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Grasshopper & Gargantua's 3G40 Deluxe Edition (Updated October 20th, 2018)



  • COMMONWEALTH-CANADA:

    CONVOY PATROL - NORTH ATLANTIC:
    2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-9 to A-12

    CONVOY PATROL - ATLANTIC:
    2 IPC - The Commonwealth has at least 1 surface warship within sea zones A-15 to A-19

    OPERATION OVERLORD:
    5 IPCs - The Commonwealth has at least 1 land unit in Normandy

    FRENCH LIBERATION:
    5 IPCs - The Commonwealth has at least 1 land unit in France (Paris)

    ITALIAN LIBERATION:
    5 IPCs - The Commonwealth has at least 1 land unit in Southern Italy (Rome)

    ITALIAN CAPITULATION:
    5 IPCs - The Commonwealth has at least 1 land unit in Northern Italy while Southern Italy (Rome) is Allied controlled

    COMMONWEALTH-ANZAC:

    NATIONAL SOVEREIGNTY: (ANZAC must be at war with Japan)
    3 IPCs - ANZAC controls all their original territories

    OUTER DEFENSE PERIMETER: (ANZAC must be at war with Japan)
    3 IPCs - The Allies (not including Dutch) control the following territories: New Guinea, Dutch New Guinea, New Britain, and the Solomon Islands

    AFRICAN EXPANSIONARY FORCE:
    3 IPCs - The Allies control Egypt

    SOUTH PACIFIC RESOURCES: (ANZAC must be at war with Japan)
    3 IPCs - The Allies control Kwangtung, Borneo, and Malaya

    ITALIAN LIBERATION:
    3 IPCs - The Commonwealth has at least 1 land unit in Southern Italy (Rome)



  • FRANCE:
    VICTORY:
    20 IPCs (worth of land units) - To be placed on Paris immediately once Paris has been liberated.



  • ORDER OF PLAY

    Deluxe Edition is recommended for 4+ players
    TURN BLOCK #1
    Germany / Japan Germany and Japan conduct turns at the same time
    Germany and Japan conduct their turns simultaneously, however, they may not attack the same hostile sea zone or territory together in conjunction

    TURN BLOCK #2
    Soviet Union / United States Russia and the United States conduct turns at the same time
    America and Russia conduct their turns simultaneously, however, they may not attack the same hostile sea zone or territory together in conjunction

    TURN BLOCK #3
    UK Europe / UK Pacific
    All United Kingdom tan units will conduct their turn at the same time
    UK Europe and UK Pacific conduct their turns simultaneously, therefore, they may attack the same hostile sea zone or territory together in conjunction

    TURN BLOCK #4
    Italy / China
    Italy and China conduct turns at the same time
    Italy and China conduct their turns simultaneously, however, during circumstances where they could meet, China will go first

    TURN BLOCK #5
    Commonwealth Canada / Commonwealth ANZAC
    All Commonwealth gray units will conduct their turn at the same time
    CW Canada and CW ANZAC conduct their turns simultaneously, therefore, they may attack the same hostile sea zone or territory together in conjunction

    TURN BLOCK #6
    France / Special Missions
    France conducts their turn first, and than all nations participate in the Strategic Missions Phase

    Special Circumstances: _- UK Europe and UK Pacific will conduct their turn the same as G40 OOB

    • CW Europe and CW Pacific will conduct their turn the same as UK G40 OOB
    • Each block of turns has a 30 minute time limit (not including dice rolling) before the next turn block begins
    • Each game lasts a maximum of 12 rounds, a game could last between 12-15 hours_

    EACH TURN SEQUENCE

    #1. REMOVE ASSIGNMENT MARKERS / CONSTRUCTION MARKERS

    • Remove all assignment markers from every aircraft you own that still have them
    • Remove one construction marker per facility that has them

    #2. REPAIR DAMAGED FACILITIES / ASSIGN AIR MISSIONS

    • Repair any production facilities, and/or tactical facilities that have damage markers applied under them
    • Apply assignment markers to any aircraft you own and wish to use for future missions

    #3. PURCHASE NEW UNITS

    • Purchase new units and put them aside, they don’t get placed on the board until step #10
    • CHINA ONLY: Reclaim all originally controlled Chinese territories without an occupying enemy unit, adjust income tracker accordingly, and place on each reclaimed territory 1 free Chinese regular infantry

    #4. COMBAT MOVEMENT

    • Move units into or through hostile territories, and sea zones which may contain enemy units you wish to attack

    #5. DEPLOY DEFENDING AIR UNITS

    • Deploy any number of air units (including none) to help defend friendly territories and/or sea zones

    #6. RESOLVE COMBAT

    • Follow the detailed steps and sequences to resolve battles by rolling dice during combat rounds

    #7. NON-COMBAT MOVEMENT

    • Maneuver and deploy units that have not yet moved during combat, or are required to move after combat

    #8. REPAIR DAMAGED SHIPS / ASSIGN SEA MISSIONS

    • Repair any damaged capital ships that are adjacent to an eligible naval base (1 marker per ship)
    • Apply assignment markers to any naval fleet you control and wish to use for future missions

    #9. PLACE NEW UNITS

    • Place all previously purchased units on eligible production facilities, reimburse the units that can’t be placed
    • CHINA ONLY: Place any new unit or units on any Chinese controlled territory, however, China may only place up to 3 units maximum per territory

    #10. COLLECT INCOME

    • Collect IPCs for capitals occupied this turn, territories controlled, and national objectives gained

    OPTIONAL RULE:

    NO MERCY

    At the start of the game, determine if all players agree to use the following rule for faster game play…
    - All 8s rolled during combat for both attacker and defender are classified as hits.



  • THE STRATEGIC MISSIONS PHASE
    1. Resolve Special Situations
    2. Conduct Vichy France
    3. Conduct Bombing Raids
    4. Conduct Shore Bombardments
    5. Conduct Convoy Raids
    6. Conduct Partisan Raids
    7. Conduct Kamikaze Raids
    8. Reassign Transport Units
    9. Resolve Coastal Defences
    10. Apply National Advantages

    #1. SPECIAL SITUATIONS

    1. VICTORY CONDITION

    • Check for Axis Victory

    2. AMERICAN ASSISTANCE - For each Special Missions phase in which the United States remains neutral, a free Canadian fighter will be placed in Ottawa

    3. OPERATION DYNAMO

    • If there are any Allied units on the territory of Normandy (Dunkirk) at the beginning of the first Strategic Missions Phase, those units (not facilities) all must be immediately evacuated to London.

    4. SPANISH NEGOTIATIONS AT HENDAYE

    • During the first Strategic Missions Phase only, and only if Germany occupies France, Germany may choose to surrender all their cash on hand to the bank in order to claim Spain and all it’s standing military (Germany will also claim Rio De Oro). If Germany chooses this option, all Vichy rolls by Germany will be increased by 1.

    5. RUSSIAN WINTER

    • Every winter/spring game round during the special missions phase, the Germans must immediately remove 3 regular infantry and/or elite infantry from any originally controlled Russian territories (Germany’s choice).

    6. RUSSIAN ENGINEER TOKENS

    • Russia begins the game with a total of 15 engineer tokens, these tokens are used to move their production facilities during the strategic missions phase. Only one facility may move during any given SMP
    • A Minor Factory costs 1 token per space moved, a Major Factory costs 2 tokens per space moved, and an Industrial Complex costs 5 tokens per space moved. Also, Russia may never purchase new production facilities
    • Production facilities that use engineer tokens to move must immediately apply 3 damage markers per token used, a Facility may no longer move once maximum damage has been sustained
    • Engineer Tokens may only be used when Russia is at war with a European Axis power

    7. CONSCRIPTS AND VOLUNTEERS

    • Place on each operational rail station 1 free Regular Infantry aligned with the nation that controls the territory
    • Add a second Regular Infantry if the rail station is in a territory with a victory city
    • Add a third Regular Infantry if the victory city is a capital

    8. OIL TANKERS ARRIVE

    • Move any number of Oil Tankers (including none) from one eligible build queue to another
    • Collect 5 IPCs for each Oil Tanker in your build queue which did not use the move action during this SMP

    9. SCORCHED EARTH

    • Regular infantry and/or elite infantry may scorch 1 or more friendly tactical facilities (not production facilities) within the territory they occupy, and they will immediately apply 3 points of damage each to any tactical facility of their choice

    #2. VICHY FRANCE

    • All Vichy rules become “in effect” immediately once an Axis power has captured Paris and has not attacked Southern France or French Indo-China. If Paris has not fallen or one of either Southern France or French Indo-China has been attacked before the first special missions phase at the end of turn 1, than all French territories and units become free French.
    • Once Paris falls and becomes occupied by an Axis power, Southern France becomes Vichy, along with all other French units, territories and occupied sea zones on the board (except those units in A-18, London, Normandy, and French Equatorial Africa which remain “Free French”).
    • During each Special Missions Phase, eligible nations will participate to “Resolve Vichy” by rolling a sequence of dice in the following turn order.

    1. Japan
    2. United Kingdom
    3. Italy
    4. Free French
    5. Germany

    1. JAPAN
    Japan may choose to attempt a roll @3 and claim the French Indo-China Vichy infantry and territory.

    2. UNITED KINGDOM
    UK may attempt to destroy all Vichy sea units on the board by rolling 1 die @3 per sea zone in the following order… A-24, M-1, and 1-12. A successful roll for any sea zone will immediately destroy the Vichy ships there in.

    3. ITALY
    Italy may attempt to control certain Vichy units and territories by rolling 1 die @1 per territory in the following order… Corsica, Morocco, Algeria, Tunisia, and Syria.

    4. FREE FRANCE
    Free French may attempt to control Vichy units and territories by rolling 1 die @1 per territory and sea zone in the following order… A-24, M-1, & I-12, Corsica, Morocco, Algeria, Tunisia, FWA, FCA, Syria, Madagascar, FIC.

    5. GERMANY
    Germany may attempt to control Vichy units and territories by rolling 1 die @3 per territory and sea zone in the following order… A-24, M-1, & I-12, Corsica, Morocco, Algeria, Tunisia, FWA, FCA, Syria, Madagascar.

    Resolving the fate of Vichy Southern France: During the 3rd Special Missions phase after the resolve Vichy rolls, the following formula will be used to determine Southern France’s fate.

    Determine who had turned the most Vichy Territories to their side

    -If the Axis turned the most Vichy Territories to their side, then all units within Southern France (except the minor factory and the naval base) come off the board leaving the territory empty.
    -If Free French turned the most Vichy Territories to their side (including all Vichy territories not turned by the Axis at this point), then all units within Southern France become Free French

    Attacking Vichy territories and/or units:

    • If an Allied power attacks a Vichy territory before Southern France is resolved, than all remaining Vichy territories and units become German (except FIC which will become Japanese)
    • If an Axis power attacks a Vichy territory before Southern France is resolved, than all remaining Vichy territories and units become free French

    #3. CONVOY RAIDS
    Look for any single warship in any Convoy zone, if there is an adjacent territory controlled by a nation at war with that warship, the nation controlling the territory must surrender 3 IPC’s to the bank. Multiple warships in any given convoy zone does not increase this 3 IPC limit, however, If multiple enemy nations own territories adjacent to one convoy zone being raided, they must all surrender 3 IPCs to the bank. Also, If Nova Scotia and London are Allied controlled, Axis warship occupation of an “open sea” Atlantic convoy zone will raid UK Europe for 6 IPCs each.

    #4. COASTAL DEFENSES
    Look for large naval fleets with 3 or more sea units (not including transports) in sea zones adjacent to operational enemy bunkers. Resolve coastal defense systems targeting those fleets by rolling 3@1 for a minor bunker, and 6 @1 for a major bunker. Each one rolled immediately destroys or damages that many ships. A bunker on a territory adjacent to multiple sea zones may only target 1 fleet per missions phase (the nation controlling the bunker chooses the fleet they wish to target). Also, only nations at war may resolve coastal defenses (Russia must be at war with a European Axis power)

    #5. BOMBING RAIDS

    Determine Initiative: A player from each side must roll an 8 sided dice, the side with the highest result chooses which side will conduct all their bombing raids first. Once completed… the remaining side will then conduct all their bombing raids.

    Super Fortress Bombers, Strategic Bombers and Tactical Bombers may be used to conduct strategic bombing campaigns to damage enemy facilities of their choice by deploying designated aircraft to enemy territories with eligible facilities. Any aircraft that were designated for future missions and have remained designated leading into the strategic missions phase may participate in bombing raids. Also, fighters that are grounded on territories being bombed do not need to be designated in order to intercept. However, just because air units were designated to perform raids does not mean they must do so… a nation may pass and stand down from any mission assignment.

    Designated fighters may be used only once during a strategic missions phase as either an interceptor or an escort by using dog fight values for 1 combat round. Escort fighters must be assigned to bombing air formations before interceptors are deployed. Any strategic bomber, or tactical bomber that survives both the dog fight round, and the built in AA Gun barrage will apply damage to eligible facilities of their choice using the following chart.

    Super Fortress Bombers: May bomb any facility to apply an automatic 6 points of damage
    Strategic Bombers: May bomb any facility to apply an automatic 4 points of damage
    Tactical Bombers: May bomb any tactical facility or minor factory to apply an automatic 2 points of damage

    #6. SHORE BOMBARDMENTS

    Determine Initiative: A player from each side must roll an 8 sided dice, the side with the highest result chooses which side will conduct all their shore bombardments first. Once completed… the remaining side will then conduct all their shore bombardments last.

    Super Battleships, Battleships, and/or Cruisers that are adjacent to enemy territories may be used to conduct shore bombardment campaigns to damage enemy facilities of their choice. Any designated naval fleet containing the fore mentioned ships and within an eligible sea zone, may participate in shore bombardments. Also, fighters that are stationed on aircraft carriers within the fleet conducting the bombardments do not need to be designated in order to escort the fleet. However, just because a naval fleets are designated to perform bombardments does not mean they must do so… a nation may pass and stand down from any mission assignment.

    Designated fighters may be used only once during a strategic missions phase as either an interceptor or an escort by using dog fight values for 1 combat round. Escort fighters must be assigned to bombarding naval fleets before interceptors are deployed. Any bombarding cruiser or battleship may use their air cover values during 1 combat round of dog fighting if engaged by enemy interceptors. Any ships that survive the dog fight round will apply damage to eligible facilities of their choice using the following chart.

    Super Battleships: May bombard any adjacent facility to apply an automatic 5 points of damage
    Battleships: May bombard any adjacent facility to apply an automatic 4 points of damage
    Cruisers: May bombard any adjacent tactical facility to apply an automatic 2 points of damage

    #7. KAMIKAZE RAIDS
    Look for all kamikaze sea zones occupied by Allied surface warships (must be at war with Japan). Japan may use their kamikaze tokens (up to 3 per kamikaze zone) to damage or destroy surface warships of their choice. Each assigned token will roll @3 or less dealing a hit to ships being raided. However, carrier based aircraft or air units eligible to scramble may attempt to block the raid. During this 1 round air battle in which Allied planes intercept kamikaze pilots, Tactical Bombers hit 1@1, and Fighters hit 1@2 (WW1 planes may not intercept). The Japanese begin the game with 15 kamikaze tokens total, casualties from enemy aircraft are removed by Japan, and kamikaze tokens get zero defense during the 1 round air battle.

    #8. PARTISAN RAIDS
    Look for all originally controlled Allied territories now occupied by the Axis with at least one facility on it (not including Islands). The Allies may use their partisan tokens (up to 3 per occupied territory) to damage one or more facilities of their choice. Each assigned token will roll @3 or less dealing 3 points of damage for each successful token on their targeted facility. However, facilities under attack may use their built in security to roll 1@1 in order to block the raid, and elite infantry stationed within the territory will each receive a 1@2 to avoid sabotage. The Allies begin the game with 15 partisan tokens total, casualties from elite infantry are removed by the Allies, and partisan tokens get zero defense during all block attempts. Also, only nations at war may use partisan tokens (Russia must be at war with a European Axis power)

    #9. TRANSPORT RE-ASSIGNMENT
    Any number of air or sea transport units (including none), may be reassigned to a friendly nation during any special missions turn. Upon approval from the nation that currently controls them, transport units may be swapped out and controlled by the friendly nation of their choice. However, only sea transports adjacent to a friendly naval base, and air transports landed on a friendly air base may be reassigned during the special missions phase. Also, only nations at war may participate in reassigning sea transports (Russia must be at war with a European Axis power)

    #10. NATIONAL ADVANTAGES



  • NATIONAL ADVANTAGES

    Round 0 - Start Game
    Axis - Super Battleships

    • Germany and Japan may now produce super battleships, Germany begins with a super battleship 2/3 completed in their build queue, and Japan begins with 2 super battleships already on the board in their setup.

    Round 1 - 1940 Winter/Spring
    Allies - Radar Tower

    • The United Kingdom may now produce radar towers, and UK Europe will now receive a radar tower in their build queue that is automatically half completed.

    Round 2 - 1940 Summer/Fall
    Allies - Enigma Decoded

    • Allied destroyers now negate the first strike capabilities of all submarines including German U-boats.

    Round 3 - 1941 Winter/Spring
    Allies - American War Effort - America no longer requires the build queue when purchasing units*, they may pay for units in full and immediately place them on the board in the same turn they were purchased.

    • The United States may now purchase super battleships *(which is the only American unit requiring the build queue for only one round at 9/9).

    Round 4 - 1941 Summer/Fall
    Allies - Russian Rocket Artillery

    • The Russians may now produce rocket vehicles

    Round 5 - 1942 Winter/Spring
    Axis - German Tiger Tanks

    • Germany may now begin purchasing Tiger Tanks

    Round 6 - 1942 Summer/Fall
    Axis - The Tokyo Express

    • All Japanese destroyers may now be used as a sea transport and may load, carry and exit either 1 regular infantry or 1 elite infantry each

    Round 7 - 1943 Winter/Spring
    Allies - USA Essex Class Aircraft Carrier

    • America may now begin purchasing Essex Class Carriers

    Round 8 - 1943 Summer/Fall
    Axis - German Jet Fighters

    • Germany may now begin purchasing Jet Fighters

    Round 9 - 1944 Winter/Spring
    Allies - USA Super fortress

    • America may now begin purchasing Super Fortress Bombers

    Round 10 - 1944 Summer/Fall
    Axis - Banzai Attack

    • All Japanese regular infantry now attack @3 for first combat round only, and than @1 for all remaining combat rounds (no artillery support during the first combat round).

    Round 11 - 1945 Winter/Spring
    Allies - Diplomatic Alliance
    _- All remaining strict neutral territories and their standing armies immediately become Allied controlled

    • USA units in the South American block, UK units in the European block, and Russian units in the Mongolian block_

    Round 12 - 1945 Summer/Fall
    Allies - The Atom Bomb
    - The Allies have developed neucular technology, the war is over… the Allies are victorious



  • MAP RULES & CLARIFICATIONS

    THE GIBRALTAR PENINSULA:

    • Gibraltar is divided into two sides, the Western Peninsula, and the Eastern Peninsula. A single nation, or two friendly nations must control both sides in order to operate the tactical facilities, to repair damage on those facilities, to move through the strait, and to collect for the territorial income value.

    • If the same nation controls both Peninsulas at the same time, then that nation controls both tactical facilities, they may repair damage on either facility, and they will claim all of Gibraltar’s territorial income value.

    • If two friendly nations control one Peninsula each at the same time, then the tactical facilities are operational, either nation may repair damage on either facility, and the territorial income value is divided between them 1 IPC each.

    • If two hostile nations control one Peninsula each at the same time, then the tactical facilities become inoperable, neither nation may repair damage on either facility, movement through the strait is forbidden, and the territorial income value is in limbo.

    • Any nation may bomb any facility on Gibraltar if at least one Peninsula is controlled by an enemy nation

    • Submarines are the only unit that may pass through the strait regardless of who controls the Peninsulas.



  • Ground Combat Sequence:

    Tactical Missions Phase:

    1. In Bound Aircraft:

    • The defender may choose to deploy any “in bound” units including scramble and/or designated aircraft

    2. Dog Fight Phase:

    • A dog fight is triggered when enemy aircraft from both sides are present in battle
    • A dog fight lasts only one round, and that round always happens before the first general combat phase
    • Use all dog fight values for each aircraft detailed under their unit profiles

    3. Antiaircraft Barrage:

    • AA Artillery units make their rolls against all enemy aircraft that survived the dog fight round
    • All attacking and defending AA Artillery perform the same way including support bonuses
    • Any territory with a radar tower will receive a +1 bonus to AA Artillery fire as well as built in AA Guns
    • Defending bunker fires at attacking land units, and casualties (attackers choice) are immediately removed

    4. First Strike Phase:

    • All attacking and defending tactical bombers may conduct a first strike if no dog fight occurred
    • All attacking and defending heavy artillery may conduct a first strike if a dog fight did occur
    • The first strike phase is a separate phase from the general combat phase, therefore, tactical bombers and heavy artillery will still recieve their initial attack or defense rolls during the first combat round of the general combat phase

    5. Carpet Bombing:

    • All attacking strategic bombers roll 3 dice @4 each to carpet bomb land units, casualties from this attack will fire back in the general combat phase.

    General Combat Phase:

    1. Attacker Fires:

    • All eligible attacking units (including first strike units) roll dice and determine the amount of casualties if any

    2. Casualties Declared:

    • Defender assigns hits to their defending units, casualties declared may still fire back if eligible

    3. Defender Fires:

    • All eligible defending units (including first strike units) roll dice and determine the amount of casualties if any

    4. Casualties Removed:

    • Defender and Attacker each remove their casualties from the board
    • Attacking strategic bombers that are defenseless after carpet bombing may be used as casualties

    Clarifications & Explanations:

    • Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round

    • AA Artillery provide support to defending aircraft even if there are no attacking enemy air units present

    • Defending air transports may be used as casualties to absorb enemy hits at a rate of 1:3



  • Naval Combat Sequence:

    Tactical Missions Phase:

    All rules involving Submarines, Destroyers, and Aircraft are the same as 1940 Global with the following exceptions:

    1. In Bound Aircraft:

    • The defender may choose to deploy any “in bound” units including scramble and/or designated airc

    2. Dog Fight:

    • A dog fight is triggered when enemy aircraft from both sides are present in battle
    • A dog fight lasts only one round, and that round always happens before the first general combat phase
    • Use all dog fight values for each aircraft detailed under their unit profiles

    3. First Strike:

    • Tactical bombers may conduct a first strike if no dog fight occurred (may hit subs without destroyer present)
    • Submarines may conduct a first strike if enemy destroyers are not present (subs may not hit subs during the first strike phase)
    • The first strike phase is different and separate from the general combat phase, therefore, tactical bombers and submarines still recieve their general attack roll immediately after their first strike roll, which essentially allows them to roll twice before the defender’s general combat roll

    4. Subs Submerge:

    • Submerging is a special one time action for submarines that wish to avoid combat and escape
    • The presence of enemy destroyers does not prevent submarines from submerging during this phase
    • This submerge phase is the only opportunity in which submarines may submerge throughout a battle
    • Any submarines choosing to submerge must be flipped and turned on their side

    5. Depth Charge Attack:

    • DCA is a special one time action for destroyers which is triggered by enemy submarines submerging
    • Each destroyer will get up to 3 dice @2 depending on number of submarines that have submerged (similar to the AA Artillery rule when determining the amount of dice to roll when firing against aircraft)
    • Submerged subs can not defend during this phase, and are immediately removed from the board once hit

    6. Carpet Bombing:

    • All attacking strategic bombers roll 3 dice @2 each to carpet bomb sea units, casualties from this attack will fire back in the general combat phase

    General Combat Phase:

    1. Attacker Fires:

    • All eligible attacking units (including first strike units) roll dice to determine the amount of casualties if any (submarines are rolled separately from all other attacking units)

    2. Casualties Declared:

    • Defender assigns hits to their defending units, casualties declared may still fire back if eligible
    • Surfaced submarines, and sea transports may be used as casualties

    3. Defender Fires:

    • All eligible defending units roll dice (submarines are rolled separately from all other defending units)
    • Defending surfaced submarines may make a defence roll as well as an escape attempt later in the sequence

    4. Casualties Removed:

    • Defender and Attacker each remove their casualties from the board
    • Attacking strategic bombers that are defenseless after carpet bombing may be used as casualties

    Clarifications & Explanations:
    _- Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round

    • Destroyers may attack and defend during general combat even if they were involved in the DCA phase
    • All submarines that did not submerge during the submerge phase must now participate in general combat
    • Submarines that didn’t submerge during the tactical missions phase may not submerge during the general combat phase unless there are no eligible targets (only aircraft and submarines remaining)
    • Submerged submarines that survived a Depth Charge Attack may not resurface to fight during general combat, they must remain within the same sea zone on their side and resurface once combat has ended
    • Submarines may not first strike submarines, nor are they allowed to hit each other during general combat.
      -Aircraft may not scramble into an adjacent sea zone that is being attacked by enemy submarines only.
    • Unlike OOB G40, aircraft do not require a present destroyer to hit subs
    • Defending sea transports may be used as casualties to absorb enemy hits at a rate of 1:3
    • Depth Carge Attacks from destroyers are conducted the same way AA Guns defend against aircraft. Therefore, each destroyer receives as many rolls @2 as there are submerged submarines up to 3, but multiple destroyers may not make multiple attack rolls on just one submerged submarine._


  • Saved



  • Saved



  • DESIGNATING AIRCRAFT:
    When can I designate my air units?

    • During step #3 of your turn sequence, you may choose to designate as many eligible air units for future missions as you wish (including none), eligible air units include Tactical Bombers, Fighters, and Strategic Bombers, (but not War Planes, or Air Transports). Designating an air unit by placing an assignment marker under it, freezes them for the entire turn. This means they must be designated before the combat movement phase, and they must remain there no matter what happens during your turn.

    What can my designated air units do?

    • During phase #4 of an enemy’s turn sequence, your designated air units can be deployed to help defend a friendly territory or sea zone that you or an ally controls. Simply remove the designation markers and use the unit’s movement range to defend and then legally land.

    • A designated air unit may also play a role during the special missions phase whether bombing, escorting, and/or intercepting. You could decide to use your designated fighters as either escorts or interceptors depending on the situation and the initiative roll. You could also use your designated Tactical and/or strategic bombers to damage enemy facilities.

    What are “in bound” aircraft?

    • A designated air unit moving from one territory into a different territory to help defend is an “in bound” aircraft, but a designated air unit within the territory that is being attacked is not an “in bound” aircraft. Therefore, not all in bound aircraft are designated, but not all designated aircraft are in bound.

    When are designated aircraft not considered in bound?

    • A designated air unit that is stationed within a territory being attacked is not considered in bound, and they will not lose their designated status if they survive the attack. Also, designated fighters intercepting a bombing raid targeting facilities within the territory they are stationed are not considered in bound, and will not lose their designated status if they survive the dog fight.

    When can a non-designated air unit be used in future missions?

    • Up to 3 eligible air units may scramble from an operational air base into an adjacent sea zone to help defend during an attack, these air units are considered in bound but they are not required to be designated.

    • Up to 3 eligible air units may scramble from an operational air base into an adjacent sea zone to help defend against a shore bombardment during the strategic missions phase, these air units are considered in bound but they are not required to be designated.

    • As many fighters as you wish (including none) may intercept a bombing raid bombing facilities within the territory they were stationed during the strategic missions phase. These fighters are not considered in bound, and they are not required to be designated.

    When are air units required to be designated?

    • Eligible in bound air units defending a sea zone or territory (not scrambling from an operational air base into an adjacent sea zone) must be designated.

    • Eligible In bound bombers conducting bombing raids on enemy facilities during the strategic missions phase must be designated.

    • In bound fighters providing escort cover for bombers on bombing raids or for ships that are bombarding during the strategic missions phase, must be designated.

    • In bound fighters intercepting enemy bombing raids or shore bombardments during the strategic missions phase, must be designated.

    When can I remove the assignment markers from my designated air units?

    • Designated air units must remain designated until they have been used during a future mission that required them to be designated, or during stage #3 of a turn sequence when they must be removed.

    • Designated air units used during future missions which did not require them to be designated, are not required to remove their assignment marker.

    How many in bound and/or designated air units can I use?

    • You may defend a sea zone and/or territory with up to (but no more than) 3 in bound air units.

    • There is no limit to the amount of designated bombers that can conduct bombing raids into a territory, however, that territory must contain at least one facility.

    • There is no limit to the amount of designated escort fighters that can protect bombing raids or shore bombarments.

    • There is no limit to the amount of designated fighters that can intercept bombing raids, or shore bombardments.

    • There is no limit to the amount of intercepting fighters stationed within a territory getting bombed, which can intercept a bombing raid without being designated.



  • FACILITIES & CONSTRUCTION MARKERS



  • RULE EXPLANATIONS & GLOSSARY OF TERMS

    IMPASSABLE REGIONS

    • All air units may fly over the Sahara desert, the Pripet marches, and the Himalaya mountains however, they must spend an extra movement point to do so (land units may not pass through).

    PRODUCTION RESTRICTIONS

    • The capacity points listed under each unit profile will determine how many capacity points a unit will use from any given production facility when built there.

    FIRST STRIKE CAPABILITIES

    • An ability for certain units during a first strike phase to strike and remove enemy casualties off the board immediately when a hit is rolled, therefore preventing a casualty roll (similar to surprise strike)
    • This special ability is separate from general combat, therefore, all first strike units still receive their initial attack or defense rolls during the first general combat round.

    DOG FIGHTING

    • All aircraft must resolve a single round of “Dog Fighting” before engaging other land or sea units in general combat rounds. Dog Fighting is also the round in which defending AA artillery fire at attacking aircraft, however, AA fire is rolled after all air units have fought during the dog fight round.

    SUPERIORITY BONUSES

    • Tanks (not heavy tanks) get a ground superiority bonus applied when the enemy does not have any stronger land units present in battle.
    • The obsolete War Plane unit has an air superiority bonus applied when the enemy does not have any stronger air units present in battle.
    • The obsolete Warship unit has a sea superiority bonus applied when the enemy does not have any stronger sea units present in battle.

    SUPPORT BONUSES

    • A +1 modifier applied to attack and/or defense values of a unit when paired with a second specified unit during battle (same as combined arms).

    BLOCKING ENEMY MOVEMENT

    • In order to block enemy units, the territory or sea zone in question must be defended by units totaling 3 or more capacity points (both submarine, and transport capacity values do not apply when blocking enemy movement).

    CAPACITY LOADS

    • During both combat and non-combat movement phases, sea transports may only carry a load totaling 3 capacity points, and an air transport may only carry 2 capacity points worth of regular or elite infantry.
    • Rail stations do not use the capacity point system to determine their cargo size

    THE BUILD QUEUE

    • Certain units must enter the build queue for at least 1 turn before being placed on the board. Players must pay half the unit’s cost to put into the build queue, and than the remaining half later when they wish to take it out of the build queue and onto the board.

    RELIEVING AND DESIGNATING AIR UNITS

    • During step #3 of your turn sequence, you may remove designation markers remaining under any air unit including none. Once an air unit has been relieved from past missions, they may be used during combat or non-combat movement for the remainder of your turn.

    • During step #4 of your turn sequence, you may apply designation markers under any air unit including none. Once an air unit have been designated for future missions, they may not move or be used for the remainder of your turn.

    Designated aircraft may be used in the following ways…

    • As an “in bound” aircraft sent to defend a territory or sea zone within range being attacked by enemy units
    • As an “escort” accompanying bombers on their way to raid facilities during the strategic missions phase
    • As an “interceptor” engaging enemy bombers on their way to raid facilities during the strategic missions phase
    • As an “escort” accompanying naval fleets ready to shore bombard facilities during the strategic missions phase
    • As an “interceptor” engaging enemy naval fleets ready to shore bombard facilities during the strategic missions phase

    (Important: designated and scrambling aircraft are both considered “in bound air units” during any given turn sequence, and there may never be more than 3 “in bound air units” defending a particular sea zone or territory)

    OBSOLETE UNITS

    • Units listed as obsolete in the cost field are pre-war remnant weapons that are deemed old and not available for purchase.


  • **3G40 DELUXE EDITION: FAQ

    Q: Can fighters designated for escorting/intercepting scramble in defense?
    A: Yes they can scramble, and any surviving aircraft would remain designated for the strategic missions phase.

    Q: What happens to the unit that is not sufficient to block enemy forces? A: Units not strong enough to block enemy movement on their own may be ignored or attacked in the same way a lone sea transport in G40 could be.

    Q: Can I use the same battleship I used to shore bombard during an amphibious assault to also bombard an adjacent enemy territory in the Strategic Missions Phase? A: Yes, designating a fleet to conduct shore bombardments in the upcoming Strategic Missions Phase happens after all movement and combat toward the end of your turn.

    Q: Can I submerge my submarine at the beginning of any combat round? A: No, there are only two legal opportunities to submerge a submarine, first is during the submerge phase in the tactical missions sequence of naval combat. Second is during the general combat phase at the beginning of any combat round in which the submarine is not eligible to hit the remaining enemy units

    Q: What can my attacking strategic bombers do after they carpet bomb?
    A: They may be used as a casualty, or they may retreat along with all other attacking units.**


  • Moderator

    Simply gorgeous map!

    Playing this game as I Type.

    4.5 hrs 1st turn.

    You have way overcomplicated this by way way too much.

    Naval and air designating is retarded.

    Capacity points for IC’s is another no go. There are better ways to counter ijn tank rush.

    The odds of Germany obtaining french stuff is to great.

    If convoys are not part of a countries income, then how are they capable of removing $ from the same country that gains nothing for owning it?

    There are 2 many convoy zones on map imho.

    Uboats getting 2 sneak shots reguardless of dd present is broken and to strong imho.

    Canada and UK or Australia and India should be teamed together, not the current way.

    A cheat sheet for unit stats and costs is desperately needed.

    Infantry are to weak!!!



  • @Deaths:

    Simply gorgeous map!

    Playing this game as I Type.

    4.5 hrs 1st turn.

    You have way overcomplicated this by way way too much.

    Naval and air designating is retarded.

    Capacity points for IC’s is another no go. There are better ways to counter ijn tank rush.

    The odds of Germany obtaining french stuff is to great.

    If convoys are not part of a countries income, then how are they capable of removing $ from the same country that gains nothing for owning it?

    There are 2 many convoy zones on map imho.

    Uboats getting 2 sneak shots reguardless of dd present is broken and to strong imho.

    Canada and UK or Australia and India should be teamed together, not the current way.

    A cheat sheet for unit stats and costs is desperately needed.

    Infantry are to weak!!!

    Thank you for your attempt at playing Sir… the design team is now working hard on making the designated aircraft rules less “retarded”


  • Moderator

    Sub rules are not so good. Only surfaced subs can be shot at or shoot?

    Subs typically only attacked from the surface vs merchant shipping.



  • @Deaths:

    Sub rules are not so good. Only surfaced subs can be shot at or shoot?

    Subs typically only attacked from the surface vs merchant shipping.

    The sub and destroyer rules are an improvement over G40, that’s what we were going for.


  • Moderator

    @Young:

    I personally believe you have regressed in this area.

    Unless you seriously streamline this, No one will play this. Spend more time rules searching then actually playing the game.

    Use the KISS method every chance you can.

    Game feels very axis biased


  • 2018 2017

    @Young:

    @Deaths:

    Sub rules are not so good. Only surfaced subs can be shot at or shoot?

    Subs typically only attacked from the surface vs merchant shipping.

    The sub and destroyer rules are an improvement over G40, that’s what we were going for.

    I’ll bite: define improvement? What issue(s) are you attempting to fix, and how are you attempting to fix them?

    -Midnight_Reaper


  • Moderator

    I came down here with an open mind and excited to try something new. Thank you for the time and effort putting this together.

    This version is more work then fun.
    All the extra phases and added sequences have this game bogged down. 10 fricking hrs, 3 turns down.

    Other then the enjoyable company, this is a Saturday I wish I could have back.

    If you try to be to historical, you zap the fun out of it.

    Good luck to you,
    Wont be asking to play this version again anytime soon.



  • Look guys… as you can see we’ve done a lot of work here and we’re play testing the crap out of it… I don’t wish to get involved in a conversation where I’m defending this variant to those that are obviously not interested. There are those that have printed the map, purchased the extra components, and have contributed positively to the process… and I’m in many conversations with them.

    Thank you Death Head for trying it out, I’m sorry it wasn’t for you.



  • to try and move from the “stale G40” requires considerable amount of new and different ways of trying to rightfully represent the largest conflict in world history…

    to say this took too long…well “we” all forget that it took “too long” to play G40 in the beginning…we feel very confident that when 5 players play this AND they have a decent understanding of the game - it wont take so “frickin long”



  • “axis biased”

    safe to say the allies were players that have not played this version much…

    the starting ipcs alone should probably alter this “axis biased” feeling…
    G40 - Allies 177 ipcs  Axis 66 ipcs  (111 spread)
    Deluxe - Allies  226 ipcs  Axis  90 ipcs  (136 spread)
    “25 bid to allies”

    plus the allies received more units in setup while adding another allied nation…

    again this needs to be playtested more before any “real” bias can be determined with the hope no bias is determined when played properly…

    imo rather brash to come to conclusions on a first time playing.


  • Moderator

    Apologies for my “brash” responses.

    The rule booklets alone are daunting task

    No G40 never took this long.

    We had 3 very experienced players including one of your designers.

    10 hrs is unnacceptable for 3 turns

    Not biased towards axis? Plz explain why then axis get 3 chances at 40% success rate to gain vichy stuff yet allies only get less then 10% chance?
    Y do german uboats get 2 turns of non dd interferance but allies get 0 turns?

    Y do axis get super units at game start but allies get 0. Sorry but Bizzy wasnt a supership!

    Turn blocks as you call them is a good idea, your pairings are terrible.

    Designated aircraft and ships is a uneccassary additive. Ships bombarding during ur special mission phase is beyond stupid.

    Stop looking at spreadsheets and actually playtest it.

    I drove 2.5hrs to play this game. What I did do was read rules all day……boring, even your fellow developer was in the books more often then not. Even your fellow developer says its to long and unneccasarily to complicated.

    You wont get 5 players to stick it out long enough to be “quick”

    Go back to d12 or d6 or fix ur infantry. You want to be historically accurate, then give infantry the stats they deserve, not the flaccid crap u currently have them at. You portray inf as useless cannon fodder.

    Build points in factory is also beyond not smart.


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