are you still looking, cuz im in port charlotte florida, and i live 1940 global
Axis & Allies Global 1940 House Rules Expansion
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 @the-captain said in Axis & Allies Global 1940 House Rules Expansion: Nonetheless, no matter if you play FTF or TripleA - once you,ve played Global 1940 with the Axis & Allies Global 1940 House Rules Expansion - there is no going back… :grin: 
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 @The-Captain does UK need to be at war with Japan to destroy it’s Pacific facilities ? 
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 Any Nation - even if not at War - can destroy a facility that this Nation controls from the start of that turn. To destroy a factory/industrial complex, it must be converted to an Underground Factory on a previous turn - and it must also be controlled from the start of the turn where it is destroyed. The Soviet Union has - as the only Nation - the option to destroy any of its industrial complexes any time during the game. This is described in detail at page 21 :+1: 
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 @the-captain right on I just dusted Singapore’s harbor lol 
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 We’ll soon release the Axis & Allies Global 1940 Basic House Rules Expansion. The purpose is to give players a more manageable approach to the use of the Axis & Allies Global 1940 House Rules Expansion. More about this later, at the release date. 
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 @the-captain Good idea simplifying the Rules, your current house rules can be difficult+confusing to the uninitiated(namely Me)!!! 
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 @nolimit yea takes a while. i think this is month 4 and still learning : ) @The-Captain You guys probably already got it crunched out but : ) one thing I was thinking would be to have the Army Group just activate another Army instead of itself. You’d still need the extra 10 dudes to form one. Just a thought. Looking forward to what you guys came up with. Edit 
 Thinking a bit more and 2 Tank Armies might be a bit overpowered. You could have 1 of each required but that’d leave the Americans out. Oh well too bad for them lolOk last edit You’d get 3 @3 on the attack vs 2 @4. The 3’s definitely better but the 2 @ 5 on D idk. I haven’t done the math but I’d probably take that. Anyway I’ll stop. RD 3 Japan right now : ) 
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 @barnee went ahead and ran it out on triplea battle calculator. The 20 tanks hittin at 3 come out better than the 16 and the 2 Big 5 hitters. Maybe it depends on number of units but still slightly better 4 % where as on offense it was 10 % or even a bit more. I guess if I get real obsessed I’ll do the math : ) but yea it’d be what you’d expect. Stronger on offense D just a bit weaker which I didn’t expect but not surprised. i’d probably still take the 5 hitters in a dice game lol 
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 @barnee 
 Remember;Only 1 Tank Army can be active in each territory. If you have 2 Tank Armies in the same territory - no matter if they are part of an Army Group or not - only 1 Tank Army is active. The total number of dice rolls for these 2 Tank Armies would be 16 (10 dice for the Tank Army that is active - and 6 dice for the second Tank Army). This is the case both during attack and defense. 
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 @the-captain yea that’s one of the things you have to check. When to activate or deactivate. I haven’t got too far yet but I like the idea of it encouraging you to have multiple Armies instead of just one big stack. 
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 @barnee 
 When you get to Global 1943 setup, you’ll also see the Armies spread out from north to south on the Eastern Front.The Germans are in a position to form Army Groups North, Center and South in just 2 rounds. Basically, this is what the Germans should always try to achieve (not only in Global 1943 Expansion) - beginning with planning and execution already from Early 1940. 
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 Rules Clarification is now added - next to the RULEBOOK, Axis & Allies Global 1940 House Rules Expansion. 
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 @the-captain Right on Where is Rulebook at again ? I don’t seem to see it. Hey started fixing the Pacific Islands. Got it tested just a matter of rewriting now. Hopefully today or tomorrow. Probably 6-8 hours or so. Once I get started i tend to be a little obsessive, so we’ll see how it goes lol 
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 RULEBOOK is at page 1 in this Topic… release date 20th April 2021… all your work with G40 Expansion is based on that rulebook :relaxed: 
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 @the-captain ahh i didn’t see a notification. i thought it did that when posts got edited. Cool I’ll check it out : ) 
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 @The-Captain Awesome ! Love it ! Well done :) Kinda bummed i can’t air transport landmines but oh well : ) Looks very professional. Whoever does the graphic/ format or w/e it’s called : ) nice job. A couple minor things I noticed. You probably want to reword this in land mines: “However, they do not defend if the enemy retreats 
 from combat during this minefield.”Maybe “during combat” or “when in combat” or something. The other one was a simple typo: These 2 Tactical Bombers 
 cannot support the Tank units inside “then” Soviet
 Tank Army.Obviously meant the. As you know not being overly critical :) just wanted to point it out. Once again, well done :grin: 
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 Great - I’ll correct these sentences:relaxed: The graphic/format I make myself, using Publisher. Thanks, by the way:+1: :+1: 
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 Hi Captain 
 I had planned to play my first game only with the Section 1 rules. Now, there is a rule that says Russia can move it’s factories, but that costs rail capacity. The rule of Strategic Rail movement is stated in a later section, so is there a limit then? Is there an unlimited amount of factories the Russian player can move, or is the limit 3 (the SRM limit)?
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 Also, I wanted to say you made a very clear and exact rulebook. I have seen so many rulebooks with loopholes and unclear things, but you point out and explain almost everything (and with almost I mean only 1 or 2 things) so you really did a good job making the rulebook! There are some spell errors though: defence (defense) - several times 
 concurred (conquered) - one timeI don’t remember exactly which pages the spell errors were stated though. 




 
		 
		








