Global 1940 House Rules:
Neutral Italy: Italy is neutral until the start of her first turn.
Tanks in Global 1940: These start at 3-2-2-6 units, Technology development will get you better tanks.
Commando/ Paratrooper/ Marine: These are elite infantry units that attack at 3 in the first round, and 2 all other rounds. They defend at 2 and move at 1. And cost 5 IPC. When used as a Paratrooper in combat, they must start with a Transport plane and be dropped to a range of 4 spaces.
Heavy Tanks: These are 4-4-1-9 units. During combat, they roll first and loses are taken before the defender has any chance to counterattack.These are new units featured in the technology chart.
Self-Propelled Artillery: 3-3-2-8 If they roll a one during combat they can choose the land unit that is hit.These are new units featured in the technology chart.
Partisans: Once the enemy controls one of your originally controlled victory cities, you can place a Partisan marker in that territory (limit one attack per turn). They roll a D6 and cause 1-3 IPC worth of damage. Rolls of 4-6 have no effect. Use markers to indicate these units.
Volkstrum: The German player may recruit these 1-1-1-2 infantry units every turn once they lose an originally controlled Victory City. The quantity of these is limited to the current count of originally controlled victory cities. One Volkstrum unit is placed on each controlled home victory city during the placement phase. Use markers to indicate these units.
Panzer Grenadiers: The German player may have on the board up to five of these 2-2-2-4 units at the same time. They can be combined with artillery for the combat bonus.
Conscripts: The Soviet player may recruit these 1-1-1-2 infantry units every turn once they lose an originally controlled Victory City. The quantity of these is limited to the current count of originally controlled victory cities. One Conscript unit is placed on each controlled home victory city during the placement phase. Use markers to indicate these units.
Special Army Groups:
Each major nation may form a number of elite armies composing of two of the following types of units:
Armor
Mechanized Infantry
Self- Propelled Artillery (with Technology)
Heavy Tanks (with technology)
Germany can form a total of six Waffen SS representing high echelon Panzerkorps.
(Not more than 3 on the board at the same time).
Italy can have one elite army (DAK- Africa Korps)
Japan can have one elite army (Kwangtung Army)
Soviet Union can form a total of six Shock Armies representing high echelon units.
(Not more than 3 on the board at the same time).
British can have one elite army (8th Army)
Americans can have one elite army (3rd Army)
With each group of units, they fire first in all combat rounds (as either attacker or defender) and loses are removed before enemy units have an opportunity to fire. All nations start with one of these on turn 3 and can designate one new elite unit each turn. If these units are destroyed in combat they may not be brought back. Up to six German and Soviet army groups of these types may be formed in total during the entire game and if they face each other in combat, German, Soviet, Italian, American, Japanese, and finally British, groups fire in this order. Tokens will be used to delineate these units.
Heavy Artillery: These are 3-2-1-5 units. During combat, they roll first and loses are taken before the defender has any chance to counterattack. These are new units featured in the technology chart.
Light/Escort Carriers: These are 0-1-2-8 units that carry one fighter or tactical bomber and take one hit.
Battlecruiser: These are 4-4-3-15 units that always move 3 spaces whether they came from a naval port or not. They Shore Bombard at 4 and take only one hit.
Transport Plane: These move 4 spaces in combat or 6 spaces in non-combat movement. They can carry up to two infantry class units that start from the same space. They defend at 0 and cost 10 IPC and like transports cannot be used as a combat loss unless they are the last unit. If destroyed their cargo is also lost.
Rail lines: These costs 3 IPC each and provide a land movement bonus along a continuous chain of built Rail lines. The limit of this movement is the starting IPC value of the territory they began movement from. The chain of build rail lines can be broken by a Tactical or strategic Bomber performing a SBR against the rail.
Spy: during Research and development phase, a player may purchase them for 12 IPC each. They can only develop Technology from enemy nations that they themselves have developed. On a roll of 4-6 results in successful development of that weapon. Only one spy can be used at a time and is removed from play if successful.
Tankograd: The Soviets have a special factory that may produce one tank per turn at a reduced rate of 5 IPC. This Tank is placed in Samara and if captured ignore this rule.
Archangel Rule: The Soviets have a special aid that allows the building of one mechanized infantry or artillery at a reduced cost of -1, and this is placed in Archangel. If Archangel is enemy occupied, ignore this rule.
Generals: Each major nation can have one General to aid in one combat situation. The first round gets +1 for all land or sea units in one battle per round. The General may also be used in aiding the defense again for that first combat round. Procedure: The unit is placed in the battle during your turn and then moved in an area you expect an attack to be made until its your next turn.
Fortifications: Each player may build these units at 12IPC each and place them freely in any controlled territory. They attack at two rolls of 3 or less and must be manned by any land unit to work. They take up to three hits (mark hits with chips). The 4th hit wrecks the Fort. If they are not wrecked, they may repair automatically if not under attack at the start of the turn.
Revised Tech Tree:
Procedure: Same as Global 1940 except you assign your researcher to one of the following FOUR categories: Land, Sea, Air and Production. You can only assign up to one researcher per category at a time and no more than two different categories.
Research & Development Sequence:
1. Buy researcher tokens
2. Roll research dice
3. Roll breakthrough die
4. Mark development
Step 1: Buy Researcher Tokens
Each researcher token costs 5 IPCs.
Step 2: Roll Research Dice
For each researcher, you have, roll one die.
-Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.
-Failure: If you do not roll a “6”, your research has failed. Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.
Step 3: Roll Breakthrough Die
If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.
Step 4: Mark Development
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology.
Land Technology:
Tier #1:
Mobile Warfare Doctrine- Infantry matched with a Tank or Self Propelled Artillery attack at 2 at a 1:1 basis.
Logistical efficiency- Total up your adjusted placement capabilities of all your factories. This total is the value in land units (in IPC) that may be transferred to any other contiguously connected land territories traced to your home factory. Example: German player can place 13 units, so 3 infantry and 1 Artillery totally in 13 IPC can be transferred to any controlled territory as long as it can trace an unbroken line back to Germany.
Tier #2:
Self-Propelled Artillery- You may now build these units.
Medium Tanks (These are standard 3-3-2-6 OOB units)
Tier #3:
Heavy Tanks- You may now build these as 4-4-1-9 armor units.
Prepared Defenses- Artillery rolls first for the defense. If they roll a one, one attacking unit is removed from play and does not fire back. If they roll a two, the hit is allocated in the normal fashion.
Sea Technology:
Tier #1:
Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions. Both negate at 1:1 basis.
AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
Tier #2:
Sonar- Destroyers now have a first strike against subs if subs are present.
Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
Tier #3:
Improved Carriers- Carriers now have a 3-fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired.
Super Subs- Your subs now defend at 2 and attack at 3.
Air Technology:
Tier #1:
Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
Naval Radar- At the start of naval combat the defending player who has this technology can attempt to avoid combat and move into an adjacent space. Roll a 1-2= success (your defending ships retreat and no combat occurs), 3-6= failure (combat continues normally).
Tier #2:
Long Rang Aircraft- Aircraft now moves 2 extra spaces.
Air ASW- Aircraft can now attack submarines without the need for a Destroyer (or Cruiser with naval ASW technology).
Tier #3:
Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
Tactical Bombing guidance system- On the first round all Tactical Bombers rolling a one can select defending units hit. Further combats are handled normally.
Tier #4:
Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
Rockets- These are placed in any controlled area even if you do not have a factory. They may fire into any enemy area getting a roll of 3 or less or causing IPC damage to a factory equal to a D6. Each Rocket unit costs 6 IPC.
Tier #5:
Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.
Production Technology:
Tier #1:
War Bonds- add one D6 to IPC totals each turn.
Rosie the Riveter- Every two non-infantry land units bought gets you a -1 IPC discount in cost.
Tier #2:
Underground factories- SBR hits count at 1/2 value rounded down.
Research Talent Pool- Future research costs are now reduced to 3 IPC each.
Tier #3:
Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
Total War- The first land or air unit built (by type) costs -1
Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
Eventually, you can get to a tier #3 technology and chose any lower tech.