You can find these outdated rules here:
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149
Alpha rules from Larry Harris
“The Axis wins by controlling either any 8 victory cities on the Europe map or any 6 victory cities on the Pacific map for a complete round of play, as long as they control an Axis capital (Berlin, Rome, or Tokyo) at the end of that round.”
i have 3 questions
1.
axis control berlin, rome, france, paris, warsaw, leningrad, stalingrad for 7 vcs
on germany’s 10th turn they capture moscow for the axis’ 8th vc on the europe map.
ussr’s 10th turn they liberate moscow, axis have 7vcs on europe map.
italy’s 10th turn capture moscow, axis back to 8vcs.
on germany’s 11th turn have the axis won?
2.
axis control berlin, rome, france, paris, warsaw, leningrad, stalingrad for 7 vcs
on germany’s 10th turn they capture moscow for the axis’ 8th vc on the europe map.
ussr’s 10th turn they liberate moscow, axis have 7vcs on europe map.
italy’s 10th turn capture cairo, axis back to 8vcs.
on germany’s 11th turn have the axis won?
3.
axis control berlin, rome, france, paris, warsaw, leningrad, stalingrad for 7 vcs
on germany’s 10th turn they capture moscow for the axis’ 8th vc on the europe map.
japan’s 10th turn they capture ottawa, axis have 9vcs on europe map.
uk’s 10th turn capture paris, axis back to 8vcs, but not the same 8 vcs for an entire round.
on germany’s 11th turn have the axis won?
Lone Wolf : you are correct, and yes it is silly.
oh man I thought I had this sub stuff down. Now I am confused. He can retreat his transports from doing an amphi assualt? I thought they are stuck in the seazone and you have to lose them to the sub… they can only retreat if they are not unloading…
This rarely comes up.
An Attacker can retreat at the end of any round of combat.
In this case he retreats loaded transports.
Once you have cleared a SZ for a landing and you have to land once you have announced it, before any rolls are done, then the land units can no longer retreat.
In this scenario you can announce a retreat, as the Sub prevents a transport landing without a Warship present.
But now I am doubting myself! Sorry if I am wrong. We will have to wait ….
@Cow:
transports cannot retreat if they are unloading units. the carrier can.
You sure? Is this a change from older rules? The amphibious land units cannot retreat from a land battle, but I think the transports can retreat with the rest of the naval force before the naval battle is concluded.
@wittman:
0 or 1 hit Carrier survives and the owner should retreat unless he wants to stay and eventually die.(umm!)
2 hits Carrier dies, but the Transports can retreat.
3 hits Carrier and 1 Transport dies, rest can retreat.
4… � �Ca. � � � � � � 2 Transports die, rest … � etc.
Attacking Transports only die when when they are hit.
Defending transports are another matter:they  always die when attacked and their escorts(if any) have been sunk, only because they cannot retreat.
Ok, this makes sense.
@Cow:
oh man I thought I had this sub stuff down. Now I am confused. He can retreat his transports from doing an amphi assualt? I thought they are stuck in the seazone and you have to lose them to the sub… they can only retreat if they are not unloading…
This rarely comes up.
Cow,
After looking through the rules. Transports can retreat from a sea battle but they can’t retreat from an amphib assault. Meaning, if transports enter a sea battle and the sea battle is going badly, they can retreat to a adjacent SZ from at least one of the naval units came from. However, if the sea battle is successful, the transports are committed to the seaborne invasion.
@Lone:
Yes, but in this case, a single unescorted american transport is the only attacking force, and it is moving in his combat moves, so he is “attacking”. Allied units will join in defending, not if you attack. :?
You’re right and Redhunter is mistaken (or didn’t understand you). If the attacker doesn’t have a warship (or any kind, not just a DD), a transport or group of transports are prevented from performing an amphibious assault by the presence of an enemy sub. A friendly ship that belongs to a different power can not cancel this out, even if it’s a DD
Yes. I thought he meant navel forces attacking together from different nations, which doesn’t happen.
ok, thanks everyone :-)
when can I buy the Axis and Allies global 1940 in stores? Everywhere I look they are out of stock and I keep hearing different dates for a 2nd release. Does anyone know?
you can just order it off of amazon you know. http://www.amazon.com/s/ref=nb_sb_noss_1/192-2947408-0121969?url=search-alias%3Dtoys-and-games&field-keywords=axis+and+allies+1940
it is in stock.
holy hell it is expensive. See this is why I buy axis and allies games on the day of release.
The pacific half is only 72 bucks at least.
@Cow:
oh man I thought I had this sub stuff down. Now I am confused. He can retreat his transports from doing an amphi assualt? I thought they are stuck in the seazone and you have to lose them to the sub… they can only retreat if they are not unloading…
This rarely comes up.
Cow, once a transport unloads, its movement is done.
After looking through the rules. Transports can retreat from a sea battle but they can’t retreat from an amphib assault. Meaning, if transports enter a sea battle and the sea battle is going badly, they can retreat to a adjacent SZ from at least one of the naval units came from. However, if the sea battle is successful, the transports are committed to the seaborne invasion.
yeah but im not spending 400 dollars on the europe half… there is a re-release date planned sometime this year i hope with the revised rules and everythning
1941 comes out soon and it is cheap.
I thought of putting my global boards up for sale. I don’t like playing global, it is a horrible game to play live, it never gets finished.
@Cow:
1941 comes out soon and it is cheap.
I thought of putting my global boards up for sale. I don’t like playing global, it is a horrible game to play live, it never gets finished.
Funny that you say this, b/c after about 50 games of G40 (20 of them with the Final Alpha), I too am actually getting bored of it a little. Now that I know the main strategies/openings, maybe I will play this a couple times a year for kicks. I really think the 42 2nd edition is gonna be “THE Game” now for AA- seems like its AA50 status. From what I’m hearing its much improved an can be actually played in 6hrs unlike Global- 12-18hrs- uggh.
I hate playing the allies in global, as a whole it is so gimped and it feels like it is missing something.
@Cow:
I hate playing the allies in global, as a whole it is so gimped and it feels like it is missing something.
I like playing Allies, but i do believe that Germany and Japan get way too many bonuses (and too easy ones too for that matter)
yeah, the axis get to attack whatever they feel like… the allies are slow and when they can start to do stuff, it is already over.
@special:
@Cow:
I hate playing the allies in global, as a whole it is so gimped and it feels like it is missing something.
I like playing Allies, but i do believe that Germany and Japan get way too many bonuses (and too easy ones too for that matter)
Yeah Germany gets a bonus straight out of the box that’s rarely threatened and the UK gets a hard one they spend half the game just trying to get, The Russian bonuses are either complained about (Africa anyone?) or only come into play when the game is getting ready to be over, or flat out over. 10 IPCs for capturing berlin. Japan surrenders after Berlin is captured. What’s the 10 IPCs for? Seems to me once the Allies start collecting on there bonuses it’s game over. American troops in Paris. How long does a game last after that one is collected on?
The Allied bonuses seem to be spiking the ball.
German bonuses are simply put Protect Norway and Denmark, Capture and Protect Russian Cities, Push into the Mid-East.
Japan bonuses are capture and protect empty islands and the Phillipines. Pull off India crush, then take hawaii
Italy bonuses are over come UK doing everything it can to keep you from collecting on a single bonus.
USSR bonuses are capture and protect enemy territories, capture enemy capital
UK bonuses are protect everything or get nothing
USA bonuses are by far the easiest the only “hard” ones are Phillipines and Paris but by the time those two are collected on it’s already game over.
France has zero hope of getting theres without help
ANZAC losses it’s bonuses as soon as japan desides to take them away. Not to be regained until the game is desided.
China burma road is one of the hardest bonuses to collect in the game.
The allied bonuses are awful.
USSR should have more to do with lend lease.
While no Allied units are in Soviet territory, and no hositile axis warships border the territory in question.
3 IPCs if allies control Persia and it is connected to Moscow via allied controlled territories
3 IPCs if allies control Amur and it is connected to Moscow via allied controlled territories
3 IPCs if allies control Archangel and it is connected to Moscow via allied controlled territories
UK should have more specific bonuses
5 IPCs if the UK controls Scotland, Gibraltar, Egypt and Trans-Jordan and no hostile axis ships border any of these territories.
5 IPCs if sea zones 107, 108, 117 and 118 are free of axis warships, and no axis submarines occupy a sea zone adjacent to any of these sea zones
USA should have more offensive bonuses
20 IPCs when at war and the axis controls no territories in North or South America
5 IPCs for control of the Phillipines
5 IPCs for control of Normandy Bordeux OR Holland/Belgium