Axis & Allies Global 1940 House Rules Expansion

  • 2023 '22 '21 '20 '19 '18

    This post is deleted!
  • 2023 '22 '21 '20 '19 '18


  • @barnee

    If the attacker retreats, the attacking Escort that sweeped Mines must also retreat since the Escort cannot stay in an enemy occupied sea zone.

  • 2024 2023 '22 '21

    The 3rd Northern Europe Axis & Allies Wiking-Con has just been held in Denmark.

    Game Reports will soon be posted at the Global 1940 & 1943 Expansions Game Report Thread

  • 2024 2023 '22 '21

    We experienced that a few players was still using the “old” Axis & Allies Global 1940 House Rules Expansion rulebook.

    This came to our attention when a rule concerning the Soviet Air & Naval bases.

    The Soviets can destroy their bases any time at no cost (see pg. 21.).

    Make sure, that you use the updated version of the rulebook.

    The final updated rulebook is available at pg. 1 in this thread.

    The updated rulebook was released about 1 year ago.

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  • 2023 '22 '21 '20 '19 '18

    After playing this for a couple years, a few suggestions. Or ideas :)

    I think Underground Factories should be bombable up to half there max value. That would require the Reich to keep Ftrs present to protect them. I usually have at least 3 Ftrs in W GER anyway, to protect the Fleet if i have one :) or just the Ruhr itself. But it would simulate the Air War better imo.

    Also think the Air battle should only last 2 Rds instead of unlimited. This gives the Defender a couple chances at shooting down the attackers, but not endless.
    Some Bombers would fly through the defending Ftrs and make it to there target. Only to be shot at by AA lol

    The other thing I’ve noticed, is i don’t use USA Paratroopers. They seem too expensive to transport. Would be better off just hauling a Artillery imo.
    I wonder if giving them the ability to transform from Infantry the way the Marines can, would be worth exploring. Or maybe you already have :)

    Thinking limit them to UK proper and only 2 a turn ? Idk. Maybe that unbalances Western Europe too much ?

    Anyway, not to sound critical in a bad way or anything :) Best Mod out there in my opinion :)


  • @barnee

    In the Explained thread (see Facilities) it is described why Underground Factories cannot be targeted by Strategic Bombing.

    Play testing concerning the Underground Factory rule initially included the following:

    • An IPC Penalty must be paid by the owner - the IPC amount is half the dice rolls combined.

    or:

    • Damage to an Underground Factory can only be half of the damage inflicted to a regular industrial complex

    The results were mixed - and the Underground Factory rule was not attractive enough with those rules.

    It is known today, that Germany dispersed some of their factories to the forrests (Surface Forrest Factories) - in combination with underground facilities.
    This was not known by the Allies until after the War.

    We also included these facts in the decisions about the Underground Factory rules.

    The final results of the Underground Factory rule are now included in the Axis & Allies Global 1940 House Rules Expansion

    Concerning Air-To-Air Combat Over Target Area during Strategic Bombing of factories or other facilities, we studied the scenarios from various battles of WWII.

    • During the Battle of France in may-June 1940, the French fighter pilots flew only 1 mission a day - whereas the German pilots flew more than 5 missions a day.
    • During the Battle of Britian, the RAF pilots flew multiple missions a day - whereas the German pilots flew a maximum of 2 sorties a day.
    • During the air defense of Germany in 1944 and 1945, Allied fighter pilots flew up to 2 missions a day - whereas the Luftwaffe pilots were sent up in the air as soon as they were refueled an rearmed - multiple times a day.

    Defending fighter pilots were close to their bases - but the attacker was hundreds of miles away from their own bases. This had an effect in both morale and fighting capacity.

    Those facts were also included in our play testing.

    These are some of the reasons that defending fighters defend at a higher factor than attacking fighters.

    The Air-To-Air Combat Over Target Area scenario was not over until either the attacker pushed his bombers through to the target - or was eliminated.

    Concerning Paratrooper units - this was the very first rule that we implemented in 1993 for the Axis & Allies Classic game.

    A lot of studying went ahead before we came up with multiple suggestions for the Paratrooper unit. Some aspects that we play tested were:

    • Infantry can be transformed to Paratrooper
    • Sabotage: Partroopper units can cause sabotage to enemy facilities
    • Airlifting: How to airlift a Paratrooper unit (Airlift Token or Bomber etc.)
    • Cost, attack, defense, movement on land, sea and by air (for example the US 82nd Airborne Division was transported by sea to North Africa in Late 1943).
    • Fighting in a city (Capital City area)
    • Education & Training of Paratrooper units

    The final result is now included in the Axis & Allies Global 1940 House Rules Expansion on pg. 18.


  • @The-Captain

    Concerning Total War Builds, except for India, the 5 Powers can place at any Factory that meets the criteria ? If I upgrade th S AF Minor to Heavy, I could place 4 Ftrs there ?

  • 2024 2023 '22 '21

    Concerning the Total War rule:

    From Early 1943 (round 7) the 5 major powers can mass produce units in accordance with the Total War rule.

    Those 5 Nations can use any of their own original Industrial Complexes for Total War production - as long as these factories have the required production capacity.

    Exception:
    United Kingdom cannot use India for Total War production. Only the Industrial Complexes on the European side of the map can be used for Total War production.
    The rulebook says “London only” - but the original UK factories in South Africa and Canada can also be used for Total War (Air units only…).

    See pg. 50 for further information.

  • B barnee referenced this topic on

  • @The-Captain

    Can Air Transports transport Allied units the way Naval Trprts can ?

    American Inf could load on a ANZAC Air Trprt for example.


  • @barnee

    Yes - Air Transport units operate under Transport rules concerning transportation of units.

    Important:
    Only German Air Transport units can transport Tank units.


  • @The-Captain It’s not listed, but they can also transport AA Guns the way Transports do in OOB rules ?

    Screenshot from 2023-12-13 20-07-14.png


  • @barnee

    Only a German Air Transport unit can carry an Anti Aircraft Artillery unit, since an Anti Aircraft Artillery unit counts as a Tank unit for transport purposes.


  • @The-Captain Right on. So Tank, Paratrooper, AA Gun and Combat Engineer are the only units that can’t be transported by Air, unless a German Air Trprt.

    Naval Trprt can transport two of anything, except for the above four, which can only have one.

    Is that correct ?


  • @barnee

    The rulebook Axis & Allies Global 1940 House Rules Expansion describes the transportation capacity that is required for each unit.

    The rules concerning transportation by Sea, Air and Strategic Rail Movement is described under each unit - and in some cases also under “Escorts & Transports” as well as “Air Transport” and “Strategic Rail Movement”.

    We recommend that players refer to the Axis & Allies Global 1940 House Rules Expansion rulebook in case of any questions concerning transportation of units, since specialized units such as Mines, Rockets, Factories etc. have various transportation requirements.

    Even among our Veteran Players we repeatedly refer to the Axis & Allies Global 1940 House Rules Expansion rulebook.


  • @The-Captain I went through the rulebook and can’t find the transport costs for each unit. That’s why I’m asking.

    I go through the rulebook frequently and only ask when something isn’t clear. Where does it show the transport cost of each unit ?

    It’s not listed here

    Screenshot from 2023-12-15 10-47-00.png

    Some individual unit profiles will mention there transport cost but not all.


  • @barnee

    Okay - now I see :-)

    The Transportation Capacity that is required to transport each unit is described under the units profile.

    Example:
    A Paratrooper unit (see pg. 18) is a specialized Infantry unit - but concerning transportation a Paratrooper unit counts as a Tank unit towards the capacity of a Transport, Landing Craft and Air Transport unit.

    Anyway - we’re grateful that you ask questions, since there is always something we can improve concerning the rulebook and Rules Clarification.

    Thanks again barnee :-)

  • 2024 2023 '22 '21

    Concerning transportation of landbased units:

    See pg. 30 in the Axis & Allies Global 1940 House Rules Expansion rulebook:

    Note 5:
    A Transport unit can carry 2 land based units in any combination.

    Exception:
    If the Transport unit carries 1 Tank unit, the second land based unit cannot be a Tank unit or any other unit that counts as a Tank unit for transport purposes.

    Example:
    A Transport can carry 2 Artillery units - or 1 Artillery unit and 1 Tank unit.


  • @The-Captain Thank you. I thought I had seen it before but could not find it for the life of me :)


  • @The-Captain said in Axis & Allies Global 1940 House Rules Expansion:

    @barnee

    Rules concerning AAA are OOB - so in this case each AAA can only fire 3 times.

    Example:
    2 Paratrooper units and 2 Fighter units attack an enemy terrirory with one AAA unit.

    The defender must choose how to direct the 3 “shots” fired at the attacking Paratrooper & Fighter units.

    In this example the defender chooses to fire against both Paratrooper units - and to use the last shot against one of the Fighter units.

    The dice must be rolled seperately from the Paratrooper units and the Fighter unit.

    Here is how it goes:
    Two AAA dice are rolled against the Paratrooper units. Any casualties are removed.

    One AAA dice is rolled against the Fighter unit. Any casualty is removed.

    After the AAA fire is resolved, combat continues as normal.

    Lol I just spent close to two hours looking for this. I know I asked it before :)
    Started out pages 15 to the end then 10 to found it on 13 lol

    Kept getting sidetracked reading all the posts :) I tried searching paratrooper but it checks all house rule paratroopers, 43 of em. Only one from you and that wasn’t the one. Don’t really know a better way to search oh well :)

    Getting ready todo a detailed example on the triplea thread for Paratroopers and wanted to make sure i got it right.

    Hope you and your family had a good Christmas and you’re getting some gaming in :)

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