This thread is to address how to fit the new pieces into the global 40 game:
WE first begin with Minor Axis Neutrals, which are really add-on German Pieces
The inventory of these pieces has 6 different Armored Units, 2 different Infantry, 1 Artillery Unit, and 1 fighter
Motorized Unit ( Armored Car): 2-1-2-4 (Can be built anytime)
Early War Tank ( light Tank): 2-2-2-4 ( can only buy these for the first 2 turns)
Mid-War Tank ( Medium Tank): 3-2-2-5 ( can only built from turn 3+)
Truck Transport: 0-1-2-6 Can move any Infantry or Artillery two spaces ( can be built anytime)
These following units can ONLY be built from turn 4+:
OOB Tanks are also Mid- War Tank ( Medium Tank) but are standard 3-3-2-6 units
Tank Destroyer ( Assault Gun): 3-3-2-8 ( Roll of 1 in any attack means enemy must take tank as combat loss)
Self Propelled Artillery: 4-3-2-9 ( A roll in attack or defense of 1 means enemy tank is removed)
Anti- Tank Unit (Infantry with Panzerfaust): 1 (3)-2-1-4 In combat either on attack or defense they get one roll of 3 or less and if they hit enemy Armour unit lost. Cost 4 IP
Alternative Infantry: These are Volkstrum infantry. Can be built only after Germany loses its first VC from Allied forces. 1-2-1-2. Note due to cheaper cost they can only operate in original German areas and built in quantities equal to roll of D6
or Alternate Infantry #2: These are 2-3-1-5 units. They can be boosted by artillery.
Interceptor Fighter: these are 4-4-2-5 fighters
Alternative Artillery: These are heavy caliber Artillery. In attacks against any enemy controlled area with a VC they roll 3 in combat rolls, but do not boost Infantry.
Americans:
These units the American replaces his setup pieces at game start:
Early War Battleship: 3-3-2 These take 2 hits , all BB’s bought after are standard 4-4-2-20 units
Early War Tank: 2-2-2-4 ( can only buy these till USA is at war)
Transport Plane: 0-1-6-8 ( Their only duty is to carry Airborne Infantry 1 in combat and 2 in NCM). Must leave from airbase and cannot drop farther than 2 spaces from last friendly controlled area.
Airborne Infantry: 1-2-1-4 If dropped by Transport, these units attack at 2 for duration of combat, otherwise they are normal infantry
The American player can only build these for the first 3 turns or until at war, after that he can then build the following:
Escort (jeep) Carrier: 0-1-2-10 these take only one hit and carry two planes, can be built only once US is at war
Mustang Fighter: 3-4-6-12 These are long range fighters, so the US player does not have to develop the specific technology
Torpedo Bomber: against naval targets they always attack at 4 ( don’t need fighter for boost)
Tank Destroyer: ( Assault Gun): 3-3-2-8 ( roll of 1 in any attack means enemy must take tank as combat loss)
Self Propelled Artillery: 4-3-2-9 ( a roll in attack or defense of 1 means enemy tank is removed)
Truck Transport: 0-1-2-4 Carry’s 1 infantry two spaces in combat and 2 Infantry two spaces in NCM
US Marines:
Infantry with Flame Thrower: During Sea Invasions, these units reduce 1 enemy Infantry type unit -1 at a 1:1 basis. These are 1-2-1-4 units
Infantry #2: During Sea Invasions these units fight at +1 in all combat attacking rounds. These are 1-2-1-4 units
Sherman Tank boat: These are 3-3-2-6 units and must be built specifically for purpose. In sea Invasions during the first round, they fire first and if they hit the enemy must remove a unit ( it does not get to fire back).
Sherman Tank with flame thrower: These are 3-3-2-6 units and must be built specifically for purpose. In land combat of any type they reduce one enemy unit -1 on defense. 1:1 basis
Alternative fighter ( corsair) If they attack the enemy during a sea invasion they hit at 4 for all rounds as long as no enemy planes are present.