@jonathan-rost Yes, although I may just have found a bunch in Mechanicsville.
Axis & Allies Global 1940 House Rules Expansion
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@victoryfirst https://www.axisandallies.org/forums/topic/37755/global-1940-combat-engineer-unit?_=1663004999263
These are triplea limitations
- 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.
- Combat Engineer
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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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@victoryfirst heh heh yea took me a bit to find it too. Lost all my bookmarks when machine fried lol
i’ll take a look
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And by the way, there were some inaccuracies regarding the timetable and the rulebook, that were already pointed out by someone. But which one is correct? The rulebook or the timetable?
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@barnee
https://www.axisandallies.org/forums/topic/37786/global-1940-desert-army?_=1663048515797Here it is! I was typing ‘desert army group’ for search, but it is just ‘desert army’.
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@victoryfirst said in Axis & Allies Global 1940 House Rules Expansion:
And by the way, there were some inaccuracies regarding the timetable and the rulebook, that were already pointed out by someone. But which one is correct? The rulebook or the timetable?
yea I noticed it too and mentioned it to Captain. The timeline in the rulebook is correct. Not the graph but the written part
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Is this an accurate description of the situation in Slovakia ? I form Army Group Centre with 1st Panzer and 1st Waffen and 2nd Waffen help fills out the needed units for the Army Group ?
2nd Waffen can still choose to attack elsewhere but the Army Group would no longer exist.
Thanks
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@barnee
What might be more clear is that you create separate subcategories of the same unit (like it already is with the Commissars). Then you will have units of the same army grouped together of units, which is more clear to see than a bunch of units with three leading units. So for example having a Tank1, Tank2 and Tank3, one sort for each army.For the army group you can do the same, create a unit called e.g. TankAG, so that you can see which units are in the AG by hovering over the unit.
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@barnee
True,VictoryFirst has a good point concerning identification of each Army Group.
What we do when we play FTF bord game is, that the Army Boards are placed next to the game board - so you can easily see which units are inside each Army.
Since we don’t have an Army Board for Army Groups - I am planning to make those Army Group Boards - as well as the Army Group Counters that would identify each Army Group.
In TripleA it is maybe even easier to make those Army Group Boards & Counters - so you know which units are inside an Army Group.
This is important, since an Army Group could consist of 2 Panzer Armies - and 10 Panzer units - in other words - the entire Army Group would be able ti make a Blitz Move.
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Naming an Army, Army Corps, Waffen-SS Army and Army Group:
- Tank Armies & Panzer Armies:
The first Tank Army that a Nation creates is called: 1st Tank Army (Germany: 1st Panzer Army) etc.
When a Tank Army is no longer intact - due to combat losses, Non-Combat Movement etc. the Panzer General Unit that was in command of the 1st Tank Army (if the Panzer General Unit survived) would still give name to 1st Tank Army - in case that this Panzer General Unit would once again create a Tank Army.
This mechanism serves the purpose to distinguish the various Armies from each other, since multiple Armies can occupy the game board.
The example above is the same for Soviet Army Corps and German Waffen-SS Armies.
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Army Groups: An Army Group is named in multiple different ways.
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The German Army Groups are named after their Historical Number or Name.
On the Eastern Front, the German Army Groups are named:
Army Group North
Army Group Center
Army Group South
On the Western Front, the German Army Groups are named:
Army Group A
Army Group B
Army Group C -
The United States Army Group is named: US 1st Army Group since the United States can only create 1 Army Group.
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The Soviet Army Groups are named:
Soviet 1st Army Group
Soviet 2nd Army Group
The Soviet Army Groups are named after the Tank Army that is part of that Army Group.
Example:
Soviet 1st Tank Army is part of a Soviet Army Group - this Army Group is called Soviet 1st Army Group.
If the Soviet 1st and 2nd Tank Armies are part of the same Army Group, the Army Group is named 1st Soviet Army Group.
A Soviet Army Group that includes only Soviet Army Corps is named:
Soviet 3rd Army Group
Soviet 4th Army GroupThis is the case even though the Soviet Union can only create 2 Army Groups.
- Why:
A quick reference look show the players that:
1st and 2nd Army Groups have at least 1 Tank Army
3rd and 4th Army Group have no Tank Armies
- Tank Armies & Panzer Armies:
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@victoryfirst said in Axis & Allies Global 1940 House Rules Expansion:
@barnee
What might be more clear is that you create separate subcategories of the same unit (like it already is with the Commissars). Then you will have units of the same army grouped together of units, which is more clear to see than a bunch of units with three leading units. So for example having a Tank1, Tank2 and Tank3, one sort for each army.For the army group you can do the same, create a unit called e.g. TankAG, so that you can see which units are in the AG by hovering over the unit.
Hmm … I’ll have to think on this. It may be partly possible. The immediate problems I see are that even though i can give the Unit additional Hit Points, they’d all have to be the same value. So the Commisar attacks at 2 but the Tanks at 3. Afaik triplea can’t do that.
Also I don’t think it can be deactivated mid battle. It’ll keeping throwing as many shots as it starts with. After battle the damage would be taken into account and then the unit could change into whatever needed.
Say a Commisar 3 Tank with 2 damage would change into a Commisar 3 T DMG 2 or something after battle and you’d know to remove it and replace with 1 Commisar and 1 Tank.
You can make boxes for the map and put units in it they way the physical board works but you’d still have to kill the support unit when you went understrength and then switch it back after battle. That’s not a big deal though. The boxes would keep it cleaner.
Problem is, idk how to do map stuff. All I can do is alter some images.
Thinking out loud here but maybe do as you suggested and when it’s time to actually attack or defend, remove the Commisar 3 Tank and add those Units before battle. That should be a little better. Or is that what you meant all along ?
Hmm … I’m guessing so. That makes sense and actually shouldn’t be to hard to do.
Great Idea ! :+1:
Edit
Well I guess one could try it out anyway. Would still require a lot of edit. Instead of switching 1 unit you’d be switching several. Anyway, I’ll think on it some moreEdit 2
Yea Idk i don’t think it’s really gonna help much that way. You’d just be editing all the time. i don’t think triplea can do what’s needed -
@barnee
In 2023 Dark Knight, Cornelis Post, beserker and I, have planned a visit to the US for 2 weeksWe will meet with Gerneral 6 Stars and his guys to play with their 1941 rules - and also the Axis & Allies Global 1940 House Rules Expansion.
I hope we can also meet you - and play:+1:
We will produce a Game Board identical to my own - that can be folded for transport.
We’ll also bring our painted game pieces. -
@the-captain That would be a blast. Sadly I don’t think it’s in the cards for me. If mom is still alive, I’ll be tending to her and if she’s not I’ll probably be back in Alaska.
Never know what next year will bring though :)
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@the-captain just to double check but LCVs can be transported by rail correct ?
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Yes - at the same terms as other Land Based Units.
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@the-captain Can I send Infantry out of there Fortifications to attack another TTy if they are replaced at the end of the turn without whacking the Forts ?
For Example
Normandy sends 3 INF out of their Fortifications to counterattack Belgium and they then place 3 INF in Mobilize phase. The Bunkers are not lost ? -
Rule says if infantry are destroyed or transported ( assuming they moved too on ground ) the fortification is destroyed.
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It is not possible to keep a Bunker unit if the Infantry unit leaves it.
Not even if you send new Infantry units into that territory during NCM.
- Why:
The Bunker unit (Fortification) represents Heavy Weapons, barbed wire, anti-personel mines, obstacles etc. and specially trained fortification infantry units.
When the Fortification is left behind by the infantry defending in it, everything is considered demolished to avoid capture by enemy units.
- Why:
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@the-captain so Armies, Corps and Army Groups can only be formed at the beginning of a turn unless reforming a previous one due to combat losses that turn ?
If I place a PG and 5 Panzers in Berlin, it won’t officially become active until the start of my next turn ? It wouldn’t be able to defend as a Panzer Army in the meantime ?
Thanks
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Concerning an Army:
- A Panzer Army, Tank Army and Soviet Army Corps - can be formed in a Capital by the Capitals Original Owner either during the Non-Combat Movement phase or during the Place New Units phase.
These Armies are ready to defend in the same round - but they cannot attack until the players next turn, since they are formed after the Combat phase has ended.
Note:
These Armies can also be formed in any other territory during the Non-Combat Movement phase.- A German Waffen-SS Army can be formed in Berlin (Germany) during the Purchase New Units phase, since the German player can upgrade Waffen-SS Infantry to Waffen-SS Oberst Gruppenführer as well as upgrading regular Infantry, Artillery, Panzer Grenadier and Panzer to Waffen-SS units of the same type - during the Purchase New Units phase.
Waffen-SS Armies can attack in the same turn as they are formed in Berlin, since they are formed before the Combat Movement phase has started.