I use them in my game but not G40. Have tweaked them over the years. You roll for 2 each country and use whole game. If you want I can post my chart.
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Hi Barnee,
Paratroopers operate under infantry rules, with the exeptions mention on pages 18 and 19. If a paratrooper wants to move into any Capital by air - this Capital must be friendly.
Ex.1: During NCM the German player wants to reinforce Axis troops in Rome with paratroopers from Western Germany. The paratroopers can move directly from Western Germany to Rome.
Ex.2: During NCM German paratroopers wants to move into Axis controlled Rome from Nothern Italy. They can choose to do so by air - even though this space is adjecent to Rome - og they can move by land.
German paratroopers wants to reinforce Axis Forces in Africa during NCM from Axis controlled Rome. Since Rome has an Air Base, these paratroopers can move up to 3 spaces by air - and can fly over enemy controlled sea zones.
Lend-Lease: UK and US units cannot take part in any combat on the UK and US players turn before being send to the Soviet Union - prior to the first comming Soviet turn where these units are to be converted into Soviet units.
Once the Lend-Lease units are landed in an original Soviet territory (and Soviet controlled) these units can defend if attacked by Axis Forces - before they are converted into Soviet units.
UK and US Transports and Escorts can be part of the same Convoy - if they are in the same SZ. They cannot move together, since they belong to different powers.
Army Group: This is the single largest and most powerfull formation of combat troops anywhere on the game board. The Armies within the Army Group are restricted to the same rules as when several friendly Armies are in the same territory. In other words: only 1 Army can obtain its ability to fight as an Army when multiple friendly Armies occupy the same territory.
Another example:
If 2 German Army Groups occupy the same territory - and each German Army Group attacks different territories from this territory - then both Army Groups attack as Army Groups - and each get 2 extra dice rolls at “4” in each round of combat as long as the Army Group is intact.
Thanks for your comment:+1:
Also - you’re right about units inside an Army & Army Corps.
All units withing a Waffen-SS Army, Soviet Army Corps, Panzer Army and Tank Army cannot interconnect with any units outside each type of Army.
Please note:
In a Waffen-SS Army that contains Waffen-SS Artillery and Waffen-SS infantry - the artillery can support the infantry inside this Army.
@the-captain Excellent ! Thank you. It all makes sense now. :)
As I posted on the other thread, I’m gonna start on a triplea version. While requiring heavy use of edit, compared to most triplea mods, it shouldn’t be too much of a buzz kill and if you’re used to playing by tabletop, you have to move everything by hand anyway.
One area that I’ll need help in, is with the graphics part. I have access to a pile of triplea units, some will need to be recolored and whatnot. So if you know anybody who knows how to do that, it would be way cool. Someone that could make images like the ones you have in the rules would be even better.
At any rate, I know some people at triplea that’ll probably help and I can always hack something together and let others replace them with better images in the future.
While I don’t know how to redraw the map, triplea can make the Tank/Panzer Army boxes as well as the Corps/SS . It can have a D-Day box also, but I’ve already ran through how to do it on the regular map and think it’ll work fine.
Right now, Landmines will need the most edit. Everything else not too bad. I’ll start a separate thread for this so I don’t spam this one out. I’m just all jacked to get going, since triplea is the only way I can play and this looks BadAss lol
Badasses ? What u looking at on triple a ? Lol
@gen-manstein heh heh
gonna mod the Capt’n n Companies G 40 Expansion
@barnee
That sounds great:+1:
I’ll see what I can do about the units for use with TripleA - checking if some of our test players knows anyone with skills on that matter.
When you start up a new thread, let me know. Otherwise we can communicate by e-mail, including sending files etc.
@the-captain right on. Just finished the Russian Guards : )
@the-captain What happens if an Elite is forced to retreat to a TTy that has another Elite ? Is it killed ?
@barnee
Hi Barnee,
Yes, since only 1 Elite Infantry unit is allowed in each terrotory, the retreating Elite Infantry unit would be lost during this maneuver.
You could compare this scenario with Carrier Based Fighter units that has no place to land - they would be lost at sea.
@the-captain right on thanks.
Also, tech starts in Early 1943, Rd 7, how does the shipyards tech work with the new naval unit costs ? And the Airborne tech, is it discarded ? I guess to simplify, what techs do I need to activate in early 43 ?
Thanks
@barnee
:+1:
The Shipyard Tech rule is not changed - so Naval units simply just become even cheaper etc. with the new Cost Of All Units chart.
We also left the Airborne Tech as it is - since nobody ever uses it anyway now that Paratroopers are available. In this case - what would you suggest?
Yes, Weapons Developement can begin in round Early 1943.
Basically, what we experience during play testing - and regular games as well - is that Weapons Developement is not used at all. Mostly because you can purchase a variety of units that make Weapons Developement redundant - and because it’s too costly at the expense of mass producing much needed combat units for Frontline Duty (see Total War rule from Early 1943).
@the-captain right on. I’ll leave it alone then.
Just finished Lend Lease. Hopefully have version 1 ready for a test drive in a day or so.
@barnee said in Axis & Allies Global 1940 House Rules Expansion:
@the-captain right on. I’ll leave it alone then.
Just finished Lend Lease. Hopefully have version 1 ready for a test drive in a day or so.
ATTACK !!!
@gen-manstein heh heh it’s gonna be a bloodbath lol
@The-Captain I’m guessing minors can go underground too ?
:+1: :+1:
Yes - all Industrial Complexes can be converted to Underground Factories.
Also, this is the only way you can destroy them, in order to prevent them from falling into enemy hands.
Thanks
@the-captain do Tac Bmbrs Air Battle at 3 ? No boost from escorting Fighter ? Or are they just a 1 same as Bombers ?
@barnee
Hi Barnee,
During Air-To-Air-Combat Over Target Area combat is resolved in the following way:
Strategic Bombing on Industrial Complexes: all types of air units can participate in this battle, except Tactical Bombers. (See pg. 23-24).
Tactical Bombing on an Air Base and/or Naval Base: all types of air units can participate in this battle. The participating air units must follow the same combat rules as during Strategic Bombing, meaning that:
a.: Attacking Strategic Bomber units each “defend” at “1” and escorting Fighter units “attack” at “3” - against the Fighter units that defend the facility (these defending Fighter units defend at “4” - and German Me 262 Jetfighters defend at “5”).
b.: Attacking Tactical Bomber units “defend” at “3”. These Tactical Bomber units can be escorted by Fighter units in the same way as Strategic Bomber units. During this type of combat, Tactical Bomber units cannot interconnect with Fighter units - (contrary to Land combat and Naval combat).
:+1:
@the-captain right on. I don’t see “2. Tactical bombing …” listed anywhere in the rulebook though. You might want to check that.
Version 1 is done. Just fine tuning the game notes. Do you guys have a name for your Group ? Right now I’m just calling you “Captain and Company”.
I’ll start a new thread later today. Probably take a couple days before it gets uploaded to triplea. I’ll send it out by "SendSpace " for manual upload for anybody that wants to check it out today.
@the-captain I’m guessing Paratroopers can’t retreat from any Air attack ? Even one of only one move ? Only from land attacks ?
That is fantastic - sounds like you’ve been working non-stop on the project - I’m really looking forward to see it:+1:
Tactical bombing is not described in detail in the Axis & Allies Global 1940 House Rules Expansion. On page 24, Note 2 is just described that bombing of Air Bases & Naval Bases must follow the rules of Air-To-Air Combat Over Target Area.
Attacking Paratrooper units can retreat from combat on the same terms as attacking infantry units - one space back to a friendly territory from where at least one of the attacking units came. This rule also applies if the Paratrooper units attack by air. If retreating under these circumstances is not possible, there can be no retreat.
When players througout the Axis & Allies Community start playing with the Axis & Allies Global 1940 House Rules Expansion, then I’ll sum up on questions & answers and create a FAQ.
Since we represent several individual play groups we have a name: Danish Axis & Allies Community. Our Facebook site is available - but still under construction.
The name under which the Axis & Allies Global 1940 House Rules Expansion is created and released is simply: The Captain.
But I think you’re right about The Captain & Co. since no one can stand alone - and every succes depends on the Team Effort.
So, The Captain & Co. should be the name:+1:
Thanks for your comments:+1: :+1: