Hi, these rules are cool. I did not base my rules off of this. This was developed independently.
A different take on “free for all”. Being able to make alliances though means it should be called “shifting alliances” rather than “free for all”.
Here is a combat move in a league game that I thought was illegal, but TripleA allowed:
Combat Move - Americans
1 artillery moved from Queensland to 54 Sea Zone
1 marine moved from Queensland to 54 Sea Zone
1 artillery, 1 marine and 1 transport moved from 54 Sea Zone to 35 Sea Zone
1 artillery and 1 marine moved from 35 Sea Zone to Philippines
1 bomber moved from Java to Philippines
1 submarine moved from 33 Sea Zone to 35 Sea Zone
This is a link to the game:
https://www.axisandallies.org/forums/topic/33221/19l-bm3-owentoo-x-vs-fmerwinrommel-a-nobid/207
There are 2 things about this move that I thought were illegal or not possible, or I am mistaken about one and/or the other:
Please comment as to the true rules.
So who knows the answer to my query #1. Can Marines indeed be loaded onto a single transport with an artillery, or even another Marine or a Tank?
Marines are like infantry for transports, so you can load 2 marines or 1 marine and 1 tank.
Well, that increases their value significantly. I wish I would have known this earlier. It would be easy to say that in the “notes”. I suggest the next update, that it says that in the notes.
If you can load a marine easier than an infantry (since infantry can’t be loaded in cruisers and BBs), I hope they are at least as easy to be loaded on transports as infantry.
Hi all, is there a running summary/spreadsheet/google doc or some other location where I could download rules to play this on a physical board? Anyone else done this that could give me some tips/resources?
@vodot There’s the Objectives tab if you load the game on TripleA. All the additional rules are on the first page of this thread.
From page 1:
China
“At the start of China’s turn, a Chinese infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit (i.e., infantry, marine, mech infantry, artillery, or armor). These “guerrillas” engage in combat wherever they are spawned and may not be moved until China’s next turn.”
Does this mean an AA gun prevents the spawn? I don’t think so, but it must be considered a land unit. Please clearify!
AA Guns do not stop guerillas.
@simon33 said in G40 Balance Mod 3.0 - Rules and Download:
AA Guns do not stop guerillas.
then the rules should be revised, right?
No, AAs don’t have combat value and hence do not stop guerilla spawn.
@Adam514 said in G40 Balance Mod 3.0 - Rules and Download:
No, AAs don’t have combat value and hence do not stop guerilla spawn.
But it is a land unit and thus fulfill the requirement to stop the spawn
@oysteilo Every land unit that stops guerillas is listed. AA are omitted.
@Adam514 said in G40 Balance Mod 3.0 - Rules and Download:
@oysteilo Every land unit that stops guerillas is listed. AA are omitted.
I understand. I think a different wording is better to avoid confusion.
@Adam514 said in G40 Balance Mod 3.0 - Rules and Download:
Marines are like infantry for transports, so you can load 2 marines or 1 marine and 1 tank.
This is also problematic and should be listed on its own. The general rule is one inf and one specialieced units, or two inf. Mariens must be considered a special unit given it’s cost of 5. Anyhow
@oysteilo If 1 marine can load onto a cruiser/BB and 1 infantry can’t, I hope 1 marine takes equal or less space than an infantry on 1 transport.
@Adam514 said in G40 Balance Mod 3.0 - Rules and Download:
@oysteilo If 1 marine can load onto a cruiser/BB and 1 infantry can’t, I hope 1 marine takes equal or less space than an infantry on 1 transport.
Ok. Thanks for your reply. To me it makes zero sense given the extra cost. Infantry should be obsolete with this logic. Anyhow…
I read rule. No issues. 1 marine only can go on a BB and/or a CR. 1 Marine counts as a inf on a transport.