Axis & Allies Global 1940 House Rules Expansion


  • @barnee

    This is part of the revised rulebook (soon to be released):

    A Paratrooper counts as a Tank unit towards the loading capacity of Transports/Landing Crafts & Air Transport.

  • 2024 2023 '22 '21

    An Air Transport unit can transport 1 land based combat unit (infantry, artillery, mechanized infantry etc.)

    Exception:
    Only a German Air Transport can transport a Tank, Paratrooper or any other land unit that counts as a Tank towards the loading capacity.

  • 2023 '22 '21 '20 '19 '18

    @the-captain So I believe this is correct

    No Waffen Units can move by Sea Transport.
    All Waffen Units can move by Rail.
    All Waffen Units except Heavy Tanks can move by Air Transport.

    All Wehrmacht Land Units can move by Sea, Air and Rail Transport. This includes AA Guns.
    Exception King Tiger may not move by Sea or Air Transport but can use Rail Transport.

    Landmines can move by Sea, 3 per Transport/LCV.
    1 per Rail
    None by Air

    Edit
    All Paratroopers may use Sea and Rail Transport and count as a Tank Unit.
    Only German Paratroopers may use Air Transport

    Edit2
    Right Arm :muscle: Captain Just to tidy it up here’s the LCVs

    Landing Craft can use Sea and Rail transport. Count as a Tank Unit.
    May Not use Air Transport


  • @barnee

    That is almost accurate:muscle:

    Landing Crafts cannot move by Air Transport - not even German Landing Crafts.

    This will all be more clearly specified in the revised rulebook.

  • 2024 2023 '22 '21

    Concerning Landing Crafts:

    Production of Landing Crafts has a minor change for United Kingdom and United States:

    Note 2:
    The production of Landing Crafts is limited to these Nations and numbers – and the production must be in these cities:

    USA (Washington or Los Angeles): 8
    United Kingdom (London): 12
    Germany (Berlin): 6
    Japan (Tokyo): 4
    Italy (Rome): 4

    Landing Crafts can only be used by the owner.

    Exception:
    See D-Day rule.

    Landing Crafts lost can be reproduced.

  • 2024 2023 '22 '21

    The RULEBOOK Axis & Allies Global 1940 House Rules Expansion is being revised - and we expect to be able to release this Revised Edition in Early 2023.

    Basically all rules are more or less the same as now - the Revised Rulebook mostly incorporates the Rules Clarification - as well as the numerous questions & answers throughout this thread - the Global 1943 thread - and the Global 1940 Strategy Guide thread

    A few minor changes have been made - and mostly concerns rules that were unnecessarily complicated - or rules that simply needed to be more smooth during game play.

    We do however recommend that players (quickly) read through the Revised Rulebook when we release it.

    Some new components have also been added at the request of multiple players, such as:

    • Army Group Boards & Markers
    • Allied Army Group Markers
    • Updated Cost Of All Units list (no cost changes however)
    • Updated Timetable (Heavy Bombers are added)
    • Revised Naval Task Force Boards & Markers
    • Additional Optional Rules: Desert Army and Combat Engineer unit. Those rules are added as an appendix - and do not necessarily have to be incorperated in the game to keep the ultimate Balance of Play.

    We’ll be back with more information as we get closer to Release Date.


  • @the-captain Any thought to India being allowed to build Engineers ? That way I could move some LMs into Burma same rd I take it :)


  • @barnee

    During play testing we did have an option to produce Combat Engineers at any factory.

    But since this unit is highly specialized, it would have to be produced at an Industrial Complex in a Major Capital - same rule as for all other specialized units.

    During Game Play, only Major Capitals are considered to have the capacity needed for construction & training of specialized units.

  • 2024 2023 '22 '21

    The Revised Rulebook, Axis & Allies Global 1940 House Rules Expansion is now available on this thread - at the first page.

    The Revised Edition includes rules clarifications and a limited number of modified rules.


  • @the-captain so King Tiger is available in Early 1944 instead of Late 43 now. Is that the only time change for Units ?


  • @barnee

    German King Tiger unit is available from Early 1944.

    This timeline has not changed (see Timetable) - the text has simply been corrected so it matches the Timetable.

    There are no changes to the timeline (Timetable) for units & rules to enter the game.


  • @the-captain Is that the only one then ? Text change ? I don’t notice any others.
    The Bombers were missing in the timetable but the text was correct for them.

  • 2024 2023 '22 '21

    Concerning the Revised Rulebook, here is a brief view of what has been clarified or changed (read through the specific rule):

    • Cost of All Units
    • Pictures at page 14 (Army Group)
    • Paratrooper
    • Lend-Lease
    • Facilities
    • Non-Agression Pact (Germany-Soviet Union)
    • Expanded Pacific IPC Values (Celebes worth 4 IPC)
    • Escorts
    • US National Guard
    • Defensive Fortifications & Atlantic Wall
    • Strategic Rail Movement
    • Home Defense
    • D-Day
    • Red Army Conscription
    • Landing Crafts
    • Army Group
    • Take Over of Italy
    • Air Transport
    • King Tiger
    • Type XXI U-Boat
    • Heavy Bombers

    Read through each rule mentioned above in order to get familiar with the clarifications and minor changes.

    We recommend that the entire rulebook is studied.


  • @the-captain All right. It’s over 50 pages, so it’s easy to miss something. So far i just need to change Tigers timeline


  • @the-captain Looks like the Tigers coming in Early 44 instead of Late 43 and changing Germany’s Take Over Italy Objective so it counts twice for the Oil. Iraq, Persia and NW Persia is all I need to do.
    I assume 1 Unit activates both German and Italian Oil Objectives.

    LCVs block Blitz Movement now. Almost missed that one.

    Red Army Conscripts can Max Place no matter the Factory Damage. These last two are Player Enforced with triplea. I’ll mention it in Game Notes though.

    2 Armies Active in Capital Defense for the Big 3. Forgot about that one. I’ll Note it as well.

    Other than that, just clarifications. Nice job on that.
    I’d recommend using red text for any changes next update. Easier than having to compare the two side by side and probably less likely for a mistake to be made.


  • @The-Captain Just a couple of clarifying questions. Any nation can destroy their owned Industrial Factories anytime on their turn for no cost right?

    To make sure I’m going this right: Strategic Bombing - Say I’m going in with (3) tactical bombers escorted by (3) fighters. Defender has (5) fighters they mobilize to intercept. Since I’m the “attacker” the defending fighters defend on a 4 correct? However, my attacking aircraft are defending against these intercepting fighters so they would use their defensive ratings in this combat - 3 for the tactical bombers, and 4 for the fighters. Is what I outline correct based on your Expansion rules in section 11?


  • @mkgionet

    An Industrial Complex must be transformed to an Underground Factory at least one round before it can be destroyed by the owner.

    An Underground Factory can be destroyed by the owner at no cost - it is simply removed from play.

    See page 20 for further details.

    Concerning Strategic & Tactical Bombing and Air-To-Air Combat Over Target Area:
    In your example, there are no Strategic Bomber units. So I assume that you are conducting a Tactical Bombing Raid against an Air or Naval Base.

    In your example, during Air-To-Air Combat Over Target Area all attacking air units attack at “3” - and defending fighter units defend at “4”.

    Once the Air-To-Air Combat Over Target Area has ended, the Tactical Bombers (if any survived) are exposed to AAA by the facility that they attack.
    There after, any surviving Tactical Bomber unit can drop its bombs on that facility.

    See page 23 and 24 for further details.

    Remember:
    Strategic Bombing Raid: During Air-To-Air Combat Over Target Area any Strategic Bomber unit defends at “1” against the Fighter units that protect the Industrial Complex (Target).
    Attacking Heavy Bomber units each defends with 2 dice at “1”.


  • @the-captain Thank you for the clarifications. However, I don’t think it makes a lot of sense that you can only destroy Underground Factories. If you can destroy an Underground Factory shouldn’t you also be able to destroy an Industrial Complex. They’re essentially the same thing, you’ve just chosen to spend the cost to put the Industrial Complex underground.

    Hold the boat - So you can’t bomb Industrial Complex’s with Tactical Bombers, only Strategic Bombers?

  • 2024 2023 '22 '21

    Hi @mkgionet,

    Strategic & Tactical Bombing Raids are described on pg. 16 in the OOB Europe 1940 2nd Edition rulebook.

    This is the initial text in the rulebook:

    Strategic and Tactical Bombing Raids
    A strategic or tactical bombing raid is a direct attack on a facility. During this step, you can bomb enemy industrial
    complexes, air bases, and naval bases with your strategic bombers. You can also bomb enemy air and naval bases
    (but not industrial complexes) with your tactical bombers. When you damage these facilities, their capabilities are
    decreased or eliminated, and your enemy must spend IPCs to repair them in order to restore those capabilities. Repairs
    can be made by the units’ controlling player during his or her Purchase and Repair Units phase (see “Purchase and
    Repair Units,” page 12).

    Concerning demolition of Underground Factories:
    When an Industrial Complex is transformed to an Underground Factory, the IPC cost (4 IPC) represents both demolition charges as well as the construction of underground facilities.

    An IC cannot be transformed to an UF - and be destroyed in the same turn.
    The IC must be transformed to an UF at least one round before the UF is destroyed.
    This maneuver represents the time consuming effort that is needed for the process - and it challenges the player to plan ahead.

    During the initial play testing we used seperate costs for demolition and transforming.
    Play test results showed that to make the rule attractive and manageable, we needed to simplify the rule.
    The final result is now describe in the Axis & Allies Global 1940 House Rules Expansion rulebook.

    Remember:
    The Soviet Union can destroy any of its controlled facilities any time during the game - at no cost.
    This rule represents the Historical Aspect - Scorched Earth in the Soviet Union.

    When players have played the game on both sides a few times with theses rules - they find that it works very well - and the Ultimate Balance of Play is kept.

    We just finished a game yesterday - a game where the above subject was used to the extreme.

    Pictures & Game Report from this game will soon be posted at the Global 1940 & 1943 Expansions Game Report at this forum.

    We look forward to see your game report:+1:


  • @the-captain Thanks for the clarification. I totally missed that rule about the Tactical Bombers, but will remember it now. Thankfully it hasn’t made a big difference as we can rectify the damage that was done by just 1 Tactical Bomber in the current game. I do find that to be an odd rule though. A bomb is a bomb, whether you drop it on a base or a factory.

    I’m still not crazy about the demolition of factories rule, but we’ll go with it if it’s better for game balance.

    Question in regards to mines. Is Calcutta considered a Capital City so mines can be purchased there? I thought I saw something about that in an earlier post. If a Major Industrial Complex at a Capital has been damaged, and not repaired, how does mine production work? Even if the complex has 9 damage on it and can only produce 1 troop can it still produce an unlimited number of mines?

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