Axis & Allies Global 1940 House Rules Expansion


  • @the-captain just saw this Subs on the prowl.pdf I hadn’t seen it before. Is this new ?


  • @barnee

    It’s not included in the rulebook yet.

    It is a rule that we used back in the 90’s - inspired by Gamers Paradise by Phillip Schwartzer.

    If we include it, it will be as a part of the Optional Rules in the Axis & Allies Global 1940 House Rules Expansion.

    In order to be able to use the Sub Commander rule in conjunction with the Axis & Allies Global 1940 House Rules Expansion a few minor adjustments would be needed concerning Naval Combat that involves Destroyers, Escorts, Transports, Submarines and U-Boats.


  • Because I was running out of pieces every time, I was thinking about buying some extra units at HBG. But now I have a question: how many American/Japanese ACs, American/British fighters and American/British Japanese destroyers come up in your guy’s game? I also keep the 1943 Expansion in mind, since I’ve never played a game of that, but I did set up the game to see how it looked. I immediately ran out of American destroyers and German infantry/tanks. So I will buy 6 extra German tanks but I am not sure how many ships can come up in both games.

    And what about the roundels? The German roundels tend to run out pretty quickly. Any other nations? I guess some extra Japanese ones as well?

    I have G40 plus the A&A 1941 Edition, but I don’t really like the pieces of that game (especially the roundels).

    And to clarify, I always top off a marker with a corresponding unit i.e. a Paratrooper marker will have an infantry unit on top of it unless there really isn’t one (like Landing Crafts, Air Transports, etc.)

  • 2024 2023 '22 '21

    @victoryfirst

    First of all - we use painted pieces, since this makes it much easier to distinguish between the various units.

    This gives you a perfect overview of both your own and your opponents units.

    It also brings another and more realistic dimension to the game.

    Example:
    The base on which each Infantry unit is attached is color coded for each type of Infantry unit: (Humbrol Paint Colours)

    • Regular Infantry: Grass Green (no. 80)
    • Elite Infantry: Beige Green (no. 90)
    • Waffen-SS Infantry, Soviet Guard Infantry, US Marines Infantry, British Commando Infantry, Soviet Commissar, Waffen-SS Oberstgruppenführer: Steel Grey (no. 87)
    • Soviet Partisan Infantry: White (no. 34)
    • Paratrooper Infantry, Waffen-SS Paratrooper Infantry: Blue (no. 25)

    To avoid confusion about production numbers, each Nation has an exact number of Specialized Units in their tray.

    Example:
    Germany has 8 Paratrooper units in the tray. Paratrooper units are not replaced by gray or red chips. If more than one Paratrooper is present in the same territory, they are placed next to each other.

    This is to avoid “over production”. When there are no more Paratrooper units in the tray - they are all on the game board.

    I recently painted new US Fighter units - P-51 - 30 pieces. This is enough for even the most intense games.

    All Aircraft Carriers are mounted with magnetic tape on the deck - as are all types of Fighter & Tactical Bomber units at the undercarriage.

    The US Navy has 14 Aircraft Carriers and the Imperial Japanese Navy has 10 in their trays.

    In most Axis & Allies games produced since the Axis & Allies Revised 2004 version, there is a slight difference in the appearance & size of most units.
    Especially the German Infantry, where the Steelhelmet looks tall & odd.

    For this reason, we use only the older version of the German Infantry, since this unit has the most realistic look.

    In my German tray, there are 70 German Infantry units - painted in Autumn 1943 Camouflage colors. This number is more than sufficient.

    At the Global 1940 Game Report Thread, you’ll see most units pictured in the colors mentioned above.

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  • 2023 '22 '21 '20 '19 '18

    Partisan question

    Partisans do not take control of Territory ? You can place a second Partisan in that same TTy the next turn and then it turns into a INF and TTy control for USSR ?

    So JPN did battle with UK and was mutual Destruction resulting in a empty TTy controlled by JPN and USSR places 1 Partisan on their turn. JPN still controls for PU/IPC value ? Even with Partisan in the TTy ?

  • 2024 2023 '22 '21

    @barnee

    Soviet Partisan units do not control a territory. No matter how many Soviet Partisan units are in the same territory.

    Soviet Partisan units can only spawn in Original Soviet Territories that are controlled by the enemy - but are unoccupied.

    Example:
    In Early 1943 Germany controls Belarus.

    The Soviet Union has placed 1 Partisan unit in Belarus in Early 1943.

    In Late 1943 Germany fails to eliminate the Soviet Partisan unit in Belarus.

    So, on the Soviet player’s turn in Late 1943 a second Partisan unit is placed in Belarus - in the Place New Units phase.

    The Soviet player decides to replace both Partisan units with one regular Infantry unit - and immediately takes control of Belarus.


  • @the-captain said in Axis & Allies Global 1940 House Rules Expansion:

    Soviet Partisan units do not control a territory

    Just to make sure, in my example JPN would still collect the income from the tty where the Partisan is ?


  • @barnee

    Yes - the power that controls the territory, collects the IPC.

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  • @the-captain if i have 2 Paras air drop and a third amphib attack, the third would be considered Infantry and negate the bonus for the 2 air dropped ?


  • @barnee

    Paratrooper units that attack any territory - without any support from other units - or support from Off Shore Bombardment - attack at “3” in the first round of combat.

    No matter where the Paratrooper units come from.

    So, in your example, all Paratrooper units attack at “3” during the first round of combat.

  • 2023 '22 '21 '20 '19 '18

    Can you load allied units on your Landing Craft ? Would behave the same as loading on a trprt ?


  • @barnee

    Landing Craft units must be loaded in the same turn as they take off.

    This means, that only the Nation that owns the Landing Craft units can use them to transport units.

    Exception:
    From round Early 1944 - and on any future round - during the D-Day Operation, United States and United Kingdom can use each others Landing Craft units in any combination.

    See pg. 39 in the Axis & Allies Global 1940 House Rules Expansion rulebook for further details.


  • @the-captain just to make sure LCV can still move by sea in ncm same as if they were in combat correct ?

    Landing Crafts can also move on land in the Non-
    Combat Movement phase– one territory in each
    turn.


  • @barnee

    True:+1:

    This will be part of the updated Rules Clarification.

  • 2023 '22 '21 '20 '19 '18

    What happens to the Partisan if the axis controlled TTy it’s in is liberated by a non soviet player ? For example,USA liberates Siberia

    Partisan ?.png

    It remains and defends normally with any Allied units until a soviet unit removes it or is killed in battle ?


  • @barnee
    The Soviet Partisan unit is only removed if any Soviet land based unit enters the same Original Soviet Territory.

    So, in your example the Soviet Partisan is now in an Original Soviet Territory - that is controlled by the Soviets - but are “occupied” by Allied units.

    In this case the Soviet Partisan unit can defend against any enemy land based units.

    Remember:
    Only enemy land based units can attack a Soviet Partisan unit.

  • 2024 2023 '22 '21

    Landing Crafts can also be transported by Strategic Rail Capacity Movement - on the same terms as other Land Based units.

    This will be clarified on the updated Rules Clarification.


  • Where can I find the rules concerning the new Combat Engineer unit?


  • @victoryfirst https://www.axisandallies.org/forums/topic/37755/global-1940-combat-engineer-unit?_=1663004999263

    These are triplea limitations

    1. Combat Engineer
      Adds the Combat Engineer Unit. Use Edit for moving Minor Factories and removing Landmines. Also for landing at Landing Strips. Land the Air Unit in a legal area and then edit after Non Combat Move. Unit Image courtesy of Hepps.

  • @barnee

    THanks! I was looking for this for ages!

    Do you also know where I can find the Desert Army Group rules? I believe it is still not in the rulebook yet.

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