Impressive!
Axis & Allies Global 1940 House Rules Expansion
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True - since Eastern Poland is controlled by Germany (not occupied, since a Factory is a facility) the Soviet player can place Partisan units in that territory.
The German player can ignore the Partisan unit - even if there are multiple Partisan units in that territory.
Note:
Partisan units prevent Strategic Rail Movement into or through that territory. -
Right on Thats what I thought. Just wanted to make sure :)
Panzer and I have a another Epic Game going on lol
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@The-Captain said in Axis & Allies Global 1940 House Rules Expansion:
2024
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Apr 20, 2023, 4:30 AMToday, it is 2 years ago since we released the Axis & Allies Global 1940 House Rules Expansion.
and now it’s year 3 :)
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I would play, but I just got into BBR (BloodBath Rules) Ruleset for G40. Pretty popular these days…with tournaments in 4 cities now. Probably the best version of the game I’ve seen yet…and I’m not one for house rules or variants either. You should check it out…You can search quick rule tutorials on Youtube.
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yea sounds sweet. I’ve never dove into big but have heard of it.
I wouldn’t discount Expansion. A whole lot of options for players :)
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Hi @questioneer,
As far as we know, the BBR is also based on a set of House Rules - and as far as we know they are not official OOB Axis & Allies or official Expansion rules.
All Axis & Allies rules other than those by Larry Harris are based on House Rules or similar sets of rules.
We are working on the Axis & Allies Global 1940 House Rules Expansion to be announced as the Official Standard Axis & Allies Global 1940 Expansion rules - since these rules are the Most Advanced Expansion rules in the entire Axis & Allies Universe.
Naturally, the Axis & Allies Global 1940 House Rules Expansion is advanced in a way that takes Axis & Allies to a new level of Strategic Wargaming.
We’ve been playing the BBR during 9 of our tournaments - and I can say, that the BBR is very well developed and it is also interesting as variant to the OOB G40.
But the BBR is in no way comparable to the Axis & Allies Global 1940 Expansion in terms of Tactical and Strategic Warfare - not to mention the unlimited options that are now made available in the Axis & Allies Global 1940 House Rules Expansion to the players during the game.
Some of the most advanced rules that distinguishes the Axis & Allies Global 1940 House Rules Expansion from BBR and all other G40 variants are:
- Paratrooper units
- Waffen-SS units and Waffen-SS Armies
- Panzer Army Formations
- Soviet Army Corps Formations
- Army Groups (multiple Armies combined into Army Groups)
- Winning Conditions
Those are only a few of the advanced rules that bring not only the Tactics & Strategy to a higher level - they also bring a tremendously well planned Historical Dimension to the game that takes all players back to World War II itself.
We wish you luck & fun all the way.
Captain
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@The-Captain Yes, interesting that these rules may become “official” at some point. Personally, I like BBR for its simplicity and not overly complex.
- You can actually finish the game in one sitting.
- Rules are minorly adjusted or tweaked to maximize dynamic play.
- Tech and objectives are slightly adjusted to open the board for more strategy to a new level.
- Play and action are so much faster and impactful in this version.
In a nutshell, its just more fun!
…and as they say…
“Once you BBR…you never go back!”
So true!
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Salute. After almost 4 games of The Captains Expansion ruleset, I can say that this version is the most balanced, versatile, exciting and multi-layered I have played.
All 4 games so far have been different and it’s always been a long, even battle, with constant back and forth!The game requires more planning both in operations and overall. The many new units (landing craft, paratroopers, elite, air transports etc.) offer almost countless tactical possibilities. And the “unlocking” of new game options (Total War, SS units, tank generals, additional units in the Pacific, etc.) or the formation of tank armies and entire army groups throughout the game takes the game to a whole new level.
I can warmly recommend this version and am happy to give it a test play ✌🏻
BR
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Hi @The-Captain
*Only Escort units can transport – and lay – Naval
Mines.
This manoeuvre can only occur during the NonCombat Movement phase. *hmm the itallics isn’t working. well w/e
So can i move in NCM pick up mines and move and sew them same turn ?
Seems so but just want to make sure.
Example
I could move from 112 to 113, load up on mines and move back to 112 and lay them ? -
Yes - the game mechanisms are identical to a Transport unit that loads and offloads cargo.
In other words:
During the Non-Combat Movement phase an Escort unit can move 1 or 2 spaces - and the load a maximum of 3 Naval Mines - and then either move again or offload the Naval Mines in the sea zone where the Naval Mines are loaded onboard the Escort unit.Remember:
If a friendly Naval Base is present from where the Escort unit begins the movement, the Escort unit can move a maximum of 3 spaces - same rule as for all other naval units. -
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Barnee, Panzerstahl-helm, and I are hosting a tournament of the G40 Expansion via TripleA :)
Anyone who wants to participate is welcome :)
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Well, everybody has their own personal preference of course. Anniversary Edition is one of my favorite games, just because it’s so simple. However, don’t be put away by the size and complexity of the House Rule Expansion that you might experience at first glance. I thought the same at first when I saw these rules for the first time - nah, this is way too complicated, I want something quick and easy! Until The Captain told me in a thread where I was complaining that the Eastern Front in G40 was a bit boring, that with their Expansion rules, the Eastern Front is one of the most interesting fronts.
After this, I was finally bold enough to give it a try, and oh boy - this game is one of the most fun Axis and Allies games ever! Of course, it takes some time to get used to the new rules. But after 2-3 games, the rules become much more natural to you, and complexity isn’t an issue at all.
- Each game is different
- There are a massive number of viable strategies possible for each nation
- Play Balance is excellent
- It has an awesome 1943 set-up that is super fun because of the same reasons above.
Thanks to all the new units and rules, all theaters of war are interesting - both on a tactical level as well as a strategic level. The Eastern Front is now one of the most intense battles ever. The War in the Pacific is exciting. Even the fight in the Atlantic is full of suspense. Only the best and most skillful commander will be able to claim victory - not the one that has the best dice rolls or that can bring the most stuff.
Once again, you can play whatever you like, but I wouldn’t stay away from the Expansion just because it looks overly complex. I can speak from experience that it’s not that bad, and the reward is immense.
I think I will never play OOB anymore, just because I can spend that time on a game that is 10 times as fun! :)
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Hi Captain, I have another question again. It’s about the Stalingrad factory. When you move the Stalingrad factory, to let’s say Samara, the same turn as the Red Army Conscription turn, are you still able to place six infantry there? The rules say when you move a factory, the building is limited to one unit or even zero units (when moving two areas). How is that during the Conscription turn? What’s the limit in that case when moving the factory one or two areas?
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Concerning Red Army Conscription Infantry and Movement of Soviet Factories:
If the Soviet player moves a factory 1 territory - including the Stalingrad factory - that factory can produce 1 unit in the same turn.
If the Soviet player moves a factory 2 territories - including the Stalingrad factory - that factory cannot produce any unit in the same turn.
This rule also applies for Red Army Conscription Infantry units.
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@The-Captain
In the House Rules Expansion it doesn’t explain how Army Group movement works. Can the Army Group move 1 or 2 spaces? -
Hi @mkgionet
@The-Captain will respond as well , but since it’s middle of the night for him and you’re on now, I will also :)
The AG, Army Group, can only move as far as it’s lowest movement member.
So, if a AG had a Infantry that can only move 1, the AG could only move 1 to remain intact.The AG can be formed at start of Combat Move or after Combat Move as well as after Place New Units.
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This post is deleted! -
An Army Group during Movement:
1. Combat Movement:
An Army Group that contains only units that can move 2 spaces - such as Mechanized Infantry units, Tank units, Waffen-SS units, Soviet Guard Infantry units etc. can move 2 spaces during the Combat Movement phase.Note:
Even if there is only 1 unit inside the Army Group that can move 1 space - such as an Infantry unit - the Army Group cannot move 2 spaces.2. Blitz Movement:
Even though a Blitz Movement is quite rare for an Army Group this movement is only possible when the Army Group contains the following units:- 2 Tank Armies (or Panzer Armies)
- 10 Tank or Panzer units
A Blitz Move is also possible if the Army Group contains the following units:
- 2 Tank Armies (or Panzer Armies)
- 10 units that are paired in order to Blitz (Tank + Mechanized Infantry etc.)
3. Non-Combat Movement:
The same game mechanisms that works during Combat Movement also applies during Non-Combat Movement.However, it is possible to split up an Army Group during Non-Combat Movement - and transfer any Armies and units from the Army Group to another territory - and then move fresh reinforcements into that territory - and combine all these Armies and units into a newly formed Army Group.
This newly formed Army Group is ready to defend in the same round - and ready to attack as an Army Group in the following round. -
@barnee Thanks Barnee! It would be good to add that to the rulebook.
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heh heh @The-Captain in charge of that :)
@VictoryFirst has started a tournament on triplea if you’d like to play.