Young Grasshopper's G40 House Rules


  • 2018 2017 2016

    All of his stuff is now on his new website Cliffsidebunker.com
    Here is a link to the file you are looking for;
    http://cliffsidebunker.com/files/YG_House_rules.pdf



  • Great!  Thanks, GHG.



  • @E-dawg:

    Great!  Thanks, GHG.

    I will be starting a video series soon explaining all my house rules… thanks for the interest, and thanks GHG for the directions.



  • In our gaming round we used the Victory Objectives & Victory Tokens for the first time and the New Developments & Modified Breakthrough Charts

    It worked really good and in the end we had a 2:0 Allied victory.
    This was really nice, because we came to a point at which all started becoming tired and the board was far away of beeing clear who would actually win.
    Allies were 1 token ahead with Africa which gave UK a Heavy Artillery.

    So we decided to play two more rounds and then we would quit. Thereafter Axis did risk much more and it was really a funny game with a lot of dice rolling and epic battles. In our last round USA managed to conquer back the Philippines and the game was over.

    In the past we had more than once the situation that the most tired player gave up or after long discussion we were finally shaking hands in a draw.
    This always annoyed me and therefore I introduced this house rule to our round, with success!



  • @Fiera:

    In our gaming round we used the Victory Objectives & Victory Tokens for the first time and the New Developments & Modified Breakthrough Charts

    It worked really good and in the end we had a 2:0 Allied victory.
    This was really nice, because we came to a point at which all started becoming tired and the board was far away of beeing clear who would actually win.
    Allies were 1 token ahead with Africa which gave UK a Heavy Artillery.

    So we decided to play two more rounds and then we would quit. Thereafter Axis did risk much more and it was really a funny game with a lot of dice rolling and epic battles. In our last round USA managed to conquer back the Philippines and the game was over.

    In the past we had more than once the situation that the most tired player gave up or after long discussion we were finally shaking hands in a draw.
    This always annoyed me and therefore I introduced this house rule to our round, with success!

    Thanks for the comments Fiera, sounds like your group was having a lot of the same problems we were before we made these house rules almost 2 years ago. Just want to point out a couple changes made this week if you want to adopt those as well… (changes are in red).

    YOUNG GRASSHOPPER’S G40 VICTORY OBJECTIVES

    Axis Powers

    London -The Axis control London
    (R&D) *The nation that takes control
    Moscow -The Axis control Moscow
    (R&D) *The nation that takes control
    Sydney
    -The Axis control Sydney
    (R&D) *The nation that takes control
    Calcutta
    -The Axis control Calcutta
    (R&D) *The nation that takes control
    Africa
    -The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
    (R&D) *The nation that controls the most
    Europe
    -The Axis control 7 victory cities on the Europe map
    _(R&D) *The nation that controls the most

    Pacific -The Axis control 6 victory cities on the Pacific map
    (R&D) *The nation that controls the most

    Armada
    -There are no American Capital ships on the board
    (R&D) *Japan

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

    Allied Powers

    Berlin
    -The Allies control Berlin
    (R&D) *The nation that takes control
    Tokyo
    -The Allies control Tokyo
    (R&D) *The nation that takes control
    Rome
    -The Allies control Rome
    (R&D) *The nation that takes control

    Paris
    -The Allies have liberated Paris
    (R&D) *The nation that liberates it
    Africa -The Allied powers control all non-neutral territories on the continent of Africa
    (R&D) *The nation that controls the most
    Liberation
    -The Allies have liberated London and/or Sydney
    (R&D) *The United States
    Philippines
    -The Allies have liberated the Philippines
    (R&D) *The United States

    Armada
    -There are no Japanese Capital ships on the board
    (R&D) *The United States

    Asia
    -The Allies control the Burma road as well as Hong Kong and Shanghai
    (R&D) *The United Kingdom_



  • Thanks for the update, YG. I will introduce those to our group, lets see how the majority decides.  😉



  • @Young:

    Armada
    -There are no American Capital ships on the board
    (R&D) *Japan

    The question came up, if it wouldn´t be better to say “no American Capital ships on the Pacific board”?
    That way US would have to keep at least one in the Pacific if they would go for KGF.
    Also Japan can only achieve 3 objectives on their own as they are dependent on what Germany does in the Atlantic (Armada) and on the main land (Economy).
    To put it all in a nutshell:
    Axis, 4 objectives on Europe, 3 on Pacific and 2 globaly.
    Allies, 4 objectives on Europe, 4 on Pacific and 1 either Europe or Pacific (Liberation of London/Sydney).


  • 2018 2017 2016

    That would give Japan a guaranteed point if they chose to take it, Fiera. When you consider the amount of ships in the opening setup for the 2 nations, Japan could wipe out every US ship in the Pacific by the second turn no problem. In a game where the modified goal is to score points, the US would be virtually powerless to prevent Japan from scoring. That would almost be like giving Germany a point for taking Paris. A little more difficult yes, but still almost a certainty.

    The only slim chance that the US could prevent it would be to completely take KGF off the table for the Allies by building 3 capital ships on the first turn in the Pacific. Turn 3 London falls, 2-0.

    It wouldn’t be the same as taking all of the Japanese capital ships because Japan will have ample opportunity to build and locate them wherever they want to try and prevent losing that token.



  • the US can just take a battleship and hide it in iceland for the whole game. You might as well give the axis a victory token for capturing washington.



  • @Fiera:

    @Young:

    Armada
    -There are no American Capital ships on the board
    (R&D) *Japan

    The question came up, if it wouldn�t be better to say "no American Capital ships on the Pacific board”?

    A house rule that forces the Americans to have at least 1 capital ship in the Pacific?… that sounds very guided.

    That way US would have to keep at least one in the Pacific if they would go for KGF.
    Also Japan can only achieve 3 objectives on their own as they are dependent on what Germany does in the Atlantic (Armada) and on the main land (Economy).

    To put it all in a nutshell:
    Axis, 4 objectives on Europe, 3 on Pacific and 2 globaly.
    Allies, 4 objectives on Europe, 4 on Pacific and 1 either Europe or Pacific (Liberation of London/Sydney).

    Yes, that was all done on purpose.



  • @Genghis:

    the US can just take a battleship and hide it in iceland for the whole game. You might as well give the axis a victory token for capturing washington.

    That’s 20 IPCs doing nothing just to prevent 1 token out of 9… why not just wage war with all your units while being aware of possible threats to your capital ships?

    As a foot note… this token was meant to be difficult for the Axis.



  • Last touch ups are complete, the following is the final document for Grasshopper’s G40 Invitational house rules…

    GOOD LUCK TO ALL!!!



  • 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 the day wins the game. 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. When it comes time to end the day, it doesn’t matter which round the game ends, however, a win or a tie can only be declared at the end of a full game round.

    Tournament Scoring: On top of any victory tokens earned during each game, teams that win their game outright will receive a bonus token, and teams that finish a game without allowing their opponent to claim a victory token will receive a bonus token. Tie breakers for declaring teams that advance to the medal round games and the order in which they advance will be total Victory Tokens first, followed by any bonus tokens next.
    Here is a list of all victory objectives for each side…

    Axis Powers

    London -The Axis control London
    (R&D) *The nation that takes control
    Moscow -The Axis control Moscow
    (R&D) *The nation that takes control
    Sydney
    -The Axis control Sydney
    (R&D) *The nation that takes control
    Calcutta
    -The Axis control Calcutta
    (R&D) *The nation that takes control
    Africa
    -The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
    (R&D) *The nation that controls the most
    Europe
    -The Axis control 7 victory cities on the Europe map
    _(R&D) *The nation that controls the most

    Pacific -The Axis control 6 victory cities on the Pacific map
    (R&D) *The nation that controls the most

    Supremacy
    -There are no American Capital ships on the board
    (R&D) *Japan

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

    Berlin
    -The Allies control Berlin
    (R&D) *The nation that takes control
    Tokyo
    -The Allies control Tokyo
    (R&D) *The nation that takes control
    Rome
    -The Allies control Rome
    (R&D) *The nation that takes control

    Paris
    -The Allies have liberated Paris
    (R&D) *The nation that liberates it
    Africa -The Allied powers control all non-neutral territories on the continent of Africa
    (R&D) *The nation that controls the most
    Philippines
    -The Allies have liberated the Philippines
    (R&D) *The United States

    Asia
    -The Allies control the Burma road as well as Hong Kong and Shanghai
    (R&D) *The United Kingdom

    Liberation
    -The Allies have liberated London and/or Sydney
    (R&D) *The United States
    Supremacy
    -There are no Japanese Capital ships on the board
    (R&D) *The United States

    Fortunes of War: New Research & Development Rule

    Research rolls are no longer used to develop breakthroughs, instead, a system called “Fortunes of War” will be used where nations get free development rolls when victory objectives have 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 with the resulting breakthrough taking effect immediately after their turn has 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

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

    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

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

    • 5 IPCs if there are no German submarines in any convoy zones on the Europe map

    ANZAC (in addition to all original NOs)
    -5 IPCs if the Allies control Cairo (when at war with Germany and Italy)

    Payload & Navigation Modifiers

    The +2 damage bonus for each strategic bomber during strategic bombing raids is now distributed like such…

    +1 Damage - if the strategic bombers rolling for damage have departed from an operational airbase.
    +1 Damage - if the strategic bombers rolling for damage did not encounter an enemy interceptor.

    Spoils of War Restrictions

    When a capital is captured for the first time, all cash on hand will go to the nation which now controls it, however, each time the same capital is captured after the first, all cash on hand will then go to the bank.

    Civilian Recruitment Bonuses

    When a capital is captured for the first time, the nation that now controls it will immediately place 4 free infantry units on the capital city they just captured. Also, when a capital is liberated for the first time, the nation that originally controlled it will immediately place 4 free infantry units on the capital city that was just liberated.

    These free units may not move in the non-combat movement phase within the same turn in which the capture or liberation took place. Eligible capitals cities include: Washington, London, Paris, Berlin, Rome, Moscow, Calcutta, Tokyo, and Sydney._



  • @GeneralHandGrenade:

    That would give Japan a guaranteed point if they chose to take it, Fiera. When you consider the amount of ships in the opening setup for the 2 nations, Japan could wipe out every US ship in the Pacific by the second turn no problem.

    No offense GHG, but how long does it take UK to get the Africa token if they use the Indian fleet on Ethiopia and go Torento?
    You could either go early for the Armada token or forget about it.

    @Young:

    As a foot note… this token was meant to be difficult for the Axis.

    We compared it with the Liberation token, and thougt a liberation of Sydney to be easier, espacially as Japan also has to defend Caroline Islands (and if those lost Philippines & Shanghai) and of course Tokio.



  • With my experience in going after these victory tokens, here is my assessment of the difficulty level involved with each… 1 being the easiest to achieve, and 5 being the hardest to achieve.

    Axis Powers

    London - 3
    Moscow - 3

    Sydney

    • 5
      Calcutta
    • 1
      Africa
    • 2

    Europe

    • 3
      Pacific - 4
      Supremacy
    • 4

    Economy

    • 4

    Allied Powers

    Berlin

    • 5

    Tokyo

    • 5

    Rome

    • 3
      Paris
    • 4

    Africa - 1
    Philippines

    • 2

    Asia

    • 4

    Liberation

    • 2
      Supremacy
    • 4

  • 2018 2017 2016

    @Fiera:

    @GeneralHandGrenade:

    That would give Japan a guaranteed point if they chose to take it, Fiera. When you consider the amount of ships in the opening setup for the 2 nations, Japan could wipe out every US ship in the Pacific by the second turn no problem.

    No offense GHG, but how long does it take UK to get the Africa token if they use the Indian fleet on Ethiopia and go Torento?
    You could either go early for the Armada token or forget about it.

    @Young:

    As a foot note… this token was meant to be difficult for the Axis.

    We compared it with the Liberation token, and thougt a liberation of Sydney to be easier, espacially as Japan also has to defend Caroline Islands (and if those lost Philippines & Shanghai) and of course Tokio.

    Fair point on the Africa Token, Fiera. The Sydney Liberation Token is an unlikely one to get because it probably isn’t such a good idea to spend the resources for Japan to acquire the Sydney Token in the first place, unless Japan already has all of the other ones within it’s reach. If that’s the case then Sydney liberation is the least of the Allies worries.



  • with philippines being only a 2 on difficulty scale, my idea was to never take it with japan and just convoy it with subs. Has anyone ever done this with success?


  • 2018 2017 2016

    I had suggested that in a video a while back GK. Then YG pointed out that the US gets the 5 IPC bonus as soon as they are at war with Japan. Oh, right. That will add up over the course of a game when you consider that and the loss of 2 IPC for Japan each turn. Not to mention that it’s a great strategic location with air and naval bases that would be missed. I like your way of thinking though, trying to come up with an angle.



  • @Genghis:

    with philippines being only a 2 on difficulty scale, my idea was to never take it with japan and just convoy it with subs. Has anyone ever done this with success?

    The Philippines Swing:

    If the Americans control Philippines when at war, it will become a 7 IPC territory for them. Consider that the new American National Objective “America at War” was added to provide extra income assuming that the Philippines has been taken and controlled by Japan… so that would make the Philippines swing 12 IPCs in theory if Japan doesn’t take it. Even more so, lets take into consideration the 2 IPCs Japan has lost out on for not claiming it for themselves… that now makes the Philippines a 14 IPC swing if the Japanese don’t take it… and I don’t think a convoy raid each turn will effect that much. Remember, just because a token may be easier than others to achieve, they still need to draw resources towards it and execute the plan, and doesn’t Japan have a say as to how difficult that token becomes for the Pacific allies?



  • don’t get me wrong I like the victory token system better than OOB because OOB promotes throwing everything at a single theater and abandonning the other one (usually the one USA attacks). The only disadvnatage I see with victory token system is that you can never lose the token so you just need to claim Africa once with the Allies and then you can abandon it. Same with philipines, retake it once and then abandon, no need to keep it. No incentive to hold on to the territory.



  • @Genghis:

    don’t get me wrong I like the victory token system better than OOB because OOB promotes throwing everything at a single theater and abandonning the other one (usually the one USA attacks). The only disadvnatage I see with victory token system is that you can never lose the token so you just need to claim Africa once with the Allies and then you can abandon it. Same with philipines, retake it once and then abandon, no need to keep it. No incentive to hold on to the territory.

    Your concern is a common one, but it’s not a problem I’m looking to solve. The token system is ideally created for group games lasting 10 hours, so that’s a one day beginning and end game with zero continuation, that’s the best scenario for this VO system. It will take most of the day going after and accomplishing some of these tokens, so there’s really no time to abandon them completely and go after something else. I find that those that don’t like a system where you don’t have to hold them, are probably in a position to continue games over multiple days while leaving the game set up, or just fans of the total war type end game scenarios. This is not meant to label or offend, it’s meant to explain why the VO system will never be able to satisfy the needs of more gamers. Consider this, The Americans have a huge naval landing force off Gibraltar, it’s late in the night… Do you attack Rome knowing that you have a chance to take it, or do you stay where you are and build up knowing that you could never keep it? Well, it’s gonna depend on the victory condition you’re using, I personally like games where players attack.



  • Am I blind or there is no victory deck to download? I understand everything is on YG’s website but I can’t find the VO deck filke.



  • @Erocco:

    Am I blind or there is no victory deck to download? I understand everything is on YG’s website but I can’t find the VO deck filke.

    It’s coming this week, check in around Thursday.


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