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    Posts made by The Captain

    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      Yes - in example 2, only 1 Waffen-SS Army is active during the attack, since only 1 Army (any kind) can be active in the same territory.

      If these two Waffen-SS Armies were part of an Army Group, the German player would have 2 dice at “4” during the attack in each round of combat for as long as the Army Group is intact.

      During board games, of course it is much easier to maneuver these complex formations.

      The major advantage in TripleA is, that you can agree on the time frame in which to play the game - this could be several months - and you could even play several games simultaneously.

      This option is - mostly - not possible during FTF.

      Nonetheless, no matter if you play FTF or TripleA - once you,ve played Global 1940 with the Axis & Allies Global 1940 House Rules Expansion - there is no going back…

      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
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @imperious-leader
      Thanks:relaxed:

      You’re most welcome to upvote our Axis & Allies Global 1940 House Rules Expansion:+1:

      We haven’t changed the OOB Techs - other than the date for Weapons Developement which cannot take place until Late 1943.

      I was higly inspired by Larry Harris and his team when we had to develope rules for Heavy Bombers, Me 262 Jetfighter etc. Several units throughout the Axis & Allies Global 1940 House Rules Expansion are inspired and developed in this way.

      We wanted to make some of the Tech units more accessible to players - not through Weapons Developement/Technological Research - but simply by purchasing them.

      Since Techs are widely used when playing the OOB version, we have considered to work on it - we just haven’t got that far yet…

      The big challenge would be to make Techs sufficiently attractive, considering the variety of units & rules that are already represented in the Axis & Allies Global 1940 House Rules Expansion.

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

      @gen-manstein

      Hi Manstein,

      I like your work - and I’ve played your Global 1941 game several times. It’s great!:muscle: And it works in conjunction with the Axis & Allies Global 1940 House Rules Expansion, with just a few adjustments.

      I would suggest - to avoid confusion with this topic Axis & Allies Global 1940 House Rules Expansion- that your pics. and rule suggestions could be posted seperately from this thread.

      Simply to avoid confusion, since the Axis & Allies Global 1940 House Rules Expansion is quite comprehensive - and players have to relate to all these new units & rules:relaxed:

      This would also have the advantage, that we could all work together on further Rules Developement - and possibly uniform new rules to be usable for both your Global 1941 - and Global 1940.

      Later this year, I’ll post a Rules Clarification for the Axis & Allies Global 1940 House Rules Expansion - mostly based on barnee’s developement of the TripleA version for use with the Axis & Allies Global 1940 House Rules Expansion.

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

      @gen-manstein
      Hi Manstein,

      Concerning Strategic Rail Movement:

      According to Axis & Allies Global 1940 House Rules Expansion page 37, you can move landbased units only during Non-Combat - and only through territories that are friendly from the start of the turn - no matter if these territories are friendly occupied or only friendly controlled.

      I’m not sure if you were referring to your own 1941 rules…:relaxed:

      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’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

      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
      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
      Remember, US National Guard is activated in case Japan unprovoked attacks Allied units:+1:

      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

      You’ve got a point there…

      I’ll see what I can come up with, when I update with rules clarification later this year.

      For now, players can use the “Cost of all units” chart and the Timetable. Both should be printed on paper and kept next to the game board.

      We always use the Timetable as a quick reference guide - it is kept next to the game board together with the Expanded National Production Chart.

      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

      Damaged BB and CV can be repaired at sea - they don’t need to be “in port”.

      To make repairs, the cost is 3 IPC per Damage Hit.

      :+1:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Global 1940 and 1943 Expansion for use with TripleA

      @barnee

      Hi barnee - sounds great :relaxed:

      I’m working on the Strategy Guide. It will most probably come bid by bid, starting with the German Strategy.

      Simultaneously, I’m working on a new Axis & Allies Global project that has been under way for the last two years. We are entering the final stages of playtesting, and I expect that I can announce some specific information about this project by the end of July.

      Once again, I want you to know, that we really appreciate your effort:muscle: :relaxed:

      posted in TripleA Support
      The CaptainT
      The Captain
    • RE: Global 1940 and 1943 Expansion for use with TripleA

      @barnee

      It took more than 25 years of continuous rules construction and play testing to get to where the Axis & Allies Global 1940 House Rules Expansion is today.

      So, even if you spend 1 percent of that time frame to convert the rules to TripleA, you would still have close to 3 months :-)

      We are anyway impressed by your effort:+1:

      posted in TripleA Support
      The CaptainT
      The Captain
    • RE: Global 1940 and 1943 Expansion for use with TripleA

      @barnee

      Hi barnee,

      Remember - this couldn’t have been done without you - so a few fckups - as you so gently describes it - is acceptable :relaxed:

      posted in TripleA Support
      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

      Heavy Industry is only allowed for IC that exists from game start.

      Since Total War production requires an IC capacity of at least 4 units (Air Units) an upgrade to Heavy Industry is necessary to a Minor IC.

      In case of a German Major IC in Romania - or Japanese Major IC in Korea, both Nations would be able to do Total War builds at these IC.

      Example: Germany builds 5 Panzer units - and gets 1 free bonus Panzer unit, and also builds 3 Fighter units - and gets 1 free Fighter unit.

      A total of 10 units, including Total War Bonus Units - all units are placed at the German Major IC in Romania.

      :relaxed:

      posted in House Rules
      The CaptainT
      The Captain
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