Best posts made by Young Grasshopper
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A&A 1940 Global 2nd Edition - Complete Components List
AXIS & ALLIES 1940 GLOBAL 2nd EDITION - COMPONENTS LIST
The following is a complete list of components you will get in Axis & Allies 1940 Europe and 1940 Pacific 2nd Edition (combined)
COMMON ACCESSORIES:
4 Piece folding boards (spans 70"X32")
18 - Major factories
20 - Minor factories
30 - Air bases
32 - Naval bases
6 - Kamikaze tokens110 - Gray plastic chips
30 - Green plastic chips
20 - Red plastic chips6 - Red dice
6 - Black dice2 - Rule books (Europe 1940 / Pacific 1940)
GERMANY:
20 - Control Markers
40 - Infantry
8 - Artillery
9 - Mechanized Infantry
12 - Tanks
8 - Antiaircraft Artillery8 - Fighters
9 - Tactical Bombers
4 - Strategic Bombers6 - Transports
6 - Destroyers
6 - Submarines
4 - Cruisers
2 - Aircraft Carriers
2 - Battleships
SOVIET UNION:
20 - Control Markers
40 - Infantry
8 - Artillery
9 - Mechanized Infantry
10 - Tanks
8 - Antiaircraft Artillery8 - Fighters
9 - Tactical Bombers
2 - Strategic Bombers4 - Transports
4 - Destroyers
4 - Submarines
2 - Cruisers
2 - Aircraft Carriers
2 - Battleships
JAPAN:
40 - Control Markers
40 - Infantry
12 - Artillery
9 - Mechanized Infantry
12 - Tanks
8 - Antiaircraft Artillery16 - Fighters
9 - Tactical Bombers
8 - Strategic Bombers12 - Transports
12 - Destroyers
12 - Submarines
8 - Cruisers
8 - Aircraft Carriers
8 - Battleships
UNITED STATES:
45 - Control Markers
40 - Infantry
12 - Artillery
15 - Mechanized Infantry
12 - Tanks
16 - Antiaircraft Artillery16 - Fighters
15 - Tactical Bombers
12 - Strategic Bombers12 - Transports
12 - Destroyers
12 - Submarines
8 - Cruisers
8 - Aircraft Carriers
8 - Battleships
CHINA:
5 - Control Markers
30 - Regular Infantry
UNITED KINGDOM:
35 - Control Markers (including 2 Union Jacks)
40 - Infantry
12 - Artillery
12 - Mechanized Infantry
16 - Tanks
16 - Antiaircraft Artillery16 - Fighters
12 - Tactical Bombers
12 - Strategic Bombers12 - Transports
12 - Destroyers
12 - Submarines
8 - Cruisers
4 - Aircraft Carriers
8 - Battleships
ITALY:
20 - Control Markers
20 - Infantry
8 - Artillery
6 - Mechanized Infantry
10 - Tanks
8 - Antiaircraft Artillery8 - Fighters
6 - Tactical Bombers
4 - Strategic Bombers6 - Transports
6 - Destroyers
6 - Submarines
4 - Cruisers
2 - Aircraft Carriers
2 - Battleships
ANZAC:
10 - Control Markers
20 - Infantry
6 - Artillery
6 - Mechanized Infantry
8 - Tanks
8 - Antiaircraft Artillery8 - Fighters
6 - Tactical Bombers
6 - Strategic Bombers6 - Transports
6 - Destroyers
6 - Submarines
4 - Cruisers
4 - Aircraft Carriers
4 - Battleships
FRANCE:
5 - Control Markers
20 - Infantry
8 - Artillery
6 - Mechanized Infantry
10 - Tanks
8 - Antiaircraft Artillery8 - Fighters
6 - Tactical Bombers
2 - Strategic Bombers4 - Transports
4 - Destroyers
4 - Submarines
2 - Cruisers
2 - Aircraft Carriers
2 - Battleships -
RE: The Research & Development Rule
Refined:
RESEARCH CENTERS (Facility)
During the “purchase new units phase”, Any nation who is at war, who holds their own capital, and has an eligible territory, may purchase “research centers” for $15 each. New research centers must be placed on an originally owned territory during the “place new units phase” (only one per territory) with an IPC value of 3 or more.
During the “research and development phase”, each operational research center on the board may roll 1d6 for an opportunity to roll on 6. If a center rolls a 6 during research, they have made a technological breakthrough (regardless of how may 6s are rolled, a nation may only make 1 breakthrough per round).
During a strategic bombing raid, research facilities follow all the same damage, interceptor and repair rules as a minor complex, including built in AA Guns, and being vulnerable to strategic bombers only. If a research center is captured by an enemy nation, the invading player may choose to keep it for themselves, or destroy the facility. If invading nation decides to destroy the existing research center, they may steal one technology from the previous owner, or roll a single research dice before removing the facility from the board.
New Turn Sequence
1. Repair Units
2. Purchase New Units
3. Combat Movement
4. Conduct Combat
5. Non-Combat Movement
6. Place New Units
7. Collect New Income
8. Research & Development -
RE: Grasshopper & Gargantua's 3G40 Deluxe Edition (Updated October 20th, 2018)
@Deaths:
I came down here with an open mind and excited to try something new. Thank you for the time and effort putting this together.
This version is more work then fun.
All the extra phases and added sequences have this game bogged down. 10 fricking hrs, 3 turns down.Other then the enjoyable company, this is a Saturday I wish I could have back.
If you try to be to historical, you zap the fun out of it.
Good luck to you,
Wont be asking to play this version again anytime soon.Has anyone else tried this? Seems excessively complicated IMO.
If you want something more complicated why not try Global War 1936 2nd ed?
I’m inclined to agree about sub/DDs regressing. Haven’t played it but I don’t see the reason for the change from G40. Only real problem is that one DD could stop 10 subs from using their special abilities.
Curious about one thing. Why is separating Canada a negative? I always thought it was a bit crappy that Canadian income could be spent in London and was lost in a Sea Lion.
Yes, it’s complicated… not as much as 1936 though… but even if, what’s wrong with multiple game options with the same complexity level?
The reason for sub/destroyer changes from G40…
…in G40, Subs can’t submerge with a destroyer present, not realistic considering that destroyers had to deal with submerged subs all the time. In 3G40 subs can submerge with a destroyer present, and can escape most air units attacking them which increases their survivability rate by a lot.So I don’t understand the “not seeing a reason for the change” comment when we all know how difficult it is to keep a submarine on the board (defending @1 and in the sights of any aircraft). I think we’ve done an excellent job translating true sub/destroyer tactics including depth charge attacks.
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RE: Axis & Allies Community Map Files
Hello everyone,
Many years ago a member named Ambilzi began the tortured task of scanning all the A&A G40 game boards in order to create a printable one piece map file which would provide a better G40 gaming experience. He didn’t know it at the time, but what Ambilzi did was revolutionize the way we play Axis & Allies, he also provided an essential customization for any custom A&A game table. I was fortunate to work with Ambilzi simply because I reached out to him and made some design suggestions which he was very open to, and the list of those first modifications really tells the story. Sure I shared some ideas that made the map more efficient during games, but Ambilzi was the true pioneer when it come to the history of this file, because the effort he undertook to scan and stitch all those images together was incredible. We don’t hear from Ambilzi anymore, he doesn’t, won’t, or can’t return our messages… but his work should never be forgotten.
Since then, many have used his scanned image file to modify, tweak, and reinvent how it looks, and how we think the map should function. Whether we print this map for our own gaming pleasure, or to modify it and share our ideas with the community, we all owe Ambilzi a great deal of gratitude. Today we can enjoy even better works and map files by those that dedicate their time and skills to improve upon the original scan. Customizers like Cyanight who created many versions mostly dedicated to options for the roundels, Ithaut with his creative ocean layer, and intrepid who cleaned up many imperfections that only his professional eye could detect. We have also seen recently a new wave of customizers like Siredblood, and Tjoek who create their own maps from scratch, or scan and share map editions never before offered… no matter what these great costomizers do, and how many more will follow, one thing is for sure… the Axis & Allies community is blessed for all their efforts.
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Grasshopper's modified National Objectives
Grasshopper’s modified National Objectives
GERMANY
- 5 IPCs if Germany controls London (in additional to oob national objectives)
SOVIET UNION
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5 IPCs if sea zone #125 is free of Axis warships, and Archangel as well as London are under allied control (part 1 of 2 which replaces National Prestige from oob)
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5 IPCs if there are no allied units on any originally controlled Russian territories (part 2 of 2 which replaces National Prestige from oob)
JAPAN
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5 IPCs if Japan controls all original Chinese territories (in additional to oob national objectives)
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5 IPCs if Japan controls all 4 of the following islands, Iwo Jima, Marianas, Wake, and Midway (part 1 of 2 which replaces outer perimeter)
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10 IPCs if Japan controls all 4 of the following islands, Dutch New Guinea, New Guinea, New Britain, and Solomon Islands (part 1 of 2 which replaces outer perimeter)
UNITED STATES
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10 IPCs if the Allies control all 5 of the following islands, Iwo Jima, Marianas, Wake, Midway, and Hawaiian islands (in additional to oob national objectives)
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5 IPCs if the Allies control all 4 of the following islands, Paulau island, Caroline islands, Marshall Islands, and Hawaiian islands (in addition to oob national objectives)
CHINA - Same as oob national objectives
UNITED KINGDOM EUROPE
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5 IPCs if there are no German or Italian submarines on the board (in additional to oob national objectives)
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5 IPCs if the United States are at war with the Axis powers (in additional to oob national objectives)
UNITED KINGDOM PACIFIC
- Same as oob national objectives
ITALY
- Same as oob national objectives
ANZAC - Same as oob national objectives
FRANCE - Same as oob national objectives
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Dealing with evil dice Gods
In my 18 years of experience playing Axis & Allies, nothing has been more reflective of my self improvement than how I react to poor dice rolls. From 98 to 2001, I played my best friend every weekend it seemed, and I lost more games than I care to admit, but like clockwork, I was always garunteed to lose my temper with the dice gods. I would scream obscenities and throw my dice across the room, I once even throw them off the belcony of our apartment. It was like this for a long while until I started to improve my attitude about other areas in my life, which eventually helped with my rage toward the dice gods. Of course anyone with this type of emotional investment in something as uncontrollable and random as dice rolls, must be obsessive compulsive or superstitious right? Ya…. For me the throwing surface had to be corse like on a cloth so the dice would tumble and not slide like they would on the cardboard lid of the game box. I had to toss them just right, not drop them or throw them hard, but enough that if I were some how responsible for the out come. I would even build my own dice boxes to roll in and shop all day for the perfect dice to buy.
Well all that history was a primitive state that alowed me to learn the right attitude about reacting to poor dice rolls. Yes, I still like to throw them a certain way, and on a certain surface, with certian dice. However, my perseption has changed greatly, instead of metaphysically demanding a 1 or 2 every roll, I simply ask the universe to be fair. If this doesn’t happen, I no longer throw my dice in anger… I shrug my shoulders in disappointment and continue the game. I have plans and strategies in mind, and if my dice rolls are crap, I view it as a challenge to my ideas. I say, “if my plan is challenged by poor dice rolls and still works, than I have a good game plan”, or “if I continuely roll bad this game, than the challenge is to win in spite of them”. This is my current philosophy toward the dice gods, but it took years of emotional maturity to arrive here.
There is nothing more rewarding when playing Axis & Allies than winning a game in which you had horrible dice rolls. In the past I wouldn’t have even tryed, I would have blamed the dice for my failures, and flipped the table. I’m writing this because a friend of mine has recently lost faith in the game because of it’s unpredictable element of chance. Although I have had my issues with the dice, I have always loved the game. However, Vance has fallen out of love for the game because of its chance mechanic. I can’t bestow my lessons learned, those must be experienced personally, but I’m hoping that my friend has an enlightenment that will allow him to see Axis & Allies differently, and to spit into the faces of the dice good and all their misfortunes of war.
Please help me shine a light on the pain of crappy dice rolls by sharing your stories, and how you react to them. Let’s bring this ugly monster to task, and peel back the layers of control by talking about it here. Let’s begin the healing for all those that have had victory stolen from them because of the unluckyest of rolls. Let’s bring the love of the game back for those that have lost their way.
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RE: Axis & Allies Community Map Files
TJOEK’S 50AE BASIC MAP FILE
TJOEK’'S 50AE BASIC MAP FILE:
http://www.mediafire.com/file/2jhlkfiilcpp7at/Tjoeks 50AE Map File.jpgADDED FEATURES & MODIFIED ENHANCEMENTS
Tjoek’s ideas with Tjoek’s scan
- Scanned the brand new boards in multiple files in 400 dpi resolution (1/3rd higher res then YG’s G40 map)
- Stitched the 9 best files per board in a graphical editor
- Combined the 3 boards into one map and photo-shopped the borders between the 3 boards
- Retouched some stitching misalignments
- Retouched the largest dust particles and printing errors on my map
- Enhanced the colours and contrast
- Reduced scanning noise
- Added a 1/4 inch white boarder
- Exported to *.png image so no loss of details as with *.jpg to preserve the highest possible quality
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RE: Updated South Texas Global '40 House rules
WOW, this seems like a complete redesign… there are game mechanics and political situations in there that I haven’t seen in any A&A edition. I’ll have to read it again and see if I can keep up.
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RE: Grasshopper & Gargantua's 3G40 Deluxe Edition (Updated October 20th, 2018)
NATIONAL ADVANTAGES
Round 0 - Start Game
Axis - Super Battleships- Germany and Japan may now produce super battleships, Germany begins with a super battleship 2/3 completed in their build queue, and Japan begins with 2 super battleships already on the board in their setup.
Round 1 - 1940 Winter/Spring
Allies - Radar Tower- The United Kingdom may now produce radar towers, and UK Europe will now receive a radar tower in their build queue that is automatically half completed.
Round 2 - 1940 Summer/Fall
Allies - Enigma Decoded- Allied destroyers now negate the first strike capabilities of all submarines including German U-boats.
Round 3 - 1941 Winter/Spring
Allies - American War Effort - America no longer requires the build queue when purchasing units*, they may pay for units in full and immediately place them on the board in the same turn they were purchased.- The United States may now purchase super battleships *(which is the only American unit requiring the build queue for only one round at 9/9).
Round 4 - 1941 Summer/Fall
Allies - Russian Rocket Artillery- The Russians may now produce rocket vehicles
Round 5 - 1942 Winter/Spring
Axis - German Tiger Tanks- Germany may now begin purchasing Tiger Tanks
Round 6 - 1942 Summer/Fall
Axis - The Tokyo Express- All Japanese destroyers may now be used as a sea transport and may load, carry and exit either 1 regular infantry or 1 elite infantry each
Round 7 - 1943 Winter/Spring
Allies - USA Essex Class Aircraft Carrier- America may now begin purchasing Essex Class Carriers
Round 8 - 1943 Summer/Fall
Axis - German Jet Fighters- Germany may now begin purchasing Jet Fighters
Round 9 - 1944 Winter/Spring
Allies - USA Super fortress- America may now begin purchasing Super Fortress Bombers
Round 10 - 1944 Summer/Fall
Axis - Banzai Attack- All Japanese regular infantry now attack @3 for first combat round only, and than @1 for all remaining combat rounds (no artillery support during the first combat round).
Round 11 - 1945 Winter/Spring
Allies - Diplomatic Alliance
_- All remaining strict neutral territories and their standing armies immediately become Allied controlled- USA units in the South American block, UK units in the European block, and Russian units in the Mongolian block_
Round 12 - 1945 Summer/Fall
Allies - The Atom Bomb
- The Allies have developed neucular technology, the war is over… the Allies are victorious -
RE: Why axis and allies?
What I like most about Axis & Allies is, it’s not trying to be anything but itself. It’s not trying to mimic the tactical strategies of WW2 warfare down to how we get the shell into the cannon, and it’s not trying to dumb things down for risk enthusiasts, or simply strip it down to chess mechanics which would void it of any theme all together. Axis & Allies is it’s own strategy experience, and to compare or label it next to anything else would be to deny it’s individuality.
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RE: YGrules 5 player game
@bretters so I guess it was determined that an Allied token was impossible before round 9?
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A&A G40 Map Files - Archive & Library
Hello everyone,
Many years ago a member named Ambilzi began the tortured task of scanning all the A&A G40 game boards in order to create a printable one piece map file which would provide a better G40 gaming experience. He didn’t know it at the time, but what Ambilzi did was revolutionized the way we play Axis & Allies, and also provided an essential customization for any custom game table. I was fortunate to work with Ambilzi simply because I reached out made some design suggestions which he was very open to, and the list of those first modifications really tell the story. I shared some ideas that made the map more efficient during games, but Ambilzi was the true pioneer when it come to the history of this file because of the effort he undertook to scan and stitch all those images together. We don’t here from him anymore, he doesn’t, won’t, or can’t return our messages… but his efforts should never be forgotten.
Since then there have been many of us that use his scanned image file to modify, tweak, and reinvent how it looks, and how we think the map should function. Whether we print this map for our own gaming pleasure, or to modify it and share our ideas with the community, we all owe Ambilzi a great deal of gratitude. Today we can enjoy even better works and map files by those that dedicate their time and skills to improve upon the original scan. Customizers like Cyanight who created many versions mostly dedicated to options for the roundels, Ithaut with his creative ocean layer, and intrepid who cleaned up many imperfections that only his professional eye can detect. In the coming months we await the works of new customizers like Siredblood, and Tjoek… they may use the base scan or create their own map files from scratch, but one thing is for sure… the Axis & Allies community thanks all of them for their efforts.