Grasshopper's 1940 Deluxe Edition Unit Profiles



  • INDUSTRIAL COMPLEX:

    Cost - N/A
    Move - N/A
    Build Capacity - 12
    Build Queue - N/A

    • This facility is not available to be purchased
    • Produces up to 12 capacity points, must be fully repaired in order to mobilize units (max damage 12, and 1 IPC afterwards up to 12)
    • May only be damaged by strategic bombers and super fortresses
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • Immediately downgraded to a major factory once captured

    MAJOR FACTORY:

    Cost - 20 IPCs
    Move - N/A
    Build Capacity - 6
    Build Queue - 10/10

    • Produces up to 6 capacity points, must be fully repaired in order to mobilize units (max damage 6, and 1 IPC afterwards up to 6)
    • May only be damaged by strategic bombers and super fortresses
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be placed on any controlled territory (not islands or neutrals) with an IPC value of 3 or greater
    • Immediately downgraded to a minor factory once captured
    • May not be upgraded to an IC under any circumstances

    MINOR FACTORY:

    Cost - 10 IPCs
    Move - N/A
    Build Capacity - 3
    Build Queue - 5/5

    • Produces up to 3 capacity points, must be fully repaired in order to mobilize units (max damage 3, and 1 IPC afterwards up to 3)
    • May be damaged by tactical bombers, strategic bombers and super fortresses
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be placed on any controlled territory with an IPC value
    • Immediately removed from the board once captured
    • May be upgraded to a major factory for 15 IPCs (provided all placement requirements have been met)


  • AIRBASE:

    Cost - N/A
    Move - N/A
    Build Queue - N/A

    PLACING AN AIRBASE:

    • Airbases are not available for purchase, nor may an air field be upgraded to an airbase

    USING AN AIRBASE:

    • The following abilities are provided for free to all units using an operational airbase

    AIRBASE ABILITIES:

    • Add +1 movement for all air units within a territory containing an operational air base
    • Repair damage from strategic bombers within a territory containing an operational airbase
    • May scramble up to 4 eligible air units to defend any adjacent sea zones
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING AN AIRBASE:

    • May be damaged by tactical bombers, strategic bombers, and/or super fortresses

    REPAIRING AN AIRBASE:

      • Maximum damage 12, must be fully repaired in order to operate.
    • Damage markers cost 1 IPC each to be removed
    • An airbase is not operational until all damage markers are removed

    CAPTURING AN AIRBASE:

    • The occupation of an enemy territory with an airbase results in that base being controlled by the occupying nation (includes inheriting all damage markers under existing facilities). _________________________________________________

    AIR FIELD:

    Cost - 12 IPCs
    Move - N/A
    Build Queue - N/A

    PLACING AN AIR FIELD:

    • Air fields may not be upgraded to an airbase
    • An air field may be placed on any territory that does not already contain an air facility

    USING AN AIR FIELD:

    • For all air fields, the following abilities are provided for free to all units.

    AIR FIELD ABILITIES:

    • Add +1 movement for all air units within a territory containing an operational air field
    • Repair damaged strategic bombers within a territory containing an operational air field
    • May scramble up to 2 eligible air units to defend any adjacent sea zones
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING AN AIR FIELD:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 6, must be fully repaired in order to operate

    REPAIRING AN AIR FIELD:

    • An air field is not operational until all damage markers are removed

    CAPTURING AN AIR FIELD:

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.

    NAVAL BASE:

    Cost - N/A
    Move - N/A
    Build Queue -

    PLACING A NAVAL BASE:

    • Naval bases are not available for purchase, nor may a naval port be upgraded to a naval base

    USING A NAVAL BASE:

    • The following abilities are provided for free to all units using an operational naval base

    NAVAL BASE ABILITIES:

    • Add +1 movement for sea units within sea zones adjacent to a territory containing an operational naval base
    • Repair damage on capital ships within sea zones adjacent to a territory containing an operational naval base
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)
    • Contains built in defence system against all attacking sea units (1@1 per attacking sea unit)

    BOMBING A NAVAL BASE:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 12, must be fully repaired in order to operate

    REPAIRING A NAVA BASE:

    • Damage markers cost 1 IPC each to be removed
    • A naval base is not operational until all damage markers are removed

    CAPTURING A NAVAL BASE:

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities. _________________________________________________

    NAVAL PORT:

    Cost - 12 IPCs
    Move - N/A
    Build Queue - N/A

    PLACING A NAVAL PORT:

    • A naval port may be placed on any territory that does not already contain a naval facility

    USING A NAVAL PORT:

    • The following abilities are provided for free to all sea units

    NAVAL PORT ABILITIES:

    • Add +1 movement for sea units in sea zones adjacent to a territory containing an operational naval port
    • Repair damaged sea units in sea zones adjacent to a territory containing an operational naval port
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING A NAVAL PORT:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 6, must be fully repaired in order to operate

    REPAIRING A NAVAL PORT:

    • A naval port is not operational until all damage markers are removed

    CAPTURING A NAVAL PORT:

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.

    RAIL STATION:

    Cost - N/A
    Move - N/A
    Build Queue - N/A

    USING A RAIL STATION:

    • The following abilities are available to all land unit types when using an operational rail station

    RAIL STATION ABILITIES:

    • Up to 3 land units in a territory with an operational rail station may move 3 spaces in any direction during the non-combat movement phase.
    • May recruit conscript units during the Strategic Missions Phase
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING A RAIL STATION:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 12, must be fully repaired in order to operate

    REPAIRING A RAIL STATION:

    • Damage markers cost 1 IPC each to be removed
    • A rail station is not operational until all damage markers are removed

    CAPTURING A RAIL STATION:

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities. _________________________________________________

    RAIL YARD:

    Cost - N/A
    Move - N/A
    Build Queue - N/A

    USING A RAIL YARD:

    • Rail yards may transport 3 Infantry units 3 spaces in any direction.

    RAIL YARD ABILITIES:

    • Up to 3 Infantry units in a territory with an operational rail yard may move 3 spaces in any direction during the non-combat movement phase.
    • May recruit conscript units during the Strategic Missions Phase
    • Contains a built in AA gun for defence against SBRs (1@1 per attacking bomber unit)

    BOMBING A RAIL YARD:

    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • Maximum damage 6, must be fully repaired in order to operate

    REPAIRING A RAIL YARD:

    • A rail yard is not operational until all damage markers are removed

    CAPTURING A RAIL YARD:

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.

    OIL DERRICK:

    Cost - N/A
    Move - N/A
    Build Queue - N/A

    • The occupation of an enemy territory results in inheriting all damage markers under existing facilities.
    • Contains a built in AA gun for defense against SBRs (1@1 per attacking bomber)
    • May be damaged by tactical bombers, strategic bombers, and super fortresses
    • The income tracker is lowered according to how much an Oil Derrick has been damaged
    • The income tracker is raised according to how much the Oil Derrick has been repaired


  • CAVALRY:

    Cost - Obsolete
    Move - 2
    Build Capacity - N/A
    Cargo Capacity - 2
    Attack - @1 (@2 support bonus when no enemy units present with a movement value of 2 or more)
    Defense - @1 (@2 support bonus when no enemy units present with a movement value of 2 or more)
    Queue - N/A

    • May not blitz through enemy territories

    REGULAR INFANTRY:

    Cost - 3 IPCs
    Move - 1
    Build Capacity - 1
    Cargo Capacity - 1
    Attack - @1 (+1 support bonus when combined with an artillery unit or elite infantry)
    Defense - @2
    Build Queue - N/A


    MECHANIZED INFANTRY:

    Cost - 4 IPCs
    Move - 2
    Build Capacity - 2
    Cargo Capacity - 2
    Attack - @2
    Defense - @1
    Queue - N/A

    • May each tow one artillery unit during any movement phase
    • May blitz through enemy territories

    ELITE INFANTRY:

    Cost - 4 IPCs
    Move - 1
    Build Capacity - 1
    Cargo Capacity - 1
    Attack - @2
    Defense - @2
    Queue - (2/2)

    • This unit is required to use the build queue when being purchased
    • At least one Elite Infantry must occupy each sea transport being used during the combat movement phase (unless the territory being attacked is not occupied by at least 1 enemy unit)
    • Only Elite Infantry may be used with air transports during the combat movement
    • May repair 1 heavy tank or tiger tank within the same territory per turn

    ANTI-AIRCRAFT GUN:

    Cost - 5 IPCs
    Move - 1
    Build Capacity - 2
    Cargo Capacity - 2
    Attack - @1
    Defense - @1
    Queue - N/A

    • May be towed by mechanized infantry during the non combat movement phase
    • AA Artillery units may attack and defend to fire at enemy aircraft during the AA barrage phase up to 3 shots each (same as G40)
    • AA Artillery units provide a +1 support bonus when combined with a fighter (during General Combat only, not applied during a Dog Fight)

    ARTILLERY:

    Cost - 4 IPCs
    Move - 1
    Build Capacity - 2
    Cargo Capacity - 2
    Attack - @2 (first strike ability if no enemy units present with a movement value of 2 or more)
    Defense - @2
    Queue - N/A

    • May be towed by mechanized infantry during the non combat movement phase
    • May not be transported during the combat movement phase
    • All heavy artillery receive a first strike bonus when enemy tactical bombers are not present

    TANK:

    Cost - 6 IPCs
    Move - 2
    Build Capacity - 3
    Cargo Capacity - 3
    Attack - @3
    Defense - @3
    Queue - (3/3)

    • Can blitz
    • This unit is required to use the build queue when being purchased
    • May absorb 1 damage from any @1 hit
    • May not be transported during the combat movement phase
    • Damaged Heavy Tanks may not blitz


  • WAR PLANE:

    Cost - Obsolete
    Move - 4 (+1 from an operational air facility)
    Build Capacity - N/A
    Cargo Capacity - 2
    Attack - @1 (@2 with air superiority)
    Defense - @1 (@2 with air superiority)
    Dog Fight - Attack - @1 / Defense - @1
    Build Queue - N/A

    • May hit surfaced submarines without a destroyer present
    • May scramble from an Operational air facility

    TACTICAL BOMBER:

    Cost - 9 IPCs
    Move - 4 (+1 from an operational air facility)
    Build Capacity - 3
    Cargo Capacity - 3
    Attack - @3 (first strike ability when a dog fight is not triggered)
    Defense - @3
    Dog Fight - Attack - @1 / Defense - @1
    Build Queue - N/A

    • May hit surfaced submarines without a destroyer present
    • May scramble from an operational air facility

    FIGHTER:

    Cost - 10 IPCs
    Move - 4 (+1 from an operational air facility)
    Build Capacity - 3
    Cargo Capacity - 3
    Attack - @3
    Defense - @4
    Dog Fight - Attack - @1 / Defense - @2
    Build Queue - N/A

    • May hit surfaced submarines without destroyer present
    • May scramble from an operational air facility

    STRATEGIC BOMBER:

    Cost - 12 IPCs
    Move - 6 (+1 from an airbase)
    Build Capacity - 4
    Cargo Capacity - N/A
    Attack - 3X @3 per bomber against land units (3X @2 if damaged)
    Attack - 3X @2 per bomber against sea units (3@1 if damaged)
    Defense - @1 (N/A if damaged)
    Dog Fight - Attack - @1 / Defense - N/A
    Build Queue - (6/6)

    • This unit is required to use the build queue when being purchased
    • May absorb 1 damage from any @1 hit
    • Attacks by rolling 3 dice in the first combat round, and then N/A all remaining rounds
    • Defending Strategic Bombers are considered grounded and may not participate in, or trigger a dog fight, however, they may defend during each combat round 1@1 (N\A if damaged) until they are destroyed, or the attacker retreats
    • May be designated for future missions
    • May not move during the combat movement phase when damaged


  • SEA TRANSPORT:

    Cost - 6 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 1
    Attack - N/A
    Defense - N/A
    Build Queue - N/A

    • Each sea transport must carry at least one elite infantry during the combat movement phase (unless the territory being attacked is not occupied by enemy units).
    • During both the combat and non-combat movement phases, a sea transport may only carry a load totaling 3 capacity points (see land unit capacity values under each profile)
    • Sea transports may be used as casualties up to 3 per hit_

    DESTROYER:

    Cost - 7 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @2
    Defense - @2
    Build Queue - N/A

    • During game rounds 1 & 2, destroyers do not negate the first strike ability of German U-Boats

    SUBMARINE:

    Cost - 8 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @3 (first strike bonus when enemy destroyers are not present)
    Defense - @2
    Build Queue - N/A

    • Can not hit aircraft

    WARSHIP:

    Cost - Obsolete
    Move - 2 (+1 from a naval facility)
    Capacity - 2
    Attack - @3 (+1 sea superiority bonus)
    Defense - @3 (+1 sea superiority bonus)
    Build Queue - Obsolete


    CRUISER:

    Cost - 12 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 4
    Attack - 1X @5 when attacking aircraft or sea units
    Attack - 2X @5 when attacking both aircraft and sea units
    Defense - 1X @5 when defending against aircraft or sea units
    Defense - 2X @5 when defending against both aircraft and sea units
    Build Queue - (6/6)

    • This unit is required to use the build queue when being purchased
    • May conduct a shore bombardment during amphibious assaults and/or the strategic missions phase
    • May be engaged by interceptors during a shore bombardment (defenders choice)
    • May bombard any adjacent enemy facility during Strategic Missions Phase (if part of a designated fleet)
    • Casualties resulting from a bombardment during amphibious assaults are immediately removed from the board

    AIRCRAFT CARRIER:

    Cost - 16 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 4
    Attack - @1 (N/A if damaged)
    Defense - @2 (N/A if damaged)
    Build Queue - (8/8)

    • This unit is required to use the build queue when being purchased
    • Requires 2 hits to sink
    • May be engaged by interceptors during a shore bombardment (defenders choice)
    • Aircraft Carriers may carry a maximum of 2 eligible air units, damaged Aircraft Carriers carry one less aircraft from their full capacity

    BATTLESHIP:

    Cost - 18 IPCs
    Move - 2 (+1 from a naval facility)
    Capacity - 5
    Attack - 1X @6 when attacking aircraft or sea units (1X @4 when damaged)
    Attack - 2X @6 when attacking both aircraft and sea units 2X @4 when damaged)
    Defense - 1X @6 when defending against aircraft or sea units (1X @4 when damaged)
    Defense - 2X @6 when defending against both aircraft and sea units (2X @4 when damaged)
    Build Queue - (9/9)

    • This unit is required to use the build queue when being purchased
    • Requires 2 hits to sink
    • May conduct a shore bombardment during amphibious assaults and/or the strategic missions phase
    • May be engaged by interceptors during a shore bombardment (defenders choice)
    • May bombard any adjacent enemy facility during Strategic Missions Phase (if part of a designated fleet)
    • Casualties resulting from a bombardment during amphibious assaults are immediately removed from the board

Log in to reply
 

Suggested Topics

  • 13
  • 2
  • 7
  • 2
  • 2
  • 1
  • 5
  • 10
I Will Never Grow Up Games
Axis & Allies Boardgaming Custom Painted Miniatures
Dean's Army Guys

38
Online

14.0k
Users

34.4k
Topics

1.4m
Posts