Young Grasshopper's G40 House Rules

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    YOUNG GRASSHOPPER’S G40 HOUSE RULES

    Victory Objectives & Tokens: New Victory Condition Rule

    Once a victory objective has been achieved, a victory token will be awarded, the side with the most victory tokens at the end of a full game day is the winner. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved. Victory tokens may never be awarded twice for the same objective, and they may never be taken away once earned. It does not matter which round the game ends, as long as the last game round was completed.

    Here is a list of all victory objectives for each side…

    Axis Powers

    London -The Axis control London
    (FOW) *The nation that takes control
    Moscow -The Axis control Moscow
    (FOW) *The nation that takes control
    Sydney
    -The Axis control Sydney
    (FOW) *The nation that takes control
    Asia
    -The Axis control Shanghai, Hong Kong, Malaya, and Calcutta
    (FOW) *Japan

    Africa
    -The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
    (FOW) *The nation that controls the most
    Europe
    -The Axis control 7 victory cities on the Europe map
    _(FOW) *The nation that controls the most

    Pacific
    -The Axis control 14 of the 16 Pacific Islands originally controlled by America and Japan
    (FOW) *Japan

    Supremacy
    -There are no American Capital ships on the board
    (FOW) *Japan

    Economy
    -All 3 Axis powers have a combined total of 142 IPCs on the income tracker (NOs not included)
    (FOW) *The nation that is earning the most
    Allied Powers

    Berlin
    -The Allies control Berlin
    (FOW) *The nation that takes control
    Tokyo
    -The Allies control Tokyo
    (FOW) *The nation that takes control
    Rome
    -The Allies control Rome
    (FOW) *The nation that takes control

    Asia
    -The Allies control all territories connecting the Burma road as well as Hong Kong and Shanghai
    (FOW) *The United Kingdom

    Africa -The Allies control all non-neutral territories on the continent of Africa
    (FOW) *The nation that controls the most
    Europe
    -The Soviet Union controls 6 original Axis territories
    (FOW) *The Soviet Union
    Pacific
    -The Allies control 14 of the 16 Pacific Islands originally controlled by America and Japan
    (FOW) *The United States

    Supremacy
    -There are no Japanese Capital ships on the board
    (FOW) *The United States

    Paris
    -The Allies have liberated Paris
    (FOW) *The nation that liberates it

    Fortunes of War: New Research & Development Rule

    Research rolls are no longer used to develop breakthroughs, instead, a system called “Fortunes of War” will award nations a free development roll each time a victory objective has been achieved. Once a victory token is gained, the nation with the corresponding (*) instructions listed with each objective will choose a breakthrough chart, and make a free “Fortunes of War” roll. The resulting breakthrough from this roll will take effect immediately once their turn has completely ended. Any breakthroughs gained by the UK regardless of which side of the map a token was achieved will effect all UK purchases and all UK units on the board.

    Modifications to oob breakthroughs are in red italics, Paratroopers have been replaced with Super Carrier Decks, and breakthroughs among the 2 charts have been re-positioned for balance.

    Breakthrough Chart #1

    Heavy Artillery
    All artillery now support up to 2 attacking infantry and/or mech infantry each

    Rockets
    Each operational airbase may launch a rocket at an enemy facility up to 4 spaces away, roll 2 dice per rocket and apply the highest result for damage.

    Jet Fighters
    All fighters now attack at 4 or less, and defend at 2 or less when escorting or intercepting.

    Long-Range Aircraft
    Maximum movement range for all air units is now increased by 1.

    War Bonds
    During the collect income phase, roll 2 dice and collect IPCs in the amount shown on the highest roll. (For UK war bonds, Calcutta will gain IPCs from the lowest roll, London will gain IPCs from the highest roll).

    Blitz Tactics
    Mech infantry now attack at 2 or less if paired with a tank as well as artillery, they may blitz without tanks, and they may tow 1 artillery unit each during the non-combat movement phase.
    Breakthrough Chart #2

    Super Submarines
    All submarines now attack at 3 or less.

    Anti-Aircraft Radar
    All ainti-aircraft fire from AA artillery, or AA guns built into facilities now defend at 2 or less.

    Improved Shipyards
    Battleships, Aircraft Carriers, and Cruisers are now 3 IPCs cheaper, and Destroyers, Submarines, and transports are now 1 IPC cheaper.

    Mass Production
    The mobilization capacity of all production facilities has been increased by 2. Also, you may remove 2 damage markers for the price of 1.

    Super Carrier Decks
    All aircraft carriers may now carry up to 3 fighters and/or tactical bombers each.

    Heavy Bombers
    When attacking during a battle or a SBR, roll 2 dice for each strategic bomber and select the best result.

    Bonus Income: New & Modified National Objectives

    Axis National Objectives

    Germany (in addition to all original NOs)
    -5 IPCs if an Axis power controls London

    Japan (in addition to all original NOs)
    -5 IPCs if Japan controls all original Chinese territories

    Allied National Objectives

    Soviet Union (2 NOs which will replace the original National Prestige NO)
    -5 IPCs if there are no Axis warships in sea zone #125, and the Allies control Archangel as well as London
    -5 IPCs if there are no Allied units on any original Russian territories

    United States (in addition to all original NOs)
    -5 IPCs if the United States are at war with the Axis powers

    UK Europe (in addition to all original NOs)
    -2 IPC’s if there are no Axis warships in all sea zones from 101 to 111
    -2 IPC’s if there are no Axis warships in all sea zones from 116 to 124
    -2 IPC’s if there are no Axis warships in all sea zones from 90 to 99

    ANZAC (in addition to all original NOs)
    -3 IPCs if the Allies control Cairo (when at war with Germany and Italy)

    Stage Cards: New Turn Sequence Method

    Each player must use the designated Stage Cards during their turn sequence in order to announce which phase they are conducting at any given time. Players entering a turn sequence must first place their Stage #1 card in front of them, they will than place their Mobilization Card to the right of their Stage #1 card.

    Once a player has conducted their chosen steps in Stage #1 (including the purchasing of new units which must be placed on the mobilization card), that player will then flip the Stage #1 card and enter Stage #2. Once the Stage #2 card has been revealed, any actions or decisions required during Stage #1 may not be conducted.

    New units from the mobilization card are placed on the board as per the last step of Stage #2, at which point the mobilization card is flipped and placed over the Stage #2 card revealing that the player has now entered Stage #3. In Stage #3 players must collect income, have convoys disrupted, and roll for any developments gained during this turn._

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    Here is a review of this house rule from SexyDreamPirate posted on YouTube.
    “I can honestly say I love the victory token house rules and recommend it if your looking for a way to spice things up. Not only is there a clear way to see a victor (no more games ending because its time to leave and one player refuses to surrender even though they are obviously beaten), but using the victory objective rules makes many ignored strategies a valuable option. Global games tend to go only a few ways. Germany always takes France and then goes for Russia. Rarely is sea loin considered and even more rarely is it attempted. Japan either goes attack T1 or just mucks around the Pacific as the US pushes them back. If Taranto isn’t done then Italy makes a fight for north Africa, otherwise Italy abandons Africa to help out on the eastern front. the game itself is very scripted if playing by the in-the-box rules. With victory objectives there is actually a fight for Africa. It cant just be abandoned. Sea lion is actually considered because it’s a solid way to earn a point since you don’t have to hold London, just take it. The Pacific theater becomes more fluid, Japan cant just leave the Philippines undefended after taking it, while at the same time the US is hunting the Japanese Capital ships. YG’s victory objectives just make the game less scripted and more exciting. Also the added bonus of getting a development roll is nice”.

    …this was from SouthSideCH taken from a different thread.
    “We have been playing with the VO’s for a few months now and love them. We played one 1942 scenario recently and could not wait to get back to the VO’s. We really like shooting for something meaningful and the reward system of the R&D makes it very interesting. The system makes for a much better game. Playing for 12-15 hours with Japan is limited to their home territory and still won’t concede can be taxing. This eliminates that. We have tied before which is fine”.

    …and from one of my YouTube subscribers Rod Cina
    Just played last week as Axis.  We had a two day game probably a total of 16 hours.  Took London turn three.  UK built an Air base in Gibralter and I was in it to win it.  Playing with your house rules, but without the victory cards so no techs.  The five $ Ger. gets really helps and takes away one of  Russia’s $5 bonuses too.  The USSR player though went right down to Africa and got all this “cheese’” $$$ Irag, Persia, Egypt and every Italian territory some thing like $23 or so. Made Russia really tough when they were making over $50.   I did a landing in Scotland on turn two which really helped Germany.  Built an airbase in Normandy turn 4 or 5  and there was no way the allies were coming into the English Chanel.  Used the transports to land East of Arch Angel and  a ton of land forces in Leningrad,  got out into Eastern  USSR and helped Japan without  the Mongolians border being triggered.  Japan Eventually took India and China two $5 bonuses,  ALMOST  took one of China’s last territories with Germany.   They eventually called it after I got Russia down to under $35 and China fell.  I was sending out DD blockers like crazy with Japan to slow down USA in the Pacific.  The US had almost $100 but couldn’t bring their forces to bear.  
        Thanks again for the Great Video.  We love using your new National Objective Cards for everyone make the game a lot more balanced and Sea Lion worth it.
         Looking forward to your next video,.
         A&A community try Grasshoppers house rules they really help make the game much better!!!

  • '15

    These only kick in after round 5 or so, right?  Otherwise, things like taking back the Burma road are pretty trivial for the Allies to do in the beginning.

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    @Shin:

    These only kick in after round 5 or so, right? Otherwise, things like taking back the Burma road are pretty trivial for the Allies to do in the beginning.

    Actually, There are no restrictions as to when a token can be achieved. For example: Germany takes control of London turn 3, they would get a victory token and a free development roll right away.

    As for the Asia token for the Allies, The US from Caroline Islands could easily land on both Shanghai and Hong Kong because Japan is protecting the Philippines. So we added control of the Burma road to validate the Asia token as a true accomplishment and not just a sneaky double landing from the Americans.

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    PDF Files for accessory card deck for these house rules are now available in the first post.

  • '18 '17 '16

    YG, can you add them to Artscow for printing like the G40 Objectives deck?

    Thanks again! I look forward to playing them.

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    @siparo:

    YG, can you add them to Artscow for printing like the G40 Objectives deck?

    Thanks again! I look forward to playing them.

    Sorry, artscow only allows me to design decks limited to 54 cards, but I’m looking into another site that lets me have as many as I like in one deck… I’m just learning their design features as they’re much different than artscow. Cheers.


  • YG,

    Thanks for the download.  I have really enjoyed your extra work in helping our community.

    Rod

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    @rodcina:

    YG,

    Thanks for the download.  I have really enjoyed your extra work in helping our community.

    Rod

    Thanks Rodcina, I really appreciate that… and welcome to the forums.


  • Watched your video and really liked the cards. Bought a deck and can’t wait for them to arrive. Thanks for sharing your work. After having watched most of your videos I know that you are very passionate about axis and allies. Freely sharing your game mods shows that it’s all about the game. Thanks again for being you and doing what you do.  -  Robert

  • '20 '16

    I’m getting “invalid format” when I click on both 90 card links. I ordered the awesome set from artscow last night, so I think I just “need” the 16 victory objective cards, right?

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    @Mill:

    I’m getting “invalid format” when I click on both 90 card links. I ordered the awesome set from artscow last night, so I think I just “need” the 16 victory objective cards, right?

    I just downloaded them both, no issues… maybe try again on a different computer. I’m considering a new artscow deck but it won’t be done for a while.

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    @Robar:

    Watched your video and really liked the cards. Bought a deck and can’t wait for them to arrive. Thanks for sharing your work. After having watched most of your videos I know that you are very passionate about axis and allies. Freely sharing your game mods shows that it’s all about the game. Thanks again for being you and doing what you do.  -  Robert

    Thanks Robert, I really appreciate it.

  • '18 '17 '16

    I really like this set of cards and I’ve watched your videos on the rules and now I’m ready to print them off and give it a try. I’m wondering what function the last 2 cards are for though. Combat Movement, Combat Declaration, Collect income and Bonuses. I can see what you would use the Mobilization Zones for but I’m not sure about these other 3. Please enlighten me Young Grasshopper and thank you very much for your work in creating this set and all the other work you have done.

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    @GeneralHandGrenade:

    I really like this set of cards and I’ve watched your videos on the rules and now I’m ready to print them off and give it a try. I’m wondering what function the last 2 cards are for though. Combat Movement, Combat Declaration, Collect income and Bonuses. I can see what you would use the Mobilization Zones for but I’m not sure about these other 3. Please enlighten me Young Grasshopper and thank you very much for your work in creating this set and all the other work you have done.

    Hey GHG… I’ve uploaded a new video that will better answer your question (It’s at the 11:20 mark)… https://www.youtube.com/watch?v=W1xVCzBsNuY


  • I like this idea. Gonna play with them next time with my group.

  • '20 '16

    Good stuff, YGH! I was wondering what inspired the change to the production facilities? What territories, or areas on the map did you feel were getting too much or too little production that first planted the idea in your mind?

    And, as a fly on the wall, I’m curious if/where you see these facilties coming into play in your games in the Cliffside Bunker?

    The Depot in the Philippines is what stands out the most to me at first glance. I see that making a J1 DOW almost a must!  :-o

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    @Mill:

    Good stuff, YGH! I was wondering what inspired the change to the production facilities? What territories, or areas on the map did you feel were getting too much or too little production that first planted the idea in your mind?

    And, as a fly on the wall, I’m curious if/where you see these facilties coming into play in your games in the Cliffside Bunker?

    The Depot in the Philippines is what stands out the most to me at first glance. I see that making a J1 DOW almost a must! :-o

    Hey Mill Creek, Thanks for your questions and comments.

    Over the past 3-4 years there have been many forum discussions about adding production facilities to the already existing ones. Many people have offered ideas of facilities slightly greater than a Minor IC, and others suggest a facility smaller than a Minor IC… The member with the most inspiration for my work on this was KNP, and from his suggestions I decided to work on a system that had both a greater and a lesser than Minor facility bringing it to a total of 4 production units available.

    I have introduced tons of house rules to my core gaming group over several years, the ones that have become unanimously accepted for all our current games at the Bunker are the victory tokens we use to determine a winner, and the new or modified national objectives to create some balance. Some of my own personal favorites like a combined UK Pacific/ANZAC nation, and AAA capabilities for cruisers and battleships have been rejected among our group… as well as the 4 production facility system. Out of all the house rules we don’t play at the Bunker, the new production facilities are my favorite, and therefore… I included them on my house rule document.

    The 4 production facility system favors the Allies the most, so it can be used as a tremendous balance mechanic instead of the bid system. If you read the capabilities and restrictions of each facility, as well as the new starting setup for initial placement (like you noticed about the Philippines)… you will see some interesting possibilities for a game.

    • The United States may build more units in Western USA when not at war, they may build up to 10 IPCs worth of units on the Philippines and Hawaii, and they may place up to 5 units in Norway if they build a Major factory there.

    • The Russians can build more units on the front in Leningrad, more on Stalingrad after a strong German advance, and they can build a depot if they want more units in the far east.

    • ANZAC can now build 5 units in Sydney instead of just 3, Calcutta can now get have 2 major factories in and around India, and the UK can build slightly cheaper facilities in and around Egypt.

    • How does these facilities effect the Axis?.. not by much, the facilities they capture will be downgraded or destroyed forcing them to buy their own. Any 5 unit producing major factory in Romania and/or the Asian coast are possible threats, but they are expensive and although military depots only cost 10 IPCs to build… their production output for Axis needs are weak at best.

    Please let me know what you think…

    YG

  • '20 '16

    My thoughts will probably stay at opinions and theories, unfortunately. I don’t play “Deluxe” face to face. I play online, and usually the Balanced Mod. For face to face games, we usually stick to Anniversary Edition as it is a great game, and more manageable in one sitting.

    Staying on the production facilities subject, I agree with you that they sound fun and interesting, but I agree with your group that it might be too much to implement on a regular basis. They would change the game in a huge way! Might be better, true, but a huge change is hard to get universally accepted.

    The shared, and noble, ideas behind Balanced Mod and your house rules, are: minimize the need for a bid due to imbalance, and expand quality strategic options in different theatres of the war. Sealion, Africa, Mediterranean, Pacific Islands, etc.

    It seems to me, putting a major factory in Novgorod, and a Military Depot in the Philippines, both strike me as limiting the variety of choices the Axis have. Germany is punished for not going Barbarossa, and Japan is punished for no J1 DOW. Neat ideas, but the resulting effects on game play may take away from your larger intended goals.

    Just looking at the prices, they seem expensive. The minor has no increased value from OOB, is now more expensive, able to be hit by tac bombers, and is limited in production unit type. What are your thoughts about 8, 12, and 16(or 18) pricing?

    Japan purchases more factories than any other nation, and I would love to see how far they could extend their power into Asia with some military depots in Chinese and Russian territories!  :-D

  • '18 '17 '16

    Question regarding the victory objectives. For the Economy objective that the Axis can achieve, does that total include national objectives as well or just income from territories? I have to ask because I never use an income tracker and I don’t know if you include N.O.'s in them.

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