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    Best posts made by The Captain

    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      Hi Barnee,

      Yes, since only 1 Elite Infantry unit is allowed in each terrotory, the retreating Elite Infantry unit would be lost during this maneuver.

      You could compare this scenario with Carrier Based Fighter units that has no place to land - they would be lost at sea.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      :+1:

      The Shipyard Tech rule is not changed - so Naval units simply just become even cheaper etc. with the new Cost Of All Units chart.

      We also left the Airborne Tech as it is - since nobody ever uses it anyway now that Paratroopers are available. In this case - what would you suggest?

      Yes, Weapons Developement can begin in round Early 1943.

      Basically, what we experience during play testing - and regular games as well - is that Weapons Developement is not used at all. Mostly because you can purchase a variety of units that make Weapons Developement redundant - and because it’s too costly at the expense of mass producing much needed combat units for Frontline Duty (see Total War rule from Early 1943).

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      :+1: :+1:

      Yes - all Industrial Complexes can be converted to Underground Factories.

      Also, this is the only way you can destroy them, in order to prevent them from falling into enemy hands.

      Thanks

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      That is fantastic - sounds like you’ve been working non-stop on the project - I’m really looking forward to see it:+1:

      1. Tactical bombing is not described in detail in the Axis & Allies Global 1940 House Rules Expansion. On page 24, Note 2 is just described that bombing of Air Bases & Naval Bases must follow the rules of Air-To-Air Combat Over Target Area.

      2. Attacking Paratrooper units can retreat from combat on the same terms as attacking infantry units - one space back to a friendly territory from where at least one of the attacking units came. This rule also applies if the Paratrooper units attack by air. If retreating under these circumstances is not possible, there can be no retreat.

      When players througout the Axis & Allies Community start playing with the Axis & Allies Global 1940 House Rules Expansion, then I’ll sum up on questions & answers and create a FAQ.

      Since we represent several individual play groups we have a name: Danish Axis & Allies Association. Our Facebook site is available - but still under construction.

      The name under which the Axis & Allies Global 1940 House Rules Expansion is created and released is simply: The Captain.

      But I think you’re right about The Captain & Co. since no one can stand alone - and every succes depends on the Team Effort.

      So, The Captain & Co. should be the name:+1:

      Thanks for your comments:+1: :+1:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      :+1: :+1:

      We’re discussing land mines for use in TripleA in our Play Test Group.

      One suggestion is, that only a certain number of mines can be active in each territory. The number of mines are equal to the IPC value (+ 1) of any territory. Example: if a territory has an IPC value of 2, the maximum number of mines is 3.

      If a territory has no IPC value, there can be only 1 mine in that territory.

      Mines only defend during combat movement and non-combat movement into or through this territory - not during retreat of attacking units.

      This suggestion is based on our game experience with landmines.

      Please note:
      Land mines are an essential part of defensive fighting. Especially on The Eastern Front as well as in Western Europe…

      Could this suggestion work with TripleA ?

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @monsieurmurdoch

      Great - I guarantee that you’ll have fun. Looking forward to hear about your first game impression.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Originally, there is no limit to how many mines can defend at any border. But since TripleA cannot adapt this rule, we have to consider the play balance in attacker vs. defender. So, TTy value plus 1 as the max number of armed mines in a territory seems well balanced.

      Also, originally there is no limit to how many unarmed mines each territory can contain. The reason is, that mines must be produced in a Capital - and from there move to the front during NCM. So, when the owner of these mines wants to move them in any directions - depending on the anticipated direction of enemy attacks - there might be “traffic jam” if there is a limit to the number of unarmed mines “enroute”.

      To make this work with TripleA I can see the difficulties. So, taken the above into consideration I suggest that we adapt a rule that you suggest will work:+1:

      Depending on player feedback, we can always go back and adjust the rule for TripleA later.

      What do you think about this?:relaxed:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      If a Major IC is captured by enemy forces (and then replaced by a Minor IC according to the original G40 rulebook) - the enemy cannot upgrade to Heavy Industry. Only the original owner of the IC can upgrade.

      If the original owner liberates this IC, this player can upgrade the IC to Heavy Industry.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      I agree on the red dot one:+1:

      Since you love that smell in the morning - I believe that it smells like…VICTORY:relaxed:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Hi barnee,

      Germany can create a total of 3 Panzer Armies and 4 Waffen-SS Armies. So, when these Armies are combined into Army Groups the maximum number of German Army Groups is 3.

      And yes, USSR can create a maximum of 2 Army Groups - and USA only 1 Army Group.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Only 1 Army from the same side or Nation can be active in each tty - and get the extra bonus rolls.

      It doesn’t matter if this Army is part of an Army Group or not.

      If multiple Armies (whether or not they are part of Army Groups) from the same side or Nation are present in the same tty during defense, still only 1 Army gets the bonus rolls in that tty.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Hi barnee,

      When converting the AAG40HRE to TripleA, the following must be corrected:

      Home Defense:

      The rule says that the first time an amphibious assault takes place against UK or Japan, infantry units and fighter units have an increased defense factor during the first round of combat.

      This must be changed, so the UK and Japan players each can decide on their own, when they want to activate the Home Defense rule. It doesn’t necessarily has to be during the first enemy amphibious assault…

      Thanks

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      If Germany takes over Italy, the original Italian IC can also be used by Germany for Total War builds.

      Germany can even upgrade these IC to Heavy Industry, since they exist from game start - and now counts as German Original IC.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Paratroopers can move 2 spaces by air - 3 spaces if they take of from an air base. So, yes, they can move to Romania from Germany…and from there to Caucasus…or any other valuable tty :-)

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      We can work on the text together - let me know what text you want - and I might be able to fix it with pictures and stuff :-)

      Send it to g40expansionrules@gmail.com :-)

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      Correction: Air Transport can only transport 1 landbased combat unit. And, no - Commissar cannot be transportyed by sea or air. But a Commissar can be moved by Strategic Rail Movement.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Hm - good question…

      I suggest that mines are not transportable by air.

      I have never seen anybody transport mines by air, since the capacaty of air transports are too valuable for that kind of transportation.

      I’ll correct it in the upcomming rules clarification.

      Thanks :muscle:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      You’re right - it should be 3 mines if any mines at all. Otherwise the transportation cost would simply be to high. I’ll discuss it with our veterans this Sunday, when we enter the final stages of play testing for our new Global 1940 project.

      Remember:
      In case of UK/Allied mines in Africa - or anywhere else for that matter - always consider, that friendly Nations might have to pass through your minefield - with possible losses as a consequence.

      This is one reason why mines must be placed with special attention to future rounds.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      You must control the tty from the start of the turn to be able to place Defensive Fortifications (see page 33: German Atlantic Wall).

      This is not described under “Defensive Fortifications” page 32 - which it actually should to avoid confusion.

      I’ll correct this in the rules clarifications, later this year.

      Thanks:+1:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      You can form a Waffen-SS Army during the Non-Combat Movement phase as well as during Place New Units phase.

      Example 1:
      During Non-Combat Movement, Germany moves 1 Waffen-SS infantry unit from German controlled Novgorod through German controlled Belarus to German controlled Bryansk.
      Also, Germany moves 1 Waffen-SS Panzer unit and 1 Waffen-SS Panzer Grenadier unit from German controlled Ukraine to Bryansk.

      These 3 Waffen-SS units link up with a Waffen-SS Oberst-Gruppenführer unit that simultaneously moves from Western Ukraine to Bryansk.

      The German player announces that these 4 Waffen-SS units now form a Waffen-SS Army - and moves all these Waffen-SS units to the Waffen-SS Army Board (next to the gameboard) and places them accordingly at the dice symbols (naturally the Waffen-SS Panzer unit must be placed at the 2-dice symbol in the back - and the Waffen-SS Oberst-Gruppenführer unit at the 2-dice symbol at the front of the Waffen-SS Army Board).
      The Waffen-SS Army Marker belonging to that Waffen-SS Army Board is then placed in Bryansk.
      This Waffen-SS Army is now ready for combat.

      It doesn’t matter if Belarus or Bryansk were German or Soviet controlled at the beginning of the German players turn.

      Naturally, none of these Waffen-SS units have taken part in any attack during this turn, since they would then have already moved - and could therefore not move during the Non-Combat Movement phase.

      In this example, Novgorod, Ukraine and Western Ukraine are German controlled from the start of the German players turn.

      Example 2:
      The German player attacks with 1st and 2nd Waffen-SS Armies from German controlled Bryansk into Soviet controlled Smolensk - destroy all Soviet units - and takes control of Smolensk.

      In this example both Waffen-SS Armies are identical and each consists of 1 Waffen-SS infantry unit, 1 Waffen-SS Panzer Grenadier unit, 1 Waffen-SS Panzer unit and 1 Waffen-SS Oberst-Gruppenführer unit.

      The 2nd Waffen-SS Army has suffered casualties during combat - and has lost 1 Waffen-SS infantry unit. The remaining Waffen-SS units from the 2nd Waffen-SS Army are returned to the game board - and the 2nd Waffen-SS Marker is returned to the 2nd Waffen-SS Army Board.

      During Non-Combat Movement the German player decides to reinforce Smolensk and moves one Waffen-SS Panzer unit from Western Ukraine to Smolensk - and announces that this Waffen-SS Panzer unit links up with the surviving Waffen-SS units from the 2nd Waffen-SS Army.

      The 2nd Waffen-SS Army is now active again - and all units in this Army are moved to the 2nd Waffen-SS Army Board - and the 2nd Waffen-SS Army Marker is returned to Smolensk.

      Example 3:
      During the Repair and Purchase New Units phase, the German player purchases 1 Waffen-SS Oberst-Gruppenführer unit (and replaces a Waffen-SS infantry unit that is already present in Germany from a previous round with this Waffen-SS Oberst-Gruppenführer unit).

      In Germany are also 2 Waffen-SS Panzer Grenadier units and 1 Waffen-SS Panzer unit from a previous round.

      The German player announces that these Waffen-SS units link up to form a Waffen-SS Army. This Waffen-SS Army is ready for combat movement, combat etc. on this turn.

      posted in House Rules
      The CaptainT
      The Captain
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