Axis & Allies Global 1940 House Rules Expansion


  • @barnee

    True - but the end result concerning casualties is the same - since the defending subs still return fire even when they are hit.


  • @the-captain Cernel and Panther are saying they don’t return fire when hit.

    Here it is an example of the second case:
    You have 1 submarine and 1 destroyer attacking 1 submarine alone. The attacking submarine hits.

    *In Global, the defending submarine doesn’t fire back.

    Correct as the attacking destroyer cancels the defending submarine’s Surprise Strike ability.*

    Here’s where they discuss it https://www.axisandallies.org/forums/topic/35634/submarines-v-anything-that-isn-t-a-destroyer/6?_=1687299945279

    I was thinking one could just amend the Wolfpacks ability to include disabling the DD’s ability to prevent a Surprise Strike. The DD would still prevent submerging.


  • @barnee

    Hm - okay - we’ll most likely have to keep the rules as they are according to the OOB G40 rulebook.

    I’ll be back - as soon as I have discussed with our Veteran Group.

    Thanks:+1:


  • @the-captain on creation of a Convoy/Escort, I can do that at anytime as long as the conditions are met ?

    When an Escort is in the same SZ as a friendly
    Transport the owner of the Escort can choose to
    create a Convoy.

    For example. I have a Escort with no Trprts present. On CM, 2 Trprts move into the SZ with the Escort. Can I then form a Convoy at the end of CM, so any potential scramble would allow the Escort to Defend at 3 ?


  • @barnee

    Yes - Transport units and Escort units can form a Convoy during Combat Movement - as you describe above.

    This game mechanism is the same as when a Tactical Bomber unit can support a Tank unit - even if they don’t come from the same space.


  • @the-captain can’t remember if I’ve asked this already and didn’t see anything in the rules, can AA Guns move in combat move ? They attack at 0 but provide a hit point. Also could land them in amphib attacks.

  • 2024 2023 '22 '21

    @barnee
    All rules concerning AAA are according to the OOB rulebook.

    The only exception is when Air-To-Air-Combat Over Target Area occurs during Strategic Bombing.

  • 2023 '22 '21 '20 '19 '18

    @the-captain hmm … well they don’t have a defense value or can be used as a hitpoint in oob. I’m gonna assume they can’t move in CM

    I must be screwing up. I thought they Defend at 1 ?

    Edit
    Ok, they do D1 but are same otherwise as oob I think ? :)

    Just reread oob rules. So they do count as hit point. Can’t move in CM unless on transport but can’t unload in CM.

    So, can’t move in CM. Correct ?


  • @The-Captain said in Axis & Allies Global 1940 House Rules Expansion:

    The only exception is when Air-To-Air-Combat Over Target Area occurs during Strategic Bombing.

    What’s different here ?


  • @barnee

    True - AAA cannot move during Combat Movement - not even onboard a Transport, since a Transport that moves during Combat Movement and has units to offload must offload all units at the same time in the same territory as part of the Combat Movement phase.

    Concerning Strategic Bombing - no AAA unit takes part in this battle.

    The only AAA that is part of a Strategic Bombing battle is the AAA that is “attached” to the facility that is targeted.


  • @The-Captain if I have a Waffen Army where only some of the Units can Blitz , can the Blitz Units Blitz and then join up with the rest of the Army to get it’s Bonus ?


  • @barnee

    A Waffen-SS Army must conduct all moves and combat etc. as 1 unit.

    This rule applies to all types of Armies and Army Groups.

    The only Army that can make a Blitz move is a Panzer Army / Tank Army.

    The only Army Group that can make a Blitz move is an Army Group that consists of 2 Panzer Armies / Tank Armies and 10 Panzer (Tank) units.


  • @The-Captain Does the destruction of russian Fctrys only apply to original Fctrys ?

    If russia conquered a TTy with a German placed Fctry, they can’t destroy it ? (after a full rd of control) Even if it’s aTTy where an original soviet Fctry was ?

  • 2024 2023 '22 '21

    Concerning Soviet Factories:

    Only Original Soviet Industrial Complexes that exist from game start (Early 1940) are covered by the rule described at pg. 20-21.

    This means that any enemy Industrial Complex that the Russian player may capture (or any Industrial Complex the Soviet player purchases) during the game must be treated on the same terms as for all other Nations.

  • B barnee referenced this topic on
  • 2024 2023 '22 '21

    As part of the Axis & Allies Global 1940 & 1943 House Rules Expansion, Naval Mines are being play testet during the 2023 Autumn & Winter Axis & Allies gaming season.

    Final results will be posted here.

    Feel free to play test on your own. Rules are attached below.

    Captain

    1. G40 Naval Mines.pdf

  • 2023 '22 '21 '20 '19 '18

    @The-Captain looks interesting. I’ll see if Victory wants to use it next game.

    Some of my initial impressions without trying it.
    They can’t be deployed until rd 5, so won’t affect the early game.

    Unless Axis can control the Med and even if they do, the Choke Points in Suez and GIB will be hard to take advantage of.
    Especially with limited Italian income. Unless they have a Fleet protecting there mine layer, a SS and Air can sink them easily.

    India may be able to influence IJN if there Fleet is in 36 and they have a NB.

    Main thing is they might make Fleets move differently. If a mine does hit, it’s a 6 PU hit. and your Escorts are the 6 PU units. No guarantee they sweep them either.

    The biggest place I see them being effective though, would be off Germany in the Baltic. If the Kriegsmarine has been forced back or soon will be, you could sow it heavy.
    Fleet and Air could protect your minelayer(s).

    That could make the Allies think twice about Denmark and doing a landing in Germany.

    But, that’s why you’re testing :) and my assumptions could be wrong as well lol


  • @barnee

    We have already begun the initial play testing.

    So far the results are like this:

    • Naval Mines cannot be placed until Early 1942 (round 5) - since it requires an Escort unit to transport & place the Naval Mines - Escort units can enter game from Late 1941 (round 4).
    • Statistically it takes 3 Naval Mines to achieve 1 hit - so, at least 3 Naval Mines should be placed at any given Sea Line.
    • When naval units pass through a Naval Minefield, it is adviceable to have a Battleship unit or Heavy Battleship - or even an empty Aircraft Carrier unit - unit as part of the naval force - in order to absorb any hit from Naval Mines.
    • Any player that places Naval Mines must consider wether or not to protect the Escort unit against enemy counter attack - otherwise it is a costly affair to transport & place Naval Mines
    • Naval Mines should only be used as part of the overall Strategic Plan for each Nation - since the use of Naval Mines is a demanding task in terms of transportation and minelaying.

  • @The-Captain yea good idea to have one of the Big Dogs along to take a hit. Only 3 bucks to repair.

    Be interesting how they work out.

  • 2023 '22 '21 '20 '19 '18

    @The-Captain so Naval Mines are placed in your capital but can’t move by land. This means that france and russia can’t have them ?

    Unlikely they’d ever place them if they could but just want it to be correct :)

  • 2023 '22 '21 '20 '19 '18

    @The-Captain can a Escort transport Naval mines and still be a Convoy even if it hasn’t laid it’s mines ?

    Or, in other words, can a loaded Escort become part of a Convoy ?

    Edit
    Also, can a Escort sweep Mines even when they are loaded with Mines ?

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