@The-Captain Thanks for sharing that strategy! Fascinating that this strategy is built around landmines in depth with offensive units and relying almost exclusively on RAC for the foot soldiers. We were going with more foot soldiers early because once Total War and Mass Tank Production kick in, it seems to be economical at that point to be kicking out seven tanks every turn and then six more artillery or half tracks whenever there are 42 IPC’s in the bank that turn.
Axis & Allies Global 1940 House Rules Expansion
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Hi Victory,
When USSR is at War with any Axis power, USA can send Lend-Lease units to any Soviet territory. In addition, USA must be at War with at least one Axis power in order to send Lend-Lease units to USSR.
Red Army Conscription Infantry units can be placed at the Moscow and Stalingrad factories.
If the Stalingrad factory is moved to another territory, it can still produce up to 6 Red Army Conscription Infantry units.
Note:
The Stalingrad factory must be in that terrirory from the start of the Soviet player’s turn - in order to produce Red Army Conscription Infantry units.Your questions will be part of the updated Rules Clarification:+1:
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Recently we’ve seen a growing interest in the Global 1943 House Rules Expansion.
Please note:
In order to play the Global 1943 version, players must be familiar with most rules - (but not necessarily everything from the start) - in the Axis & Allies Global 1940 House Rules Expansion.This is also briefly explained in the Global 1943 rulebook.
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@The-Captain So I noticed on the test run that some of the units aren’t matching up with the timeline chart
The Chart shows the King Tiger in Early 1944 and Late 1943 in the Rulebook. The Heavy Bomber seems off too. I used the Rulebook when making everything, this the first time I actually used the timeline. Wanted to make sure everything was showing up.
Anyway just a heads up. I’m gonna run to the start of rd 4 since that’s when the last of the new stuff hits. If all good I’ll upload 43 for testing then.
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@the-captain well rulebook is showing Late 43
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Sorry - true - just found it.
They are not on the Timetable - maybe they should be.
We don’t use them much, simply because other units are more needed for combat.
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@the-captain right on it just looked like German Bmbr in Early 44. Wasn’t 100% sure what it was. Just a guess. Anyway I made everything from the rulebook so we should be ok, except for my f ups lol
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@The-Captain I know I’ve asked before but i will again anyways : ) I have a Panzer Army in Berlin. During purchase and place, I buy and Oberst and create a Waffen Army.
Now, I can’t form an Army Group because the Waffen Army wasn’t already intact at the beginning of my turn, correct ?
An Army Group consists of at least two Armies
and at least 10 other land based combat units
(not including AAA, mines or landing crafts) – all
units must be present in the same territory from
the start of the players turn. -
Can paratroopers attack with Waffen paratroopers and still attack at 3 in the first round of combat?
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Yes:+1:
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That is correct.
An Army Group must already be formed at the start of the players turn in order to be active.
In other words - it must be organized on a previous turn.
Another example:
During Non-Combat Movement on the Eastern Front, 1st Panzer Army moves into German controlled Rostov and links up with 3rd Waffen-SS Army. 10 other land combat units are already in Rostov.The German player announces that all these are now part of an Army Group.
This Army Group is ready for combat if USSR attacks in this round (or any other Allied units attack).
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@the-captain ahh ok form at the end of the turn ready for offensive operations start of next turn if still intact.
Armies and Corps can be formed at any time they meet the requirements. That would be the difference then.
Cool i think i got it
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Great:relaxed:
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Two Questions,
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Can you create a Soviet Army Corps in the Mobilize New Units phase?
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Can you damage two Aircraft Carriers consecutively or does a Battleship need to be damaged in between?
Example: 1 damaged Battleship and 2 damaged Carriers are attacked. The attacker rolls and gets two hits. Can the Defender now select the two Aircraft Carriers or does it need to be an Aircraft Carrier and then a Battleship? -
Also, in a battle, does the Capital ship hit scheme goes like this AC-BA-AC-BA?
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@victoryfirst said in Axis & Allies Global 1940 House Rules Expansion:
Can you create a Soviet Army Corps in the Mobilize New Units phase?
yea from the Captain
You can form a Waffen-SS Army during the Non-Combat Movement phase as well as during Place New Units phase.
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:+1: barnee answered your first question correctly. Thanks, barnee:relaxed: :right-facing_fist:
You can take damage hit on as many Aircraft Carriers as you want - before (if) any of your Battleships gets damaged.
Normally you would choose to take hits on your Battleships (and Heavy Battleships) before having more Aircraft Carriers damaged - simply because you want your Fighters to land on your Aircraft Carriers, since this would give you the strongest defense.
Naturally, if you have “empty” Aircraft Carriers - and no reserve Fighters to bring forward to meet up with your Aircraft Carriers, you might want to take hits on those empty Aircraft Carriers:+1:
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@the-captain Ah ok, that clarifies a lot. I messed up that rule in all my games. I found the wording ‘each carrier is damaged before each battleship’ hard to understand, and in the example the hit scheme went like: AC-BA-AC-BA so I thought that was the way. That altered a lot of my games as in my example I would have taken the Carrier and the Battleship as a casualty.
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Your questions will be part of the Rules Clarification:+1:
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@the-captain so I’m pretty sure Paras aren’t affected by Landmines ? If Air moving ? I don’t see any way they would be and didn’t see anything in the rules.
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True - Paratroopers move by air in the same way as air units.