Axis & Allies Global 1940 House Rules Expansion


  • @the-captain was wondering why SS Pnzr Grndr can’t use Air Transport but the other SS units, except for the Oberst, can ?

  • 2024 2023 '22 '21

    @barnee

    You’re right,

    I’ve just looked through my notes - we have actually play tested the transport options for all Waffen-SS units.

    The transport options will be clarified/changed in the following way:

    "Waffen-SS units (all types) can be transported by Air Transport. Each Waffen-SS unit counts as a Tank unit towards the capacity of the Air Transport.

    Exception:
    Waffen-SS Heavy Panzer Unit E-100 cannot be transported by sea or air.

    Note:
    Waffen-SS units cannot be transported by Landing Crafts or Transport units."

    This will be clarified in the revised Axis & Allies Global 1940 House Rules Expansion. :+1:


  • @the-captain right on. i guess it doesn’t really matter if it counts as a tank or not though, since they can only haul 1 unit at a time. No biggie either way.

  • 2023 '22 '21 '20 '19 '18

    Do Trprts continue to fight if all other Naval vessels are sunk during an amphibious invasion ? Can the attacker ignore them at that point or once battle has been joined they have to slay them all ?

    My thought is battle would continue but … : )

    Thanks


  • @barnee

    Concerning Transports, the rules are OOB.

    From Late 1941, the only difference is, that Transports defend at “1”.


  • @the-captain right on. I guess it doesn’t really matter for triplea, as once battle is joined, you can’t stop it. I guess with oob you could ignore them since they defend at 0 but D1 idk ? How do you guys play it ?

    Just wanna be as rule compliant as possible.

  • 2024 2023 '22 '21

    @barnee

    From Late 1941, for the most part the attacker would always sink all enemy Transports during an amphibious assault.

    Attacking units would be assigned to that task - in sufficient numbers - to take out all enemy Transports - and then the amphibious landings would commence after that naval battle.

    As the War progresses, it is vital to take out as many enemy Transports as possible - no matter the cost.

    Especially in the Pacific, where loaded Transports are often sent out on their own (without any Escorts ot any other protecting Warships) to capture an island.

    The vastness of the Pacific makes it almost impossible for an attacker, to protect all Transports.


  • @the-captain Right on That’s how I been doing it. just wanted to make sure.

    Yea it’s pretty sweet when they can D1. Gives em a fighting chance anyway. I’ve been sending those naval Ftrs to take em out when I can’t get a fodder unit in the attack. Just in case they get a lucky hit.

    And 2-3 trpts and 1-2 escorts can make a decent little fleet. that’s what ANZAC been doing. JPN really has to send significant resources to make sure their landing takes place.


  • @the-captain So do enemy transports with D1 stop coastal bombardment from happening since a sea battle takes place?

    Or they are still ignored unless chosen to be attacked like normal?


  • @heroicthenerd

    The rules concerning Transports are the same as OOB.

    Exception:
    From Late 1941, Transports defend at “1”.

    So, in your example, the Transports can be ignored - same rules as OOB.

  • 2024 2023 '22 '21

    During this weekend’s Axis & Allies Global 1940 games, the Combat Engineer unit will be part of the optional rules.

    The Desert Army is also included.

    The Axis & Allies Global 1940 House Rules Expansion is used during all Global 1940 games this weekend.

    Fun & challenge is guaranteed:+1:

  • 2023 '22 '21 '20 '19 '18

    @the-captain I thought i remembered seeing something where france doesn’t get it’s free guys when liberated if their Factory is damaged. I’ve gone through the rules again but can’t find it.

    Edit
    Found it in the 43 Expansion. Doesn’t apply to the 40 Expansion.

  • 2023 '22 '21 '20 '19 '18

    @The-Captain you guys ever consider giving ANZAC some Marines/Commandos ? Maybe 2 ? I guess they can always use a tank for an extra buck. Infantry would have same defense if it had time to fortify though.

    Anyway, just wondered if you ever tested it


  • @barnee

    Hi barnee,

    We have play testet some rules concerning specialized units for minor powers (China, Italy & ANZAC).

    Due to the huge number of new units (Waffen-SS, Soviet Guards, US Marines, Paratroopers - and many others) that are represented in the game, we chose to include “only” the most famous units of World War II that were represented on a massive scale during the War.

  • 2023 '22 '21 '20 '19 '18

    I know I’ve asked this before, but since the search function with nodebb kinda blows or at least i can’t figure it out and i can’t find it after a half hour of scrolling, lol, here goes again:

    Underground minor gets bought in Normandy by Germany, Uk conquers Normandy that same round. Uk would capture it as an Underground minor ? It wouldn’t revert to just a minor ?

    Thanks


  • @barnee

    When an Industrial Complex has been converted into an Underground Factory, there is no reverse.

    Exception:
    When an Underground Factory is moved, the Underground Factory Upgrade is lost - and so is any upgrade to Heavy Industry.

    When the Industrial Complex has been moved to a new location, any upgrade to Underground Factory and Heavy Industry can be purchased again.

    If the enemy captures an Underground Factory, this Underground Factory is captured as such and the Underground Factory capacity is still intact.

    Remember:
    If an Underground Factory has been upgraded to Heavy Industry, this upgrade is lost if captured by enemy forces.

    Only the original owner of an Original Industrial Complex can upgrade it to Heavy Industry.
    This rule also applies to Underground Factories.


  • @the-captain said in Axis & Allies Global 1940 House Rules Expansion:

    If the enemy captures an Underground Factory, this Underground Factory is captured as such and the Underground Factory capacity is still intact.

    ok thats what I thought. Have a triplea error. It was being treated as a hit point. Think i got it fixed for next update.

    I am really digging 43 lol


  • @barnee

    Great,

    Yea - the Global 1943 Expansion is truly a great game.

    We’re still working on some Basic Strategies for Global 1943.

    Since the number of units in the Global 1943 Setup is enormous compared to Global 1940, there are so many options to all Nations.


  • @the-captain AAguns Fire at a max of 3 Paras per gun, same as planes. Does it also gets 3 shots at the planes for 6 total since they fire separately ? Or is it still 3 max per gun and you just roll the planes and Paras separate ?

    Say 2 rolls at 2 planes and then 1 at a Para ?

    Paratroopers are exposed to fire from antiaircraft
    guns – same rules apply as for air units. If
    Paratroopers attack together with air units any
    defending AAA must fire at the Paratroopers and
    the air units separately.

  • 2024 2023 '22 '21

    @barnee

    Rules concerning AAA are OOB - so in this case each AAA can only fire 3 times.

    Example:
    2 Paratrooper units and 2 Fighter units attack an enemy terrirory with one AAA unit.

    The defender must choose how to direct the 3 “shots” fired at the attacking Paratrooper & Fighter units.

    In this example the defender chooses to fire against both Paratrooper units - and to use the last shot against one of the Fighter units.

    The dice must be rolled seperately from the Paratrooper units and the Fighter unit.

    Here is how it goes:
    Two AAA dice are rolled against the Paratrooper units. Any casualties are removed.

    One AAA dice is rolled against the Fighter unit. Any casualty is removed.

    After the AAA fire is resolved, combat continues as normal.

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