Grasshopper's G40 Invitational (Tournament Rules)



  • GRASSHOPPER’S G40 INVITATIONAL (TOURNAMENT RULES)

    kamikaze-honor-resized.jpg

    GRASSHOPPER’S G40 TOURNAMENT EDITION MAP FILE

    GRASSHOPPER’S G40 TOURNAMENT EDITION MAP FILE:
    https://www.mediafire.com/file/jxta92f2mo59x4g/Grasshopper’s+G40+Tournament+Edition+Map.jpg/file



  • UNITED KINGDOM EUROPE & PACIFIC

    1RjJF9q3YicMReoaxGMUfM2Hn9AhBbbi02PZ-rp9PKIfOGjUAhdEeS7CpY9_r0u4.jpg

    COMBINED UK PACIFIC & ANZAC NATION

    REPLACES THE UK SPLIT ECONOMY RULE.

    The United Kingdom Pacific and ANZAC are now one combined nation with a combined starting income of 27 IPCs (use ANZAC gray pieces, and Calcutta as it’s capital)
    .

    COMBINED UK EUROPE & CANADA NATION

    REPLACES THE UK SPLIT ECONOMY RULE.

    The United Kingdom Europe and Canada are now one combined nation with a combined starting income of 28 IPCs (use UK tan pieces, and London as it’s capital)



  • ORDER OF PLAY SEQUENCE:

    ANZACs20charge.jpg

    NEW ORDER OF PLAY:

    REPLACES THE OOB ORDER OF PLAY SEQUENCE…

    This new tournament order of play eliminates Italian can openers against Russia, and allows faster game rounds by utilizing 2 players conducting their turn sequences simultaneously.

    1. Germany
    2. UK Pacific
    3. Japan
    4. UK Europe
    5. Italy
    6. China
    7. Soviet Union
    8. United States
    9. France


  • PLAYER ASSIGNMENTS

    1YZFJlEP-zt8TFGoHIQVPkDDoVl3l38ZhcWNGUnHVAAa4F8uNDZOPHYWSDfXLJUD.jpg

    NEW PLAYER ASSIGNMENT SUGGESTIONS

    REPLACES THE OOB SUGGESTIONS FOR MULTI PLAYER ASSIGNMENTS…
    For faster game play, use the player assignments below and have 2 players conducting their turn sequences at the same time.

    TWO (2) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 1)
    UK Europe - (Player 2)
    Italy - (Player 1)
    China - (Player 2)
    Soviet Union - (Player 2)
    United States - (Player 2)
    France - (Player 2)


    THREE (3) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 1)
    UK Europe - (Player 3)
    Italy - (Player 1)
    China - (Player 2)
    Soviet Union - (Player 3)
    United States - (Player 2)
    France - (Player 3)


    FOUR (4) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 3)
    Japan - (Player 2)
    UK Europe - (Player 4)
    Italy - (Player 1)
    China - (Player 3)
    Soviet Union - (Player 4)
    United States - (Player 3)
    France - (Player 4)


    FIVE (5) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 3)
    Japan - (Player 2)
    UK Europe - (Player 4)
    Italy - (Player 1)
    China - (Player 4)
    Soviet Union - (Player 5)
    United States - (Player 3)
    France - (Player 4)


    SIX (6) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 3)
    UK Europe - (Player 4)
    Italy - (Player 1)
    China - (Player 2)
    Soviet Union - (Player 5)
    United States - (Player 6)
    France - (Player 2)


    SEVEN (7) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 3)
    UK Europe - (Player 4)
    Italy - (Player 5)
    China - (Player 2)
    Soviet Union - (Player 6)
    United States - (Player 7)
    France - (Player 2)


    EIGHT (8) PLAYERS

    Germany - (Player 1)
    UK Pacific - (Player 2)
    Japan - (Player 3)
    UK Europe - (Player 4)
    Italy - (Player 5)
    China - (Player 8 )
    Soviet Union - (Player 6)
    United States - (Player 7)
    France - (Player 8 )



  • P0812-Germany-Adolf-and-soldiers-World-font-b-war-b-font-font-b-2-b-font.jpg

    CAPITAL PURGE BONUSES:

    When a power captures an enemy’s capital city, and it’s the first time in which that capital city has been controlled by an enemy; the occupying power will receive a 10 IPC national objective bonus (one time only), plus all cash currently in the possession of the defeated power. All additional times in which the same capital city is recaptured after liberation, the cash currently in the possession of the defeated power is returned to the bank, and there is no national objective bonus for the occupying power.

    CAPITAL LIBERATION BONUSES:

    When a power liberates a capital city from enemy occupation, and it’s the first time in which that capital city has been liberated; the original controlling power will immediately place 4 free infantry units on the capital city (one time only). There is no infantry bonus for any additional times in which the same capital city becomes liberated after recapture.

    Capital cities that fall under these specific rules include…

    Washington
    London
    Paris
    Berlin
    Rome
    Moscow
    Calcutta
    Tokyo



  • NEUTRAL POWERS & DECLARING WAR:

    The UK Pacific begins the game at war with Germany and Italy, but not Japan; they may not declare war, or perform an act of war against Japan until the beginning of their 3rd turn. However, if Japan makes an unprovoked attack against the UK Pacific before their 3rd turn, then the UK Pacific may declare war against Japan at the beginning of their next turn.

    The United States begins the game as a neutral power not at war with Germany, Italy, or Japan. They may not declare war, or perform an act of war against any axis power until the beginning of their 3rd turn. However, if an axis power makes an unprovoked attack against the United States before their 3rd turn, then the United States may declare war against all axis powers at the beginning of their next turn.

    The Soviet Union begins the game as a neutral power not at war with Germany, Italy, or Japan. They may not declare war, or perform an act of war against any axis power until the beginning of their 4th turn. However, if Germany or Italy makes an unprovoked attack against the Soviet Union before their 4th turn, then Russia may declare war against Germany and Italy at the beginning of their next turn, but not against Japan. Also, if Japan makes an unprovoked attack against the Soviet Union before their 4th turn, then Russia may declare war against Japan at the beginning of their next turn, but not against Germany and Italy.

    Japan begins the game at war with China, but not Russia, America, or the United Kingdom. However, they may declare war against Russia at anytime without bringing the Pacific allies into the war, and they may declare war against the Pacific allies at anytime without bringing Russia into the war.



  • NATIONAL OBJECTIVES:

    10914343_739564479473893_594620853_n.jpg

    REPLACES ALL OOB NATIONAL OBJECTIVES…
    Many OOB national objectives have been either modified or removed altogether, instead; use the following national objectives list below for tournament play, including many of the newly added NOs that balance the other tournament rule changes.

    GERMANY:

    Scandinavian Resources- 5 IPCs
    Germany controls Denmark and Norway, while Sweden is neither pro-allies nor Allied controlled

    Leningrad- 5 IPCs
    The Axis control Leningrad

    Stalingrad- 5 IPCs
    The Axis control Stalingrad

    Caucasus Oil Fields - 5 IPCs
    The Axis control Caucasus

    Middle East Oil Fields - 5 IPCs
    Germany controls Iraq

    Cairo - 5 IPCs
    Germany controls Cairo

    Africa Corps - 5 IPCs
    Germany has at least 1 land unit in Africa

    UK PACIFIC:

    Original Territories- 5 IPCs
    UK Pacific controls all their original territories (must be at war with Japan)

    Pacific Island Resources - 5 IPCs
    The Allies (including Dutch) control the Philippines, Borneo, Java, Sumatra, and Celebes (must be at war with Japan)

    Outer Perimeter - 5 IPCs
    The Allies (including Dutch) control the Caroline Islands, Dutch New Guinea, New Guinea, New Britain, and the Solomon Islands (must be at war with Japan)

    JAPAN:

    Trade With America - 10 IPCs
    Japan is not at war with the United States

    Pacific Island Strategy - 5 IPCs
    Japan controls 4 of the following 5 territories: Okinawa, Iwo Jima, Guam, Midway, and/or Wake Islands

    Pacific Island Resources - 5 IPCs
    Japan controls Java, Sumatra, Borneo, and Celebes

    Outer Perimeter - 5 IPCs
    Japan controls the Solomon Islands, and/or Alaska

    San Francisco - 5 IPCs
    Japan controls Western United States

    Honolulu- 5 IPCs
    Japan controls Hawaiian Islands

    Sydney - 5 IPCs
    Japan controls New South Wales

    UK EUROPE:

    Original Territories- 5 IPCs
    UK Europe controls all their original territories

    Oil Resources - 5 IPCs
    The Allies control, Cairo, Iraq, and Caucuses

    Soft Underbelly - 5 IPCs
    The Allies control, Gibraltar, Malta, Sardinia, Sicily, Crete, and Cyprus

    CHINA:

    Burma Road - 1 Artillery
    The Allies control all territories connecting the Burma Road (may also place artillery units).

    ITALY:

    Mediterranean Sea - 5 IPCs
    There are no Allied surface warships in the Mediterranean

    Mediterranean Coast- 5 IPCs
    The Axis control 3 of the following 4 territories: Gibraltar, Southern France, Greece, and/or Syria

    Cairo - 5 IPCs
    Italy controls Cairo

    Middle East Oil Fields - 5 IPCs
    Italy controls Iraq

    Africa - 5 IPCs
    There are no Allied units on the continent of Africa

    SOVIET UNION:

    Military Advancement - 10 IPCs
    The Soviet Union controls 3 of the following 4 territories: Finland, Poland, Slovakia Hungary, and/or Romania

    National Prestige - 5 IPCs
    There are no Allied units on any originally controlled Russian territories (must be at war with the European Axis powers)

    Lend Lease Archangel - 1 Artillery
    The Allies control London, and Russia controls Archangel (Russia must be at war with European Axis powers, free artillery unit to be placed in Archangel)

    Lend Lease Caucasus - 1 Artillery
    The Allies control Persia, and Russia controls Caucasus (Russia must be at war with European Axis powers, free artillery unit to be placed in Caucasus)

    Lend Lease Amur - 1 Artillery
    The Allies control San Francisco, and Russia controls Amur (America must be at war with Japan, free artillery unit to be placed in Amur)

    UNITED STATES:

    (Must be at war with all Axis powers)

    War Time Economy - 10 IPCs
    The United States are at war with the Axis Powers

    Pacific Sovereignty - 5 IPCs
    The United States Controls the Aleutians Islands, the Hawaiian Islands, the Line Islands, and Johnston Island

    Pacific Island Strategy - 5 IPCs
    America controls 4 of the following 5 territories: Iwo Jima, Marshal Islands, Marianas, Midway, and/or Wake Islands

    Outer Perimeter - 5 IPCs
    The United States Controls the Philippines and/or Korea

    Operation Torch - 5 IPCs
    America has at least 1 land unit on an originally controlled French territory in Africa

    Operation Overlord - 5 IPCs
    America has at least 1 land unit on an originally controlled French territory in Europe

    FRANCE:

    National Uprising - Infantry
    The one time bonus for liberating a capital is doubled for France, giving Paris a total of 8 free infantry units



  • HOW THE WAR IS WON:

    national_objectives.jpg

    REPLACES THE OOB VICTORY CONDITION RULES…

    VICTORY OBJECTIVES & VICTORY TOKENS:

    Once a victory objective has been achieved, a victory token will be awarded. The side with the most victory tokens at the end of 9 complete game rounds will win the war. Victory tokens are awarded immediately upon completion of an objective regardless of when, or how it was achieved. Victory tokens may never be awarded twice for the same objective, nor may a victory token be taken away once earned.

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

    Axis Powers

    London
    -The Axis powers control London

    Sydney
    -The Axis powers control Sydney

    Moscow
    -The Axis powers control Moscow

    Europe
    -The Axis powers control a total of 8 victory cities on the Europe side of the board

    Pacific
    -The Axis powers control a total of 6 victory cities on the Pacific side of the board

    Africa
    -The Axis powers control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt

    Asia
    -The Axis powers control Korea, Hong Kong, Malaya, and Calcutta

    China
    -The Axis powers control all 18 originally controlled Chinese territories on the board

    America
    The Axis powers control Washington and/or San Francisco

    Allied Powers

    Berlin
    The Allied powers control Berlin

    Tokyo
    The Allied powers control Tokyo

    Rome
    -The Allied powers control Rome

    Europe
    -The Allied powers have liberated Paris

    Pacific
    -The Allied powers control all 16 originally controlled American and Japanese Islands in the Pacific

    Africa
    -The Allied powers control all non-neutral territories on the continent of Africa

    Asia
    -The Allied powers control all territories connecting the Burma road, as well as Hong Kong, and Shanghai

    Diplomacy
    -The Allies control all 7 pro-allied neutral territories on the board

    Supremacy
    -The Axis powers do not have any capital ships on the board



  • FORTUNES OF WAR

    11283313_831235046963717_752185358_n.jpg

    REPLACES THE OOB RESEARCH AND DEVELOPMENT SYSTEM:
    Once one side achieves a victory objective, the same side will receive a fortunes of war bonus. A fortunes of war bonus gained during any given turn sequence does not effect eligible nations until that turn sequence ends. Eligible nations for the Axis powers include Germany and Japan, and eligible nations for the Allied powers include UK Europe, the Soviet Union, and the United States (Italy, UK Pacific, China, and France are all considered minor nations and do not receive fortunes of war bonuses). At the end of any given turn sequence which a victory objective was gained, the side that claimed a victory token will roll 1d6, and will immediately receive the bonus rolled for using the charts below…

    FORTUNES OF WAR BONUSES:

    AXIS BREAKTHROUGH CHART

    1. BLITZ MOVEMENT
    All axis mechanized infantry may now tow one artillery unit each, up to 2 spaces during any movement phase

    2. BLITZ TACTICS
    All axis tanks now attack @4 or less each when combined with a tactical bomber

    3. MODIFIED TORPEDOS
    All axis submarines now attack @3 or less, and may now roll 3 dice each when disrupting convoys

    4. IMPROVED WARSHIPS
    All axis battleships and cruisers now get 2 dice each during all combat rounds

    5. BANZAI ATTACK
    All Japanese infantry now attack @2 or less

    6. JET FIGHTERS
    All German fighters now attack @4 or less, and may now intercept and escort @2 or less

    ALLIES BREAKTHROUGH CHART

    1. IMPROVED RADAR
    All allied airbases may now scramble up to 4 air units each

    2. MODIFIED TRANSPORTS
    All allied transports may now carry up to 3 land units each, if all 3 units are infantry

    3. WAR BONDS
    During their respective collect income phases, each allied power may roll 1 die and collect that amount in IPCs

    4. HEAVY BOMBERS
    The +2 modifier for all allied strategic bombers damaging facilities has now been increased to +4 each

    5. SUPER CARRIERS
    All allied aircraft carriers now defend @3 or less, and may also carry up to 3 eligible air units

    6. LONG RANGE FIGHTERS
    The maximum range of all allied fighters has been increased by 1 movement point



  • 1f7ea5279ecff1f88222bf35cfcf4c76.jpg

    NEW KAMIKAZE RULES:

    Japan now begins the game with 9 Kamikaze tokens which now defend @3 or less instead of @2 or less. However, Japan may only deploy a maximum of 3 tokens into any given Kamikaze zone under attack.

    NEW COMBINED ARMS:

    The combined arms rule allowing air units to hit submarines when a destroyer is present, has now been modified to allow only tactical bombers to hit submarines when a destroyer is present. Therefore, fighters and/or strategical bombers may not engage submarines under any circumstances.

    NEW CONVOY ZONES:

    The Atlantic sea zones numbered 107 and 108 are now convoy zones with a disruption value of 3 IPCs each. The axis powers may conduct convoy disruptions within these sea zones against the UK Europe economy, if the allies control London.

    NEW CHINA RULES:

    China no longer collects an income, instead during their place new units phase they will collect an infantry unit for every 2 territories they control (rounded down), and immediately place them on any territory they control. They may also collect an artillery unit for up to 3 territories they control, but only if the Allies control the Burma road.


Log in to reply
 

Suggested Topics

  • 7
  • 1
  • 160
  • 7
  • 13
  • 2
  • 4
  • 1
I Will Never Grow Up Games
Axis & Allies Boardgaming Custom Painted Miniatures
Dean's Army Guys

47
Online

14.6k
Users

35.2k
Topics

1.4m
Posts