• '17 '16

    @Young:

    @Baron:

    R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
    Usually, “round” is for combat rounds during Combat Resolution.

    Don’t you think?

    All Strategic Advantage decisions were meant to be made at the beginning of each game round (before Germany’s turn). Therefore, the game would begin with every nation (accept China) choosing from the first pair of advantages (R1), and thus becoming effective immediately for everyone. This is true for all strategic advantages, although… in the alternative rule section, some are specific to certain phases and are described accordingly. Although it may be confusing because rounds are usually used during combat, in this case the “R” refers to a single game round. Have you found any circumstantial loop holes that would make this timing problematic Baron?

    Instead of using the term “game round”, I think it is less confusing to use the term “start of a game turn” or “after a complete game turn”. Because in the forum, a player’s turn is referred to his own letter: G1, UK1, R1, J1.

    So, you can start with T1, G1, etc. T2, G2, etc.

  • Sponsor

    @Baron:

    @Young:

    @Baron:

    R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    You use “R” for Round, but it is a player’s turn, so I believe it is better with a “T”.
    Usually, “round” is for combat rounds during Combat Resolution.

    Don’t you think?

    All Strategic Advantage decisions were meant to be made at the beginning of each game round (before Germany’s turn). Therefore, the game would begin with every nation (accept China) choosing from the first pair of advantages (R1), and thus becoming effective immediately for everyone. This is true for all strategic advantages, although… in the alternative rule section, some are specific to certain phases and are described accordingly. Although it may be confusing because rounds are usually used during combat, in this case the “R” refers to a single game round. Have you found any circumstantial loop holes that would make this timing problematic Baron?

    Instead of using the term “game round”, I think it is less confusing to use the term “start of a game turn” or “after a complete game turn”. Because in the forum, a player’s turn is referred to his own letter: G1, UK1, R1, J1.

    So, you can start with T1, G1, etc. T2, G2, etc.

    I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.

  • '17 '16

    I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.

    True.
    Just GT#1, GT#2 was enough.


    I think everybody see what you mean.

    So, it is semantics here. it is just the expression “round” doesn’t seems to fit to the usual convention (rounds and phases are shorter than turns, in most games).
    When all players have done their turn. Then a game turn is complete.
    Just weird that the sum of players turns become round #1, etc.

  • Sponsor

    @Baron:

    I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.

    True.
    Just GT#1, GT#2 was enough.


    I think everybody see what you mean.

    So, it is semantics here. it is just the expression “round” doesn’t seems to fit to the usual convention (rounds and phases are shorter than turns, in most games).
    When all players have done their turn. Then a game turn is complete.
    Just weird that the sum of players turns become round #1, etc.

    I couldn’t quite connect with the different uses of “game turn” that you have been suggesting, so I looked in the G40 Europe rule book and at the top of page 12 under order of play it reads… “Axis and Allies is played in rounds, a round consist of each power taking a turn”.

  • Customizer

    YG, these are great ideas. I look forward to trying some or all of them in my games. You definitely get a +1 from me.

    By the way, I understood completely what you meant when you use the term “round”. I don’t understand why Baron wants to quibble over what word you use for round, turn, or whatever. With all the ideas you are proposing that can change how the game plays out, fussing over what word to use to represent what game round each advantage takes effect seems really silly.


  • @Baron:

    I suppose I could use GR for “game round”, but “start of a game turn” or “after a complete game turn” seem like long terms to use for a list in point form.

    True.
    Just GT#1, GT#2 was enough.


    I think everybody see what you mean.

    So, it is semantics here. it is just the expression “round” doesn’t seems to fit to the usual convention (rounds and phases are shorter than turns, in most games).
    When all players have done their turn. Then a game turn is complete.
    Just weird that the sum of players turns become round #1, etc.

    Actually you have it backwards. Well, in most cases anyways. Rounds are not shorter than turns. Rounds are generally considered Rounds of Play, meaning an entire series of Players Turns that have been completed. Think of Turns, as in your turn, my turn, etc… Phases are shorter than Turns, meaning a Player Turn consists of different phases(i.e. combat phase, combat move phase, non-combat move phase, etc…). In most games, phases are shorter than turns, turns are shorter than rounds. I have never heard differently. In my 27+ years of  game playing and play testing, it has always been this way. When I did play testing for a game called Advanced Third Reich and Rising Sun, a much more complex WWII game than A&A Global 1940, we always made sure to use this language to define phases vs. player turn(s) vs. rounds of rounds of play. Otherwise, people would get confused. Young Grasshopper, it really comes down to how much effort do you really want to put into this? If this is just for fun and is going to be some house rules to have fun with, then I wouldn’t change a thing. I agree w/Knp. I believe most people understand what you mean. If this is going to be something official you release to the public, then I would put some  more effort into being definitive. Just my two cents…  :-D


  • @Young:

    Hello everyone,

    Here is a one stop view of all the Delta house rules for A&A 1940 Global including Strategic Advantages, Strategic Objectives, and G40 Alternative Rules. I wish to extend a special thanks to KNP7765, Toblerone77, CWO Marc, Ben_D, Mattsk, Imperious Leader, and Baron Munchhausen for all their help with the development of these rule modifications.

    G40 STRATEGIC ADVANTAGES

    Here’s how it works… at the beginning of each round up to the 10th, a predetermined nation will automatically gain a “Strategic Advantage”, but may only choose from the 2 advantages available at the time. That nation will benefit from their chosen advantage for the remainder of the game, however, once an advantage has been passed, it will never again become available.

    Nations will have 2 predetermined advantages to choose from, as well as a predetermined game round in which they may choose. Nations may never gain advantages offered to other nations (except for rounds 1 & 10), and they may never gain advantages during game rounds not assigned to them.

    Advantages are chosen at the start of each game round (before Germany’s turn), and become effective immediately. Also, nations must be in control of their capital city in order to choose a strategic advantage, and once a nation’s capital city has been captured, they must forfeit all previously held strategic advantages permanently.

    Here are the available strategic advantages, and the game rounds (GR) they are eligible to be chosen in…

    GR#1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    Airborne Assault Troops
    Up to 2 infantry units from a friendly operational airbase may attack an enemy territory up to 3 spaces away provided that the territory is also being attacked by land units coming from an adjacent territory, or sea zone via an amphibious assault.

    or

    War Time Production
    Major factories may now produce a maximum of 12 units, and minor factories may now produce a maximum of 4 units. The maximum damage that can be applied to these factories has not changed.

    GR#2 - Germany

    Enigma
    German submarines now attack at 3 or less, and now receive 3 dice each when conducting convoy disruptions.

    or

    Blitzkrieg
    Each German mechanized infantry can now blitz alone, and transport an artillery unit up to 2 spaces. Also, German tactical bombers now attack @4 or less without needing the support of fighters or tanks (not applicable in sea zones).

    GR#3 - United States

    War Bonds Campaign
    America now rolls 2 dice every round during their collect income phase, and may collect the amount shown in additional IPCs

    or

    Uncle Sam Campaign
    America now receives free infantry units every round during their place new units phase (1 in Eastern United States, 1 in Central America, and 1 in Western United States).

    GR#4 - United Kingdom

    Radar
    All AA fire from both AA artillery units, and built in AA guns now defend at 2 or less. Also, all operational airbases under British control may now scramble up to 4 fighters in defense of an adjacent sea zone.

    or

    Commonwealth Aid
    All units produced by British minor factories are now $1 cheaper.

    GR#5 - Japan

    Long Lance Torpedos
    All Japanese destroyers now receive a 1st round “surprise strike” (like submarines) when defending against, or attacking enemy warships.

    or

    Tokyo Express
    Japanese destroyers may now transport up to 1 infantry unit each. Destroyers carrying infantry may still attack during the sea combat step of an amphibious assault before unloading their cargo.

    GR#6 - United States

    Boeing Fortresses
    When American strategic bombers attack weather in a battle or SBR, they now receive 2 dice each and the attacker may select the best result. Also, American strategic bombers now hit at 2 or less when defending against interceptors, and are now immune to built in AA guns during SBRs.

    or

    Essex Class Carriers
    All American aircraft carriers now attack at 2, and may now carry up to 3 American and/or allied fighters / tactical bombers.

    GR#7 - Germany

    Jet Fighters
    Both the attack value and movement of all German fighters has now increased by 1 (including escort and interceptor missions).

    or

    V-Rockets
    During the SBR step of each combat movement phase, a single rocket attack may be launched from each operational airbase under German control at an enemy factory, air base, or naval base up to 4 spaces away. Each rocket attack will cause an automatic 6 damage points on the targeted facility, however, Germany may not launch more than 1 rocket attack per target during the same round.

    GR#8 - Japan

    Banzai Attack
    If Japan attacks an enemy territory with only infantry, those infantry will attack at 2 or less.

    or

    Code of Bushido
    All Japanese infantry on islands now defend at 3 or less.

    GR#9 - Soviet Union

    Tankograd
    During their place new units phase, Russia will now receive 3 free tanks on the territory of Samara (if under Russian control).

    or

    Trans-Siberian Railway
    Any number of Russian infantry, artillery, and/or AA artillery units may now move from Russia to Novosibirsk, Timguska, Yenisey, or Yakut S.S.R (if under Russian control) within a single non-combat movement. There may only be one destination per turn, and all such movements must originate from Russia.

    GR#10 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    Long Range Aircraft
    The movement value of all air units has now increased by 1 (“Jet Fighters” can now reach 6, or 7 from an airbase).

    or

    Modernized Shipyards
    Sea units are now cheaper to build:

    Battleship = $17
    Aircraft Carrier = $13
    Cruiser = $9
    Destroyer = $7
    Transport = $6
    Submarine = $5

    G40 Strategic Objectives

    These new strategic objectives have been created to replace the original national objectives in an A&A 1940 Global game. “Home Lands” (original territories) are specific to the roundels printed on each territory, and the Japanese objective “Trade with USA” is the only objective to be collected during peace time. Also, Calcutta is considered an enemy city, rather than an enemy capital for the purpose of economic balance (see the city clarifications listed at the end of Strategic Objectives).

    Germany

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - Germany controls all their original territories

    Oil Fields
    $5 - An Axis power controls Caucasus

    Africa Korps
    $5 - Germany has 3 or more land units in Africa.

    Soviet Union

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - Russia controls all their original territories

    Lend Lease
    $5 - The allied powers control Archangel and there are no axis warships is sea zone #120

    National Pride
    $5 - There are no allied units on originally owned Russian territories

    United States

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    The North
    $5 - America controls Alaska and the Aleutian Islands.

    The Americas
    $10 - America controls Western, Central, and Eastern United States, as well as Mexico, Southeast Mexico, Central America, and West Indies

    The Outer Perimeter
    $5 - America controls Midway, Wake Island, Hawaiian Islands, Johnston Island, and Line Island

    The South Pacific
    $5 - The Allied powers control The Philippines, Borneo, Sumatra, Java, and Celebes

    Japan

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured
    (including Shanghai, even if not at war with the Pacific Allies)

    Home Land
    $5 - Japan controls all their original territories

    Trade With USA
    $10 - Peace with FIC, and the Pacific allies.

    Chinese Capitulation
    $5 - Japan controls all Chinese original territories

    The South Pacific
    $5 - Japan controls the Philippines, Borneo, Sumatra, Java, and Celebes.

    China

    The Burma Road
    $5 - The allied powers control the Burma road.

    Home Land
    $5 - China controls all their original territories

    United Kingdom (Pacific)

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - The UK (Pacific) controls all their original territories

    The Burma Road
    $5 - The allied powers control the Burma road.

    United Kingdom (Europe)

    Enemy Capital
    $5 for control of each enemy capital

    Enemy City
    $3 for control of each enemy city

    Home Land
    $5 - The UK (Europe) controls all their original territories

    Operation Ultra
    $5 - There are no German submarines in the Atlantic

    Italy

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - Italy controls all their original territories

    The Mediterranean Coast
    $5 - Italy controls 3 of the 4 following territories, Gibraltar, Southern France, Greece, and/or Egypt.

    Naval Superiority
    $5 - There are no allied warships in the Mediterranean.

    The Middle East
    $5 - Italy controls Iraq, northwest Persia, and Persia.

    North Africa
    $5 - Italy controls Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.

    ANZAC

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - ANZAC controls all their original territories

    The South Pacific
    $5 - The Allied powers control the Philippines, Borneo, Sumatra, Java, and Celebes

    France

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $3 - Per enemy city captured

    Home Land
    $5 - France controls all their original territories

    Clarification of enemy capitals, and cities

    Axis Capitals

    Berlin
    Rome
    Tokyo

    Axis Cities

    Warsaw

    Allied Capitals

    Washington
    London
    Paris
    Moscow
    Sydney

    Allied Cities

    Ottawa
    Cairo
    Leningrad
    Stalingrad
    Shanghai
    Hong Kong
    Calcutta
    Manila
    Honolulu
    San Francisco

    G40 Alternative Rules

    Base Support
    Strategic Bombers conducting SBRs only receive a +2 damage bonus if they have departed from an airbase.

    Russian Winter
    During the purchase new units phase of their 6th turn, Russia may roll 1 die, and Germany must remove from the board that many infantry units currently on original Russian territories (their choice). +1 for every 10 German infantry units on original Russian territories (rounded like so… 24 infantry units =+2 / 25 infantry units =+2 / 26 infantry units =+3 etc…).

    Atlantic Wall
    The defense value of all German infantry, and AA artillery units on Normandy, Holland/Belgium, and/or Denmark has increased by 1 during enemy amphibious assaults from an adjacent sea zone.

    Around the Clock Bombing
    At the beginning of any game round (before Germany’s turn), the United Kingdom may announce once per game, an “around the clock bombing campaign” which will last for one complete round. This means that any American strategic bombers (including the “Boeing Fortresses” SA), and British strategic bombers stationed on London upon the announcement, may conduct a SBR on the turn of their respective ally, as well as on their own turn.

    Military Morale
    China may purchase as many artillery units as they like, whenever they like, as long as they still posses the American fighter plane.

    Enola Gay
    During the SBR step in the combat phase of America’s 12th turn, they may use 1 American strategic bomber (including a Boeing Fortress) to drop an atomic bomb on 1 enemy territory within range of the chosen air unit. If the strategic bomber passes all air defenses (using same rules as SBRs) than that bomber will have successfully dropped it’s payload with the following damage: All facilities on the targeted enemy territory immediately sustain maximum damage, and the IPC value of the territory has now been reduced to zero. Original facilities of that territory may be repaired and used later, however, new facilities may never be placed on a that territory for the rest of the game.

    Kamikaze Tokens
    Japan may now use their available kamikaze tokens in designated kamikaze sea zones during any combat situation (not just defense).

    French Resistance
    France may immediately place 5 free infantry units on Paris every time it is liberated.

    Political Sovereignty
    Strict Neutral territories in South America have no influence over Strict Neutral territories anywhere else, and vise versa.

    Mutual Allies
    In the event of a 6 player group game, the United Kingdom will play France, the United States will play ANZAC, and the Soviet Union will play China.

    Before I comment on these, how much playtesting has been done on this?


  • Please don’t quote the whole first post, it is kinda weird when you have to scroll over that much to read a single sentence.  :wink:

    To answer your question: probably not much, since it’s fresh and to fully playtest you need half a day or so, add up the usual time eaters like sleep, eat, work/school, rest… weekend is coming though  8-)

  • Sponsor

    @knp7765:

    YG, these are great ideas. I look forward to trying some or all of them in my games. You definitely get a +1 from me.

    By the way, I understood completely what you meant when you use the term “round”. I don’t understand why Baron wants to quibble over what word you use for round, turn, or whatever. With all the ideas you are proposing that can change how the game plays out, fussing over what word to use to represent what game round each advantage takes effect seems really silly.

    Thanks KNP,

    And actually I find Baron’s sugestion quite positive, because I take it to mean that there’s not much in the rule set he has a problem with.

  • Sponsor

    @mattsk:

    Please don’t quote the whole first post, it is kinda weird when you have to scroll over that much to read a single sentence.  :wink:

    To answer your question: probably not much, since it’s fresh and to fully playtest you need half a day or so, add up the usual time eaters like sleep, eat, work/school, rest… weekend is coming though  8-)

    Yes, hopefully Brando will remove the quote from his post, and to answer Brando’s question without inserting a quote… it’s just meant to be a fun alternative for G40 players looking for a change. However, I will design a deck of cards that players can print and use in order to keep track of who has what advantages and objectives.

  • Sponsor

    Made changes today to the"Tankograd" strategic advantage, the “Russian Winter” alternative rule, redused the bonus for the “enemy cities” strategic objectives to 2 down from 3, and added an important note to “city and capital clarifications”.

  • Customizer

    @Young:

    @toblerone77:

    +1 YG. This is a great project!

    Thanks Toblerone,

    Of course the real test is how they hold up during an actual game… do you have the type of fellow players willing to test something like this for me?

    My games are with family and visiting freinds around the holiday season nowadays so games are very occasional and pretty loose. However I will try these rules out at the soonest opportunity.  Other than that, my Axis & Allies arsenal is huge and I do run solitare campaigns as well as occasional games with my wife.


  • I love the feel (historic immersion) of this set of HR’s! Really brings the game that extra level of depth and even more role playing fun!
    The advantages all seem to have major effects on balance but since all Major Powers have some, it is hard to tell the final balance. If testing reveals an unbalance the advantages can easily be tweaked to fix that.

  • Sponsor

    @ItIsILeClerc:

    I love the feel (historic immersion) of this set of HR’s! Really brings the game that extra level of depth and even more role playing fun!
    The advantages all seem to have major effects on balance but since all Major Powers have some, it is hard to tell the final balance. If testing reveals an unbalance the advantages can easily be tweaked to fix that.

    Thanks LeClerc,

    That was what I was hoping to achieve, the strategic advantages and alternative rules combined should provide more of the story as each layer (game round) peels away.


  • I will design a deck of cards that players can print

    Use Artscow for that, reason is they print a 52 card deck with whatever info you want and you create a link that players can just buy this deck for really cheap. But make sure all the changes are final before.

  • Sponsor

    @Imperious:

    I will design a deck of cards that players can print

    Use Artscow for that, reason is they print a 52 card deck with whatever info you want and you create a link that players can just buy this deck for really cheap. But make sure all the changes are final before.

    Thats great advice, I was just gonna work on illustrator but I like your idea much better.

  • '14 Customizer

    Very good job!

    Definitely like the initial advancements with players choosing between Airborne and Production.  I have always thought that one or both of these should be enabled after turn 1.

    Blitzkrieg is really going to change the way you play Germany with using mechs to transport artillery.

    I really like the whole idea and cant wait to play test with my group.

  • Sponsor

    @cyanight:

    Very good job!

    Definitely like the initial advancements with players choosing between Airborne and Production.  I have always thought that one or both of these should be enabled after turn 1.

    Blitzkrieg is really going to change the way you play Germany with using mechs to transport artillery.

    I really like the whole idea and cant wait to play test with my group.

    Thanks Cyanight,

    • You’re right, a choice between two of the lamest G40 techs for all, is a nice way to start the game.

    • Blitzkrieg is a good advantage, but you’ll have to pass on Enigma to get it.

    • Thanks, and be sure to share your findings with us after your first play test.

    Cheers.


  • @Young:

    Hello everyone,

    Here is a one stop view of all the Delta house rules for A&A 1940 Global including Strategic Advantages, Strategic Objectives, and G40 Alternative Rules. I wish to extend a special thanks to KNP7765, Toblerone77, CWO Marc, Ben_D, Mattsk, Imperious Leader, and Baron Munchhausen for all their help with the development of these rule modifications.

    G40 STRATEGIC ADVANTAGES

    At the beginning of each round from the 1st up to the 10th, a predetermined nation will automatically gain a “Strategic Advantage”, but may only choose from the 2 advantages available at the time. That nation will benefit from their chosen advantage for the remainder of the game, however, once an advantage has been passed, it will never again become available.

    Nations will have 2 predetermined advantages to choose from, as well as a predetermined game round in which they may choose. Nations may never gain advantages offered to other nations (except for R1 & R10), and they may never gain advantages during game rounds not assigned to them.

    Advantages are chosen at the start of each game round (before Germany’s turn), and become effective immediately. Also, nations must be in control of their capital city in order to choose a strategic advantage, and once a nation’s capital city has been captured, they must forfeit all previously held strategic advantages permanently.

    Here are the available strategic advantages, and the game rounds (R#) they are eligible to be chosen in…

    R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    Here is my two cents. First of all, very nice work. Very interesting. I’m curious to here from everyone how this plays out. I’d be interested in playing this out via Battlemap if anyone’s interested. I know everyone plays TripleA now but obviously this is impossible to play out via TripleA or at the very least very difficult. Sorry to quote this section again but it would be very difficult to reply to the entire section w/out doing so. I know scrolling through this with the mouse is very strenuous. Sorry for causing carpal tunnel.  :-P

    Airborne Assault Troops
    Up to 2 infantry units from a friendly operational airbase may attack an enemy territory up to 3 spaces away provided that the territory is also being attacked by land units coming from an adjacent territory, or sea zone via an amphibious assault.

    I see most countries selecting this option, very powerful for Germany and Japan. Italy has some nice possibilities with this option as well, along w/Anzac and possibly Britain.

    or

    War Time Production
    Major factories may now produce a maximum of 12 units, and minor factories may now produce a maximum of 4. The maximum damage that can be applied to these factories has not changed, however, factories must be fully operational (zero damage) in order to produce the extra unit/s.

    I see Britain being the only real benefactor of this option vs. Airborne assault. Maybe Anzac. And maybe Russia. But Anzac has a really good opportunity w/Airborne assault to put an AB in Java. From Java you can reach Shan State, Siam, Malaya, Sumatra, Borneo, and Celebes.

    R2 - Germany

    Enigma
    German submarines now attack at 3 or less, and now receive 3 dice each when conducting convoy disruptions.

    Possible option - Add if Germany selects this option, their subs do at least 1 IPC of convoy damage, regardless of dice rolls? Very frustrating when TripleA doesn’t get at least 1 IPC of damage during convoy disruption. If Germany has Enigma, they should do at least 1 IPC of damage.

    or

    Blitzkrieg
    Each German mechanized infantry can now blitz alone, and transport an artillery unit up to 2 spaces. Also, German tactical bombers now attack @4 or less without needing the support of fighters or tanks (not applicable in sea zones).

    Very powerful! I see most German players selecting this option, especially if they’re going after Russia. Question : Can the transported artillery attack during the combat phase or is it only transported during the non-combat phase? I’d be curious to find out how much this option affects the game. This may tip the scales even more in the Axis favor.

    R3 - United States

    War Bonds Campaign
    America now rolls 2 dice every round during their collect income phase, and may collect the amount shown in additional IPCs

    Possible option - Give the US at least 4 IPC’s w/this option, if they roll below 4. Otherwise, I see the other option being the better option.

    or

    Uncle Sam Campaign
    America now receives 3 free infantry units every round during their place new units phase (1 in Eastern United States, 1 in Central America, and 1 in Western United States).

    R4 - United Kingdom

    Radar
    All AA fire from both AA artillery units, and built in AA guns now defend at 2 or less. Also, all operational airbases under British control may now scramble up to 4 fighters in defense of an adjacent sea zone.

    or

    Commonwealth Aid
    All units produced by British minor factories are now $1 cheaper.

    I see this being the better of the two Brit options. Especially powerful if you build a minor IC in Egypt, Iraq or Persia. Depends on what the Germans do though.

    R5 - Japan

    Long Lance Torpedos
    All Japanese destroyers now receive a 1st round “surprise strike” (like submarines) when defending against, or attacking enemy warships.

    or

    Tokyo Express
    Japanese destroyers may now transport up to 1 infantry unit each. Destroyers carrying infantry may still attack during the sea combat step of an amphibious assault before unloading their cargo.

    R6 - United States

    Boeing Fortresses
    When American strategic bombers attack weather in a battle or SBR, they now receive 2 dice each and the attacker may select the best result. Also, American strategic bombers now hit at 2 or less when defending against interceptors, and are now immune to built in AA guns during SBRs.

    I see this as maybe being too powerful. Maybe take out the last sentence.

    or

    Essex Class Carriers
    All American aircraft carriers now attack at 2, and may now carry up to 3 American and/or allied fighters / tactical bombers.

    Again, I see this as maybe being too powerful. Question : Does this apply to carriers already on the board?

    R7 - Germany

    Jet Fighters
    Both the attack value and movement of all German fighters has now increased by 1 (including escort and interceptor missions).

    or

    V-Rockets
    During the SBR step of each combat movement phase, a single rocket attack may be launched from each operational airbase under German control at an enemy factory, air base, or naval base up to 4 spaces away. Each rocket attack will cause an automatic 6 damage points on the targeted facility, however, Germany may not launch more than 1 rocket attack per target during the same round.

    I see this as possibly being too powerful. Germany could launch attacks from Greece and Caucasus into Egypt, Persia, Iraq or India, where the Brits would most likely have their minor IC’s. Maybe make the Germans roll 1 die, instead of getting an automatic 6 points of damage.

    R8 - Japan

    Banzai Attack
    If Japan attacks an enemy territory with only infantry, those infantry will attack at 2 or less.

    or

    Code of Bushido
    All Japanese infantry on islands now defend at 3 or less.

    R9 - Soviet Union

    Tankograd
    All Russian factories now have a movement value of 1 (non-combat movement ony), and may now produce tanks for $1 less.

    or

    Trans-Siberian Railway
    Any number of Russian infantry, artillery, and/or AA artillery units may now move from Russia to Novosibirsk, Timguska, Yenisey, or Yakut S.S.R (if under Russian control) within a single non-combat movement. There may only be one destination per turn, and all such movements must originate from Russia.

    If Russia is still in the game at this point, this option seems like it spells doom for the Axis. I would take this option out completely.

    R10 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

    Long Range Aircraft
    The movement value of all air units has now increased by 1 (“Jet Fighters” can now reach 6, or 7 from an airbase).

    or

    Modernized Shipyards
    Sea units are now cheaper to build:

    Battleship = $17
    Aircraft Carrier = $13
    Cruiser = $9
    Destroyer = $7
    Transport = $6
    Submarine = $5

    G40 Strategic Objectives

    These new strategic objectives have been created to replace the original national objectives in an A&A 1940 Global game. “Home Lands” (original territories) are specific to the roundels printed on each territory, and the Japanese objective “Trade with USA” is the only objective to be collected during peace time. Also, Calcutta is considered an enemy city, rather than an enemy capital for the purpose of economic balance (see the city clarifications listed at the end of Strategic Objectives).

    Germany

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $2 - Per enemy city captured

    Home Land
    $5 - Germany controls all their original territories

    Oil Fields
    $5 - An Axis power controls Caucasus

    Africa Korps
    $5 - Germany has 3 or more land units in Africa.

    Soviet Union

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $2 - Per enemy city captured

    Home Land
    $5 - Russia controls all their original territories

    Lend Lease
    $5 - The allied powers control Archangel and there are no axis warships is sea zone #120

    National Pride
    $5 - There are no allied units on originally owned Russian territories

    United States

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $2 - Per enemy city captured

    The North
    $5 - America controls Alaska and the Aleutian Islands.

    The Americas
    $10 - America controls Western, Central, and Eastern United States, as well as Mexico, Southeast Mexico, Central America, and West Indies

    The Outer Perimeter
    $5 - America controls Midway, Wake Island, Hawaiian Islands, Johnston Island, and Line Island

    The South Pacific
    $5 - The Allied powers control The Philippines, Borneo, Sumatra, Java, and Celebes

    Japan

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $2 - Per enemy city captured
    (including Shanghai, even if not at war with the Pacific Allies)

    Home Land
    $5 - Japan controls all their original territories

    Trade With USA
    $10 - Peace with FIC, and the Pacific allies.

    Chinese Capitulation
    $5 - Japan controls all Chinese original territories

    The South Pacific
    $5 - Japan controls the Philippines, Borneo, Sumatra, Java, and Celebes.

    China

    The Burma Road
    $5 - The allied powers control the Burma road.

    Home Land
    $5 - China controls all their original territories

    United Kingdom (Pacific)

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $2 - Per enemy city captured

    Home Land
    $5 - The UK (Pacific) controls all their original territories

    The Burma Road
    $5 - The allied powers control the Burma road.

    United Kingdom (Europe)

    Enemy Capital
    $5 for control of each enemy capital

    Enemy City
    $2 for control of each enemy city

    Home Land
    $5 - The UK (Europe) controls all their original territories

    Operation Ultra
    $5 - There are no German submarines in the Atlantic

    Italy

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $2 - Per enemy city captured

    Home Land
    $5 - Italy controls all their original territories

    The Mediterranean Coast
    $5 - Italy controls 3 of the 4 following territories, Gibraltar, Southern France, Greece, and/or Egypt.

    Naval Superiority
    $5 - There are no allied warships in the Mediterranean.

    The Middle East
    $5 - Italy controls Iraq, northwest Persia, and Persia.

    Is this 5 IPC’s per territory or does Italy have to control all three to get the bonus?

    North Africa
    $5 - Italy controls Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.

    I would maybe take Egypt off of this. Egypt can be very difficult to take, along w/controlling the rest of N. Africa.

    ANZAC

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $2 - Per enemy city captured

    Home Land
    $5 - ANZAC controls all their original territories

    The South Pacific
    $5 - The Allied powers control the Philippines, Borneo, Sumatra, Java, and Celebes

    France

    Enemy Capital
    $5 - Per enemy capital captured

    Enemy City
    $2 - Per enemy city captured

    Home Land
    $5 - France controls all their original territories

    Clarification of enemy capitals, and cities

    Important: Nations never receive bonus cash for cities they own to begin the game. However, once a city or capital has been captured, it now becomes an enemy city or capital to the nation that lost it. Therefore, once liberated, the bonus cash for the objective will trade hands and stay “in play” for the remainder of the game.

    Axis Capitals

    Berlin
    Rome
    Tokyo

    Axis Cities

    Warsaw

    Allied Capitals

    Washington
    London
    Paris
    Moscow
    Sydney

    Allied Cities

    Ottawa
    Cairo
    Leningrad
    Stalingrad
    Shanghai
    Hong Kong
    Calcutta
    Manila
    Honolulu
    San Francisco

    G40 Alternative Rules

    Base Support
    Strategic Bombers conducting SBRs only receive a +2 damage bonus if they have departed from an airbase.

    Russian Winter
    During their purchase new units phase of each turn, Russia may choose to roll an attempt @6 on 1 die in order to trigger a severe Russian winter. They may decide to make an attempt during a turn, or pass and save it for a later round. If / when successful, Russia will make a second roll, and Germany must remove from the board that many infantry units (their choice) currently on original Russian territories, and immediately when the winter is triggered. Also, add 1 for every 10 German infantry units on original Russian territories (rounded like so… 24 infantry units =+2 / 25 infantry units =+2 / 26 infantry units =+3 etc…). There may only be 1 Russian winter triggered per game.

    Atlantic Wall
    The defense value of all German infantry, and AA artillery units on Normandy, Holland/Belgium, and/or Denmark has increased by 1 during enemy amphibious assaults from an adjacent sea zone.

    Around the Clock Bombing
    At the beginning of any game round (before Germany’s turn), the United Kingdom may announce once per game, an “around the clock bombing campaign” which will last for one complete round. This means that any American strategic bombers (including the “Boeing Fortresses” SA), and British strategic bombers stationed on London upon the announcement, may conduct a SBR on the turn of their respective ally, as well as on their own turn.

    Military Morale
    China may purchase as many artillery units as they like, whenever they like, as long as they still posses the American fighter plane.

    This may be too powerful.

    Enola Gay
    During the SBR step in the combat phase of America’s 12th turn, they may use 1 American strategic bomber (including a Boeing Fortress) to drop an atomic bomb on 1 enemy territory within range of the chosen air unit. If the strategic bomber passes all air defenses (using same rules as SBRs) than that bomber will have successfully dropped it’s payload with the following damage: All facilities on the targeted enemy territory immediately sustain maximum damage, and the IPC value of the territory has now been reduced to zero. Original facilities of that territory may be repaired and used later, however, new facilities may never be placed on a that territory for the rest of the game.

    I would maybe think about having the territory go from zero IPC’s after the bombing to gaining 1 IPC per turn after the bombing, until it reaches it’s original IPC value.

    Kamikaze Tokens
    Japan may now use their available kamikaze tokens in designated kamikaze sea zones during any combat situation (not just defense).

    I would implement this after a certain turn or after certain situations are met. Historically, the Japanese only implemented this strategy after they were losing the war and didn’t have sufficient good pilots to fight off the US.

    French Resistance
    France may immediately place 5 free infantry units on Paris every time it is liberated.

    Too powerful.

    Political Sovereignty
    Strict Neutral territories in South America have no influence over Strict Neutral territories anywhere else, and vise versa.

    Talking about a swing of 6 IPC’s. This may be too powerful.

    Mutual Allies
    In the event of a 6 player group game, the United Kingdom will play France, the United States will play ANZAC, and the Soviet Union will play China.

  • Sponsor

    Hey Commander Brado,

    Thanks for taking the time to dissect these house rules for me, your comments are greatly appreciated.

    “I know everyone plays TripleA now but obviously this is impossible to play out via TripleA or at the very least very difficult” - Actually I only play table top A&A, so I’m unfamiliar with the challenges of translating these rules for online gaming, even if that were my goal, I would have to agree with your term “impossible”.

    Airborne Assault Troops
    I see most countries selecting this option, very powerful for Germany and Japan. Italy has some nice possibilities with this option as well, along w/Anzac and possibly Britain.
    - Agreed… 1 for the Axis.
    or
    War Time Production
    I see Britain being the only real benefactor of this option vs. Airborne assault. Maybe Anzac. And maybe Russia. But Anzac has a really good opportunity w/Airborne assault to put an AB in Java. From Java you can reach Shan State, Siam, Malaya, Sumatra, Borneo, and Celebes.
    - 15$ for a cash strapped ANZAC in a hostile area seems risky, I may still take it for ANZAC considering all the friendly airbases in the Pacific, but ANZAC always wants to place more units when the money starts to roll in… tough choice for them.

    Enigma
    Possible option - Add if Germany selects this option, their subs do at least 1 IPC of convoy damage, regardless of dice rolls? Very frustrating when TripleA doesn’t get at least 1 IPC of damage during convoy disruption. If Germany has Enigma, they should do at least 1 IPC of damage.
    - This pairing seems pretty balanced especially now that I’ve made the Blitzkrieg modification. Gonna wait for some play test results to see if a change is needed here.
    or
    Blitzkrieg
    Very powerful! I see most German players selecting this option, especially if they’re going after Russia. Question : Can the transported artillery attack during the combat phase or is it only transported during the non-combat phase? I’d be curious to find out how much this option affects the game. This may tip the scales even more in the Axis favor.
    - Good question, I’m gonna limit it for non-combat movement only. 1 for the Axis

    War Bonds Campaign
    Possible option - Give the US at least 4 IPC’s w/this option, if they roll below 4. Otherwise, I see the other option being the better option.
    - I would like to keep it as is for now, this is one of the more intriguing pairs, because players will have to fight between their own greed, or logic. Pick War bonds betting for boxcars every round, and you may get burnt with snake eyes. I assume my group players will place their 3 infantry and roll 2 dice just to see what they would have got if they picked war bonds. However, I know one player who will gamble every time.

    Commonwealth Aid
    I see this being the better of the two Brit options. Especially powerful if you build a minor IC in Egypt, Iraq or Persia. Depends on what the Germans do though.
    - Yes, I sense some head games where if Germany takes Enigma, it could mean sealion, or a sealion fake. However, if they take Blitzkrieg, the smart choice would be Commonwealth Aid. Play testing will tell me to keep it as is, or limit it to Canada and South Africa.

    Boeing Fortresses
    I see this as maybe being too powerful. Maybe take out the last sentence.

    or
    Essex Class Carriers
    Again, I see this as maybe being too powerful. Question : Does this apply to carriers already on the board?
    - Having 2 powerful advantages to choose from is perfect, because you’re only allowed one going forward, and after all… this is USA (the awakened giant). Of course if play testing proves the boeing fortresses SA always getting the vote, than your suggestion is very reasonable. However, if Essex Class Carriers are overwhelmingly popular, than I would suggest dropping the @2 attack to @1, and yes it applies to all carriers on the board. 1 for the Allies.

    V-Rockets
    I see this as possibly being too powerful. Germany could launch attacks from Greece and Caucasus into Egypt, Persia, Iraq or India, where the Brits would most likely have their minor IC’s. Maybe make the Germans roll 1 die, instead of getting an automatic 6 points of damage.
    Rocket attacks from those territories will require a $15 AB purchase, and we have to remember that this advantage is up against Jet Fighters which get +1 attack, and +1 movement. I believe that 1 dice to damage just won’t cut it 1 for the Axis

    Trans-Siberian Railway
    If Russia is still in the game at this point, this option seems like it spells doom for the Axis.
    VS.
    Blitzkrieg
    Very powerful! I see most German players selecting this option, especially if they’re going after Russia.

    • Something’s gotta give,1 for the Allies.

    The Middle East
    Is this 5 IPC’s per territory or does Italy have to control all three to get the bonus?
    - correct

    North Africa
    I would maybe take Egypt off of this. Egypt can be very difficult to take, along w/controlling the rest of N. Africa.
    - Done

    Military Morale
    This may be too powerful.
    - I know that my group players want to have this option and not only when holding the road, we’ll have to see how others feel with your opinion already counted, 1 for the Allies.

    Enola Gay
    I would maybe think about having the territory go from zero IPC’s after the bombing to gaining 1 IPC per turn after the bombing, until it reaches it’s original IPC value.
    - Done, I’m just happy to have an atomic bomb rule that hasn’t gotten ripped to shreds yet… LOL.

    Kamikaze Tokens
    I would implement this after a certain turn or after certain situations are met. Historically, the Japanese only implemented this strategy after they were losing the war and didn’t have sufficient good pilots to fight off the US.
    I know that this rule is begging to happen for history’s sake, but I take the oob rule to mean that if American warships are in kamikaze sea zones, than they’re close enough to trigger desperation from Japan. I’d like to hear more opinions on this… anyone?

    French Resistance
    Too powerful.
    - No problem, I’ll reduce it from 5 to 3.

    Political Sovereignty
    Talking about a swing of 6 IPC’s. This may be too powerful.
    - My groups have been playing with this rule for 2 years now and no American player has bothered to fight in the South American jungles with valuable infantry to eventually score $6 a turn. It seems America has other responsibilities,but I’m still gonna give 1 for the Allies.

    Can’t say how much I appreciate your contribution Commando Brado, this is exactly the kind of feedback this project needs if it’s ever gonna become useful. Just a quick comment about the overpowering elements, to me thats where the fun lies, of course Delta will never be taken seriously among purist or tournament players… it’s meant to turn Global on it’s head for 1 out of 10 games, just to feel the elements of history a little better. I agree that nations have become more powerful using Delta rules, but I think that can be tremendous fun as long as it’s fair.

    By the way, among the rules that you felt were to powerfull… there were 3 for the Axis, and 4 for the Allies… perfect! no bid necessary (lol… just teasing  :-P)

    Thanks again,

    YG.

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