Axis & Allies Global 1940 House Rules Expansion


  • @the-captain Most of it can probably be done mentally as if you load transports you have to remove the transport in edit along with the units then edit the trprt back in. So State in comment log “3 inf, 1 commando, 3 arty attack Normandy-sz 110” without loading the trprts.

    It’ll take a bit to get used too, but it should smooth out with use. Also the Mines themselves are A0 D0 units with the unarmed ones at M1. So don’t take them as hits in combat. If TTy conquered all Mines will die. After Combat before NCM, edit armed Mines back in.


  • @gen-manstein no woories General. Your input is always welcome :)

    Yea this mod is gonna play more like a tabletop game than a regular triplea mod


  • Discord is a good place to play and test with other people.

    SS OVER & OUT !

  • 2023 '22 '21 '20 '19 '18

    Yea the biggest issue is triplea can’t distinguish which Border the Mines are defending. So there’s really no other way to do it. So whichever rules you wanna try first won’t matter much


  • @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?

  • 2023 '22 '21 '20 '19 '18

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

    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?

    I think it sounds good until we come into contact with the Enemy :grinning:

    Edit
    Actually we’ll make a “Map Option” along SS’s line of thinking and people will have the option to play either way

  • 2023 '22 '21 '20 '19 '18

    So for an alternative, we can have a A0 D0 M1 C1 unarmed Mine. Only place in capital.

    Armed Mine A0 D2 M0 C1 can be placed anywhere there is an unarmed Mine and it’ll consume/arm the unarmed one.

    It will defend against all comers. Make it a suicide Unit so it dies when it gets a hit. If TTy captured they’ll all be dead so no leftover Mines. A tradeoff but some may prefer it. I can think some more and maybe come up with some way to do it

    @GEN-MANSTEIN @The-Captain Sound good for starters ?


  • @barnee said in Axis & Allies Global 1940 House Rules Expansion:

    So for an alternative, we can have a A0 D0 M1 C1 unarmed Mine. Only place in capital.

    Armed Mine A0 D2 M0 C1 can be placed anywhere there is an unarmed Mine and it’ll consume/arm the unarmed one.

    It will defend against all comers. Make it a suicide Unit so it dies when it gets a hit. If TTy captured they’ll all be dead so no leftover Mines. A tradeoff but some may prefer it. I can think some more and maybe come up with some way to do it

    @GEN-MANSTEIN @The-Captain Sound good for starters ?

    Up too you guys. Sounds good.

  • 2023 '22 '21 '20 '19 '18

    I managed to reduce edit use a little. You have to buy 2 unarmed landmines for 1 pu. Armed landmines are also 2 for a buck.

    If you want to arm the landmines in the capital same turn you bought them, then place them in the first Place phase. Otherwise place them normally. You will also need to have bought armed mines that turn as well. Place them in the second Place phase. You only have to place 1 of either if you want.

    That will arm the unarmed mines and auto remove them. You can replace 1 mine at a time. Don’t have to do 2. If you have unplaced armed mines, They will carry over to next Place phase.

    Armed mines can be placed anywhere there is an unarmed mine. You will have to follow the edit steps for combat. Save a little time anyway.

    @The-Captain I’m guessing unarmed mines can use Rail ? Just curious, as Rail movement is gonna work the same way as Paras air movement.

  • 2023 '22 '21 '20 '19 '18

    @barnee said in Axis & Allies Global 1940 House Rules Expansion:

    @the-captain … If TTy conquered all Mines will die. After Combat before NCM, edit armed Mines back in.

    I forgot, I’ll need to make a “Allied to Everyone” player so the overrun Mines can be edited back in without causing conflict. These Allied Mines will have country roundels like the Paras for identification.


  • @barnee

    Sounds good - let’s do it:+1:

    Mines can use Rail capacity:+1:

    Great work - I’ve just informed our Veteran Play Group (Table Top) - they look forward to play TripleA with the AAG40HRE:relaxed:

  • '22 '21

    @barnee I realize that this is a work in progress but do you have any idea or guess when it might be available for download from the maps section of Triple A? Thanks.

  • 2023 '22 '21 '20 '19 '18

    @roybot Hopefully Version 1 will be up today. Just waiting for the pull request to get merged. You can use the DL in the first post and try it now if you want.

    oops I was thinking of other thread

    https://www.axisandallies.org/forums/topic/36998/g-40-expansion-for-triplea

  • 2023 '22 '21 '20 '19 '18

    @The-Captain can recaptured original majors that are now minors be upgraded to Heavy Industry ?


  • @barnee yes:+1:


  • @barnee
    If a Major IC is captured by enemy forces (and then replaced by a Minor IC according to the original G40 rulebook) - the enemy cannot upgrade to Heavy Industry. Only the original owner of the IC can upgrade.

    If the original owner liberates this IC, this player can upgrade the IC to Heavy Industry.


  • @the-captain Do you guys see much strat bombing in your games ? Or does everybody just buy Underground Factories ?


  • @barnee

    Strategic Bombing is rarely used - especially when an IC is defended by a superior number of friendly fighter units.

    Most players upgrade to Underground Factory when an IC is close to the frontline - as well as conquered IC. This brings the opportunity to destroy the IC if an enemy is anticipated to conquer/liberate that territory.

    The Underground Factory rule as well as the Air-To-Air Combat Over Target Area rule both contributes to a game that is more based on Strategic Planning in terms of building up unit formations used for regular combat.


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

    We’re discussing land mines for use in TripleA in our Play Test Group.

    Here’s where were at. You can play with the Expansion rules using edit. You can also play with a “Triplea Landmines” option that doesn’t need edit. The way it works is the “armed” mines are D2 now. EXP they’re D0 and you use the dice roller for hits.

    They only die after getting a hit or taken as a casualty. They roll separately from the rest of the defending units so you can see if they hit or not. You can place as many as there are “unarmed” mines, so you’ll have to player enforce TTy limits.

    Triplea can limit by TTy value but not with the plus 1, so left it up to the player.

    Not as cool as EXP, but an option none the less. Also the dice roller doesn’t show up in game history, so if playing by forum, you should use the one here.

  • 2023 '22 '21 '20 '19 '18

    @The-Captain

    So it says Escorts enter game late 1941 and give 1 defense to Transports. It then says starting in late 1941 trprts can defend at 1 whether they’re in a convoy or not. The escort isn’t really doing anything for the trprt, it’s the other way around. From game mechanics anyway.

    So, basically, 1 or 2 trprts give a +2 on defense to escorts and you need 3 trprts before a 2nd escort gets the bonus. Is this correct ?

    Also I don’t think triplea can have 2 units give support to 1 unit. 1 unit can give support to 2 but not the other way around.

    Options could be:

    1. 1 trprt gives +1 D to 1 escort or

    2. Use edit to remove escort, replace with an “Escort Convoy”, which would defend at 3 and would be up to the player to enforce the correct ratios and then remove when necessary.

    Could make a map option so both are possible. Or any other ideas :)

    Edit
    I guess the escort negates the subs First Strike but it doesn’t boost their defense ( trprts ) by plus 1

    Edit
    oops have the support numbers wrong. Escorts already defend at 2. Hmm… well … idk what a good compromise would be for triplea then. I guess you’ll just have to edit in the D3 Escort

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