No thank you, I don’t have the time. So you’re reducing the IPC value of Japan whilst giving fixed bonuses? Hmm, that does limit Japan’s options and would definitely be a slight nerf.
Axis & Allies Global 1940 House Rules Expansion
-
@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.
-
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.
-
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 :)
-
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
-
@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
-
@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?
-
@the-captain yea so i did a amphib with JPN when i attacked the communists
was wondering if they could stay and keep the locals in line lol
want to move them back to reload from JPN. Cheap Trprts if u stay in home waters n just pump as many dudes to china as u can lolEdit
It’s not alone but could be. Lack of units is what i’ve found slows the advance in SFE. So they don’t get the partisansEdit
My bad in wrong spot :( uggh the other one ha ha ha -
You can leave the Landing Craft unit behind and move you other Combat Units forward.
The Landing Craft unit would be hindering Partisan units to spawn in that territory.
-
The Rules Clarification has been updated.
The update adresses:
- Violation of Non-Aggression Treaty
- Carrier Based Fighter units
- Landing Craft units
-
@the-captain never used these guys other than testing. What’s the exact procedure for the XXI Uboat on attack ?
When one or more Type XXI U-boats (without
support of any other units) attack enemy ships,
the enemy ships (including enemy destroyers) are
unable to return fire in the first round of combat –
unless the Type XXI units stay in that SZ to
continue the attack.Do they submerge or retreat after there First Strike ? Would you give an example please ?
Thanks
-
German Type XXI U-Boat units are “invisible” to the enemy during the first round of combat.
In other words:
When a German Type XXI U-boat unit attacks enemy Naval units, the Type XXI U-Boat unit can withdraw - undetected - after the first shot, without enemy units returning fire - including enemy Destroyer units.If the Type XXI U-Boat unit should choose to stay in the “enemy occupied” sea zone after the first shot, then the enemy Naval units can return fire - also after the first shot.
Usually the Type XXI U-Boat units are produced by Germany only when the Allies have the upper in the Atlantic and Mediterranian Oceans, since the Type XXI U-Boat units have better chance of survival than regular U-Boat units.
-
@the-captain Did you guys ever consider giving the Marshalls a IPC and maybe an Infantry or an Elite for Pacific Expanded ? I know it’d probably be an easy USA kill but I just pretty much ignore it.
Just seems a little out of place with the US Navy frequently sailing by :)
Edit
Might as well give New Britain and Johnston a buck too and everybody can play lol
Well except for New Hebrides but there French so they don’t really matter.Oh prairie shit add them too : )
-
The initial House Rules Expansion play testing for Global 1940 (1st edition - and the later 2nd edition) began the day after the game was released (as soon as we got hands on the G40 game)
At that time, all islands in the Pacific were given an Increased IPC Value.
As play testing commenced it was obvious that not all islands were equally “attractive targets”.
We then studied deeper into the History of those islands to determine their Historical Tactical & Strategic Values.
It seemes that the OOB IPC values mostly indicate a Strategic Value (oil, iron core and other natural resources) rather than a Tactical Value (is the island suited for occupation as part of the fighting and further advance in the Pacific etc.).
Basically, we wanted to add an Increased Tactical Value - which is why the Pacific islands with an Increased IPC Value still have 2 IPC Values (the OOB IPC Value and the Increased IPC Value - this is explained later).
We agreed to gradually change the Increased IPC Values as our play testing went forward - and also agreed that by Play Testing Game No. 50 we should be able to determine the final Increased IPC Value for all islands in the Pacific.
By Play Testing Game No. 36 we also added Increased IPC Values for the islands in the Mediterranian & Atlantic Oceans.
After a few games it was obvious that this was only an advantage for the Axis - so the plan was dropped.Finally, after Play Testing Game No. 53, we were able to determine the Increased IPC Values in the Pacific - and by that time we also concluded that losses inflicted due to Convoy Disruption should be according to the OOB IPC Values. This is why those islands have 2 IPC values.
The Final Outcome is the one that today is represented in the Axis & Allies Global 1940 House Rules Expansion.
-
@the-captain just wanna double check. BB and CA can still Bombard if amphib landing is LCVs only ? No Trprts
-
Yes - Cruiser units and Battleship units can support any amphibious landing - same rules as OOB.
-
Heavy Bombers have 2 dice in attack and
defence.
Heavy Bombers operate under Strategic BomberJust to confirm, two dice plus 2 to each roll for SBR attack ?
-
@barnee
Heavy Bomber units are operating under Strategic Bomber rules.The differences between Heavy Bomber units and Strategic Bomber units are:
Heavy Bomber units:- 2 dice in both attack and defense.
- immune to enemy AAA fire
- expanded flight range
- cost
During a Strategic Bombing Raid, Heavy Bomber units also have 2 dice - and each dice roll is added “2” in the same way as for Strategic Bomber units, to determine the losses inflicted by the Strategic Bombing Raid.
This is also the case when Heavy Bomber units attack other facilities (Air & Naval Base).See more details at pg. 59 in the Axis & Allies Global 1940 House Rules Expansion.
-
@the-captain said in Axis & Allies Global 1940 House Rules Expansion:
and each dice roll is added “2” in the same way as for Strategic Bomber units,
right on that was what i wanted to know. The rules don’t imply anything different as written. Haven’t really used them and wanted to make sure