Here is what you do. upload the AA rules of whatever version. then Chat Cpb or Genmini upload the rules and it will decide with brutal logic. The Battleship is priced correctly if its 20IPC and takes 2 hits and SB at 4. the only issue might be the Carrier could have different combat values, otherwise its good. Let AI solve your issue!
Global 1940 Combat Engineer Unit
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@the-captain right on I’ll keep it as an option for 40 but turned on to start with.
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Updated to triplea
- Combat Engineer
Adds the Combat Engineer Unit. Use Edit for moving Minor Factories and removing Landmines. Also for landing at Landing Strips.
Land the Air Unit in a legal area and then edit after Non Combat Move.
Unit Image courtesy of Hepps.
Forgot about making it an option lol. So just don’t use if you don’t want to : )
- Combat Engineer
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Axis & Allies Global 1943 game no. 10 is played this coming Saturday.
This is the final play testing game with the Combat Engineer unit.
Rules concerning this unit will be revised & ready for use next week.
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Man, I can’t believe how far time has passed.
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The Combat Engineer unit has now been fully play tested for Global 1943 as well as Global 1940.
The Combat Engineer unit will be part of the Axis & Allies Global 1940 House Rules Expansion.
Note:
The Combat Engineer unit is part of the Optional Rules in the Axis & Allies Global 1940 House Rules Expansion rulebook. -
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Are the markers for the combat engineer unit already available for cut out and use?
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The markers for the Combat Engineer unit will be ready for print & use within 24 hours:muscle:
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Good!
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Markers for use with Combat Engineer units have been attached to the first post on this thread.
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The rules concerning Combat Engineer units have been updated.
A few rules clarifications are incorperated in the rules - and the defense factor is decreased to “2”.
The updated rule is attached at the first post on this thread.
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@The-Captain Right on. So it can’t move a Arty in CM and get supported now ?
During the Combat phase, the Combat Engineer unit
can be supported by an Artillery unit, and thereby
attack at “2”.
This Artillery unit can be “transported” by the
Combat Engineer unit during the Combat Movement
phase – or the Artillery unit could come from
1
another space – and support the Combat EngineerWould have 0 Attack Factor ?
When a Combat Engineer unit performs tasks no. 1,
2, 4, 5 and 6 the Combat Engineer unit’s attack
factor is eliminated.
In other words: a Combat Engineer unit cannot
attack when it performs another task – except task
no. 3: Blitz Movement.
It can however be chosen as cannon-fodder. ed-text -
The rules concerning Combat Engineer units have been re-clarified.
The latest updated rule is attached at the first post on this thread.
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The Combat Engineer units was used with great succes during the 3rd Northern Europe Axis & Allies Wiking-Con.
Game Reports with pictures will soon be posted at the Global 1940 & 1943 Expansions Game Report Thread
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@The-Captain All 3 LMs have to be placed on the same border correct ? I thought I saw that somewhere but don’t see it in this thread or the pdf
- Landmines:
During the Non-Combat Movement phase, a Combat
Engineer unit can move up to 3 un-armed
Landmines – at a distance of up to 2 spaces – and
place those Landmines directly at any border/line –
even if this territory has been captured during this
turn.
- Landmines:
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True - the Mines must be placed at the same border/line.
This will be specified in the updated rules for the Combat Engineer unit.
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The use of Combat Engineer units is mostly used by Germany.
Based on the 9 most recent Global 1940 games it seems that when the Soviet Union begins to produce Mines - Germany simultaneously begins the production of Combat Engineer units.
In order to reduce the effectiveness of the German Combat Engineer units, we usually experience that the Soviet Union simply increases the production of Mines - and spread them over a vast number of lines.
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@The-Captain yea I’ve noticed that unless you move in strength with them, they are susceptible to soviet counterattacks in tradeable TTys.
Now that they only D2, less chance of taking someone with them when they get slayed.
A cool unit. I’ve been using them more for both the Reich and SSR lately
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Re: Global 1940 Combat Engineer Unit Happy Friday from Texas Mr. Cap! One question and two observations for the Combat Engineer Unit.
- First observation: Bravo for this addition. Really adds a whole additional layer of strategy to the HRE as they have very unique capabilities to add to one’s overall Battle Plan.
- Second observation: In my gaming, we have found that moving minor factories for Japan westward from Shantung/Kiangsu to be the single most powerful Axis use of the CE and laying mines in Soviet Union to hamper Barbarossa as the single most powerful Allied use.
- The question that we could not find answer to in the CE rules is this: Can a factory be moved to and used in the territory of another member of your alliance?? For example, can Germany build two engineers and then move the Paris factory to Greece after Greece has been captured by Italy?? Or could UK build a minor IC in Persia, then move it to Caucasus and churn out UK units from Caucasus?? I guess the ruling could be different in each case as Greece is a captured territory while Caucasus is an original SU territory.
What is the answer sir
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Hi @Trout
I’m sure @The-Captain will see this anyway, but will ping him directly :)
Wow I had never considered moving JPN Fctrys in China. I thought for some reason, only original game start Fctrys could be moved.
I just reread rules though, and don’t see that they can’t.
Hmm … we’ll see what Captain says :)
Do you guys play on the physical board or triplea ? Both ?
Be cool to read some game reports from you.
HF gaming
:)