@andrewaagamer Thanks!
Axis & Allies Global 1940 House Rules Expansion
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Hi @The-Captain
*Only Escort units can transport – and lay – Naval
Mines.
This manoeuvre can only occur during the NonCombat Movement phase. *hmm the itallics isn’t working. well w/e
So can i move in NCM pick up mines and move and sew them same turn ?
Seems so but just want to make sure.
Example
I could move from 112 to 113, load up on mines and move back to 112 and lay them ? -
Yes - the game mechanisms are identical to a Transport unit that loads and offloads cargo.
In other words:
During the Non-Combat Movement phase an Escort unit can move 1 or 2 spaces - and the load a maximum of 3 Naval Mines - and then either move again or offload the Naval Mines in the sea zone where the Naval Mines are loaded onboard the Escort unit.Remember:
If a friendly Naval Base is present from where the Escort unit begins the movement, the Escort unit can move a maximum of 3 spaces - same rule as for all other naval units. -
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Barnee, Panzerstahl-helm, and I are hosting a tournament of the G40 Expansion via TripleA :)
Anyone who wants to participate is welcome :)
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Well, everybody has their own personal preference of course. Anniversary Edition is one of my favorite games, just because it’s so simple. However, don’t be put away by the size and complexity of the House Rule Expansion that you might experience at first glance. I thought the same at first when I saw these rules for the first time - nah, this is way too complicated, I want something quick and easy! Until The Captain told me in a thread where I was complaining that the Eastern Front in G40 was a bit boring, that with their Expansion rules, the Eastern Front is one of the most interesting fronts.
After this, I was finally bold enough to give it a try, and oh boy - this game is one of the most fun Axis and Allies games ever! Of course, it takes some time to get used to the new rules. But after 2-3 games, the rules become much more natural to you, and complexity isn’t an issue at all.
- Each game is different
- There are a massive number of viable strategies possible for each nation
- Play Balance is excellent
- It has an awesome 1943 set-up that is super fun because of the same reasons above.
Thanks to all the new units and rules, all theaters of war are interesting - both on a tactical level as well as a strategic level. The Eastern Front is now one of the most intense battles ever. The War in the Pacific is exciting. Even the fight in the Atlantic is full of suspense. Only the best and most skillful commander will be able to claim victory - not the one that has the best dice rolls or that can bring the most stuff.
Once again, you can play whatever you like, but I wouldn’t stay away from the Expansion just because it looks overly complex. I can speak from experience that it’s not that bad, and the reward is immense.
I think I will never play OOB anymore, just because I can spend that time on a game that is 10 times as fun! :)
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Hi Captain, I have another question again. It’s about the Stalingrad factory. When you move the Stalingrad factory, to let’s say Samara, the same turn as the Red Army Conscription turn, are you still able to place six infantry there? The rules say when you move a factory, the building is limited to one unit or even zero units (when moving two areas). How is that during the Conscription turn? What’s the limit in that case when moving the factory one or two areas?
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Concerning Red Army Conscription Infantry and Movement of Soviet Factories:
If the Soviet player moves a factory 1 territory - including the Stalingrad factory - that factory can produce 1 unit in the same turn.
If the Soviet player moves a factory 2 territories - including the Stalingrad factory - that factory cannot produce any unit in the same turn.
This rule also applies for Red Army Conscription Infantry units.
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@The-Captain
In the House Rules Expansion it doesn’t explain how Army Group movement works. Can the Army Group move 1 or 2 spaces? -
Hi @mkgionet
@The-Captain will respond as well , but since it’s middle of the night for him and you’re on now, I will also :)
The AG, Army Group, can only move as far as it’s lowest movement member.
So, if a AG had a Infantry that can only move 1, the AG could only move 1 to remain intact.The AG can be formed at start of Combat Move or after Combat Move as well as after Place New Units.
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This post is deleted! -
An Army Group during Movement:
1. Combat Movement:
An Army Group that contains only units that can move 2 spaces - such as Mechanized Infantry units, Tank units, Waffen-SS units, Soviet Guard Infantry units etc. can move 2 spaces during the Combat Movement phase.Note:
Even if there is only 1 unit inside the Army Group that can move 1 space - such as an Infantry unit - the Army Group cannot move 2 spaces.2. Blitz Movement:
Even though a Blitz Movement is quite rare for an Army Group this movement is only possible when the Army Group contains the following units:- 2 Tank Armies (or Panzer Armies)
- 10 Tank or Panzer units
A Blitz Move is also possible if the Army Group contains the following units:
- 2 Tank Armies (or Panzer Armies)
- 10 units that are paired in order to Blitz (Tank + Mechanized Infantry etc.)
3. Non-Combat Movement:
The same game mechanisms that works during Combat Movement also applies during Non-Combat Movement.However, it is possible to split up an Army Group during Non-Combat Movement - and transfer any Armies and units from the Army Group to another territory - and then move fresh reinforcements into that territory - and combine all these Armies and units into a newly formed Army Group.
This newly formed Army Group is ready to defend in the same round - and ready to attack as an Army Group in the following round. -
@barnee Thanks Barnee! It would be good to add that to the rulebook.
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heh heh @The-Captain in charge of that :)
@VictoryFirst has started a tournament on triplea if you’d like to play.
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@barnee Thanks - actually will be busy starting a 6 person in-person game on Saturday.
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We are working on a set of Appendix Volumes, that explains multiple examples and rules in the Axis & Allies Global 1940 House Rules Expansion.
These Appendix Volumes will replace the Rules Clarifications that we posted earlier.
The Appendix Volumes describe for example how an Army Group operates, how Armies operate, what is important concerning the German Take Over Of Italy etc.
In other words;
The Appendix Volumes explain most questions that are asked (FAQ) concerning the use of the Axis & Allies Global 1940 House Rules Expansion.The Appendix Volumes will be attached to the first post of this thread (page 1).
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Sweet ! Are you playing with the Expansion rules ? If so, please post a game report :)
Either way, sounds like a lot of fun :)
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Wow, that’s awesome to hear! Can’t wait for it to be released! 😁
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@The-Captain Hello Captain! I’m hoping you can settle a rules question for me that resulted in quite a controversy in the game we started a couple days ago. I think the answer is quite obvious and my opponents are grasping at straws but let’s see what you decide!
Situation - A global 1940 game using expansion rules sections 1-4, turn 3 or 4. Russia and Japan are still at peace so the non-aggression pact is still in place.
Italy flies a bomber over to industrial bomb Russia’s factory in Stalingrad and then desires to land in Sikang, which is currently controlled by Japan. The allies vehemently argued that landing the bomber in a Japanese territory after bombing Russia would be a violation of the non-aggression pact and place Russia & Japan at war. I don’t see anything in the rules that would suggest that. What say you Captain?
Many thanks!
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Hi @mkgionet
Italy can land the Strategic Bomber unit in Sikang - with no consequence for the Peace Treaty between Japan and the Soviet Union - even though this Strategic Bomber unit has conducted a raid against a Soviet facility.
When we look at the treaty between Japan and Soviet union, only those two Nations can violate this treaty.
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@The-Captain Thank you Captain - that’s exactly what I thought!
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The additional Optional Rules that we have released, like Combat Engineer, Fighter Ace etc. are now attached at pg 1 in this thread.
This makes it easier to locate the rules.