Axis & Allies Global 1940 House Rules Expansion


  • 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 ?


  • @barnee

    :+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

  • 2024 '23 '22 '21 '20 '19 '18

    @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:

    1. Strategic Bombing on Industrial Complexes: all types of air units can participate in this battle, except Tactical Bombers. (See pg. 23-24).

    2. 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 ?


  • @barnee

    That is fantastic - sounds like you’ve been working non-stop on the project - I’m really looking forward to see it:+1:

    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.

    2. 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:


  • @the-captain heh heh sweet :) Ok so I’ll go with Paras can retreat as long as they don’t attack across water. I just tested as I went and now I’m gonna run through a full game round and try all the new bells and whistles :grin: and make sure there’s nothing obvious I missed.

    I’ll probably post it in a couple hours. Yea I’ve been somewhat “obsessed” with this. Idk if that’s a healthy personality trait or not, lol, but I didn’t think it would be triplea compatible at first. After going through the rules several times, I realized it could be made to work.

    Personally I think it’s turned out better than originally hoped. :grin:


  • @barnee

    :+1: :+1:

    We’re discussing land mines for use in TripleA in our Play Test Group.

    One suggestion is, that only a certain number of mines can be active in each territory. The number of mines are equal to the IPC value (+ 1) of any territory. Example: if a territory has an IPC value of 2, the maximum number of mines is 3.

    If a territory has no IPC value, there can be only 1 mine in that territory.

    Mines only defend during combat movement and non-combat movement into or through this territory - not during retreat of attacking units.

    This suggestion is based on our game experience with landmines.

    Please note:
    Land mines are an essential part of defensive fighting. Especially on The Eastern Front as well as in Western Europe…

    Could this suggestion work with TripleA ?


  • @the-captain said in Axis & Allies Global 1940 House Rules Expansion:

    …Could this suggestion work with TripleA ?

    Yes. Landmines will require some heavier edit use than most units, but my testing showed it to be playable. I was wondering about spamming mass landmines. :)

    I just posted the Version 1 file. I’m gonna post the triplea differences, run the test round ( thought I’d go ahead and upload now in case you wanted to check it out tonight ) and then I’ll start cracking on Version 2 :)

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