I was bored so I created some house rules to play Global 1940 with. Feel free to comment suggestions or use them. I wanted a more free-for-all style game instead of fixed alliances.
Axis & Allies Global 1940 Advanced Rules
All rules are the same as Axis & Allies Global 1940 Second Edition except for the changes listed below.
Germany
Add 1 Minor Industrial Complex in the territory of Greater Southern Germany.
China
China only receives the 6 extra IPC’s for the Burma Road being open if it is allied with the power(s) that controls the territories of India and Burma. If China captures all the territories with a Chinese symbol on them, at the start of the next round they receive a free Minor Industrial Complex in the territory of Kiangsu if they still control all of the territories with a Chinese symbol on them. If this occurs, China now purchases units and facilities like a normal power, but it no longer gets the 6 extra IPC’s for the Burma Road being open. Shanghai becomes China’s capital city, and China no longer has the movement restrictions for its units.
United Kingdom
The United Kingdom now has one economy and London is its capital city. Replace the Major Industrial Complex in the territory of India with a Minor Industrial Complex and add a Minor Industrial Complex to the territory of West India. Remove 2 AAA and 1 Infantry from India and add 2 AAA and 1 Infantry to West India.
Canada
Canada is a new power that consists of the United Kingdom’s territories above the United States’ core territories marked with a maple leaf symbol and the territory of Western Canada that is marked with a United Kingdom symbol. The units and facilities belonging to the United Kingdom that were in those territories are converted into matching Canadian units and facilities. This includes the Destroyer and the Transport off the coast of New Brunswick/Nova Scotia. Also, add 1 Fighter to the territory of Ontario. Ottawa becomes Canada’s capital city. The territory of Newfoundland still belongs to the United Kingdom. Canada takes its turn after France in the turn order. (I use the Pacific 1940 first edition ANZAC units for Canadian units.)
Each power is free to declare war, make peace, or ally with whichever powers they want to. Two powers cannot go from at war with each other to allied in the same turn, they must first make peace with each other and then the next turn they can ally if they wish. Players that are allied can move their pieces into and through each other’s territories if they wish and can share sea zones without permission. Powers that are at peace can also share sea zones that do not border any land territories, but sea zones that are adjacent to land territories require the permission of the owner of that territory(s) to move into or through. It requires the consent of both powers to go from an “at war†status to an “at peace†status and from an “at peace†status into an “allied†status. However, it only requires one power to degrade an “allied†status into an “at peace†status and an “at peace†status into an “at war†status. The state that one power is in with another power does not affect the relations of that power with any of the other powers. When a power degrades an “allied†status to an “at peace†status with another power, all units of the powers that are in each other’s territories must move out of the other power’s territories in the shortest route possible. If there are several routes that are the same length then the power that owns the units can choose which one.
Political Situation
Germany is at war with the United Kingdom, ANZAC, France, and Canada; at peace with the Soviet Union, the United States and China; and allied with Japan and Italy.
The Soviet Union is at peace with Germany, Japan, the United States, China, the United Kingdom, Italy, ANZAC, France, and Canada.
Japan is at war with China; at peace with the Soviet Union, the United States, the United Kingdom, ANZAC, France, and Canada; and allied with Germany and Italy.
The United States is at peace with Germany, the Soviet Union, Japan, the United Kingdom, ANZAC, France, and Canada; and allied with China.
China is at war with Japan; at peace with Germany, the Soviet Union, Italy, and France; and allied with the United States, the United Kingdom, ANZAC, and Canada.
The United Kingdom is at war with Germany and Italy; at peace with the Soviet Union, Japan, and the United States; and allied with China, ANZAC, France, and Canada.
Italy is at war with the United Kingdom, ANZAC, France, and Canada; at peace with the Soviet Union, the United States, and China; and allied with Germany and Japan.
ANZAC is at war with Germany and Italy; at peace with the Soviet Union, Japan, and the United States; and allied with China, the United Kingdom, France, and Canada.
France is at war with Germany and Italy; at peace with the Soviet Union, Japan, the United States, and China; and allied with the United Kingdom, ANZAC, and Canada.
Canada is at war with Germany and Italy; at peace with the Soviet Union, Japan, and the United States; and allied with China, the United Kingdom, ANZAC, and France.
Changes to Units
Tank
Can target other Tanks
Does not increase a Tactical Bomber’s attack
AAA (Antiaircraft Artillery)
Defense 1
Can move during the conduct combat phase
Fighter
Cost 6
Attack 2
Defense 3
Can target Air Units on a 1 to 1 basis
Can target Land and Naval Units at 1 attack and defense
Does not increase a Tactical Bomber’s attack
Tactical Bomber
Cost 7
Can target Land Units
Can target Naval Units
Can target Air Units at 1 attack and defense
When a Tactical Bomber goes on a tactical bombing raid, cut your die roll in half, rounding up
Strategic Bomber
Cost 8
Attack 2
Defense 1
Can target Land and Naval Units at 2 attack and defense
Must take off from a territory with an operational Air Base in it to conduct a strategic bombing raid
Does not get +2 added to its die roll in a strategic bombing raid
Air Transport (use a Strategic Bomber with a national marker placed under it)
Cost 7
Attack 0
Defense 0
Move 4
Can carry 1 Infantry
Must take off from a territory with an operational Airbase in it when transporting an Infantry
Cannot be targeted by Air Units unless there is less than 1 Fighter or Tactical Bomber per Air Transport
If an Air Transport is destroyed by AAA fire or shot down by an intercepting Fighter or Tactical Bomber, any Infantry it is carrying are destroyed.
Battleship
Can target Naval Units
Gets one surprise strike on the first round of combat if undamaged
Only 1 Battleship can be purchased each turn per power, and each Battleship takes one turn to become operational. If you just purchased a Battleship, place it on the territory you are producing it in and leave it there. On your next turn during your “place units†phase, you must then put the Battleship in an adjacent sea zone and it is now fully operational.
Aircraft Carrier
Can carry up to 3 Fighters or Tactical Bombers or a mix of each
Defending Fighters on an Aircraft Carrier get -1 defense vs Air Units
Only 1 Aircraft Carrier can be purchased each turn per power, and each Aircraft Carrier takes one turn to become operational. If you just purchased an Aircraft Carrier, place it on the territory you are producing it in and leave it there. On your next turn during your “place units†phase, you must then put the Aircraft Carrier in an adjacent sea zone and it is now fully operational.
Battleships and Aircraft Carriers can only be produced in a in a territory with an operational Naval Base in it.
A Battleship and an Aircraft Carrier can both be purchased on the same turn, just not more than 1 of each per turn.
To repair a damaged Battleship or Aircraft Carrier, it must be in a sea zone adjacent to a territory you control or adjacent to a territory of a power that you are allied with. It costs 5 IPC’s to repair a Battleship or Aircraft Carrier, or 2 IPC’s each if there is an operational Naval Base in a territory that borders that sea zone. If you are in a sea zone adjacent to a territory controlled by a power you are at peace with, you must get permission to repair your Battleship or Aircraft Carrier.
Cruiser
Cost 12
Move 3
Gets +1 attack and defense if it is paired with a Battleship
Naval Bases do not give a Cruiser a +1 movement bonus
Destroyer
For each Destroyer you have, it forces 1 attacking or defending Submarine to target the Destroyer instead of other units.
Transport
Cost 6
Cannot be targeted by any unit unless there is less than 1 warship per Transport unit. If this is the case the Transports that are not matched with a warship can be targeted. Transports have no defensive value, but a unit that attacks a Transport must get a “hit†to destroy that Transport.
Submarine
Cost 7
Can target Naval Units
Other Rules Changes
During an amphibious invasion, the attacking power’s Land Units that unloaded from Transports not get to fire for the first round of combat.
Minor Industrial Complexes may be built on islands with a value of 2 IPCs or more, but they cost 30 IPCs.
When one power captures another power’s capital, the capturing power gets all the captured power’s IPC’s, but the power that got their capital captured still gets to collect income for any remaining territories and may still purchase units and facilities.
There are no national objectives.
Table talk, bartering, lending, selling or giving IPCs or units, making alliances, exchanging territories, backstabbing, and whining are all allowed and encouraged.
Optional Rules
If all players agree, they may use texting to secretly send messages to each other.
If all players agree, everyone starts out at peace with each other and there is no attacking on the first turn.
If all players agree, the permanent alliances and national objectives of Axis & Allies Global 1940: Second Edition can be in effect.
National Advantages (optional)
Germany
1. Your Tanks attack and defend on a 4 or less and require 2 hits to kill, but cost 8 IPC’s and you may only build 1 Tank at each Industrial Complex you own per turn.
2. Your AAA attack and defend on a 2 or less in regular combat and may target Tanks.
Soviet Union
1. You may build Minor Industrial Complexes on any land territory that is not an island and has a value of 1 IPC or more.
2. Your Mechanized Infantry get 1 first strike at 2 or less on the first round of combat.
Japan
1. Your air units get +1 movement, but are shot down by enemy AAA fire on a roll of 2 or less.
2. Your Cruisers and Destroyers get 1 first strike on the first round of combat only.
3. If you attack a territory with only Infantry, you may choose to do a Banzai attack. Your Infantry do not fire on the first round of combat, but on all successive rounds of the attack they attack at a 2 or less.
4. Your Tanks cost 5 IPCs, but they attack and defend on a 2 or less.
United States
1. Your Tanks cost 5 IPCs, but they attack and defend on a 2 or less.
China
1. Once per turn on your place units phase, you may place 1 Infantry for free on any of your original territories that is worth 1 IPC.
United Kingdom
1. Once per turn on your place units phase, you may place 1 Infantry for free on any of your original territories that is worth 1 IPC.
Italy
1. Your Infantry that attack from an Air Transport attack at a 2 or less.
2. Your Infantry may move into and through impassible territories.
ANZAC
1. If one of your original territories is captured, on your place units phase of your next turn you may place 1 infantry for free in each of your original territories you still control. You may only do this once per game.
France
1. Once per turn on your place units phase, you may place 1 Infantry for free in the territory of France, Normandy/Bordeaux, or Southern France.
Canada
1. The United States may never declare war on you, unless you have units of another power that the United States is at war with in one of your original territories and you are not at war with that power.
2. If one of your original territories is captured, on your place units phase of your next turn you may place 1 infantry for free in each of your original territories you still control. You may only do this once per game.