Hello everyone,
Here is a one stop view of all the Delta house rules for A&A 1940 Global including Strategic Advantages, Strategic Objectives, and G40 Alternative Rules. I wish to extend a special thanks to KNP7765, Toblerone77, CWO Marc, Ben_D, Mattsk, Imperious Leader, and Baron Munchhausen for all their help with the development of these rule modifications.
G40 STRATEGIC ADVANTAGES
At the beginning of each round from the 1st up to the 10th, a predetermined nation will automatically gain a “Strategic Advantage”, but may only choose from the 2 advantages available at the time. That nation will benefit from their chosen advantage for the remainder of the game, however, once an advantage has been passed, it will never again become available.
Nations will have 2 predetermined advantages to choose from, as well as a predetermined game round in which they may choose. Nations may never gain advantages offered to other nations (except for R1 & R10), and they may never gain advantages during game rounds not assigned to them.
Advantages are chosen at the start of each game round (before Germany’s turn), and become effective immediately. Also, nations must be in control of their capital city in order to choose a strategic advantage, and once a nation’s capital city has been captured, they must forfeit all previously held strategic advantages permanently.
Here are the available strategic advantages, and the game rounds (R#) they are eligible to be chosen in…
R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France
Here is my two cents. First of all, very nice work. Very interesting. I’m curious to here from everyone how this plays out. I’d be interested in playing this out via Battlemap if anyone’s interested. I know everyone plays TripleA now but obviously this is impossible to play out via TripleA or at the very least very difficult. Sorry to quote this section again but it would be very difficult to reply to the entire section w/out doing so. I know scrolling through this with the mouse is very strenuous. Sorry for causing carpal tunnel. :-P
Airborne Assault Troops
Up to 2 infantry units from a friendly operational airbase may attack an enemy territory up to 3 spaces away provided that the territory is also being attacked by land units coming from an adjacent territory, or sea zone via an amphibious assault.
I see most countries selecting this option, very powerful for Germany and Japan. Italy has some nice possibilities with this option as well, along w/Anzac and possibly Britain.
or
War Time Production
Major factories may now produce a maximum of 12 units, and minor factories may now produce a maximum of 4. The maximum damage that can be applied to these factories has not changed, however, factories must be fully operational (zero damage) in order to produce the extra unit/s.
I see Britain being the only real benefactor of this option vs. Airborne assault. Maybe Anzac. And maybe Russia. But Anzac has a really good opportunity w/Airborne assault to put an AB in Java. From Java you can reach Shan State, Siam, Malaya, Sumatra, Borneo, and Celebes.
R2 - Germany
Enigma
German submarines now attack at 3 or less, and now receive 3 dice each when conducting convoy disruptions.
Possible option - Add if Germany selects this option, their subs do at least 1 IPC of convoy damage, regardless of dice rolls? Very frustrating when TripleA doesn’t get at least 1 IPC of damage during convoy disruption. If Germany has Enigma, they should do at least 1 IPC of damage.
or
Blitzkrieg
Each German mechanized infantry can now blitz alone, and transport an artillery unit up to 2 spaces. Also, German tactical bombers now attack @4 or less without needing the support of fighters or tanks (not applicable in sea zones).
Very powerful! I see most German players selecting this option, especially if they’re going after Russia. Question : Can the transported artillery attack during the combat phase or is it only transported during the non-combat phase? I’d be curious to find out how much this option affects the game. This may tip the scales even more in the Axis favor.
R3 - United States
War Bonds Campaign
America now rolls 2 dice every round during their collect income phase, and may collect the amount shown in additional IPCs
Possible option - Give the US at least 4 IPC’s w/this option, if they roll below 4. Otherwise, I see the other option being the better option.
or
Uncle Sam Campaign
America now receives 3 free infantry units every round during their place new units phase (1 in Eastern United States, 1 in Central America, and 1 in Western United States).
R4 - United Kingdom
Radar
All AA fire from both AA artillery units, and built in AA guns now defend at 2 or less. Also, all operational airbases under British control may now scramble up to 4 fighters in defense of an adjacent sea zone.
or
Commonwealth Aid
All units produced by British minor factories are now $1 cheaper.
I see this being the better of the two Brit options. Especially powerful if you build a minor IC in Egypt, Iraq or Persia. Depends on what the Germans do though.
R5 - Japan
Long Lance Torpedos
All Japanese destroyers now receive a 1st round “surprise strike” (like submarines) when defending against, or attacking enemy warships.
or
Tokyo Express
Japanese destroyers may now transport up to 1 infantry unit each. Destroyers carrying infantry may still attack during the sea combat step of an amphibious assault before unloading their cargo.
R6 - United States
Boeing Fortresses
When American strategic bombers attack weather in a battle or SBR, they now receive 2 dice each and the attacker may select the best result. Also, American strategic bombers now hit at 2 or less when defending against interceptors, and are now immune to built in AA guns during SBRs.
I see this as maybe being too powerful. Maybe take out the last sentence.
or
Essex Class Carriers
All American aircraft carriers now attack at 2, and may now carry up to 3 American and/or allied fighters / tactical bombers.
Again, I see this as maybe being too powerful. Question : Does this apply to carriers already on the board?
R7 - Germany
Jet Fighters
Both the attack value and movement of all German fighters has now increased by 1 (including escort and interceptor missions).
or
V-Rockets
During the SBR step of each combat movement phase, a single rocket attack may be launched from each operational airbase under German control at an enemy factory, air base, or naval base up to 4 spaces away. Each rocket attack will cause an automatic 6 damage points on the targeted facility, however, Germany may not launch more than 1 rocket attack per target during the same round.
I see this as possibly being too powerful. Germany could launch attacks from Greece and Caucasus into Egypt, Persia, Iraq or India, where the Brits would most likely have their minor IC’s. Maybe make the Germans roll 1 die, instead of getting an automatic 6 points of damage.
R8 - Japan
Banzai Attack
If Japan attacks an enemy territory with only infantry, those infantry will attack at 2 or less.
or
Code of Bushido
All Japanese infantry on islands now defend at 3 or less.
R9 - Soviet Union
Tankograd
All Russian factories now have a movement value of 1 (non-combat movement ony), and may now produce tanks for $1 less.
or
Trans-Siberian Railway
Any number of Russian infantry, artillery, and/or AA artillery units may now move from Russia to Novosibirsk, Timguska, Yenisey, or Yakut S.S.R (if under Russian control) within a single non-combat movement. There may only be one destination per turn, and all such movements must originate from Russia.
If Russia is still in the game at this point, this option seems like it spells doom for the Axis. I would take this option out completely.
R10 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France
Long Range Aircraft
The movement value of all air units has now increased by 1 (“Jet Fighters” can now reach 6, or 7 from an airbase).
or
Modernized Shipyards
Sea units are now cheaper to build:
Battleship = $17
Aircraft Carrier = $13
Cruiser = $9
Destroyer = $7
Transport = $6
Submarine = $5
G40 Strategic Objectives
These new strategic objectives have been created to replace the original national objectives in an A&A 1940 Global game. “Home Lands” (original territories) are specific to the roundels printed on each territory, and the Japanese objective “Trade with USA” is the only objective to be collected during peace time. Also, Calcutta is considered an enemy city, rather than an enemy capital for the purpose of economic balance (see the city clarifications listed at the end of Strategic Objectives).
Germany
Enemy Capital
$5 - Per enemy capital captured
Enemy City
$2 - Per enemy city captured
Home Land
$5 - Germany controls all their original territories
Oil Fields
$5 - An Axis power controls Caucasus
Africa Korps
$5 - Germany has 3 or more land units in Africa.
Soviet Union
Enemy Capital
$5 - Per enemy capital captured
Enemy City
$2 - Per enemy city captured
Home Land
$5 - Russia controls all their original territories
Lend Lease
$5 - The allied powers control Archangel and there are no axis warships is sea zone #120
National Pride
$5 - There are no allied units on originally owned Russian territories
United States
Enemy Capital
$5 - Per enemy capital captured
Enemy City
$2 - Per enemy city captured
The North
$5 - America controls Alaska and the Aleutian Islands.
The Americas
$10 - America controls Western, Central, and Eastern United States, as well as Mexico, Southeast Mexico, Central America, and West Indies
The Outer Perimeter
$5 - America controls Midway, Wake Island, Hawaiian Islands, Johnston Island, and Line Island
The South Pacific
$5 - The Allied powers control The Philippines, Borneo, Sumatra, Java, and Celebes
Japan
Enemy Capital
$5 - Per enemy capital captured
Enemy City
$2 - Per enemy city captured
(including Shanghai, even if not at war with the Pacific Allies)
Home Land
$5 - Japan controls all their original territories
Trade With USA
$10 - Peace with FIC, and the Pacific allies.
Chinese Capitulation
$5 - Japan controls all Chinese original territories
The South Pacific
$5 - Japan controls the Philippines, Borneo, Sumatra, Java, and Celebes.
China
The Burma Road
$5 - The allied powers control the Burma road.
Home Land
$5 - China controls all their original territories
United Kingdom (Pacific)
Enemy Capital
$5 - Per enemy capital captured
Enemy City
$2 - Per enemy city captured
Home Land
$5 - The UK (Pacific) controls all their original territories
The Burma Road
$5 - The allied powers control the Burma road.
United Kingdom (Europe)
Enemy Capital
$5 for control of each enemy capital
Enemy City
$2 for control of each enemy city
Home Land
$5 - The UK (Europe) controls all their original territories
Operation Ultra
$5 - There are no German submarines in the Atlantic
Italy
Enemy Capital
$5 - Per enemy capital captured
Enemy City
$2 - Per enemy city captured
Home Land
$5 - Italy controls all their original territories
The Mediterranean Coast
$5 - Italy controls 3 of the 4 following territories, Gibraltar, Southern France, Greece, and/or Egypt.
Naval Superiority
$5 - There are no allied warships in the Mediterranean.
The Middle East
$5 - Italy controls Iraq, northwest Persia, and Persia.
Is this 5 IPC’s per territory or does Italy have to control all three to get the bonus?
North Africa
$5 - Italy controls Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
I would maybe take Egypt off of this. Egypt can be very difficult to take, along w/controlling the rest of N. Africa.
ANZAC
Enemy Capital
$5 - Per enemy capital captured
Enemy City
$2 - Per enemy city captured
Home Land
$5 - ANZAC controls all their original territories
The South Pacific
$5 - The Allied powers control the Philippines, Borneo, Sumatra, Java, and Celebes
France
Enemy Capital
$5 - Per enemy capital captured
Enemy City
$2 - Per enemy city captured
Home Land
$5 - France controls all their original territories
Clarification of enemy capitals, and cities
Important: Nations never receive bonus cash for cities they own to begin the game. However, once a city or capital has been captured, it now becomes an enemy city or capital to the nation that lost it. Therefore, once liberated, the bonus cash for the objective will trade hands and stay “in play” for the remainder of the game.
Axis Capitals
Berlin
Rome
Tokyo
Axis Cities
Warsaw
Allied Capitals
Washington
London
Paris
Moscow
Sydney
Allied Cities
Ottawa
Cairo
Leningrad
Stalingrad
Shanghai
Hong Kong
Calcutta
Manila
Honolulu
San Francisco
G40 Alternative Rules
Base Support
Strategic Bombers conducting SBRs only receive a +2 damage bonus if they have departed from an airbase.
Russian Winter
During their purchase new units phase of each turn, Russia may choose to roll an attempt @6 on 1 die in order to trigger a severe Russian winter. They may decide to make an attempt during a turn, or pass and save it for a later round. If / when successful, Russia will make a second roll, and Germany must remove from the board that many infantry units (their choice) currently on original Russian territories, and immediately when the winter is triggered. Also, add 1 for every 10 German infantry units on original Russian territories (rounded like so… 24 infantry units =+2 / 25 infantry units =+2 / 26 infantry units =+3 etc…). There may only be 1 Russian winter triggered per game.
Atlantic Wall
The defense value of all German infantry, and AA artillery units on Normandy, Holland/Belgium, and/or Denmark has increased by 1 during enemy amphibious assaults from an adjacent sea zone.
Around the Clock Bombing
At the beginning of any game round (before Germany’s turn), the United Kingdom may announce once per game, an “around the clock bombing campaign” which will last for one complete round. This means that any American strategic bombers (including the “Boeing Fortresses” SA), and British strategic bombers stationed on London upon the announcement, may conduct a SBR on the turn of their respective ally, as well as on their own turn.
Military Morale
China may purchase as many artillery units as they like, whenever they like, as long as they still posses the American fighter plane.
This may be too powerful.
Enola Gay
During the SBR step in the combat phase of America’s 12th turn, they may use 1 American strategic bomber (including a Boeing Fortress) to drop an atomic bomb on 1 enemy territory within range of the chosen air unit. If the strategic bomber passes all air defenses (using same rules as SBRs) than that bomber will have successfully dropped it’s payload with the following damage: All facilities on the targeted enemy territory immediately sustain maximum damage, and the IPC value of the territory has now been reduced to zero. Original facilities of that territory may be repaired and used later, however, new facilities may never be placed on a that territory for the rest of the game.
I would maybe think about having the territory go from zero IPC’s after the bombing to gaining 1 IPC per turn after the bombing, until it reaches it’s original IPC value.
Kamikaze Tokens
Japan may now use their available kamikaze tokens in designated kamikaze sea zones during any combat situation (not just defense).
I would implement this after a certain turn or after certain situations are met. Historically, the Japanese only implemented this strategy after they were losing the war and didn’t have sufficient good pilots to fight off the US.
French Resistance
France may immediately place 5 free infantry units on Paris every time it is liberated.
Too powerful.
Political Sovereignty
Strict Neutral territories in South America have no influence over Strict Neutral territories anywhere else, and vise versa.
Talking about a swing of 6 IPC’s. This may be too powerful.
Mutual Allies
In the event of a 6 player group game, the United Kingdom will play France, the United States will play ANZAC, and the Soviet Union will play China.