Axis & Allies Global 1940 House Rules Expansion


  • Hi, played A&A the first time with another person yesterday, I used a mixture of the House Rules and some of my own custom rules, I played Allies and a friend played Axis. I really like the armies that a nation could field, although, the Italians got real rich during the game (took north africa+egypt) but they couldn’t exploit it by fielding their own tank armies to push into Sudan which was held by a mix of UK and French colonial infantry. Moreover, I feel like the Germans are way too OP and gotta be nerfed. I divided the Soviet forces into three major combined arms area groupings, the Leningrad Front, the 1st Belorussian Front, and the 1st Ukrainian Front, each contained large numbers of infantry supported by artillery and AAA, as well as fighters and an Army Corps-But then they each got destroyed by the Germans, who fielded gigantic infantry stacks to absorb hits and none of their Waffen and Panzer armies were disabled. Their air force is also too OP. I rebuilt the Ukrainian Front from scratch from Stalingrad and formed two Tank Armies which encircled Army Group South, but there is nothing holding back Army Group North, which now contains two reinforced Panzer and two Waffen armies. D-Day failed as the German presence was too strong. The 2nd Ukrainian Front failed to eliminate what’s left of Army Group South and was forced to retreat, while Army Group North quickly overwhelmed the hastily formed Moscow Front.


  • @oscarlee

    Hi oscarlee,

    It sounds as you had both fun & challenge.

    Concerning the use of Tank Armies, Panzer Armies, Soviet Army Corps and Waffen-SS Armies:

    These are the strongest and most powerful Combat Formations in the game.
    Their use should be always be well coordinated with support from regular units, such as Infantry, Mechanized Infantry and Tank/Panzer units in order to avoid any casualties within the Army.

    Since the Buildup of an Army takes at least two rounds before it can be deployed, it is cricial that the Army is kept intact during Combat.

    Reinforcements should always be ready to link up with any Army, in case that Army suffers any casualties.

    Suggestion:
    You should check out the Global 1940 Strategy Guide - and the Global 1940 Expansions Game Report Thread.

    You’ll find both under The Captains Global 1940 House Rules Collection.

    This might bring you some inspiration - and some initial guidlines of how to use the various Army Formations - and Army Group Formations.

    Remember:
    The ultimate Balance Of Play is based on the use of all the Rules & Units within the Axis & Allies Global 1940 House Rules Expansion.

    If you combine the Axis & Allies Global 1940 House Rules Expansion. with your own - or other - House Rules, it will most likely take several games to find the ultimate Balance Of Play.

    When you play your Axis & Allies game with the Axis & Allies Global 1940 House Rules Expansion. you’re most welcome to post your Game Reports at the Global 1940 Expansions Game Report Thread.

    We enjoy to read & study those Game Reports. They are very useful also when we answer questions concerning Game Mechanisms etc.

  • 2024 2023 '22 '21

    For use with Global 1943 & Global 1940:

    The Soviet Partisan unit plays an important role in disrupting Axis Strategic Rail Movement as well as forcing Axis units to conduct Rear Area Combat Missions.

    Important:
    When Axis forces are attacking Soviet Partisan unit(s), only Land Based Combat Units can be used.

    This means that Air units and Rockets cannot be used against Partisan units.

    This will also be part of the updated Rules Clarification.


  • 2e4121b8-c19a-4f15-8739-3f963dc82896-image.png

    The U-boat in sz 118 can be used twice? :)


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

    The U-boat in sz 118 can be used twice?

    yea its a badass one Waffen U-boat lol


  • @victoryfirst

    The correct distribution of the German U-boats in Early 1940 would be the formation of a Wolf Pack formed from the U-Boats in sz 103, 108 and 117 - to attack sz 106.

    The text you refer to is incorrect - I’ll correct asap. Thanks - again:+1:


  • @the-captain just saw this Subs on the prowl.pdf I hadn’t seen it before. Is this new ?


  • @barnee

    It’s not included in the rulebook yet.

    It is a rule that we used back in the 90’s - inspired by Gamers Paradise by Phillip Schwartzer.

    If we include it, it will be as a part of the Optional Rules in the Axis & Allies Global 1940 House Rules Expansion.

    In order to be able to use the Sub Commander rule in conjunction with the Axis & Allies Global 1940 House Rules Expansion a few minor adjustments would be needed concerning Naval Combat that involves Destroyers, Escorts, Transports, Submarines and U-Boats.


  • Because I was running out of pieces every time, I was thinking about buying some extra units at HBG. But now I have a question: how many American/Japanese ACs, American/British fighters and American/British Japanese destroyers come up in your guy’s game? I also keep the 1943 Expansion in mind, since I’ve never played a game of that, but I did set up the game to see how it looked. I immediately ran out of American destroyers and German infantry/tanks. So I will buy 6 extra German tanks but I am not sure how many ships can come up in both games.

    And what about the roundels? The German roundels tend to run out pretty quickly. Any other nations? I guess some extra Japanese ones as well?

    I have G40 plus the A&A 1941 Edition, but I don’t really like the pieces of that game (especially the roundels).

    And to clarify, I always top off a marker with a corresponding unit i.e. a Paratrooper marker will have an infantry unit on top of it unless there really isn’t one (like Landing Crafts, Air Transports, etc.)

  • 2024 2023 '22 '21

    @victoryfirst

    First of all - we use painted pieces, since this makes it much easier to distinguish between the various units.

    This gives you a perfect overview of both your own and your opponents units.

    It also brings another and more realistic dimension to the game.

    Example:
    The base on which each Infantry unit is attached is color coded for each type of Infantry unit: (Humbrol Paint Colours)

    • Regular Infantry: Grass Green (no. 80)
    • Elite Infantry: Beige Green (no. 90)
    • Waffen-SS Infantry, Soviet Guard Infantry, US Marines Infantry, British Commando Infantry, Soviet Commissar, Waffen-SS Oberstgruppenführer: Steel Grey (no. 87)
    • Soviet Partisan Infantry: White (no. 34)
    • Paratrooper Infantry, Waffen-SS Paratrooper Infantry: Blue (no. 25)

    To avoid confusion about production numbers, each Nation has an exact number of Specialized Units in their tray.

    Example:
    Germany has 8 Paratrooper units in the tray. Paratrooper units are not replaced by gray or red chips. If more than one Paratrooper is present in the same territory, they are placed next to each other.

    This is to avoid “over production”. When there are no more Paratrooper units in the tray - they are all on the game board.

    I recently painted new US Fighter units - P-51 - 30 pieces. This is enough for even the most intense games.

    All Aircraft Carriers are mounted with magnetic tape on the deck - as are all types of Fighter & Tactical Bomber units at the undercarriage.

    The US Navy has 14 Aircraft Carriers and the Imperial Japanese Navy has 10 in their trays.

    In most Axis & Allies games produced since the Axis & Allies Revised 2004 version, there is a slight difference in the appearance & size of most units.
    Especially the German Infantry, where the Steelhelmet looks tall & odd.

    For this reason, we use only the older version of the German Infantry, since this unit has the most realistic look.

    In my German tray, there are 70 German Infantry units - painted in Autumn 1943 Camouflage colors. This number is more than sufficient.

    At the Global 1940 Game Report Thread, you’ll see most units pictured in the colors mentioned above.

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  • 2023 '22 '21 '20 '19 '18

    Partisan question

    Partisans do not take control of Territory ? You can place a second Partisan in that same TTy the next turn and then it turns into a INF and TTy control for USSR ?

    So JPN did battle with UK and was mutual Destruction resulting in a empty TTy controlled by JPN and USSR places 1 Partisan on their turn. JPN still controls for PU/IPC value ? Even with Partisan in the TTy ?

  • 2024 2023 '22 '21

    @barnee

    Soviet Partisan units do not control a territory. No matter how many Soviet Partisan units are in the same territory.

    Soviet Partisan units can only spawn in Original Soviet Territories that are controlled by the enemy - but are unoccupied.

    Example:
    In Early 1943 Germany controls Belarus.

    The Soviet Union has placed 1 Partisan unit in Belarus in Early 1943.

    In Late 1943 Germany fails to eliminate the Soviet Partisan unit in Belarus.

    So, on the Soviet player’s turn in Late 1943 a second Partisan unit is placed in Belarus - in the Place New Units phase.

    The Soviet player decides to replace both Partisan units with one regular Infantry unit - and immediately takes control of Belarus.


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

    Soviet Partisan units do not control a territory

    Just to make sure, in my example JPN would still collect the income from the tty where the Partisan is ?


  • @barnee

    Yes - the power that controls the territory, collects the IPC.

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  • @the-captain if i have 2 Paras air drop and a third amphib attack, the third would be considered Infantry and negate the bonus for the 2 air dropped ?


  • @barnee

    Paratrooper units that attack any territory - without any support from other units - or support from Off Shore Bombardment - attack at “3” in the first round of combat.

    No matter where the Paratrooper units come from.

    So, in your example, all Paratrooper units attack at “3” during the first round of combat.

  • 2023 '22 '21 '20 '19 '18

    Can you load allied units on your Landing Craft ? Would behave the same as loading on a trprt ?


  • @barnee

    Landing Craft units must be loaded in the same turn as they take off.

    This means, that only the Nation that owns the Landing Craft units can use them to transport units.

    Exception:
    From round Early 1944 - and on any future round - during the D-Day Operation, United States and United Kingdom can use each others Landing Craft units in any combination.

    See pg. 39 in the Axis & Allies Global 1940 House Rules Expansion rulebook for further details.


  • @the-captain just to make sure LCV can still move by sea in ncm same as if they were in combat correct ?

    Landing Crafts can also move on land in the Non-
    Combat Movement phase– one territory in each
    turn.


  • @barnee

    True:+1:

    This will be part of the updated Rules Clarification.

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