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    The Captain

    @The Captain

    2024 '23 '22 '21

    1. Axis & Allies player since 1993.
    2. Former Captain in the Danish Army
    3. Current: Carpenter & Hotel industry
    4. Founder & President of Danish Axis & Allies Association ( and Axis & Allies Club Denmark)
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    2024 '23 '22 '21

    Best posts made by The Captain

    • Axis & Allies Global 1940 House Rules Expansion

      This is the release of the Axis & Allies Global 1940 House Rules Expansion - also known as G40 HRE.

      Included are Full Color Markers to be used as combat units etc. in case you don’t have eligible playing pieces. These should be printed and cut out for use.

      Also included are the Army Boards & Markers used for displaying the various types of armies that you can create during the game.

      In other words: the Axis & Allies Global 1940 House Rules Expansion includes everything you need in order to play your Axis & Allies game with these rules.

      You can order the Full Color Printed Rulebook if you don’t want to print the rulebook yourself. For ordering, please contact Cornelis Post at this forum.

      I sincerely hope that the Axis & Allies Global 1940 House Rules Expansion will bring inspiration - and tons of fun - to the Axis & Allies Community.

      Note 1:
      Players might find inspiration - and help - using the Strategy Guide Global 1940 (see thread).

      Note 2:
      At the bottom of this post, we have attached some additional sets of rules, like Combat Engineer, Fighter Ace, Naval Mines etc.
      These additional rules are Optional Rules.

      We advice all players to use those additional Optional Rules only when you have gained solid experience with the Optional Rules included in the Revised Rulebook.

      Revised Rulebook, Axis & Allies Global 1940 & 1943 House Rules Expansion

      1. G40 Combat Engineer Unit.pdf
      2. G40 Fighter Ace unit.pdf
      3. G40 Naval Mines.pdf
      4. G40 Desert Army.pdf
      5. G40 Flak Tower.pdf
      6. G40 Strict Neutrals.pdf
      7. German U-boat pen.pdf
      8. G40 Operation Felix-Heinrich.pdf
      15. Waffen-SS Panzer General.pdf
      15.a Waffen-SS Panzer Army Board & Markers.pdf
      16. G40 Air Fleet Commander Rules.pdf
      16a. G40 Air Markers.pdf
      16b. G40 Air Fleet Boards.pdf
      17. G40 Heavy Aircraft Carrier unit.pdf
      18. Tank Destroyer & Panzer Jäger.pdf
      19. G40 Waffen-SS Assault Pioneer Unit.pdf
      20. French units in UK.pdf

      posted in House Rules global 1940
      The CaptainT
      The Captain
    • Global 1940 Basic Expansion

      This is the release of the Global 1940 Basic House Rules Expansion.

      The purpose of the Basic Expansion is to give players a manageable approach towards the use of expansion rules.

      The Basic Expansion brings a new and balanced dimension to the OOB Global 1940 game. It is easy to learn - challenging & fun to play.

      Related Expansions:

      1. Axis & Allies Global 1940 House Rules Expansion
      2. Axis & Allies Global 1943 House Rules Expansion

      RULEBOOK Global 1940 Basic Expansion.pdf

      Note: The RULEBOOK has been updated 3rd September 2022.

      Good luck & have fun.

      posted in House Rules global 1940
      The CaptainT
      The Captain
    • Global 1943 Expansion, Revised

      This is the release of the Axis & Allies Global 1943 House Rules Expansion Revised Edition.

      Note: The following Rulebook and pictures show the Revised Set Up.

      1943 was the year, when Germany finally implemented the Total War concept. The Axis Powers still had options to alter the outcome of the War - not by outproducing the Allies - but by taking advantage of every single advantageous opportunity. And by planning a decisive and superior strategy - without any flaws. And carry it out with determination.

      In the game there is no bureaucracy - no internal conflicts in any Nation, that could weaken the War effort. Every single decision is made with one goal only - to win the War.

      The game depends solely on what strategy players might choose - and how these strategies are carried out.

      It is truly a big challenge for the Axis to win the War. And there is no room for errors… or else, Germany & Japan will have to fight for their lives.

      You’ll experience massive Panzer Armies and Army Groups from the very beginning of the game. Within a few rounds, some of the most famous combat units of World War II are available to the players. This will bring even more options to get your Nation closer to Final Victory.

      Concerning the Global 1943 Setup:

      Soviet 1st Army Group is comprised of:

      • 1st Tank Army
      • 3rd Soviet Army Corps
      • 10 Infantry units

      Soviet 2nd Army Group is comprised of:

      • 2nd Tank Army
      • 2nd Soviet Army Corps
      • 5 Artillery units
      • 5 Infantry units

      The Soviet Army Group Markers replace the Army Group Flags.

      Note 1:
      Soviet Army Group Markers are named:

      • 1st Army Group
      • 2nd Army Group

      Note 2:
      Additional Set Up:
      The German player must place a Flak Tower unit in Germany before game start.

      Printing Error:

      We have discovered 3 printing errors in the Japanese Set Up:

      1. Hainan is not mentioned in the Japanese Set Up. Hainan must have an IPC value of “1” - and a Japanese control marker.

      2. Palau Island does not need a Japanese control marker… the number (1) described in the column should be placed in the column for the IPC value instead. Palau Island must have an IPC Value Marker at “1”.

      3. Kiangsi is not mentioned in the Japanese Set Up. Kiangsi is Japanese controlled from game start (Early 1943).

      We naturally apporlogize for those shortcomings.

      The Axis & Allies Global 1943 House Rules Expansion will definitely bring tons of fun and challenge - even though the game is playable in a few hours.

      Please refer to the Axis & Allies Global 1940 House Rules Expansion for overall unit profiles, unit costs etc.

      RULEBOOK, Axis & Allies Global 1943 House Rules Expansion, Revised.pdf

      IMG_7233.JPG IMG_7234.JPG IMG_7235.JPG IMG_7236.JPG IMG_7237.JPG IMG_5696.JPG IMG_5697.JPG

      posted in House Rules global 1940
      The CaptainT
      The Captain
    • The Captain's Global 1940 House Rules Collection

      The Captain’s Global 1940 House Rules Collection includes all Global 1940 House Rules Expansions and other related rules and information, as shown below.

      Click at any link below - and you’ll automatically go directly to the thread.


      Axis & Allies Global 1940 House Rules Expansion

      The Axis & Allies Global 1940 House Rules Expansion is the most comprehensive expansion in The Captain’s Global 1940 House Rules Collection.

      It will bring you countless new options - and ultimate fun & challenge - when playing your OOB Global 1940 game in conjunction with these rules.


      Global 1940 Basic Expansion

      The Global 1940 Basic Expansion is basically a “smaller” version of the Axis & Allies Global 1940 House Rules Expansion.

      This expansion is mostly used as “training” expansion, before you go all in with the Axis & Allies Global 1940 House Rules Expansion.

      Game mechanisms are the same, but the number of units & rules are limited.


      Axis & Allies Global 1943 House Rules Expansion

      In order to play the Global 1943 Expansion, you most be familiar with most of the rules and game mechanisms in the Axis & Allies Global 1940 House Rules Expansion.

      The Global 1943 scenario is very well balanced from game start - Early 1943 - and it’s a formidable two-player game.


      Strategy Guide Global 1940

      The Strategy Guide encompasses various strategies for the 5 Major Powers, Germany, Soviet Union, Japan, United States and United Kingdom.


      Global 1940 Expansion for use with TripleA

      This is barnee’s merit - that the Axis & Allies Global 1940 House Rules Expansion has been modified for use with TripleA.

      This thread will also include the Global 1940 Basic Expansion and the Axis & Allies Global 1943 House Rules Expansion - AKA Global 1943.


      Global 1940 Expansions Game Report Thread

      This thread opens up for posting Game Reports based on the use of any expansion that is included in The Captain’s Global 1940 House Rules Collection.


      Explained: The Backgrund behind the Global 1940 House Rules Expansion

      This thread …


      Click and learn more.

      posted in House Rules global 1940
      The CaptainT
      The Captain
    • Strategy Guide Global 1940

      This Strategy Guide is based on the OOB Axis & Allies Global 1940 combined with the
      Axis & Allies Global 1940 House Rules Expansion.

      The purpose of these guidelines is to give players an insight of “how to use” the new units and rules that come into play with Axis & Allies Global 1940 House Rules Expansion.

      Players should plan their own strategies, based on which Theatre of War is considered most important. As game experience with the Axis & Allies Global 1940 House Rules Expansion evolves during multiple games – so does the overall strategy for each Nation.

      Two games are never the same – the variety and combination of units & rules are simply too numerous. Depending on your strategy, you have the option to purchase units for any situation.

      The big challenge is to find the right combination – and number – of units, and how to deploy them.
      For example, your Paratroopers are highly effective when used against weak enemy positions, attacks behind enemy lines – and as reinforcements to positions across sea zones etc.

      Strategic planning can be just as fun – and challenging – as playing the game.

      A prerequisite for a successful strategic plan is to be familiar with most of the Axis & Allies Global 1940 House Rules Expansion – but not necessarily everything in the rulebook.
      Complete rulebook understanding will evolve during multiple games – but is not necessary to play the game at first.

      It all begins with the Timetable. Once you are familiar with most units & rules that come into play during the game, you should use the Timetable as a quick reference guide – both when you are planning your strategy – and also during the game, to keep track of when and which units & rules come into play.

      Note: Strategy is to plan for future operations on a large scale – in time as well as effort. So, when you plan your strategy, think ahead for the next several rounds of play.

      A Strategy Guide for each of the following Nations is attached to this thread:

      1. Germany
      2. Soviet Union
      3. Japan
      4. United States
      5. United Kingdom

      Initially, there is no Strategy Guide for China, Italy and France since most of these Nations depend on the strategy from their major allied Nations.

      1. Strategy Guide Germany.pdf

      2. Strategy Guide Soviet Union.pdf

      3. Strategy Guide Japan.pdf

      4. Strategy Guide United States.pdf

      5. Strategy Guide United Kingdom.pdf

      6. Strategy Guide ANZAC.pdf

      posted in House Rules global 1940
      The CaptainT
      The Captain
    • RE: The Captain's Global 1940 House Rules Collection

      We’re working on a YouTube channel for the Axis & Allies Global 1940 House Rules Expansion and the other related threads.

      The channel will also be linked here in The Captain’s House Rules Collection.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @nolimit

      The Style/Font is Times New Roman with shadow effect. Very simple.

      In 1993 we started working on the House Rules Expansion - we bought all 3 expansions from Gamers Paradise - as well as several other variants for use with A&A Classic. So, yes - back then, we found some inspiration from Phillip Schwartzer & his play group - they did a great job. We wanted to show our gratitude by reviving some of these recognizable symbols in our introduction.

      It is gratifying to see that it worked:+1:

      As new A&A variants were released, the need for modified house rules increased. This was a big challenge - and it brought us tons of fun - and took countless amount of hours…

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @nolimit

      I truly appreciate your comment:+1:

      And I think you’re right about YouTube. Wouldn’t that be great - so that everyone can have fun and challenge on a massive scale. Let’s get back to that later.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      Hi Barnee,

      In that case - when mines can defend a specific line/border - the rules concerning mines are according to the standard rules in the AAG40HRE.

      I understand Manstein’s concern about game speed and KISS:+1:

      So, Gentlemen - I would anyway suggest that we go with Barnee’s plan - and let’s see how it goes. :relaxed:

      How does that sound?

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Global 1943 Expansion, Revised

      @barnee

      From game start - Early 1943 - multiple options are available for both the Axis as well as the Allies. Some options are obvious - as for example the need for German reorganization of troops on the Eastern Front to prevent a total collapse of the exposed northern and southern flanks.

      As the Setup Charts show, Germany is in a position to form
      3 Army Groups within 2 rounds of play. With these Army Group formations, the Eastern Front should be stabilized - and a steady flow of reinforcements should pave the way for a renewed offensive in the east.

      Basically, most Nations need to maneuver their units into more advantageous positions, before striking enemy positions.

      Players will have access to all their Nations specialized units within a few rounds of play.

      These units might just be what is needed to get the upper hand.

      Tons of challenge & fun is guaranteed:+1:

      posted in House Rules
      The CaptainT
      The Captain

    Latest posts made by The Captain

    • RE: Global 1940 & 1943 Expansions Game Reports

      @barnee

      Great battle - awesome to see all the units.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Any G40 players from Germany?

      @GtxDreamy
      Great,

      Yes - I’ll send you a pm soon with a contact for Martin who is the leader of the play group in Sønderborg.

      posted in Player Locator
      The CaptainT
      The Captain
    • RE: Any G40 players from Germany?

      Hi @GtxDreamy

      We have multiple play groups in Denmark - we even have a play group in Sønderborg (Sonderburg) which is close to the border Schleswig-Holstein.

      We can easily arrange for you to take part in our Axis & Allies Global 1940 games in Denmark.

      Captain

      posted in Player Locator
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Russia can move any factory that the Soviets control from the start of their turn.

      Since Finland is part of Europe, the Soviets can use their Strategic Rail Movement Capacity at “1” in Europe to move the factory from Finland to Karelia.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Xeno Games Europe at War

      Hi @Techsan,

      Yes we still use these rules today. The rules are now part of the most detailed and comprehensive version of Axis & Allies Global 1940:
      Axis & Allies Global 1940 House Rules Expansion.

      For your inspiration we have attached 2 pdf files with Cost Of All Units - this gives you an idea of most of the units that are available in the Axis & Allies G40 Expansion game.

      More units & rules are available at the House Rules section - just follow the link that barnee gave you.

      Contact us any time for questions & comments.

      Captain

      6. G40 Cost of all units side 1, revised.pdf
      6. G40 Cost of all units side 2, revised.pdf

      posted in Other Axis & Allies Variants
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      A Panzer General unit can be transformed to a Waffen-SS Panzer General unit in the same round as a new Panzer General unit is produced.

      Example:
      At the beginning of the German players turn in Early 1944 Germany has 3 Panzer General units on the game board.
      One of these Panzer General units is in Berlin (Germany).

      In the Purchase and Repair Units phase he German player transforms this Panzer General unit to a Waffen-SS Panzer General unit - and immediately replaces the Panzer General unit in Berlin with the Waffen-SS Panzer General unit.

      The Panzer General unit is returned to the German game tray.

      In the same Purchase and Repair Units phase the German player produces 1 Panzer General unit (the Panzer General unit that was transformed to a Waffen-SS Panzer General unit).

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Yes - the Underground Factory remains an Underground Factory when it is transformed from Minor to Major - or Major to Minor.

      Any upgrade to Underground Factory is only lost when:

      • The Underground Factory is moved
      • The Underground Factory is destroyed
      posted in House Rules
      The CaptainT
      The Captain
    • RE: Strategy Guide Global 1940

      We advice the following, concerning Naval Unit Production and Naval Battles:

      1. Production of Naval Units have 3 major objects:
      • A: Convoy Disruption
      • B: Elimination of enemy Transport units
      • C: Protection of friendly Transport units

      A:
      Submarine production is the most effective way to conduct Convoy Disruption against the enemy.
      Submarines may also force the enemy to counter the threat by producing Destroyer units and Escort units - and spend IPC that are much needed elsewhere.

      B:
      Submarine units (hard hitting & difficult to detect) as well as Strategic Bomber units (long range & hard hitting) are apparently the best units to eliminate lonely Transport units.

      C:
      Battleship units, Aircraft Carrier & Fighter units, Cruiser units and Escort units are crucial in order to build up a Naval Task Force that protects frindly Transport units.
      Those Naval Units have one primary task - and that is to protect friendly Transport units.

      Conclusion:
      Depending on your Strategic Plan, there is no need to produce expensive Naval units such as Battleships & Aircraft Carriers if you don’t intend to launch a massive Transport Fleet that needs protection.

      Example:
      United States want to attack and capture Japanese occupied Caroline Islands in Late 1942.
      Japan defends Caroline Islands with 6 Infantry and 2 Fighter units plus 2 AAA units.
      United States launches an attack with 5 Transport units with 5 US Marines and 5 Artillery units onboard.
      To support the attack, 4 US Fighter units take off from their Aircraft Carriers in Sea Zone 26 to protect the US Transport units in Sea Zone 33 in case that Japan wants to scramble the Fighter units into Sea Zone 33.
      No US Air units attack Caroline Islands.

      In this example, the US Strategic Plan does not include any Island Jumping - in other words - the US Transport units that carry the US Assault Force to Caroline Islands are not needed for any other future operation… if they survive any Japanese counter attack the US Transport units can naturally move to safety and be assigned to another future mission.

      During such an operation, the US player can assign much needed IPC to production of other units.

      1. Naval Battles (attack) have 2 major objects:
      • A: Eliminate enemy Transport units
      • B: Eliminate enemy Naval Combat units that threaten friendly Transport units.

      A:
      To prevent the enemy from capturing friendly territories and islands at any Oceanic Theatre - and thereby denying the enemy much needed IPC - the enemy Transport units must be destroyed.

      B:
      To prevent the enemy from destroying friendly Transport units or threaten any Amphibious Assaults, the enemy Naval Task Forces must be destroyed.

      Conclusion:
      An attack against enemy Naval Combat Units or Task Force should only be carried out if the above mentioned A and/or B options are present.

      A Naval Battle (attack) can have catastrophic results for your own Strategic Plan - even if you eliminate the enemy. Simply because the cost of producing high value Naval units compromises the production of land units that can capture valuable territories elsewhere.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Global 1940 & 1943 Expansions Game Reports

      Concerning Game Report No. 3 = barnee vs. Trout:

      We have posted a comment on Naval Production and Naval Battles at the Strategy Guide thread.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Victories & Defeats

      Total number of recorded Axis & Allies games in 2025 played by The Captain: 16

      2025: Axis & Allies Global 1940:

      • 0 Defeats (Allies)
      • 0 Defeats (Axis)
      • 10 Victories (Allies)
      • 6 Victories (Axis)
      posted in House Rules
      The CaptainT
      The Captain