Axis & Allies Global 1940 House Rules Expansion

  • 2024 '23 '22 '21

    The rules concerning the Heavy Aircraft Carrier unit has been added to this thread.

    See pg. 1 - look for attached rule No. 17. G40 Heavy Aircraft Carrier unit.


  • @The-Captain Thanks for the clarification. Opens up some new possible Courses of Action for the Allies in India and the Soviet Union which I was not formerly aware of :)

  • 2024 '23 '22 '21

    The Air Fleet Commander rules have been clarified & updated with the following:

    “An Air Fleet can only attack from or defend in a territory or an island.”

  • B barnee referenced this topic on

  • @The-Captain

    Hello sir,

    can only airfields that have existed since the start of the game can be upgraded, or can new placed Airfields be upgraded as well?

    85e91dd5-93ca-4f71-8f9b-bf723c2bb8af-{07783924-C5ED-4865-A836-64EF5EF5E0C2}.png

    @barnee @Trout

    Thanks

    BR


  • @Panzerstahl-Helm

    Hi Panzer,

    Any Air Base that you control from the beginning of your turn can be upgraded with Heavy Industry 2 Units in order to scramble up to 4 friendly Fighter units.

    In other words - an Air Base that is purchased during the game can be upgraded on the same terms as an Air Base that exists from game start.


  • @The-Captain

    Hi Captain

    Can a Underground Minor be upgraded to a Major without losing it’s Underground status ? I couldn’t find anything saying it would lose it being undergound.

    The situation is India had a Major Undrg and was conquered. It turned into a Minor Undrg. Victory liberated it and wants to upgrade the Minor back to a Major.

    Thanks


  • @barnee

    Yes - the Underground Factory remains an Underground Factory when it is transformed from Minor to Major - or Major to Minor.

    Any upgrade to Underground Factory is only lost when:

    • The Underground Factory is moved
    • The Underground Factory is destroyed
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  • B barnee referenced this topic

  • @The-Captain

    Hej Captain

    Just to double check here, Germany can have 3 PGs as well as the Waffen PG ?

    Screenshot from 2025-05-17 21-28-10.png

    Thanks


  • @barnee
    A Panzer General unit can be transformed to a Waffen-SS Panzer General unit in the same round as a new Panzer General unit is produced.

    Example:
    At the beginning of the German players turn in Early 1944 Germany has 3 Panzer General units on the game board.
    One of these Panzer General units is in Berlin (Germany).

    In the Purchase and Repair Units phase he German player transforms this Panzer General unit to a Waffen-SS Panzer General unit - and immediately replaces the Panzer General unit in Berlin with the Waffen-SS Panzer General unit.

    The Panzer General unit is returned to the German game tray.

    In the same Purchase and Repair Units phase the German player produces 1 Panzer General unit (the Panzer General unit that was transformed to a Waffen-SS Panzer General unit).


  • @The-Captain

    Regarding the moving of Soviet Factories, does that include newly built ones as well ?

    Russia built a Fctry in Finland. Can they use their Europe Rail to move it to Karelia ?

    Thanks


  • @barnee

    Russia can move any factory that the Soviets control from the start of their turn.

    Since Finland is part of Europe, the Soviets can use their Strategic Rail Movement Capacity at “1” in Europe to move the factory from Finland to Karelia.


  • Good morning from the USA to all. Have a general question. Has anybody been able to use the Operation Felix-Heinrich during a game? If so, any tips on how to do so?? I would love to use it since in my games Gibraltar always has a special importance for both Axis and Allies so much so that it is usually the reason why somebody decides to attack the Neutrals if that ever happens. But it seems as if by the time you capture Smolensk, Bryansk, Western Ukraine. Germany got into that position by pushing strong on the Eastern Front which means that US/UK have made some advances either thru the Med or into France and in either case Germany doesn’t have a spare 6 infantry/4 panzers to execute OFH anyways.

    Which then leads me to believe that OFH is only possible when facing an inferior Allied opponent. I suppose it could be possible if the Allied game plan was full KJF. But if that is the case, then is Gibraltar really so important as to want to pursue activating OFH? Anyway, for what it’s worth it seems like a really cool thing to pull off but I just never see it being a viable strategy in an actual HRE game against a worthy Allied opponent. Would love to be wrong about this.

  • 2024 '23 '22 '21

    Hi @Trout

    We have launched Operation Felix-Heinrich in multiple games.

    The operation is usually launched after the German Take Over Of Italy.

    The operation opens up a possibility for Germany to capture Gibraltar - and to push the Western Front further away from homeland Germany.

    At the time when Operation Felix-Heinrich can be launched, the German Army is fighting deep inside the Soviet Union.
    Depending on the overall situation Operation Felix-Heinrich might be the last Strategic Offensive that Germany should launch in order to get the upper hand - capture Gibraltar - and seal off the Med.

    In each game when Operation Felix-Heinrich was launched, the Axis won the War.


  • @The-Captain

    Hi Captain

    To clarify on Tank Destroyers. Soviets roll up to 3 dice like a AAgun against planes but if it’s part of a soviet Corps it’d roll two dice for each target.

    So two Panzers attack, SSR TD fires 1 dice at each. If in a Corps, fires two dice at each.

    If 4 Panzers attack, TD fires one die at 3 Panzers each. If in Corps it’d fire two dice at the 3 Panzers each. The 4th is not targeted.

    Is that correct ?

    Thanks

  • 2024 '23 '22 '21 '20 '19 '18

    @The-Captain

    Hi Captain

    Anothher one. I thought I’ve asked this but can’t remember and I just looked through the rules again but can the 10 dudes inside a AG interact with units outside of it ?

    I know Armies and Corps can’t but not sure about the AG. If I have Artillery outside of the AG and PanzerGrenadiers inside as part of the 10 land units, can the Arty support them ?

    Thanks


  • @The-Captain

    Heh heh hope I’m not bugging :)

    So Germany took over Italy and USA took S Italy. G Waffen Paras then attacked and took S Italy.

    Is that legal since Italy is out of the war ? The para attack on Rome ?

    Thanks


  • @barnee

    Concerning Tank Destroyer units, Armies and Waffen-SS Paratrooper units:

    1. A Soviet Tank Destroyer unit that is part of a Soviet Army Corps - and is positioned at the 2 Dice symbol - can roll a maximum of 6 dice against these enemy units:
    • Any type of Tank/Panzer unit
    • Mechanized Infantry unit
    • Tank Destroyer unit
    • Panzergrenadier unit
    1. Units inside an Army cannot interact with units outside that Army.

    2. Paratrooper units and Waffen-SS Paratrooper units cannot attack these cities (territories) from the air:

    • Berlin (Germany)
    • Moscow (Russia)
    • London (United Kingdom)
    • Tokyo (Japan)
    • Washington (Eastern United States)
    • Rome (Southern Italy)

  • @The-Captain Thanks for the reply. That makes sense. I can see where if Germany is having enough success with Barbarossa to hold those three territories and then capture Gibraltar too, that would be extremely difficult for the Allies to overcome. The two extra IPC’s from Spain joining the Axis is not unwelcome either.


  • Hey Captain. Have you ever thought about creating an HRE variant for Tech? Tech OOB is rarely used, I don’t use it either. And alot of the HRE additional units overlap with some of the Tech. Biggest example of course is the Super Sub tech for G is already covered with the U-Boat special rule. Anyway, just a thought. I don’t even have specific suggestions for what those could be. But as it stands, all of us just ignore tech and never use it. Whether we play OOB or HRE

  • 2024 '23 '22 '21

    Hi Trout,

    Concerning Weapons Developement (aka Technological Breakthrough), we considered several options during the developement of the G40 HRE.

    These were some of our considerations:

    1. Each dice roll costs 10 IPC. For each “6” you get a Technological Breakthrough. For each Technological Breakthrough roll one dice to determine which unit or rule your Nation gets.

    2. Same as above - but Weapons Developement may not begin until Early 1943.

    3. Same as above (1 + 2) but each dice roll costs 5 IPC.

    To simplify the issue concerning Weapons Developement rules we just kept them as they are in the OOB - but Weapons Developement cannot begin until Early 1943.
    The reason is that according to History, by Early 1943 all major Powers - especially Germany, United States and the Soviet Union - went All In with Weapons Developement in order to get the Upper Hand.

    Instead of changing the OOB Weapons Developement rules further, we decided to give each Nation access to the weapons that they already developed and produced during the War.
    In the G40 HRE these weapons are now purchasable for the Nation that produced them - and in the numbers that they were produced (as Historically accurate as game play allows).

    The Historical Timeline is (as Historically accurate as game play allows) kept in the G40 HRE concerning these specialized weapons that each Nation can purchase.

    Our game experience shows that most players do not use the Weapons Developement.

    The explanations might be:

    • The IPC are more needed for units production rather than research.
    • Since most Nations can purchase specialized units - such as Super Heavy Battleship units, Heavy Bomber units, German U-Boat units & Wolf Pack rule etc. the OOB Weapons Developement are redundant.
    • Winning Conditions: the G40 HRE Winning Conditions are more flexible than the OOB version - hence the absence of interest in Weapons Developement.

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