Axis & Allies Global 1940 House Rules Expansion

  • 2025

    One more question and two rule-exploits I discovered (of little to no impact I think, but I don’t really know).

    First the question!

    1. Can (some of) the ten land-based combat units be from another power? For example, Germany has two armies and eight combat units in a territory from the start of its turn. Italy has also two combat units in that same territory. The German player wishes to create an Army Group (assuming it meets the requirements), because, on the following Russian Turn, Russia can attack this territory with a lot of combat factors. With the Army Group bonus, these odds drop below an acceptable level, so the Russian won’t attack this territory.

    I did this example because an Army Group containing foreign units cannot attack with its bonus (since the foreign units will not be able to move on a different power’s turn), but it can defend with the bonus (only).

    Now, the rule exploits:

    1. US National Guards Rule
      The United States gets extra units if Japan declares war on the US (in any way, so also a DoW on the UK will do the job). The US is allowed to declare on some of the Axis powers, not all of them.
      So, what the US player can do, is only declare war on Germany and Italy, but not on Japan yet. If Japan feels like attacking the US or UK after this, the US will get the extra units. If Japan is scared and doesn’t, the US can declare war on a turn where it is advantageous (for example, when it can attack and destroy Japanese units). Because if it declares war immediately, it probably won’t immediately be able to do a very good attack. And the extra income is still collected since the US is at war (with Germany and Italy).

    So, the US can bend the rules in its way to either always collect the extra units, or make a surprise attack, by not immediately declaring war on turn 3 on Japan.

  • 2025

    1. German Take-over of Italy
      One of the requirements of this take-over is that no Axis units can be on the African continent (a small question in between, do Axis units in Syria count as well?). The Allied players can punish an Italian player that sent a lot of units into Africa and therefore has its homeland little defended, by not destroying the Axis units in Africa. This way, the Take-Over cannot take place, and the Allies can launch attacks against the Italian Homeland more easily.

  • @victoryfirst

    Hi Victory,

    1. Yes

    2. You can print as many Atlantic Wall Markers as you want. This is also the case with Damage Markers, Fortifications etc.

    3. True - we mentioned it, simply to make it more clear to new players. But anyway, you’re right.

    4. No. The Infantry unit is moved to the island during NCM - the Fortification is placed during the Place New Units phase. So, the island is not empty when you place the Fortification.

    5. No.

    Concerning production of some units that are limited in numbers:
    Example:
    German Panzer Grenadiers:
    Germany has 6 Panzer Grenadier units in Berlin.

    The German player converts 4 Panzer Grenadier units to Waffen-SS Panzer Grenadier units.
    The Panzer Grenadier units are immediately replaced by the Waffen-SS Panzer Grenadier units - and returned to the tray.

    The German player purchases those 4 Panzer Grenadier units again - in this turn - and keep them ready for placement in the Place New Units phase in this turn.


  • @victoryfirst

    Concerning German Take-Over of Italy:

    On page 37 in the Axis & Allies Global 1940 House Rules Expansion rulebook, you’ll find which territories are included in Africa - and other parts of the map.

  • 2024 '23 '22 '21 '20 '19 '18

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

    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.

    If only1 UK Trprt and 1 UK Escort and 1 USA Trprt and 1 USA Escort and all are in same Sea Zone, both Escorts would be boosted to D3 ? Or just 1 and USA/UK decide which one ?

    I’ve been playing where UK and USA Trprts can boost each others Escorts. So if I’m in SZ 110 with 2 USA Trprts no USA Escorts and 1 UK Escort, I boost the Escort to D3.

    How do you guys play this ?

    Edit
    Well I’m gonna let em boost both. Little bit of a double dip I guess and maybe i’ve been playing it wrong and they should only boost their own Escorts, but it seems a good example of Allied Anglo cooperation lol


  • @barnee

    It’s just one.

    Each Convoy must include 2 Transports and 1 Escort.

    So in your example the second Escort defend at “2” since it is not part of a Convoy.

  • 2024 '23 '22 '21 '20 '19 '18

    It seems counterintuitive to me that Paratroopers are stronger on defense than offense. Their surprise and mobility should be their biggest strengths. Although a scattered drop, not unusual, weakens that.

    Idk, they hit at 2 even after their D1 bonus to 3 for first rd. It seems as if they should only D1 2nd rd and on if defending by themselves. They’d be unsupported and growing weaker. Give them a normal Infantry D2 if in a mixed force makes sense.

    Anyway just a thought. They are quite powerful.

    Or you could give them D2 1st rd of defense than go to a D1.

  • 2024 '23 '22 '21 '20 '19 '18

    @barnee triplea kinda does this the way it works. They get a bonus A@2and any hits can’t defend, then a normal A1 in first rd. On Defense they get bonus D1 and no hits can defend and then normal D2.

    I know that’s not ideal and one can hand roll the battle if wanted, but I’ve just been going with it lol.

    Anyway, I know you guys have crunched this for decades and thousands of games so … pretty sure you’re happy with the result. I’m sure having fun with it : )

  • 2024 '23 '22 '21

    @barnee

    The Paratrooper unit has one primary task:

    • To serve as a highly flexible unit for use in a Surprise Attack.

    The Historical Movement Capability of a Paratrooper unit is reflected by the Paratrooper unit’s ability to move 2 spaces by air - on it’s own.

    The secondary tasks are multiple - these are some of the most important:

    • To reinforce other units that are Cut Off from own lines of supply (fx. Strategic Rail Movement)
    • To pose a threat of attack deep into enemy rear areas

    Paratrooper unit’s are Elite Formations.

    This is reflected by their Combat Factor in both attack an defense.

    For Game Play & Balance reasons, the Paratrooper has an increased Combat Factor only during the first round of combat.

    The Major Strength of a Paratrooper is it’s Movement Capability - this represents a major threat to enemy positions that are either lightly defended - or even undefended.

    The number of Paratrooper units on the game board is limited to a certain number for each Nation.

    The purpose is to reflect the Historical Aspect to some degree - and to keep the Balane Of Play intact.

    We’ve play tested the Paratrooper unit in many variations for more than 20 years.
    With the introduction of Global 1940 (1st & 2nd E) the Final Transformation of the Paratrooper unit came to an end.
    The result is now included in the Axis & Allies Global 1940 House Rules Expansion.

    Looking back on the developement of this unit - which is always represented on the game board - I can still recall the tons of fun & challenge we found on our way during this process.

    Back in February 2014 to commemorate the 70 years anniversary of The Battle Of Monte Cassino we introduced the Waffen-SS Paratrooper unit.

    This was the last chapter of the Paratrooper Unit Developement.

    Since then, a few Optional Rules wich include the Paratrooper unit have been play tested.

    One of them is the Monte Cassino Rule. This rule gives the German player an option to reinforce Southern Italy with Fortifications - from Early 1944 - and have Paratrooper & Waffen-SS Paratrooper units defending in them.

    Based on years of play testing as well as hundreds of games played with the Paratrooper unit rules as they are now, I’m convinced that the final outcome is both balanced - and faithfull to History at the same time.


  • Have you thought of introducing supply lines?


  • @all-encompassing-goose
    We have no intention to change anything in the Axis & Allies Global 1940 House Rules Expansion.

    Nor have we any need for change, since the rules are used by hundreds of players - and the feedback we receive shows a perfectly balanced, fun & challenging game.

  • 2024 '23 '22 '21 '20 '19 '18

    I can’t remember if I asked this before, When Non-Agression Pact is violated, one can buy multiple Elite Infantry as long as they aren’t placed in same Territory, correct ?


  • @barnee

    Only 1 Elite Infantry unit can be purchased by any Nation each round. This unit must be placed in a Capital.

    Regarding violation of Non-Agression Pacts (Axis/Russia) - all units that must be produced in a Capital (Tank General unit, Paratrooper unit, Mines etc.) must still be produced in a Capital even when they are purchased with the Penalty IPC that this Nation receives.

    You haven’t asked this question before :relaxed:

    This will be part of the Rules Clarification. Thanks:+1:


  • @the-captain right on. I guess the 10 LMs I placed in belarus was an illegal move lol


  • @barnee

    Basically - yes.

    We discussed this, when we introduced the 10 IPC Penalty Bonus that Russia receives if Germany or Italy attack Russia first.

    Since an attack from Germany would most likely strike fx Baltic States as one of the first territories - and Mines must be produced in a Capital (since this factory is the only one with Specialized Weapons Production Capacity) - then it would violate this rule, if Mines “suddenly” pops up at the frontline, when Germany attacks.

    The 10 IPC that Russia receives should be regarded in the same way as with the US National Guard units that the United States receive, if Japan attacks or declares War first.

    So, any regular unit that Russia produces for these 10 IPC can be placed in any original Soviet territory that is not under attack.

    Most often, we see that players save these 10 IPC to purchase Red Army Conscription Infantry units in Early 1942.


  • @the-captain heh heh right on. i was buying two tanks before but then thought, 3 Elites and a LM be better lol

    I’ve adjusted game play where i roll Para and Wolfpack battles by hand. Takes a little longer but gives the intended play result. Just have to roll them before combat and edit the kills.


  • @the-captain apologies if I already asked this but, Waffen Paras don’t affect regular Paras when attacking/defending with them ? Regular Paras still get bonus ?

    When a Paratrooper unit attacks by air alone or
    together with other Paratrooper units only,


  • @barnee

    True - German Waffen-SS Paratrooper units can fight together with regular German Paratrooper units - and all the regular German Paratrooper units fight at their increased Combat Factor during the first round of combat.

  • 2025

    I had a question regarding the division of territories into regions.

    Are Trans-Jordan and Syria part of Africa or of Asia?

    Baltic states, Eastern Poland and Bessarabia are part of two regions: Europe and the Soviet Union. Can the Soviet Union SRM two or three units from a different Soviet territory into one of these?


  • @victoryfirst

    Hi Victory,

    Trans-Jordan & Syria are part of Asia.

    Baltic States, Eastern Poland & Bessarabia are part of Europe - but since they are original Soviet territories, the Soviet player can move units into them by Strategic Rail Movement on the same terms as with any other original Soviet territory.

    Good question. I’ll clarify this in the rulebook:+1:

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