@Der-Kuenstler Great to see you back DK, I know that the YouTube community would love to see a new video from ya. BTW… any new map you create will be awesome.

Posts made by Young Grasshopper
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RE: Initial thoughts about a new map...
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Grasshopper’s G40 Victory Conditions
NEW VICTORY CONDITIONS:
REPLACES THE OOB VICTORY CONDITION RULES…
VICTORY OBJECTIVES & TOKENS:
Once a victory objective has been achieved, a victory token will be awarded. The side with the most victory tokens at the end of 9 complete game rounds will win the war. Victory tokens are awarded immediately upon completion of an objective regardless of when, or how it was achieved. Victory tokens may never be awarded twice for the same objective, nor may a victory token be taken away once earned.
Here is a list of all victory objectives for each side…
Axis Powers
London
-The Axis powers control LondonSydney
-The Axis powers control SydneyMoscow
-The Axis powers control MoscowChina
-The Axis powers control all 18 originally controlled Chinese territoriesEurope
-The Axis powers control a total of 7 victory cities on the Europe side of the boardPacific
-The Axis powers control all 8 originally controlled American Islands in the PacificAfrica
-The Axis powers control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and EgyptAsia
-The Axis powers control Calcutta, Malaya, Hong Kong, and ShanghaiAmerica
The Axis powers control Washington and/or San FranciscoAllied Powers
Berlin
The Allied powers control BerlinTokyo
The Allied powers control TokyoRome
-The Allied powers control RomeChina
-The Allied powers control all 18 originally controlled Chinese territoriesEurope
-The Allied powers have liberated ParisPacific
-The Allied powers control all 8 originally controlled Japanese islands in the PacificAfrica
-The Allied powers control all non-neutral territories on the continent of AfricaAsia
-The Allied powers control Calcutta, Malaya, Hong Kong, and ShanghaiAttrition
-The score is tied at the end of 8 complete game rounds (Allies automatically win by attrition). -
RE: Grasshopper’s Dice & Cards (A&A Gaming Accessories)
YouTube Promotion Video
https://www.youtube.com/watch?v=t6rP150jaIE
Grasshopper’s G40 Utah Deck is now available at make playing cards…
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RE: Axis & Allies Community Map Files
AMBILZI’S G40 MAP FILE
AMBIZI’S G40 MAP FILE:
https://www.mediafire.com/view/4ctvqjbd1v1llyu/Ambizi’s_G40_Map.jpg/fileINTREPID’S G40 MAP FILE (RECOMMENDED)
INTREPID’S G40 MAP FILE:
https://www.mediafire.com/view/9izx2tv4303ekbu/Intrepid’s_G40_Map.jpg/fileCYANIGHT’S G40 VARIANT MAP FILE (BASIC)
CYANIGHT’S G40 VARIANT MAP FILE (BASIC):
https://www.mediafire.com/view/7hnn8t33flpr6s3/Cyanight_Deluxe_Edition_(Basic).jpg/fileDON’S G40 MAP FILE
DON’S G40 MAP FILE:
https://www.mediafire.com/view/sdfftg7s74aff0o/Don’s_G40_Map.jpg/fileTJOEK’S 50AE MAP FILE (BASIC)
TJOEK’'S 50AE MAP FILE (BASIC):
https://www.mediafire.com/view/tou40v6acgx6zef/Tjoek’s_50AE_Basic_Map_File.jpg/fileTJOEK’S 50AE MAP FILE (ADVANCED)
TJOEK’'S 50AE MAP FILE (ADVANCED):
https://www.mediafire.com/view/nivn2vceem5uw1x/Tjoek’s_50AE_Advanced_Map.jpg/fileGRASSHOPPER’S G40 TOURNAMENT EDITION MAP FILE
GRASSHOPPER’S G40 TOURNAMENT EDITION MAP FILE:
https://www.mediafire.com/file/bz95g3zw2aj2o3n/Grasshopper’s+G40+Tournament+Edition+Map+File.jpg/fileDON’S DE40 DELUXE EDITION MAP FILE
DON’S DE40 DELUXE EDITION MAP FILE:
https://www.mediafire.com/view/vwqn9iooerp3rh5/Don’s_DE40_Deluxe_Edition_Map.jpg/fileGRASSHOPPER’S 41 ACADEMY EDITION MAP FILE
GRASSHOPPER’S 41 ACADEMY EDITION MAP FILE:
https://www.mediafire.com/view/ecl21vopw7rj643/Grasshopper’s_Academy_Edition_Map.jpg/file -
RE: Axis & Allies Community Map Files
@c82rcn
They will all be back up this weekend. -
RE: Grasshopper’s Dice & Cards (A&A Gaming Accessories)
GRASSHOPPER’S CUSTOM BATTLE DICE (A&A Gaming Accessory)
Now Available at Historical Board Gaming
https://www.historicalboardgaming.com/Grasshoppers-Battle-Dice-40Set_p_2970.html
You’ll get a set of 40 dice total (sold only as sets of 40, not sold separately by individual dice colours)
10 - Black (1 side with a hit symbol)
10 - Green (2 sides with hit symbols)
10 - Blue (3 sides with hit symbols)
10 - Red (4 sides with hit symbols)
GRASSHOPPER’S UTAH CARD DECK (G40 Gaming Accessory)
Now Available at Make Playing Cards
https://www.makeplayingcards.com/sell/young-grasshopper
You’ll get a 72 card deck with your choice of 2 different card stock material available… plastic ( P ), or standard smooth ( S )
37 - National objective cards
9 - National setup cards
24 - Research and development cards
2 - Reference cards -
RE: Questions & Comments for Young Grasshopper
@CaptainNapalm
Hey Captian Napalm, right now in the summer of 2020 I have been finalizing all my past work regarding card decks for playing axis and allies. I just finished a card deck gaming accessory for playing OOB 1940 Global, which is a collection of cards that has been available in the past through various websites. However, I’m offering them once again on the best website for purchasing my decks at makeplayingcards.com… over the course of this summer, it is my goal to also finalize the G40 house rule deck that you are inquiring about, and make that deck available on the same site. It’s true that some of the rules have changed, and a new deck of cards will be needed, especially because I’m hosting another tournament here in Toronto in October of 2021. Those cards will be called Grasshopper’s T40 Deck (tournament rules) which will include my victory token cards and new research and developments. Look for this deck in my online store at make playing cards, as I’m aiming to get those completed before this winter (needs play testing). Thanks and I hope I answered your question. here is a link to my online store… -
Grasshopper’s Dice & Cards (A&A Gaming Accessories)
GRASSHOPPER’S BATTLE DICE & CARD DECK GAMING ACCESSORIES
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RE: G40 Balance Mod - Feedback Thread
@trulpen never did get around to it, but I’ll be customizing all summer 2020 and should get one available before winter.
YG -
RE: Questions & Comments for Young Grasshopper
Hey SZ91… Thanks for the comments, and I really appreciate your kind compliments. The idea behind allowing UK Pacific going second in the order of play has everything to do with player assignments. In the adjusted order of play there can always be two players going at once with little to no interference with each other. This is a huge asset for games with 4 or more players because a game can move fast and end in a reasonable time frame. However, I understand the issues with balance if UK Pacific goes first, I’m working on my Academy Edition which has the same order of play and some care is required. I’ll be looking at my tournament rules soon and will get back to you about that Burma road build up problem. Thanks again, chat soon.
YG -
RE: Grasshopper’s G41 AE Template
STRATEGIC BOMBING RAIDS
AIR BATTLE:
Air battles are triggered when the defender sends interceptors to engage a Strategic Bombing Raid. Strategic Bombers require 2 hits to destroy and get 1@1 each during an air battle. Also, Interceptors and escorts get 1@2 each during an air battle (tactical bombers may not participate in Strategic Bombing Raids). Disembarking after an air battle will force bombers to retreat from bombing, but will allow them to avoid AA fire, however, if one aircraft disembarks from after an air battle, then all attacking air units must disembark. A hit from interceptors may be applied by the attacker to any participating aircraft.AA GUN BARAGE:
Aircraft that continue with the Bombing Raid after an air battle will now face AA fire from an AA Gun positioned within the territory of the factory being bombed (if applicable). An AA Gun will get a 1@1 per air unit, plus an extra 1@2 per strategic bomber.BOMBING RAID:
Bombers that passed the previous 2 defensive stages of the raid may now bomb their target, each bomber will now roll 2 dice. A damaged bomber will apply their lowest roll, and an operational bomber will apply their highest roll… the total amount rolled is what the enemy must pay to the bank.MAXIMUM DAMAGE:
The maximum amount in which bombers can force their enemy to pay the bank for bombing a single factory, is the total value of the territory being bombed plus the total value of the city (if applicable).NEW RULE MECHANICS:
NEW SETUP UNITS:
Before the game begins, place a Japanese minor industrial complex in Shanghai, and 1 UK Pacific infantry unit on each of the following Islands: Sumatra, Java, and Celebes
NEW DUTCH ISLAND RULES
The oob rule allowing Pacific allies to land on Dutch Islands for the purpose of collecting their territory value has been removed. Allied powers may not collect income from Dutch Islands unless they are liberated from Axis control.
NEW BOMBING RAID RULES:
The +2 damage bonus for each strategic bomber conducting a bombing raid only applies if they did not face interceptors. Also, all damaged tactical facilities (airbase, naval base, rail station) must be fully repaired to become operational.
NEW BATTLESHIP RULES:
All attacking and defending battleships now roll 2 dice each during all combat rounds in which they are engaged by both air and sea units (back to 1 die each if damaged).
NEW COMBINED ARMS:
The combined arms rule allowing air units to hit submarines with a destroyer present, has now been modified to allow only tactical bombers to hit submarines with a destroyer present. Therefore, fighters and/or strategical bombers may not engage submarines under any circumstances.
NEW CONVOY ZONES:
The Atlantic sea zones numbered 107 and 108 are now convoy zones with a disruption value of 3 IPCs each. The axis powers may conduct convoy disruptions within these sea zones against the UK Europe economy, if the allies control London.
NEW CHINA RULES:
China no longer collects an income, instead during their place new units phase they will collect and place 1 infantry unit for every 2 territories they control (rounded down). China may also place 2 free artillery units if the allies have controlled all territories connecting the Burma road since the beginning of their turn.
TRANS-SIBERIAN RAILROAD:
The Soviet Union now begins the game with 3 rail stations in Russia, Timguska, and Buryatia. These rail stations are treated as tactical facilities for the purpose of bombing and assessing damage. During the non-combat movement phase only, Russia may deploy 1 land unit from a territory with an operational rail station, to a connecting rail station 3 spaces away in any direction.
NEW DECLARATION OF WAR RULES
The United Kingdom Pacific may not declare war, or perform an act of war against Japan until the beginning of their 3rd turn. However, if Japan makes an unprovoked attack against the UK Pacific before their 3rd turn, then the UK Pacific may declare war against Japan at the beginning of their next turn.
The United States may not declare war, or perform an act of war against an Axis power until the beginning of their 3rd turn. However, if an Axis power makes an unprovoked attack against America or the UK Pacific before their 3rd turn, then America may declare war against the Axis powers at the beginning of their next turn.
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RE: Grasshopper’s G41 AE Template
LEND LEASE ACT
During each collect income phase, Russia will receive free units to place if the following conditions apply.
1. Russia will place a free tank in Archangel if the Allies control both Archangel and London
2. Russia will place a free mechanized infantry in Caucasus if the Allies control both Caucasus and Persia
3. Russia will place a free artillery in Buryatia S.S.R if the Allies control both Buryatia S.S.R and Alaska -
RE: Grasshopper’s G41 AE Template
MOVEMENT RESTRICTIONS
Chinese units (including aircraft) may not deploy outside of any originally controlled Chinese territories except Kwangtung.
Russian units (including aircraft) may not move into any originally controlled Chinese territories except Manchuria.
United Kingdom units (including aircraft) may not move into any originally controlled Chinese territories except Yunnan. -
RE: Grasshopper’s G41 AE Template
CHINA RULES
China does not collect an income like all other playable nations, instead China will receive 1 free Infantry unit to be placed within each originally controlled Chinese territory they control at the end of their turn. Also, if the Allies control all territories connecting the Burma Road. China will also receive 1 free artillery unit to be placed within any originally controlled Chinese territory at the end of their turn.
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RE: Grasshopper’s G41 AE Template
VICTORY CITIES & VICTORY CITY POINTS
WASHINGTON = 5 PTS
OTTAWA = 2 PTS
LONDON = 3 PTS
PARIS = 3 PTS
BERLIN = 3 PTS
WARSAW = 1 PTS
ROME = 3 PTS
CAIRO = 2 PTS
LENINGRAD = 2 PTS
STALINGRAD = 2 PTS
MOSCOW = 3 PTS
CALCUTTA = 3 PTS
HONG KONG = 1 PTS
SHANGHAI = 2 PTS
MANILA = 1 PTS
SYDNEY = 2 PTS
TOKYO = 3 PTS
HONALULU = 2 PTS
SAN FRANCISCO = 4 PTSVICTORY CITY ABILITIES
SCRAMBLE DEFENCE:
Eligible air units may scramble from a city into an adjacent sea zone to help defend from an attack. Tactical bombers and/or fighters may scramble any number up to the city point value from which they are scrambling. Multiple sea zones may be scrambled into from the same city as long as amount restrictions are obeyed.AIRBOURNE ASSAULT:
Any number of Infantry units may paratroop from a city up to the city point value from which they are departing, they may paratroop into a land battle up to 3 spaces away. Total amount of infantry units allowed in an airborne assault is determined by the number of ground units attacking by amphibious assault and/or from an adjacent territory. Each paratrooping infantry unit is vulnerable to AA fire before land combat begins.STRONGHOLD DEFENCE:
Any number of Infantry units up to the city point value may defend a city territory @3 or less.WARTIME ECONOMY:
During their collect income phase, each nation must collect bonus income in the amount of all their city point values combined.UNCONDITIONAL SURRENDER:
There is a combined grand total of 50 victory city points on the board. If at the end of any given game round (including the last) the Axis control a total of 30 VCPs, then the Axis win the war. The game will last a total of 9 rounds, if the Axis have not acieved their victory condition by the end of round 9, then the Allies develop nuclear technology and win the war. -
RE: Grasshopper’s G41 AE Template
GRASSHOPPER’S 1941 ACADEMY EDITION: SETUP CHARTS
GERMANY: 36 IPCs / 8 VCPs
Germany: 3 Infantry, 2 Artillery, 1 Tactical Bomber, 1 Strategic Bomber, 1 AA Gun, 1 Factory
Western Germany: 3 Infantry, 4 Mechanized Infantry, 2 Fighters, 2 Tactical Bombers, 1 Strategic Bomber, 1 AA gun, 1 Factory
Northwestern Europe: 3 Infantry, 1 Tank, 1 Fighter
France: 4 Infantry, 2 Artillery, 2 Tanks, 1 Fighter, 1 Tactical Bomber, 1 AA Gun, 1 Factory
Czechoslovakia/Hungary: 3 Infantry, 3 Tanks
Poland: 4 Infantry, 2 Artillery, 2 Tanks, 1 Tactical Bomber
Bulgaria/Romania: 3 Infantry, 2 Artillery, 2 Tanks, 1 Fighter
Norway: 3 Infantry, 1 Fighter
Finland: 2 Infantry
Morocco: 1 Infantry, 1 Tank, 1 Fighter
Algeria: 1 Infantry, 1 Artillery, 1 AA GunSea Zone A-2: 1 Submarine
Sea Zone A-3: 1 Submarine
Sea Zone B-1: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Battleship
Sea Zone A-7: 1 Submarine
Sea Zone A-11: 1 Submarine
Sea Zone M-1: 1 Transport, 1 Submarine
UNITED KINGDOM PACIFIC: 24 IPCs / 7 VCPs
India: 3 Infantry, 2 Artillery, 1 Fighter, 1 Tactical Bomber, 1 AA Gun, 1 Factory
Burma: 2 Infantry, 1 Fighter
Kwangtung: 2 Infantry, 1 AA Gun
East Indies: 1 Infantry
Borneo: 1 Infantry
Australia: 3 Infantry, 1 Artillery, 1 Fighter, 1 AA Gun, 1 Factory
Egypt: 2 InfantrySea Zone I-3: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Battleship
Sea Zone P-25: 1 Transport, 1 Destroyer, 1 Cruiser
JAPAN: 23 IPCs / 5 VCPs
Japan: 8 Infantry, 2 Artillery, 2 Fighters, 2 Tactical Bombers, 1 Strategic Bomber, 1 AA Gun, 1 Factory
Manchuria: 8 Infantry, 2 Artillery, 1 Mechanized Infantry, 1 Tank, 1 Fighter
Kiangsu: 6 Infantry, 2 Artillery, 1 Fighter, 1 Tactical Bomber, 1 Strategic Bomber, 1 AA Gun, 1 Factory
French Indo-China/Thailand: 6 Infantry, 2 Artillery, 1 Mechanized Infantry, 1 Fighter, 1 AA Gun
Iwo Jima: 2 Infantry, 1 Fighter
Okinawa: 2 Infantry, 1 Fighter
Formosa: 1 Fighter
Caroline Islands: 3 Infantry, 1 Fighter, 1 Tactical Bomber, 1 AA GunSea Zone P-8: 1 Transport, 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Aircraft Carrier (1 Tactical Bomber & 1 Fighter)
Sea Zone P-9: 1 Transport, 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Aircraft Carrier (1 Tactical Bomber & 1 Fighter)
Sea Zone P-13: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Aircraft Carrier (1 Tactical Bomber & 1 Fighter)
Sea Zone P-7: 1 Transport
Sea Zone P-11: 1 Transport
Sea Zone P-23: 1 Submarine
Sea Zone I-5: 1 Submarine
UNITED KINGDOM EUROPE: 27 IPCs / 8 VCPs
United Kingdom: 3 Infantry, 1 Artillery, 1 Tank, 3 Fighters, 1 Strategic Bomber, 1 AA Gun, 1 Factory
Eastern Canada: 2 Infantry, 1 Tank, 1 Fighter, 1 Factory
Gibraltar: 1 Infantry, 1 Fighter, 1 AA Gun
Malta: 1 Infantry, 1 Fighter, 1 AA Gun
Egypt: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank, 1 Fighter, 1 AA Gun
Anglo-Egypt Sudan: 1 Infantry
Trans-Jordan: 1 Infantry
Union of South Africa: 2 Infantry, 1 Artillery
Western Canada: 1 InfantrySea Zone A-5: 1 Cruiser, 1 Battleship
Sea Zone A-6: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Battleship
Sea Zone A-8: 1 Transport, 1 Destroyer
Sea Zone A-12: 1 Aircraft Carrier (1 Tactical Bomber & 1 Fighter)
Sea Zone M-4: 1 Transport, 1 Submarine, 1 Destroyer, 1 Cruiser
Sea Zone I-9: 1 Transport, 1 Destroyer
ITALY: 13 IPCs / 3 VCPs
Italy: 3 Infantry, 2 Fighters, 1 Strategic Bomber, 1 AA Gun, 1 Factory
Balkans: 2 Infantry, 1 Tank, 1 Tactical Bomber
Libya: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 TankSea Zone M-2: 1 Transport, 1 Submarine, 1 Destroyer, 1 Cruiser
Sea Zone M-3: 1 Transport, 1 Cruiser, 1 Battleship
CHINA:
Suiyuan: 2 Infantry
Hupeh: 2 Infantry
Sikang: 2 Infantry, 1 Fighter
Yunnan: 3 Infantry, 1 Artillery
Fukien: 1 Infantry
SOVIET UNION: 37 IPCs / 7 VCPs
Russia: 3 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tank, 1 Tactical Bomber, 1 Strategic Bomber, 1 AA Gun, 1 Factory
Urals: 1 Infantry
Novosibirsk: 2 Infantry
Smolensk: 1 Infantry
Archangel: 2 Infantry
Karelia: 5 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Tactical Bomber, 1 AA Gun, 1 Factory
Baltic States: 4 Infantry, 1 Fighter
Belorussia: 2 Infantry
East Poland: 3 Infantry, 1 Fighter
Eastern Ukraine: 1 Infantry, 1 Artillery
Ukraine: 3 Infantry, 1 Fighter
Caucasus: 4 Infantry, 1 Artillery, 1 Tank, 1 AA Gun, 1 Factory
Yakut S.S.R: 1 Infantry
Stanovoj Chrebet: 6 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 AA Gun
Soviet Far East: 2 Infantry
Buryatia S.S.R: 4 InfantrySea Zone A-4: 1 Submarine
Sea Zone B-2: 1 Transport, 1 Submarine, 1 Cruiser
UNITED STATES: 47 IPCs / 12 VCPs
Eastern United States: 2 Infantry, 1 Artillery, 1 Mechanized Infantry, 1 Fighter, 1 AA Gun, 1 Factory
Central United States: 1 Infantry, 1 Artillery, 1 Tank, 1 Strategic Bomber
Western US: 2 Infantry, 1 Artillery, 1 Fighter, 1 AA Gun, 1 Factory
Hawaiian Islands: 2 Infantry, 1 Fighter, 1 Tactical Bomber, 1 AA Gun
Midway: 1 Infantry
Wake Island: 1 Infantry
Philippines: 2 Infantry, 1 Fighter, 1 AA GunSea Zone A-9: 1 Transport, 1 Cruiser, 1 Battleship
Sea Zone P-4: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Battleship, 1 Aircraft Carrier ( 1 Tactical Bomber & 1 Fighter)
Sea Zone P-16: 1 Transport, 1 Submarine, 1 Destroyer, 1 Cruiser, 1 Battleship
Sea Zone P-14: 1 Transport, 1 Destroyer
Sea Zone P-21: 1 Submarine -
RE: Grasshopper’s G41 AE Template
GRASSHOPPER’S 1941 ACADEMY EDITION: UNIT PROFILES
SEA UNITS:
TRANSPORT
COST - 6 IPCs
MOVE - 2
ATTACK - N/A
DEFEND - N/A
CONVOY - N/A- May be removed as a casualty during combat at a ratio of 3/1 (unit/hit).
SUBMARINE
COST - 7 IPCs
MOVE - 2
ATTACK - @2 or less
DEFEND - @1
CONVOY - @5 or lessDESTROYER
COST - 8 IPCs
MOVE - 2
ATTACK - @2 or less
DEFEND - @2 or less
CONVOY - @2 or lessCRUISER
COST - 12 IPCs
MOVE - 2
ATTACK - @3 or less
DEFEND - @3 or less
CONVOY - @3 or less- Attacks with 2 dice during combat rounds in which a cruiser is engaged by both air and sea units
- Defends with 2 dice during combat rounds in which a cruiser is engaged by both air and sea units
AIRCRAFT CARRIER
COST - 16 IPCs
MOVE - 2
ATTACK - @1
DEFEND - @2 or less
CONVOY - N/A- Requires 2 hits to destroy
BATTLESHIP
COST - 20 IPCs
MOVE - 2
ATTACK - @4 or less
DEFEND - @4 or less
CONVOY - @4 or less- Attacks with 2 dice during combat rounds in which a battleship is engaged by both air and sea units
- Defends with 2 dice during combat rounds in which a battleship is engaged by both air and sea units
- Requires 2 hits to destroy