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    Best posts made by The Captain

    • RE: Global 1943 Expansion, Revised

      @barnee

      Four players - two game boards, each 1 on 1.

      My own game ended with Allied economic victory in Late 1945.

      The other two players didn’t finish their game yet - but it might be an Axis victory. We’ll see this tomorrow, when they finish (2-3 more rounds should do it).

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Strategy Guide Global 1940

      @barnee

      The United States will build up their Navy in the Pacific - one of the first tasks is to send Tank units to USSR - through Far East.

      Hopefully, within a few weeks, I’ll have the US Strategy Guide ready.

      Until then, Japan is next:relaxed:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Strategy Guide Global 1940

      @superbattleshipyamato123

      The only Armies that could include units with a movement of only 1 space, would be the Soviet Army Corps - since the Soviets can combine any kind of land based combat units within their Army Corps.

      In a German Waffen-SS Army, all Waffen-SS units can move 2 spaces.

      In a Panzer Army (or Tank Army) all units can move 2 spaces.

      Note:
      Concerning a Blitz move, only a Panzer Army/Tank Army can do so, since all units in this type of Army are able to make a Blitz move on their own.

      Let’s take this scenario to the next step:
      Only an Army Group that consists of 2 Panzer Amies/Tank Armies - and 10 Panzer/Tank units - would be able to make a Blitz move as an Army Group (this scenario is most likely quite rare…).

      So, I would narrow it down to the Soviet Army Corps:
      From game start - Early 1940 - the Soviets should create their Soviet Army Corps - each with 1 Commissar unit and 3 Tank units.

      Later, as the Soviet Tank Armies require multiple Tank units, it might be a good idea - during Non-Combat Movement - to move the Tank units from the Soviet Army Corps to the Tank Armies.

      The Soviet Army Corps could then include:
      1 Commissar, plus 3 Soviet Guard Infantry units. This would give the Soviet Army Corps a defense capacity equal to that of the Tank units within the Soviet Army Corps.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Strategy Guide Global 1940

      @barnee
      Yes, the third Army in the same terrirtory is formed - but is not active, since only 1 Army can be active in the same territory.

      And yes - the units inside this third Army counts towards the total of 10 landbased combat units that is needed to form an Army Group.

      Remember:
      Multiple Armies and Army Groups can be formed and share the same territory.

      Example:
      Two German Army Groups share the same territory: Western Germany. During a German attack, 1 Army Group attacks US forces in France - and 1 Army Group attacks British forces in Holland/Belgium.

      Both Army Groups attack as Army Groups - and each Army Group get the 2-dice bonus rolls at “4” - since they no longer share the same territory.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Strategy Guide Global 1940

      @barnee

      Another example:

      The German Army Group North occupy Novgorod. Army Group North consists of 1st Panzer Army and 3rd Waffen-SS Army - plus 10 Panzer units.

      During a German attack, the German player decides to split Army Group North:

      1st Panzer Army - plus 5 Panzer units - attack Soviet controlled Belarus.

      3rd Waffen-SS Army - plus 5 Panzer units - attack Soviet controlled Archangel.

      1st Panzer Army and 3rd Waffen-SS Army both get their Army Bonus Dice Rolls, since these two Armies no longer share the same territory.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Strategy Guide Global 1940

      @superbattleshipyamato123

      It would make sense to have the Armies and Army Groups as mobile as possible - the most optimal would therefore be that all units inside these Battle Formations have a Movement Capacity at 2.

      During small scale attacks - when there is no need for a 2 space movement - a Soviet Army Corps could include a combination of Soviet Guard Infantry and Artillery.

      The Artillery unit could then support a Soviet Guard Infantry unit - this Guard Infantry unit would then attack at “3” - with a 2 dice advantage.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Strategy Guide Global 1940

      @barnee
      The USA Strategy Guide is expected to be available - at the latest - next week.:relaxed:

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

      @barnee

      Yes, you can purchase new Panzer Grenadiers in the same turn that you convert Panzer Grenadiers to Waffen-SS Panzer Grenadiers.

      By the way - that would be the optimal choise, since you want all your Panzer Grenadiers available on the game board:+1:

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

      @barnee
      Yes, you’re right - the Timetable is essential to keep track of when special units can enter the game.

      The Timetable should be printed and kept next to the game board. We always use it in this way, since it helps to have an overview - especially during a hectic game when crucial tactical decisions are made.

      We’ll discuss where to inform about those certain episodes - as when you are replacing regular units with Waffen-SS units etc.

      It might be a separate section - attached to the Strategy Guide thread.

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

      @barnee

      Rules Clarification has been updated with islands that can be fortified.

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

      @barnee

      You’re right - United Kingdom can only produce their mines in London.

      Also, I’ll correct the text you described concerning mines:+1:

      You know, one thing is to develope and play with these rules hundreds and hundreds of times - and explain how it works face to face with new players. It’s another thing to describe it in text to players who have never used these rules.

      So, fortunately we have the Rules Clarification to help answer most questions:relaxed:

      Thanks for your notification:+1:

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

      @barnee

      Hi,

      Concerning a damaged Carrier:

      Example 1:
      A Japanese damaged Carrier is in sea zone 6. There are 5 Japanese Fighters in Japan and the Japanese Air Base in Japan is undamaged.

      The US player launches an attack against sea zone 6.

      The Japanese player chooses to scramble with 3 Fighters and has already allocated another 2 Fighters to protect the damaged Carrier.

      Example 2:
      Japan has an undamaged Minor Industrial Complex in Shantung.

      In Shantung there are 3 Japanese Fighters.

      A Japanese damaged Carrier is in sea zone 19.

      The Japanese player chooses to allocate 2 Fighters from Shantung to protect the damaged Carrier, since 2 UK Destroyers are able to reach the damaged Carrier if the UK player decides to attack.

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

      @barnee

      No worries:relaxed: :relaxed:

      Issues should always be met with constructive consideration.

      After all, it’s all about finding the best solutions - and still have fun & challenge.

      By the way, I just checked our Global 1940 Game Recording List - and we’ve played 215 games of Global 1940 with the Axis & Allies Global 1940 House Rules Expansion.

      Out of these 215 games “only” 168 games are fully recorded with pictures and notes.

      The initial 47 Global 1940 games are only partially recorded, since we had to convert the original Expansion Rules from Axis & Allies Classic, Revised and Spring 1942 into a version that was compatible with Global 1940.

      Also, new features were added during this convertion, such as Strategic Rail Movement Capacity, Air Transports, Panzer Armies / Tank Armies and Army Groups - just to mention a few…

      Our latest developement is the Global 1943 House Rules Expansion, which began in 2018 and ended earlier this year.

      A Background Clarification will be attached to the Global 1943 thread - with some explanations of why we chose this Game Setup as well as the text in the Military Situation and Historical Situation.

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

      @barnee
      Hi barnee,

      Yes - an Underground Factory is conquered in the same way as regular IC. So, the Americans now have an Underground Factory according to your example.

      You must control an Underground Factory from the start of your turn if you want to destroy it.

      Advice:
      Germany should upgrade all Frontline Factories to Underground Factories as soon as possible - to be able to destroy them - and to prevent them from Strategic Bombing raids.

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

      @barnee

      Hi barnee,

      An Army Group must organized from the start of the players turn - in other words: it must be formed on a previous turn - to be active.

      The Armies within an Army Group can stil re-form during Non-Combat Movement - as with the standard rules for Panzer Armies, Tank Armies, Waffen-SS Armies and Soviet Army Corps.

      The Army Group Marker is not a unit that can be chosen as casualty - it only represents an organizational symbol.

      Remember:
      When an Army Group suffers casualtiues during combat, the Army Group Marker is removed as soon as the Army Group no longer contains 2 complete Armies and at least 10 other land combat units.

      In this case the Army Group no longer exists as a fighting force - and all units and Armies (if any) are reduced to fight on their original combat terms.

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

      @victoryfirst

      Hi Victory,

      When USSR is at War with any Axis power, USA can send Lend-Lease units to any Soviet territory. In addition, USA must be at War with at least one Axis power in order to send Lend-Lease units to USSR.

      Red Army Conscription Infantry units can be placed at the Moscow and Stalingrad factories.

      If the Stalingrad factory is moved to another territory, it can still produce up to 6 Red Army Conscription Infantry units.

      Note:
      The Stalingrad factory must be in that terrirory from the start of the Soviet player’s turn - in order to produce Red Army Conscription Infantry units.

      Your questions will be part of the updated Rules Clarification:+1:

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

      @barnee

      Need to follow up on my notes, to check for King Tigers timeline.

      Thanks:relaxed:

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

      @barnee

      Sorry - true - just found it.

      They are not on the Timetable - maybe they should be.

      We don’t use them much, simply because other units are more needed for combat.

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

      @barnee

      That is correct.

      An Army Group must already be formed at the start of the players turn in order to be active.

      In other words - it must be organized on a previous turn.

      Another example:
      During Non-Combat Movement on the Eastern Front, 1st Panzer Army moves into German controlled Rostov and links up with 3rd Waffen-SS Army. 10 other land combat units are already in Rostov.

      The German player announces that all these are now part of an Army Group.

      This Army Group is ready for combat if USSR attacks in this round (or any other Allied units attack).

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

      @barnee

      True - Paratroopers move by air in the same way as air units.

      posted in House Rules
      The CaptainT
      The Captain
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