Oh…
I’ve been playing wrong this entire time???
:disappointed:
Thanks for clarifying though. I’ll take that into my next physical game.
Why not just roll for all Mines at once ? Only the hits count, so all the others would stay active anyway. That’s how I’ve been doing it . Am I missing something ?
Two UK land units attack through a minefield that
contains 10 German mines – the German player
must roll one die at a time until 2 mines have
detonated and thereby eliminated the two UK
units – or until all 10 mines have defended.
Only mines that have detonated are removed
from play – the other mines that have defended
but not detonated are still active and ready for
future defence.
Edit
The extra, if any, hits don’t count. Just enough to kill all the attackers. Faster that way
If you roll for all Mines at once, and more Mines detonate than the number of enemy units passing through the Minefield, you would lose those extra detonated Mines…
For ease of game play we actually roll for all Mines at once - and if more Mines detonate than the number of enemy units passing through the Minefield, the deal is, that only a maximum number of Mines can detonate equal to the number of enemy units…
@the-captain right on I gotcha now.
I discovered two errors (or anomalies :) ) in the USA strategy guide. There seems to miss some infantry in order to exactly do what’s stated.
In Early 1940, the strategy guide states that the US transport in sz 101 should pick up two infantry, but there are only two infantry bordering sz 101, the one in CUS, and the one in EUS. And the one in CUS is ordered to move to WUS in that same turn. So that means only one infantry can be transported.
In Early 1941, the strategy guide says that the US player should upgrade three of its infantry in WUS to US Marines, but there are only two infantry in WUS at that point. There start two infantry in WUS, one of them moves to Hawaii with an AA, but the CUS infantry moves to WUS, so that makes it two. Next turn, a transport picks up the two infantry and moves to Aleutian islands with it, but the infantry in Mexico move to WUS, so that makes it again two. But the turn after that you cannot upgrade three infantry, since there are only two.
Hi Victory,
Thanks for the information.
I’ll look into it asap and correct any flaws.
Most important is, that USA can upgrade 3 Infantry units in Western USA to US Marine Infantry units since these US Marines are to be supported by 3 Artillery units during the future attacks in The Pacific.
I suggest that the “missing” Infantry unit that must re-inforce Aleutian Islands comes from Alaska.
Then, on a later turn, Alaska can be re-inforced with newly purchased Infantry
Another question, this came up in the game I am running now (it’s a damn exciting game by the way, I think it’s going to be the first game where the Axis have a good chance of winning :) I changed some of my Axis strats and it’s working)
It’s about the Banzai rule. What if Japan amphibiously assaults Borneo with two infantry from the Philippines, and two Infantry from Malaya? Can Japan perform a banzai attack on Borneo? And what will happen? Because it’s stated that if any unit other than infantry participates in the attack, the banzai attack isn’t possible, but it also states that the infantry have to come from the same territory, but there seems to be no explanation what happens if you attack with only infantry from multiple territories
I hope it’s option 3 or 2, since Japan then can conquer three of the Dutch East Indies at once :)
Hi Victory,
As always, your questions are very well elaborated:+1:
The Banzai rule is effective only if the Japanese Infantry units come from the same territory.
So, in your example only 2 of the attacking Japanese Infantry units would get the Banzai option during the attack.
The Banzai rule described on page 54 should say:
“If there is any support from any type of unit other than Infantry, the Banzai factor is eliminated, and all Infantry attack as with the original OOB rules.”
This will be part of the updated Rules Clarification.
@victoryfirst said in Axis & Allies Global 1940 House Rules Expansion:
this came up in the game I am running now (it’s a damn exciting game by the way, I think it’s going to be the first game where the Axis have a good chance of winning I changed some of my Axis strats and it’s working)
Hope you’ll give a game report. Sounds like a good one : )
@The-Captain Landing Craft can’t be moved by Rail ? Is that correct ?
A Landing Craft unit is a Land unit.
It is produced on Land - moves on Land during Non-Combat Movement - and must begin and end it’s move on Land during Combat Movement.
In other words: Landing Craft units can be moved by Strategic Rail Movement.
This will be part of the Rules Clarification :+1:
Hi Captain,
I had a few questions regarding the rules. They came up during the game I was playing.
An Army Group needs two Armies and ten land-based combat units to exist. Can (some of) these ten land-based combat units be part of another army? (E.g, if a nation has two Tank Armies, Two Army Corps and two infantry in a territory, can this be an army group?
Why are there only two Atlantik-Wall markers, while there are four territories that can be fortified? (so four markers would be better)
In the rulebook, in the description of some units it’s stated that it counts as a tank unit towards the Air Transport Capacity. Since these units in question are German, and only Germany can Air-Transport Tank units, and Air Transports can only transport ONE combat unit, this is actually unnecessary to mention.
Can you fortify an empty island that had infantry moving to it during NCM?
Can you purchase a unit that is exceeding the maximum amount of units that can be on the map, but with the expectation that one of the already existing units die through combat, so that the maximum isn’t exceeded? And in the case this doesn’t happen, get the cost of the unplaceable unit reimbursed? (For example, Germany has six Panzer Grenadiers. It is planning to make a suicide run with them, and attack into heavily defended territory. Can it therefore buy some Panzer Grenadiers in the Purchase New Units phase? Because in the case that the enemy rolls enough hits, the maximum of units on the map will not be exceeded since the units are placed in the Place New Units Phase, and the units are bought in the Purchase New Units Phase.)
One more question and two rule-exploits I discovered (of little to no impact I think, but I don’t really know).
First the question!
I did this example because an Army Group containing foreign units cannot attack with its bonus (since the foreign units will not be able to move on a different power’s turn), but it can defend with the bonus (only).
Now, the rule exploits:
So, the US can bend the rules in its way to either always collect the extra units, or make a surprise attack, by not immediately declaring war on turn 3 on Japan.
Hi Victory,
Yes
You can print as many Atlantic Wall Markers as you want. This is also the case with Damage Markers, Fortifications etc.
True - we mentioned it, simply to make it more clear to new players. But anyway, you’re right.
No. The Infantry unit is moved to the island during NCM - the Fortification is placed during the Place New Units phase. So, the island is not empty when you place the Fortification.
No.
Concerning production of some units that are limited in numbers:
Example:
German Panzer Grenadiers:
Germany has 6 Panzer Grenadier units in Berlin.
The German player converts 4 Panzer Grenadier units to Waffen-SS Panzer Grenadier units.
The Panzer Grenadier units are immediately replaced by the Waffen-SS Panzer Grenadier units - and returned to the tray.
The German player purchases those 4 Panzer Grenadier units again - in this turn - and keep them ready for placement in the Place New Units phase in this turn.
Concerning German Take-Over of Italy:
On page 37 in the Axis & Allies Global 1940 House Rules Expansion rulebook, you’ll find which territories are included in Africa - and other parts of the map.
@the-captain said in Axis & Allies Global 1940 House Rules Expansion:
UK and US Transports and Escorts can be part of the same Convoy - if they are in the same SZ. They cannot move together, since they belong to different powers.
If only1 UK Trprt and 1 UK Escort and 1 USA Trprt and 1 USA Escort and all are in same Sea Zone, both Escorts would be boosted to D3 ? Or just 1 and USA/UK decide which one ?
I’ve been playing where UK and USA Trprts can boost each others Escorts. So if I’m in SZ 110 with 2 USA Trprts no USA Escorts and 1 UK Escort, I boost the Escort to D3.
How do you guys play this ?
Edit
Well I’m gonna let em boost both. Little bit of a double dip I guess and maybe i’ve been playing it wrong and they should only boost their own Escorts, but it seems a good example of Allied Anglo cooperation lol
It’s just one.
Each Convoy must include 2 Transports and 1 Escort.
So in your example the second Escort defend at “2” since it is not part of a Convoy.
It seems counterintuitive to me that Paratroopers are stronger on defense than offense. Their surprise and mobility should be their biggest strengths. Although a scattered drop, not unusual, weakens that.
Idk, they hit at 2 even after their D1 bonus to 3 for first rd. It seems as if they should only D1 2nd rd and on if defending by themselves. They’d be unsupported and growing weaker. Give them a normal Infantry D2 if in a mixed force makes sense.
Anyway just a thought. They are quite powerful.
Or you could give them D2 1st rd of defense than go to a D1.
@barnee triplea kinda does this the way it works. They get a bonus A@2and any hits can’t defend, then a normal A1 in first rd. On Defense they get bonus D1 and no hits can defend and then normal D2.
I know that’s not ideal and one can hand roll the battle if wanted, but I’ve just been going with it lol.
Anyway, I know you guys have crunched this for decades and thousands of games so … pretty sure you’re happy with the result. I’m sure having fun with it : )
The Paratrooper unit has one primary task:
The Historical Movement Capability of a Paratrooper unit is reflected by the Paratrooper unit’s ability to move 2 spaces by air - on it’s own.
The secondary tasks are multiple - these are some of the most important:
Paratrooper unit’s are Elite Formations.
This is reflected by their Combat Factor in both attack an defense.
For Game Play & Balance reasons, the Paratrooper has an increased Combat Factor only during the first round of combat.
The Major Strength of a Paratrooper is it’s Movement Capability - this represents a major threat to enemy positions that are either lightly defended - or even undefended.
The number of Paratrooper units on the game board is limited to a certain number for each Nation.
The purpose is to reflect the Historical Aspect to some degree - and to keep the Balane Of Play intact.
We’ve play tested the Paratrooper unit in many variations for more than 20 years.
With the introduction of Global 1940 (1st & 2nd E) the Final Transformation of the Paratrooper unit came to an end.
The result is now included in the Axis & Allies Global 1940 House Rules Expansion.
Looking back on the developement of this unit - which is always represented on the game board - I can still recall the tons of fun & challenge we found on our way during this process.
Back in February 2014 to commemorate the 70 years anniversary of The Battle Of Monte Cassino we introduced the Waffen-SS Paratrooper unit.
This was the last chapter of the Paratrooper Unit Developement.
Since then, a few Optional Rules wich include the Paratrooper unit have been play tested.
One of them is the Monte Cassino Rule. This rule gives the German player an option to reinforce Southern Italy with Fortifications - from Early 1944 - and have Paratrooper & Waffen-SS Paratrooper units defending in them.
Based on years of play testing as well as hundreds of games played with the Paratrooper unit rules as they are now, I’m convinced that the final outcome is both balanced - and faithfull to History at the same time.