Grasshopper's G40 Deluxe Edition (A&A Variant)

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    GRASSHOPPER’S G40 DELUXE EDITION (A&A VARIANT)

    kamikaze-honor-resized.jpg

    NEW ORDER OF PLAY:

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

    TWO NEW NATIONS (UK EUROPE & UK PACIFIC):

    The United Kingdom Pacific and ANZAC are now one combined nation with one combined economy (use ANZAC gray pieces). The United Kingdom Europe and Canada are now one combined nation with one combined economy (use UK tan pieces)

    CAPITAL PURGE BONUSES:

    Capital Purge (Axis) - 10 IPCs (one time bonus) + All Cash on Hand (one time purge, cash goes to the bank thereafter)
    It is the first time Paris, London, Moscow, Calcutta, or Washington has been captured

    Capital Purge (Allies) - 10 IPCs (one time bonus) + All Cash on Hand (one time purge, cash goes to the bank thereafter)
    It is the first time Berlin, Rome, or Tokyo has been captured

    CAPITAL LIBERATION BONUSES:

    Capital Liberation (Axis) - 5 IPCs (one time bonus)
    It is the first time Berlin, Rome, or Tokyo has been liberated

    Capital Liberation (Allies) - 5 IPCs (one time bonus)
    It is the first time Paris, London, Moscow, Calcutta, or Washington has been liberated

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    NATIONAL OBJECTIVES:

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    REPLACES ALL NATIONAL OBJECTIVES:

    GERMANY:

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

    The Baltic Sea - 5 IPCs
    There are no Russian warships in the Baltic Sea

    Barbarossa- 5 IPCs
    The Axis control both Leningrad and Stalingrad

    Caucasus - 5 IPCs
    Germany controls Caucasus

    Iraq - 5 IPCs
    Germany controls Iraq

    Afrika Corps - 5 IPCs
    Germany has at least 1 land unit in Axis controlled Alexandria and/or Egypt

    UK & COMONWEALTH PACIFIC:

    Original Territories- 5 IPCs
    The UK Pacific controls all their originally controlled territories (includes ANZAC territories, when at war with Japan)

    Oil Reserves - 5 IPCs
    The Allies (including Dutch) control all original Dutch territories on the Pacific board (when at war with Japan)

    JAPAN:

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

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

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

    China Strategy - 5 IPCs
    Japan controls 14 out of 18 originally controlled Chinese territories

    Solomon Islands - 5 IPCs
    Japan controls the Soloman Islands

    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
    The UK Europe controls all their original territories (includes Canadian territories)

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

    CHINA:

    Burma Road - 6 IPCs
    The Allies control all territories connecting the Burma Road (may also purchase artillery units and/or AA guns if road is held during the purchase new units phase).

    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

    Africa - 5 IPCs
    The Axis control 12 originally controlled Allied territories in Africa

    Cairo - 5 IPCs
    Italy controls Egypt

    Caucasus - 5 IPCs
    Italy controls Caucasus

    Iraq - 5 IPCs
    Italy controls Iraq

    SOVIET UNION:

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

    The Baltic Sea - 5 IPCs
    There is at least 1 Russian warship in the Baltic Sea (must be at war with the European Axis powers)

    Spread of Communism - 2 IPCs
    2 IPCs for each Non-Russian territory the Soviet Union controls (must be at war with the European Axis powers)

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

    Lend Lease Caucasus - 1 Mech Infantry
    The Allies control Persia, and Russia controls Caucasus (must be at war with European Axis powers, free mech infantry to be placed in Caucasus)

    Lend Lease Amur - 1 Artillery
    The Allies control Aleutian Islands, and Russia controls Amur (must not have deployed units into China, free artillery to be placed in Amur)

    UNITED STATES:

    (All American objectives require being at war with all Axis powers)

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

    Outer Perimeter - 5 IPCs
    The Allies control Aleutian Islands, Hawaiian Islands, Line Islands, and Johnson Islands

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

    Manila - 5 IPCs
    The Allies control the Philippines

    Operation Torch - 5 IPCs
    America has at least 1 land unit in Allied controlled Morocco and/or Algeria

    Military Advancement - 5 IPCs
    America controls at least one German or Italian originally controlled territory.

    FRANCE:

    French Uprising - 5 Infantry
    Placed in France during each place new units phase in which France controls Paris

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    VICTORY OBJECTIVES:

    national_objectives.jpg

    REPLACES OLD VICTORY CONDITION RULES…
    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 rounds is the winner. 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.

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

    Axis Powers

    London
    -The Axis control London

    Moscow
    -The Axis control Moscow

    Sydney
    -The Axis control Sydney

    Europe
    -The Axis control Paris, Berlin, Rome, Warsaw, Cairo, Lenningrad, and Stalingrad

    Pacific
    -The Axis control the Philippines, Caroline Islands, Hawaiian Islands, and all originally controlled Dutch territories on the Pacific map

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

    Asia
    -The Axis control Calcutta , Malaya, Hong Kong, and Shanghai

    China
    -The Axis control all originally controlled Chineese territories

    Economy
    -All 3 Axis powers have a combined total of 142 IPCs on the income tracker (NOs not included)

    Allied Powers

    Berlin
    -The Allies control Berlin

    Tokyo
    -The Allies control Tokyo

    Rome
    -The Allies control Rome

    Europe
    -The Allies control Normandy, Holland, Denmark, and Norway

    Pacific
    -The Allies (not including Dutch) control The Philippines, Caroline Islands, Hawaiian Islands, and all originally controlled Dutch territories on the Pacific map.

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

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

    Russia
    -The Soviet Union controls a total of 4 originally controlled Axis territories

    Paris
    -The Allies have liberated Paris

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    PLAYER ASSIGNMENTS

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    ORDER OF PLAY:

    For faster game play, use the player assignments below and have 2 players conducting their turn sequences at the same time.

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

    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 2)

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    NEW LAND UNIT PROFILES:

    INFANTRY:

    Cost - 3
    Move - 1
    Attack - 1
    Defense - 2

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    ARTILLERY:

    Cost - 4
    Move - 1
    Attack - 2
    Defense - 2

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    MECHANIZED INFANTRY:

    Cost - 4
    Move - 2
    Attack - 1
    Defense - 2

    Notable Abilities:

    • Mechanized Infantry attack @2 or less when paired with an artillery unit

    AA ARTILLERY:

    Cost - 4
    Move - 1
    Attack - 1
    Defense - 1

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    TANK:

    Cost - 6
    Move - 2
    Attack - 3
    Defense - 3

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    NEW AIR UNIT PROFILES

    TACTICAL BOMBER:

    Cost - 12
    Move - 4
    Attack - 3
    Defense - 3

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    FIGHTER:

    Cost - 10
    Move - 4
    Attack - 3
    Defense - 4

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    STRATEGIC BOMBER:

    Cost - 14
    Move - 6
    Attack - 4
    Defense - 1

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    NEW SEA UNIT PROFILES:

    TRANSPORT:

    Cost - 6
    Move - 2
    Attack - N/A
    Defense - N/A

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    DESTROYER:

    Cost - 8
    Move - 2
    Attack - 2
    Defense - 2

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    SUBMARINE:

    Cost - 6
    Move - 2
    Attack - 2
    Defense - 1

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    CRUISER:

    Cost - 14
    Move - 2
    Attack - 3
    Defense -3

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    AIRCRAFT CARRIER:

    Cost - 16
    Move - 2
    Attack - N/A
    Defense - 2

    Notable Abilities:

    • Infantry attack @2 or less when paired with an artillery unit

    BATTLESHIP:

    Cost - 20
    Move - 2
    Attack - 4
    Defense - 4

    Notable Abilities:

    • Battleships require 2 hits to destroy
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    CAPTURING & LIBERATING CAPITAL CITIES

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    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, 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. 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

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    NEW NATIONAL OBJECTIVES:

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    REPLACES ALL OOB NATIONAL OBJECTIVES

    (NOTE: 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, Sweden is neither pro-allies nor Allies controlled, and there are no enemy warships in sea zone #113

    Leningrad- 5 IPCs
    Germany controls Leningrad

    Stalingrad- 5 IPCs
    Germany controls Stalingrad

    Caucasus Oil Fields - 5 IPCs
    The Axis control Caucasus

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

    Middle East Resources - 5 IPCs
    Germany controls Iraq

    UK PACIFIC:

    Hong Kong- 5 IPCs
    The United Kingdom Pacific controls Hong Kong (must be at war with Japan)

    Shanghai- 5 IPCs
    The Allies control Shanghai (must be at war with Japan)

    Dutch Islands - 5 IPCs
    The Allies (including Dutch) control all originally controlled Dutch terrirories in the Pacific (must be at war with Japan)

    Strategic Positions #1 - 5 IPCs
    The Allies control Malaya, Borneo, and the Philippines (must be at war with Japan)

    Strategic Positions #2 - 5 IPCs
    The Allies control New South Wales, Solomon Islands, and Caroline Islands (must be at war with Japan)

    JAPAN:

    Trade With America - 10 IPCs
    Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked DOW on the UK Pacific

    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 Sumatra, Java, Borneo, and Celebes

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

    Burma Road - 5 IPCs
    Japan controls all 4 territories connecting the Burma Road

    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
    The United Kingdom Europe controls all of its original territories

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

    The Mediterranean - 5 IPCs
    The Allies control 4 out of the following 5 territories: Gibraltar, Malta, Sicily, Tobruk, and/or Crete

    CHINA:

    Burma Road - 2 Free Artillery Units
    The Allies have had control of all 4 territories connecting the Burma Road since the beginning of their turn

    ITALY:

    Naval Supremacy - 5 IPCs
    There are no Allied warships in the Mediterranean

    The Balkans - 5 IPCs
    The Axis control Yugoslavia, Bulgaria, Albania, Greece, and Crete

    The Mediterranean - 5 IPCs
    The Axis control 4 out of the following 5 territories: Gibraltar, Malta, Sicily, Cyprus, and/or Syria

    Suez Canal - 5 IPCs
    The Axis control Cairo and Trans-Jordan

    Middle East Resources - 5 IPCs
    Italy controls Iraq

    SOVIET UNION:

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

    Lend Lease Act - 1 Free Tank in Archangel
    The Allies control both London and Archangel, and there are no axis warships in sea zone 125 (if Soviet Union, United Kingdom and United States are all Allies)

    Lend Lease Act - 1 Free Mechanized Infantry in Caucasus
    The Allies control both Persia and Caucasus, and there are no axis warships in sea zone 80 (if Soviet Union, United Kingdom and United States are all Allies)

    Lend Lease Act - 1 Free Artillery in Amur
    The Allies control both San Francisco and Amur, and there are no axis warships in sea zone 5 (if Soviet Union, United Kingdom and United States are all Allies)

    UNITED STATES:

    (Must be at war with all Axis powers)

    America at War - 3 Free Infantry
    The United States will place 1 free infantry unit on each of their 3 originally controlled production facilities during each place new units phase (when at war with the axis powers)

    National Sovereignty- 10 IPCs
    The United States control all of the following territories: Eastern United States, Central United States, and Western United States

    Pacific Sovereignty - 5 IPCs
    The United States controls Alaska, Aleutian Islands, Hawaiian Islands, Johnston Island, and Line Islands

    Pacific Island Strategy - 5 IPCs
    The United States control 4 of the following 5 territories: Iwo Jima, Marshal Islands, Marianas, Midway, and/or Wake Islands

    Outer Perimeter - 5 IPCs
    The United States has at least 1 land unit in the Philippines and/or Korea

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

    Operation Overlord - 5 IPCs
    The United States 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, therefore, place a total of 8 free infantry units on Paris when first liberated

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    NEW RESEARCH & DEVELOPMENT

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    FORTUNES OF WAR

    REPLACES THE OOB RESEARCH AND DEVELOPMENT SYSTEM:
    Once one side achieves a victory objective, the same side will receive a fortunes of war bonus. Fortunes of war bonuses are awarded to all powers aligned with that side, except when stated otherwise (particularly 5 & 6 on the Axis chart). Any fortunes of war bonus gained will not come into effect until the end of the game round in which it was achieved.

    At the end of any given turn sequence which a victory objective was gained, the side that claimed the victory token will roll 2 dice, and using the results rolled may choose one breakthrough from their chart. Breakthrough dice rolls may never be re-rolled, therefore, if doubles are rolled, or if both dice rolled result in a breakthrough or breakthroughs already owned, then there is no breakthrough awarded for that token gained.

    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 including bombardment (the limit of 1 bombardment roll per landing unit still applies).

    5. BANZAI ATTACK
    All Japanese infantry now attack @2 or less (combined arms for infantry with artillery is now negated)

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

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

    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

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    NEW CHINA RULES

    China no longer collects an income, instead, China now places 1 infantry unit during the place new units phase for every 2 territories they control at the end of their turn (rounded down). Also, China may place 2 free artillery units during their place new units phase if the allies have controlled the Burma road since the beginning of China’s turn. New units including free artillery may be placed in any territory China controls at the end of their turn, and new units can be placed separately or together.

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