@Combat:
look at Websites that print vinyl banners. You can get them as low as $50. I printed my map using cheapbanners.com
Thanks… I’ll check it out.
NATIONAL ADVANTAGES
Round 0 - Start Game
Axis - Super Battleships
Round 1 - 1940 Winter/Spring
Allies - Radar Tower
Round 2 - 1940 Summer/Fall
Allies - Enigma Decoded
Round 3 - 1941 Winter/Spring
Allies - American War Effort - America no longer requires the build queue when purchasing units*, they may pay for units in full and immediately place them on the board in the same turn they were purchased.
Round 4 - 1941 Summer/Fall
Allies - Russian Rocket Artillery
Round 5 - 1942 Winter/Spring
Axis - German Tiger Tanks
Round 6 - 1942 Summer/Fall
Axis - The Tokyo Express
Round 7 - 1943 Winter/Spring
Allies - USA Essex Class Aircraft Carrier
Round 8 - 1943 Summer/Fall
Axis - German Jet Fighters
Round 9 - 1944 Winter/Spring
Allies - USA Super fortress
Round 10 - 1944 Summer/Fall
Axis - Banzai Attack
Round 11 - 1945 Winter/Spring
Allies - Diplomatic Alliance
_- All remaining strict neutral territories and their standing armies immediately become Allied controlled
Round 12 - 1945 Summer/Fall
Allies - The Atom Bomb
- The Allies have developed neucular technology, the war is over… the Allies are victorious
MAP RULES & CLARIFICATIONS
THE GIBRALTAR PENINSULA:
Gibraltar is divided into two sides, the Western Peninsula, and the Eastern Peninsula. A single nation, or two friendly nations must control both sides in order to operate the tactical facilities, to repair damage on those facilities, to move through the strait, and to collect for the territorial income value.
If the same nation controls both Peninsulas at the same time, then that nation controls both tactical facilities, they may repair damage on either facility, and they will claim all of Gibraltar’s territorial income value.
If two friendly nations control one Peninsula each at the same time, then the tactical facilities are operational, either nation may repair damage on either facility, and the territorial income value is divided between them 1 IPC each.
If two hostile nations control one Peninsula each at the same time, then the tactical facilities become inoperable, neither nation may repair damage on either facility, movement through the strait is forbidden, and the territorial income value is in limbo.
Any nation may bomb any facility on Gibraltar if at least one Peninsula is controlled by an enemy nation
Submarines are the only unit that may pass through the strait regardless of who controls the Peninsulas.
Ground Combat Sequence:
Tactical Missions Phase:
1. In Bound Aircraft:
2. Dog Fight Phase:
3. Antiaircraft Barrage:
4. First Strike Phase:
5. Carpet Bombing:
General Combat Phase:
1. Attacker Fires:
2. Casualties Declared:
3. Defender Fires:
4. Casualties Removed:
Clarifications & Explanations:
Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round
AA Artillery provide support to defending aircraft even if there are no attacking enemy air units present
Defending air transports may be used as casualties to absorb enemy hits at a rate of 1:3
Naval Combat Sequence:
Tactical Missions Phase:
All rules involving Submarines, Destroyers, and Aircraft are the same as 1940 Global with the following exceptions:
1. In Bound Aircraft:
2. Dog Fight:
3. First Strike:
4. Subs Submerge:
5. Depth Charge Attack:
6. Carpet Bombing:
General Combat Phase:
1. Attacker Fires:
2. Casualties Declared:
3. Defender Fires:
4. Casualties Removed:
Clarifications & Explanations:
_- Defenders must declare their casualties immediately after attack rolls and before defence rolls each combat round
Saved
Saved
DESIGNATING AIRCRAFT:
When can I designate my air units?
What can my designated air units do?
During phase #4 of an enemy’s turn sequence, your designated air units can be deployed to help defend a friendly territory or sea zone that you or an ally controls. Simply remove the designation markers and use the unit’s movement range to defend and then legally land.
A designated air unit may also play a role during the special missions phase whether bombing, escorting, and/or intercepting. You could decide to use your designated fighters as either escorts or interceptors depending on the situation and the initiative roll. You could also use your designated Tactical and/or strategic bombers to damage enemy facilities.
What are “in bound” aircraft?
When are designated aircraft not considered in bound?
When can a non-designated air unit be used in future missions?
Up to 3 eligible air units may scramble from an operational air base into an adjacent sea zone to help defend during an attack, these air units are considered in bound but they are not required to be designated.
Up to 3 eligible air units may scramble from an operational air base into an adjacent sea zone to help defend against a shore bombardment during the strategic missions phase, these air units are considered in bound but they are not required to be designated.
As many fighters as you wish (including none) may intercept a bombing raid bombing facilities within the territory they were stationed during the strategic missions phase. These fighters are not considered in bound, and they are not required to be designated.
When are air units required to be designated?
Eligible in bound air units defending a sea zone or territory (not scrambling from an operational air base into an adjacent sea zone) must be designated.
Eligible In bound bombers conducting bombing raids on enemy facilities during the strategic missions phase must be designated.
In bound fighters providing escort cover for bombers on bombing raids or for ships that are bombarding during the strategic missions phase, must be designated.
In bound fighters intercepting enemy bombing raids or shore bombardments during the strategic missions phase, must be designated.
When can I remove the assignment markers from my designated air units?
Designated air units must remain designated until they have been used during a future mission that required them to be designated, or during stage #3 of a turn sequence when they must be removed.
Designated air units used during future missions which did not require them to be designated, are not required to remove their assignment marker.
How many in bound and/or designated air units can I use?
You may defend a sea zone and/or territory with up to (but no more than) 3 in bound air units.
There is no limit to the amount of designated bombers that can conduct bombing raids into a territory, however, that territory must contain at least one facility.
There is no limit to the amount of designated escort fighters that can protect bombing raids or shore bombarments.
There is no limit to the amount of designated fighters that can intercept bombing raids, or shore bombardments.
There is no limit to the amount of intercepting fighters stationed within a territory getting bombed, which can intercept a bombing raid without being designated.
FACILITIES & CONSTRUCTION MARKERS
RULE EXPLANATIONS & GLOSSARY OF TERMS
IMPASSABLE REGIONS
PRODUCTION RESTRICTIONS
FIRST STRIKE CAPABILITIES
DOG FIGHTING
SUPERIORITY BONUSES
SUPPORT BONUSES
BLOCKING ENEMY MOVEMENT
CAPACITY LOADS
THE BUILD QUEUE
RELIEVING AND DESIGNATING AIR UNITS
During step #3 of your turn sequence, you may remove designation markers remaining under any air unit including none. Once an air unit has been relieved from past missions, they may be used during combat or non-combat movement for the remainder of your turn.
During step #4 of your turn sequence, you may apply designation markers under any air unit including none. Once an air unit have been designated for future missions, they may not move or be used for the remainder of your turn.
Designated aircraft may be used in the following ways…
(Important: designated and scrambling aircraft are both considered “in bound air units” during any given turn sequence, and there may never be more than 3 “in bound air units” defending a particular sea zone or territory)
OBSOLETE UNITS
**3G40 DELUXE EDITION: FAQ
Q: Can fighters designated for escorting/intercepting scramble in defense?
A: Yes they can scramble, and any surviving aircraft would remain designated for the strategic missions phase.
Q: What happens to the unit that is not sufficient to block enemy forces? A: Units not strong enough to block enemy movement on their own may be ignored or attacked in the same way a lone sea transport in G40 could be.
Q: Can I use the same battleship I used to shore bombard during an amphibious assault to also bombard an adjacent enemy territory in the Strategic Missions Phase? A: Yes, designating a fleet to conduct shore bombardments in the upcoming Strategic Missions Phase happens after all movement and combat toward the end of your turn.
Q: Can I submerge my submarine at the beginning of any combat round? A: No, there are only two legal opportunities to submerge a submarine, first is during the submerge phase in the tactical missions sequence of naval combat. Second is during the general combat phase at the beginning of any combat round in which the submarine is not eligible to hit the remaining enemy units
Q: What can my attacking strategic bombers do after they carpet bomb?
A: They may be used as a casualty, or they may retreat along with all other attacking units.**
Simply gorgeous map!
Playing this game as I Type.
4.5 hrs 1st turn.
You have way overcomplicated this by way way too much.
Naval and air designating is retarded.
Capacity points for IC’s is another no go. There are better ways to counter ijn tank rush.
The odds of Germany obtaining french stuff is to great.
If convoys are not part of a countries income, then how are they capable of removing $ from the same country that gains nothing for owning it?
There are 2 many convoy zones on map imho.
Uboats getting 2 sneak shots reguardless of dd present is broken and to strong imho.
Canada and UK or Australia and India should be teamed together, not the current way.
A cheat sheet for unit stats and costs is desperately needed.
Infantry are to weak!!!
@Deaths:
Simply gorgeous map!
Playing this game as I Type.
4.5 hrs 1st turn.
You have way overcomplicated this by way way too much.
Naval and air designating is retarded.
Capacity points for IC’s is another no go. There are better ways to counter ijn tank rush.
The odds of Germany obtaining french stuff is to great.
If convoys are not part of a countries income, then how are they capable of removing $ from the same country that gains nothing for owning it?
There are 2 many convoy zones on map imho.
Uboats getting 2 sneak shots reguardless of dd present is broken and to strong imho.
Canada and UK or Australia and India should be teamed together, not the current way.
A cheat sheet for unit stats and costs is desperately needed.
Infantry are to weak!!!
Thank you for your attempt at playing Sir… the design team is now working hard on making the designated aircraft rules less “retarded”
Sub rules are not so good. Only surfaced subs can be shot at or shoot?
Subs typically only attacked from the surface vs merchant shipping.
@Deaths:
Sub rules are not so good. Only surfaced subs can be shot at or shoot?
Subs typically only attacked from the surface vs merchant shipping.
The sub and destroyer rules are an improvement over G40, that’s what we were going for.
@Young:
I personally believe you have regressed in this area.
Unless you seriously streamline this, No one will play this. Spend more time rules searching then actually playing the game.
Use the KISS method every chance you can.
Game feels very axis biased
@Young:
@Deaths:
Sub rules are not so good. Only surfaced subs can be shot at or shoot?
Subs typically only attacked from the surface vs merchant shipping.
The sub and destroyer rules are an improvement over G40, that’s what we were going for.
I’ll bite: define improvement? What issue(s) are you attempting to fix, and how are you attempting to fix them?
-Midnight_Reaper
I came down here with an open mind and excited to try something new. Thank you for the time and effort putting this together.
This version is more work then fun.
All the extra phases and added sequences have this game bogged down. 10 fricking hrs, 3 turns down.
Other then the enjoyable company, this is a Saturday I wish I could have back.
If you try to be to historical, you zap the fun out of it.
Good luck to you,
Wont be asking to play this version again anytime soon.
Look guys… as you can see we’ve done a lot of work here and we’re play testing the crap out of it… I don’t wish to get involved in a conversation where I’m defending this variant to those that are obviously not interested. There are those that have printed the map, purchased the extra components, and have contributed positively to the process… and I’m in many conversations with them.
Thank you Death Head for trying it out, I’m sorry it wasn’t for you.
to try and move from the “stale G40” requires considerable amount of new and different ways of trying to rightfully represent the largest conflict in world history…
to say this took too long…well “we” all forget that it took “too long” to play G40 in the beginning…we feel very confident that when 5 players play this AND they have a decent understanding of the game - it wont take so “frickin long”
“axis biased”
safe to say the allies were players that have not played this version much…
the starting ipcs alone should probably alter this “axis biased” feeling…
G40 - Allies 177 ipcs Axis 66 ipcs (111 spread)
Deluxe - Allies 226 ipcs Axis 90 ipcs (136 spread)
“25 bid to allies”
plus the allies received more units in setup while adding another allied nation…
again this needs to be playtested more before any “real” bias can be determined with the hope no bias is determined when played properly…
imo rather brash to come to conclusions on a first time playing.