Great Thank you
Axis & Allies Global 1940 House Rules Expansion
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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.
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@the-captain said in Axis & Allies Global 1940 House Rules Expansion:
These Armies can also be formed in any other territory during the Non-Combat Movement phase.
right on. Think I been doing it right then. Basically you just can’t form them during Combat Move
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@the-captain what’s the reasoning for Oberst not being able to be transportable by Air but Panzer Generals can ?
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Waffen-SS units are considered to have multiple Weapon & Transport systems in their arsenal.
In other words:
Waffen-SS units are heavily equipped & highly mobile.This is one reason why they cannot be lifted by air or transported by sea.
Another reason is the Historical aspect. No Waffen-SS Divisions were transported by sea or air during any invasion or re-group movement during the War.
Their training as well as the extra weapons & transportation means they have at their disposal is the major reason why they attack, defend and move as described in the rulebook.
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@the-captain right on that makes sense. Wanted to fly one to Africa lol
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@barnee
You can upgrade Paratrooper units to Waffen-SS Paratrooper units - then send them to Africa.Waffen-SS Paratrooper units move 3 - and move 4 when they take off from an Air Base.
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@the-captain yea I basically wanted to form a Waffen Army. I think the PG is to valuable to be used in a Desert Army
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Germany can create a maximum of 7 Armies.
The best scenario for Germany is to have 3 Army Groups fighting in Russia and Europe - and 1 Army (either Waffen-SS Army or Panzer Army / Desert Army) fighting in the Middle East - Africa area.
Depending on the overall situation, Germany could have 2 Army Groups fighting on the Eastern Front and 2 independant Armies (or 1 Army Group) fighting in Western & Souther Europe.
The last German Army should always try to get to Africa & Middle East - this scenario is easier to achieve in Global 1943 rather than Global 1940.
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@the-captain yea but not really anyway to get a Oberst to Africa unless through the caucasus I guess. Although if you had enough Armor in Africa you could have a full Panzer Army instead of a Desert Army.
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Hi @The-Captain
It’s been about a year and half now since started playing your guys awesome mod :) Got about 30 games in. One thing that I keep thinking about, is how Tank heavy the soviets get in the late game.
I understand why they get the Mass Tanks and then included into there Total War Build, but it seems Mechs and Infantry, after there Conscripts are killed, get basically ignored then. That just seems a little off to me.
I wonder if making Total War Mechs 6 for 18 and INF 6 for 15 for the soviets would help offset the Tank spam ? Would that make russia too strong ? Or would they just say f it and buy Tanks anyway ?
Usually I got enough dough to buy 6 Tanks for 22 bucks, a Elite and maybe Guards if there not maxed. If I have leftover dough i grab a Para or just blow it all on Rockets.
I know you guys got a thousand games in and got it crunched the way you want :) just wondered what your thoughts are on that :)
Edit
I guess for an extra 4 bucks you’d take the Tanks every time. If you don’t have enough dough, you take the 6 INF for 15 and save up for Tanks the next turn.I guess Mechs just don’t get bought. Russia already at the front lines, so they don’t need the speed units like Germany. Although when JPN attacks it’s nice to have some for the East.
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Hi barnee,
Once again - thanks for your commitment to the Axis & Allies Global 1940 House Rules Expansion.
Concerning Soviet Tank units vs. Infantry & Mechanized Infantry units:
The Red Army Conscription Infantry usually marks the High Tide of Soviet Infantry unit production.
From Late 1942 the Soviet War Effort is focused mainly on Tank production and specialized units, such as Paratroopers, Mines, Elite Infantry, Guards - and Partisans.
Since the Axis can only win the War if the Soviet Union is constantly put under extreme pressure, the Soviets are fighting a defensive battle.
For this battle, the Soviets need a massive amount of Infantry & Tank units.
Mechanized Infantry are redundant for this kind of battle.The Soviets must use the Strategic Rail Movement Capacity with skill - to move Infantry and other “Slow Moving” units to the frontline.
Paratrooper units are much more flexible and have a stronger Combat Capacity than Mechanized Infantry - so even though they are limited in production numbers, they would always be chosen for production rather than Mechanized Infantry.
This is the case for most Nations. -
I assume this means no Bombard as well as it’d be considered an attack imo.
Battleships cannot attack when they are
damaged but may still defendMight want to add that to next update just for more clarification for small cranium people like myself :)
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The rule describe below is also eligible for Battleship units.
This includes Naval Offshore Bombardement.
In other words: a damaged Battleship unit cannot conduct Offshore Bombardement since this action takes place during (before) the attackers Combat Phase.
Note:
Damaged Carriers can not attack.
A Carrier that is attacking and then taking
one damage hit can still attack in this
Combat phase – after this attack is over
the Carrier cannot attack until repairs have
been made. On the other hand they can
defend while damaged. -
– same
rules as for Carriers apply.yea i just ignored this part when i was scanning because CVs can’t Bombard
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@The-Captain Can’t remember but I thought you said only Land units block Partisans ? Do Landing Craft count if so ?
Sorry but the search feature is not very user friendly here
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@barnee
Yes, the Landing Craft unit is a Land unit - so it would block Soviet Partisan units.Do you have an example of this situation - where an Axis poxer has a Landing Craft unit left alone in an Axis controlled original Soviet territory?