The Cliffside Bunker House Rules

  • '17 '16

    Axis Powers

    • Global Economy
      All 3 Axis powers have a combined total of 136 IPCs on the income tracker
      (R&D) *The nation that controls the most

    This should be a comparative between initial economy and final stage when 136 IPCs is reached.
    Germany: 30 IPCs (45= 150 %, 60= 200%, 75= 250%, 90= 300%)
    Japan : 26 IPCs (39= 150%, 52= 200%, 65= 250%, 78%= 300%)
    Italy: 10 IPCs (15= 150%, 20= 200%, 25= 250%, 30= 300%)

    Otherwise, Italy player have little chance to get this victory award.


  • 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.

    We will try the other house rules soon.

    Chris


  • Have you thought about putting a Minor Factory in India and a Military Base in West India to better reflect India’s production capacity?

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    @Faramir:

    Have you thought about putting a Minor Factory in India and a Military Base in West India to better reflect India’s production capacity?

    Well I have a Major factory in India to start which would produce 5 units, and it would get upgraded to a IC when at war allowing them to build 10 there. I suppose adding a military base in West India would be fine if it would help accurately represent their contribution to the war, besides… Military bases only produce infantry and transports, so it shouldn’t be to overpowering.

  • '18 '17 '16

    First time poster here so forgive me if this has already been discussed elsewhere.

    I am intrigued by your modified rules regarding research and development. I have been playing the game since 1983 and the one house rule that we used that has remained consistent all these years through various versions of the game is our rule regarding r&d. In the classic version all five powers rolled a die at the beginning of the game to acquire a weapon. After all five had one then Germany and Japan decided between themselves who would get a second weapon to even the number of weapons between the opposing sides and then they would roll a second die (usually Germany). Play would begin at that point and there was little need to purchase dice for r&d since everyone already had a weapon.

    The purpose of doing this was to make each game unique. Every game had exactly the same starting point and after a while became quite predictable to experienced players. The only thing that made each game unique before this rule adaptation was the level of experience of the players and how much you could take advantage of that as an experienced player as well as the luck of rolling in key battles.

    When you consider the number of combinations you could possibly have in the Global40 edition each and every game would be truly unique to any other game you have ever played. The level of skill that you need to play this way would increase as you would have to develop new strategies each time to both counter the weapons combination you face and utilize the weapons combination that you have to work with. It makes the game more fun as well. When you think back on all the games that you have played over the years the ones that probably stick out the most are the ones in which you had at least one weapon to work with because that game was out of the ordinary for you. With this rule you would have a weapon every single game you play.

    In the Global40 game you would roll the die in the established order of play. It would be a waste of time to give France and China a weapon since China wouldn’t be able to use it anyway and lets face it France isn’t much of a factor in the game. Realistically you would think that their ability to develop a weapon would be severely hampered in the political situation of the 1940’s as well. After ANZAC (or Pacific UK as your rule exists) rolls then the axis would get one more roll and must decide which nation gets a second weapon before the roll.

    I would recommend that you roll the die and then decide which breakthrough chart you want to choose from based on what your roll is. I can’t tell you how many times that one side would surrender a game before it has even began because of the bad luck when rolling weapons. We would have to re-roll for all weapons again or be stuck with with wasting hours of our time chasing a forgone conclusion. For example if Russia gets super subs and US gets rockets while the axis powers all get weapons that they can actually use then the game would be horribly skewed for the axis. If each country had 2 choices based on their roll then you could avoid this situation.

    I do really like your incentive based r&d rule though. I will give it a try on it’s own and then maybe combine both our rules to give each power their initial weapon and provide the incentive to acquire more as the game progresses.

    I also want to thank you Young Grasshopper for your videos on YouTube. All of the players that I used to play with have moved away from the city where I live and I haven’t found anyone else to play against yet. I have been trying to learn how to play Global40 on my own and it’s been very helpful to me to have someone explain the rules because, as you know, the rulebook can be hard to follow as you pointed out in your videos. I’ve only been able to play 3 games of G40 against other players to this point (with some confusion between our interpretations) so I’ve had to interpret the rules on my own and I’ve learned an lot over the last week from watching your videos. I’ve also downloaded your map which will be ready from the printer tomorrow. I went with the laminated paper finish. Cheers!

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    Many of these ideas are no longer being used by our group, I’ve decided to unstick the thread.


  • Are you still using the modified turn sequence? The looks very interesting at least for the first turn. Could save our game and hour or two!  Only balance question is about the Japanese getting a free shot at the spread out russian east infantry.  No concerns due to the replacement mongolian troops one gets instead?

  • '17

    YG,

    1. Did you update your house rules in this thread (modify your original post), if so, what are the HR’s that are no longer being used?

    2. Heavy Bombers Tech…I think you and your team got the right happy medium there! The classic edit. of 3 dice was over kill. Even 2 dice is overkill. But rolling 2 dice, but only selecting the “1” dice with the best results ensures the concept of the “heavy bombers” tech as an almost more than likely good hit, but still not overkill.

    I’m going to be playing in a table top tournament (42 setup) soon that’s a 3 day event. But for a side table game with no time rush where we can leave the table setup over night…ect, I’d like to try to get a G40 game with your house rules (if I can get people to go along with it). Anything really out of the ordinary that I should expect? Also, are your house rules designed to make it a balanced game, as in no bid for the allies?

    Cheers!
    Ichabod

  • Sponsor

    @eladimir:

    Are you still using the modified turn sequence? The looks very interesting at least for the first turn. Could save our game and hour or two!  Only balance question is about the Japanese getting a free shot at the spread out russian east infantry.  No concerns due to the replacement mongolian troops one gets instead?

    We don’t use the modified order of play anymore, we just get Russia to move their Eastern units right away so that Japan can go the same time as Germany (but it would be easier to just change it to Russia after Japan in my opinion).

  • Sponsor

    @Ichabod:

    YG,

    1. Did you update your house rules in this thread (modify your original post), if so, what are the HR’s that are no longer being used?

    2. Heavy Bombers Tech…I think you and your team got the right happy medium there! The classic edit. of 3 dice was over kill. Even 2 dice is overkill. But rolling 2 dice, but only selecting the “1” dice with the best results ensures the concept of the “heavy bombers” tech as an almost more than likely good hit, but still not overkill.

    I’m going to be playing in a table top tournament (42 setup) soon that’s a 3 day event. But for a side table game with no time rush where we can leave the table setup over night…ect, I’d like to try to get a G40 game with your house rules (if I can get people to go along with it). Anything really out of the ordinary that I should expect? Also, are your house rules designed to make it a balanced game, as in no bid for the allies?

    Cheers!
    Ichabod

    Hey Ichabod,

    I decided to unstick the thread with just my ideas, and leave up the thread which have my ideas that our group actually plays with. Here it is… http://www.axisandallies.org/forums/index.php?topic=38351.0

    BTW… the R&D Heavy Bomber rule is an oob rule, and I agree that it’s better than the past editions. In the link I provided, all my changes to R&D breakthroughs are highlighted in red.

    There are many things to talk about when it comes to how my rules change the game… but balance was the main driving force so yes, no bid required. The VOs give clear ways to win the game, the NOs just make sense, and the modified facilities clearly favor the Allies.

    If you are planning a game, you can email me cliffsidebunker@outlook.com and we can find a way to talk over the phone.

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