1940 House Rules Expansion:

    @the-captain right on. I’ll leave it alone then.

    Just finished Lend Lease. Hopefully have version 1 ready for a test drive in a day or so.

    ATTACK !!!


  • @gen-manstein heh heh it’s gonna be a bloodbath lol

    @The-Captain I’m guessing minors can go underground too ?


  • @barnee

    :+1: :+1:

    Yes - all Industrial Complexes can be converted to Underground Factories.

    Also, this is the only way you can destroy them, in order to prevent them from falling into enemy hands.

    Thanks

  • 2023 '22 '21 '20 '19 '18

    @the-captain do Tac Bmbrs Air Battle at 3 ? No boost from escorting Fighter ? Or are they just a 1 same as Bombers ?


  • @barnee
    Hi Barnee,

    During Air-To-Air-Combat Over Target Area combat is resolved in the following way:

    1. Strategic Bombing on Industrial Complexes: all types of air units can participate in this battle, except Tactical Bombers. (See pg. 23-24).

    2. Tactical Bombing on an Air Base and/or Naval Base: all types of air units can participate in this battle. The participating air units must follow the same combat rules as during Strategic Bombing, meaning that:
      a.: Attacking Strategic Bomber units each “defend” at “1” and escorting Fighter units “attack” at “3” - against the Fighter units that defend the facility (these defending Fighter units defend at “4” - and German Me 262 Jetfighters defend at “5”).
      b.: Attacking Tactical Bomber units “defend” at “3”. These Tactical Bomber units can be escorted by Fighter units in the same way as Strategic Bomber units. During this type of combat, Tactical Bomber units cannot interconnect with Fighter units - (contrary to Land combat and Naval combat).

    :+1:


  • @the-captain right on. I don’t see “2. Tactical bombing …” listed anywhere in the rulebook though. You might want to check that.

    Version 1 is done. Just fine tuning the game notes. Do you guys have a name for your Group ? Right now I’m just calling you “Captain and Company”.

    I’ll start a new thread later today. Probably take a couple days before it gets uploaded to triplea. I’ll send it out by "SendSpace " for manual upload for anybody that wants to check it out today.


  • @the-captain I’m guessing Paratroopers can’t retreat from any Air attack ? Even one of only one move ? Only from land attacks ?


  • @barnee

    That is fantastic - sounds like you’ve been working non-stop on the project - I’m really looking forward to see it:+1:

    1. Tactical bombing is not described in detail in the Axis & Allies Global 1940 House Rules Expansion. On page 24, Note 2 is just described that bombing of Air Bases & Naval Bases must follow the rules of Air-To-Air Combat Over Target Area.

    2. Attacking Paratrooper units can retreat from combat on the same terms as attacking infantry units - one space back to a friendly territory from where at least one of the attacking units came. This rule also applies if the Paratrooper units attack by air. If retreating under these circumstances is not possible, there can be no retreat.

    When players througout the Axis & Allies Community start playing with the Axis & Allies Global 1940 House Rules Expansion, then I’ll sum up on questions & answers and create a FAQ.

    Since we represent several individual play groups we have a name: Danish Axis & Allies Community. Our Facebook site is available - but still under construction.

    The name under which the Axis & Allies Global 1940 House Rules Expansion is created and released is simply: The Captain.

    But I think you’re right about The Captain & Co. since no one can stand alone - and every succes depends on the Team Effort.

    So, The Captain & Co. should be the name:+1:

    Thanks for your comments:+1: :+1:


  • @the-captain heh heh sweet :) Ok so I’ll go with Paras can retreat as long as they don’t attack across water. I just tested as I went and now I’m gonna run through a full game round and try all the new bells and whistles :grin: and make sure there’s nothing obvious I missed.

    I’ll probably post it in a couple hours. Yea I’ve been somewhat “obsessed” with this. Idk if that’s a healthy personality trait or not, lol, but I didn’t think it would be triplea compatible at first. After going through the rules several times, I realized it could be made to work.

    Personally I think it’s turned out better than originally hoped. :grin:


  • @barnee

    :+1: :+1:

    We’re discussing land mines for use in TripleA in our Play Test Group.

    One suggestion is, that only a certain number of mines can be active in each territory. The number of mines are equal to the IPC value (+ 1) of any territory. Example: if a territory has an IPC value of 2, the maximum number of mines is 3.

    If a territory has no IPC value, there can be only 1 mine in that territory.

    Mines only defend during combat movement and non-combat movement into or through this territory - not during retreat of attacking units.

    This suggestion is based on our game experience with landmines.

    Please note:
    Land mines are an essential part of defensive fighting. Especially on The Eastern Front as well as in Western Europe…

    Could this suggestion work with TripleA ?


  • @the-captain said in Axis & Allies Global 1940 House Rules Expansion:

    …Could this suggestion work with TripleA ?

    Yes. Landmines will require some heavier edit use than most units, but my testing showed it to be playable. I was wondering about spamming mass landmines. :)

    I just posted the Version 1 file. I’m gonna post the triplea differences, run the test round ( thought I’d go ahead and upload now in case you wanted to check it out tonight ) and then I’ll start cracking on Version 2 :)

  • 2023 '22 '21 '20 '19 '18

    @the-captain can you have as many unarmed mines as you want in any TTy ?

    Edit
    Maybe something like, 10 total mines plus TTy value with TTy value plus one being the max number that can be armed at any given time ?


  • @barnee

    Originally, there is no limit to how many mines can defend at any border. But since TripleA cannot adapt this rule, we have to consider the play balance in attacker vs. defender. So, TTy value plus 1 as the max number of armed mines in a territory seems well balanced.

    Also, originally there is no limit to how many unarmed mines each territory can contain. The reason is, that mines must be produced in a Capital - and from there move to the front during NCM. So, when the owner of these mines wants to move them in any directions - depending on the anticipated direction of enemy attacks - there might be “traffic jam” if there is a limit to the number of unarmed mines “enroute”.

    To make this work with TripleA I can see the difficulties. So, taken the above into consideration I suggest that we adapt a rule that you suggest will work:+1:

    Depending on player feedback, we can always go back and adjust the rule for TripleA later.

    What do you think about this?:relaxed:

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    What if you went with the mines are activated at capitals, then move them in non combat to where you want and up to so many per territory like rule says. If not then go with 1 mine only per territory and D at a+1 if they can’t be moved. Can also raise price +1 or so if spamming happens.


  • @gen-manstein

    If it works with with TripleA, then lets try it.

    Note: When mines are activated - originally these mines can no longer move. How does this work in TripleA if mines are activated in the Capital - before moving to the frontline?

    How can we distinguish between mines that are dug in (armed) - and mines that are “unarmed” - and still able to move?


  • @the-captain said in Axis & Allies Global 1940 House Rules Expansion:

    @gen-manstein

    If it works with with TripleA, then lets try it.

    Note: When mines are activated - originally these mines can no longer move. How does this work in TripleA if mines are activated in the Capital - before moving to the frontline?

    How can we distinguish between mines that are dug in (armed) - and mines that are “unarmed” - and still able to move?

    Probably won’t work. You’ll have to put mine in capital activated and act as o normal piece in game. Just can only move NC.
    It be like an aa gun.

  • 2023 '22 '21 '20 '19 '18

    @gen-manstein It’ ll be pretty dangerous if we arm them and then try and move them :)

    @The-Captain @GEN-MANSTEIN Yea, this is gonna be probably the most heavily edit use unit in the entire mod, so you can roll with your original rules if you want. The way I see them playing out, is like this:

    1 Buy unarmed Mines, place in Capital =np

    2 Move Mines in NCM to the Front or a holding area with the reserves = np

    3 Arming the Mines.
    Here is where we need to start using edit.
    At the “Start” of the Place phase, you can arm as many mines as legally
    determined by the rules. Place the armed Mines and remove the unarmed
    Mines.

    4 Open “Comment Log” and state which Border Mines are defending. " 3 Armed
    German Mines in Normandy are defending SZ 110"

    5 When the Enemy crosses the minefield.
    Before CM, Attacker checks for any minefields in it’s path. Determines the
    number of attacking Units vs the number of defending Mines and goes to
    “Roll Dice”.
    Since all Mines roll at 2, simply add number of Mines in “Number of Dice to
    Roll”
    and then edit the Kills and the detonated Mines off the map. Turn off edit and
    begin your CM.

    6 NCM would be same procedure.

    I do think for Game speed and playability I would adopt the “no mines fire in retreat” though. Here’s an example. There are 6 unarmed Mines in Normandy
    Screenshot from 2021-05-04 08-10-50.png
    3 Mines are Armed
    Screenshot from 2021-05-04 08-13-07.png
    2 inf, 1 commando, 3 arty cross minefield
    Screenshot from 2021-05-04 08-15-08.png
    1 inf steps on Mine and is killed
    Screenshot from 2021-05-04 08-15-45.png
    Units are removed an Combat begins
    Screenshot from 2021-05-04 08-20-03.png

    Edit
    oops Only 3 dice would have rolls because only 3 Mines :)

    PSS
    Step 3 can be eliminated

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Hey if you feel doing all that editing is no problem then go for it. I was looking at KISS.
    My thoughts are just try and keep it simpler if possible.

    For being to strong active at capitals u can adjust pay and AD values. Base it on how many does each country actually buys and used each.

    Maybe I don’t know what I’m doing. Lol
    Best I butt out of this discussion based on I don’t know what u can and can’t in triple a.
    As you know I play and test many different rules and pieces in games.

    You doing a great job barnee !!


  • @the-captain Most of it can probably be done mentally as if you load transports you have to remove the transport in edit along with the units then edit the trprt back in. So State in comment log “3 inf, 1 commando, 3 arty attack Normandy-sz 110” without loading the trprts.

    It’ll take a bit to get used too, but it should smooth out with use. Also the Mines themselves are A0 D0 units with the unarmed ones at M1. So don’t take them as hits in combat. If TTy conquered all Mines will die. After Combat before NCM, edit armed Mines back in.


  • @gen-manstein no woories General. Your input is always welcome :)

    Yea this mod is gonna play more like a tabletop game than a regular triplea mod

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