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    Topics created by Young Grasshopper

    • Young GrasshopperY

      Wisconsin 3G40 Event - August 2021

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      Johnson73J

      @young-grasshopper contact me if they need prizes

    • Young GrasshopperY

      Grasshopper’s 3G40 Player’s Handbook

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      THE VICTORY CONDITIONS - HOW THE WAR IS WON:

      national_objectives.jpg

      VICTORY OBJECTIVES & TOKENS:

      To begin the game, all participating players will decide whether to play a short game (8 complete game rounds), or a long game (10 complete game rounds. Below is a list of special objectives called victory 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 the game will win the war.

      Victory tokens are awarded immediately upon completion of an objective regardless of when, or how it was achieved. Also, victory tokens may never be awarded twice for the same objective, nor may a victory token ever be lost after it has been gained.

      Axis Powers

      Supremacy
      The Axis powers control Washington and/or San Francisco

      London
      -The Axis powers control London

      Sydney
      -The Axis powers control Sydney

      Moscow
      -The Axis powers control Moscow

      China
      -The Axis powers control all 18 originally controlled Chinese territories

      Europe
      -The Axis powers control a total of 7 victory cities on the Europe side of the map

      Pacific
      -The Axis powers control all 8 originally controlled American Islands in the Pacific

      Africa
      -The Axis powers control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt

      Asia
      -The Axis powers control Calcutta, Malaya, Hong Kong, and Shanghai

      Economy
      -All three Axis powers have a combined income of 140 IPCs on the income tracker

      Allied Powers

      Supremacy
      The Allied powers control Berlin and/or Tokyo

      Rome
      -The Allied powers control Rome

      China
      -The Allied powers control all 18 originally controlled Chinese territories

      Europe
      -The Allied powers have liberated Paris

      Pacific
      -The Allied powers control all 8 originally controlled Japanese islands in the Pacific

      Africa
      -The Allied powers control all non-neutral territories on the continent of Africa

      Asia
      -The Allied powers control Calcutta, Malaya, Hong Kong, and Shanghai

      Occupation
      -The Allied powers control Warsaw and all 3 original pro-axis neutral territories on the board

      Diplomacy
      -The Allied powers control all 8 original pro-allied neutral territories on the board

      Attrition
      -The score is tied at the end of the game (Allies automatically win the war by attrition)

    • Young GrasshopperY

      Optional R&D Rule - Grasshopper’s 3G40

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      OPTIONAL RULE - NOT FOR TOURNAMENT PLAY

      -9Qc5hgnTsIXzncwirpSMr8hfKJ1UhmZeMVM49ckSmFo9QXo-gaozzMp8S4r5Kuj.jpg

      FORTUNES OF WAR

      REPLACES THE OOB RESEARCH AND DEVELOPMENT SYSTEM:
      Once one side achieves a victory objective, the same side will receive a fortunes of war bonus. Fortunes of war bonuses are awarded to all powers aligned with that side, except when stated otherwise (particularly 5 & 6 on the Axis chart). Any fortunes of war bonus gained will not come into effect until the end of the game round in which it was achieved.

      At the end of any given turn sequence which a victory objective was gained, the side that claimed the victory token will roll 2 dice, and using the results rolled may choose one breakthrough from their chart. Breakthrough dice rolls may never be re-rolled, therefore, if doubles are rolled, or if both dice rolled result in a breakthrough or breakthroughs already owned, then there is no breakthrough awarded for that token gained.

      FORTUNES OF WAR BONUSES:

      AXIS BREAKTHROUGH CHART

      1. BLITZ MOVEMENT
      All axis mechanized infantry may now tow one artillery unit each, up to 2 spaces during any movement phase

      2. BLITZ TACTICS
      All axis tanks now attack @4 or less each when combined with a tactical bomber

      3. MODIFIED TORPEDOS
      All axis submarines now attack @3 or less, and may now roll 3 dice each when disrupting convoys

      4. IMPROVED WARSHIPS
      All axis battleships and cruisers now get 2 dice each during all combat rounds including bombardment (the limit of 1 bombardment roll per landing unit still applies).

      5. BANZAI ATTACK
      All Japanese infantry now attack @2 or less (combined arms for infantry with artillery is now negated)

      6. JET FIGHTERS
      All German fighters now attack @4 or less, and may now intercept and escort @2 or less

      ALLIES BREAKTHROUGH CHART

      1. IMPROVED RADAR
      All allied airbases may now scramble up to 4 air units each

      2. MODIFIED TRANSPORTS
      All allied transports may now carry up to 3 land units each, if all 3 units are infantry

      3. HEAVY BOMBERS
      The +2 modifier for all allied strategic bombers damaging facilities has now been increased to +4 each

      4. WAR BONDS
      During their respective collect income phases, each allied power may roll 1 die and collect that amount in IPCs

      5. SUPER CARRIERS
      All allied aircraft carriers now defend @3 or less, and may also carry up to 3 eligible air units

      6. LONG RANGE FIGHTERS
      The maximum range of all allied fighters has been increased by 1 movement point

    • Young GrasshopperY

      Grasshopper’s 1941 Academy Edition (Rule Set)

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      SEA UNIT PROFILES

      modernized_shipyards_2.jpg

      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 less

      DESTROYER

      COST - 8 IPCs
      MOVE - 2
      ATTACK - @2 or less
      DEFEND - @2 or less
      CONVOY - @2 or less

      CRUISER

      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
    • Young GrasshopperY

      A&A 1940 Global 2nd Edition - National Setup Charts

      Young Grasshopper
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      AXIS & ALLIES 1940 GLOBAL 2nd EDITION - NATIONAL SETUP CHARTS

      1940 2ND EDITIONS.jpg

      GERMANY:30 IPCs

      Germany: 11 Infantry, 3 Artillery, 1 Tac Bomber, 2 Bombers, 3 AA guns, 1 Major IC
      Western Germany: 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers, 3 AA guns, 1 Major IC, 1 Naval base, 1 Airbase
      Greater Southern Germany: 6 Infantry, 2 Artillery, 3 tanks
      Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
      Poland: 3 Infantry, 1 Tank, 1 Tac Bomber
      Romania: 2 Infantry, 1 Tank
      Holland/Belgium: 4 Infantry, 2 Artillery, 3 Tanks, 1 Fighter
      Norway: 3 Infantry, 1 Fighter
      Denmark: 2 Infantry

      Sea Zone 113: 1 Battleship
      Sea Zone 114: 1 Transport, 1 Cruiser
      Sea Zone 103: 1 Submarine
      Sea Zone 108: 1 Submarine
      Sea Zone 117: 1 Submarine
      Sea Zone 118: 1 Submarine
      Sea Zone 124: 1 Submarine

      SOVIET UNION: 37 IPCs

      Russia: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Tank, 1 Fighter, 1 Tac Bomber, 2 AA Guns, 1 Airbase, 1 Major IC
      Novgorod: 6 Infantry, 1 Artillery, 1 Fighter, 2 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
      Archangel: 1 Infantry
      Karelia: 2 Infantry
      Vyborg: 3 Infantry
      Baltic States: 3 Infantry
      Belarus: 1 Infantry
      Eastern Poland: 2 Infantry
      Western Ukraine: 1 Infantry, 1 Artillery
      Bessarabia: 2 Infantry
      Ukraine: 3 Infantry, 1 Minor IC
      Volgograd: 1 Mech Infantry, 1 Tank, 1 Minor IC
      Caucasus: 2 Infantry
      Buryatia: 6 Infantry
      Sakha: 6 Infantry, 2 AA guns
      Amur: 6 Infantry

      Sea Zone 115: 1 Submarine, 1 Cruiser
      Sea Zone 127: 1 Submarine

      JAPAN: 26 IPCs

      Japan: 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bombers, 3 AA Guns, 1 Airbase, 1 Naval Base, 1 Major IC
      Korea: 4 Infantry, 1 Fighter
      Manchuria: 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
      Jehol: 2 Infantry, 1 Artillery
      Shantung: 3 Infantry, 1 Artillery
      Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber
      Kiangsi: 3 Infantry, 1 Artillery
      Kwangsi: 3 Infantry, 1 Artillery
      Siam: 2 Infantry
      Iwo Jima: 1 Infantry
      Okinawa: 1 Infantry, 1 Fighter
      Formosa: 1 Fighter
      Palau Island: 1 Infantry
      Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base

      Sea Zone 6: 1 Transport, 1 Submarine, 2 Destroyers, 2 Carriers each with 1 Tac Bomber & 1 Fighter, 1 Cruiser, 1 Battleship
      Sea Zone 19: 1 Transport, 1 Submarine, 1 Destroyer, 1 Battleship
      Sea Zone 33: 1 Destroyer, 1 Carrier with 1 Tac Bomber & 1 Fighter
      Sea Zone 20: 1 Transport, 1 Cruiser

      UNITED STATES: 52 IPCs

      Eastern United States: 1 Infantry, 1 Fighter, 1 Artillery, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
      Central United States: 1 Infantry, 3 Mech Infantry, 1 Tank, 1 Bomber, 1 Minor IC
      Western US: 2 Infantry, 1 Mech Infantry, 1 Artillery, 1 Fighter, 2 AA Guns, 1 Airbase, 1 Naval Base, 1 Minor IC
      Hawaiian Islands: 2 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
      Philippines: 2 Infantry, 1 Fighter, 1 Airbase, 1 Naval Base.
      Midway: 1 Airbase
      Wake Island: 1 Airbase
      Guam: 1 Airbase

      Sea Zone 10: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Carrier with 1 Tac Bomber & 1 Fighter, 1 Battleship
      Sea Zone 26: 1 Transport, 1 Submarine, 1 Destroyer, 1 Cruiser
      Sea Zone 35: 1 Submarine, 1 Destroyer
      Sea Zone 101: 1 Transport, 1 Cruiser

      CHINA: 12 IPCs

      Suiyuan: 2 Infantry
      Shensi: 1 Infantry
      Kweichow: 2 Infantry
      Hunan: 2 Infantry
      Yunnan: 4 Infantry
      Szechwan: 6 Infantry, 1 Fighter

      UNITED KINGDOM: (Europe Side) 28 IPCs

      United Kingdom: 2 Infantry, 1 Mech Infantry, 2 Fighters, 1 Bomber, 4 AA guns, 1 Airbase, 1 Naval Base, 1 Major IC
      Scotland: 2 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
      France: 1 Artillery, 1 Tank
      Ontario: 1 Infantry, 1 Artillery
      Quebec: 1 Infantry, 1 Tank, 1 Minor IC
      New Brunswick Nova Scotia: 1 Naval Base
      Iceland: 1 Airbase
      Gibraltar: 1 Fighter, 1 Naval Base
      Malta: 1 Infantry, 1 Fighter, 1 AA gun,
      Alexandria: 2 Infantry, 1 Artillery, 1 Tank
      Egypt: 1 Infantry, 1 Artillery, 1 Mech Infantry, 1 Naval Base
      Anglo-Egyptian Sudan: 1 Infantry
      Union of South Africa: 2 Infantry, 1 Naval Base, 1 Minor IC
      West India: 1 Infantry

      Sea Zone 106: 1 Transport, 1 Destroyer
      Sea Zone 109: 1 Transport, 1 Destroyer
      Sea Zone 110: 1 Cruiser, 1 Battleship
      Sea Zone 111: 1 Destroyer, 1 Cruiser, 1 Battleship
      Sea Zone 91: 1 Cruiser
      Sea Zone 98: 1 Transport, 1 Destroyer, 1 Cruiser, 1 Carrier with 1 Tac Bomber
      Sea Zone 71: 1 Destroyer

      UNITED KINGDOM: (Pacific Side) 17 IPCs

      India: 6 Infantry, 1 Artillery, 3 AA Guns, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
      Burma: 2 Infantry, 1 Fighter
      Malaya: 3 Infantry, 1 Naval Base
      Kwangtung: 2 Infantry, 1 Naval Base

      Sea Zone 37: 1 Battleship
      Sea Zone 39: 1 Transport, 1 Destroyer, 1 Cruiser

      ITALY: 10 IPCs

      Northern Italy: 2 Infantry, 2 Artillery, 1 Tank, 1 Bomber, 2 AA Guns, 1 Major IC
      Southern Italy: 6 Infantry, 2 Fighters, 2 AA Guns, 1 Naval Base, 1 Airbase, 1 Minor IC
      Albania: 2 Infantry, 1 Tank
      Libya: 1 Infantry, 1 Artillery
      Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 Tank
      Ethiopia: 2 Infantry, 1 Artillery
      Italian Somaliland: 1 Infantry

      Sea Zone 95: 1 Transport, 1 Submarine, 1 Destroyer, 1 Cruiser
      Sea Zone 96: 1 Transport, 1 Destroyer
      Sea Zone 97: 1 Transport, 1 Cruiser, 1 Battleship

      ANZAC: 10 IPCs

      Queensland: 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
      New South Wales: 2 Infantry, 2 AA guns, 1 Minor IC, 1 Naval Base.
      New Zealand: 1 Infantry, 2 Fighters, 1 Airbase, 1 Naval Base.
      Malaya: 1 Infantry
      Egypt: 2 infantry

      Sea Zone 62: 1 Transport, 1 Destroyer
      Sea Zone 63: 1 Cruiser

      FRANCE: 19 IPCs

      France: 6 Infantry, 1 Artillery, 1 Tanks, 1 AA gun, 1 Fighter, 1 Airbase, 1 Major IC
      Normandy/Bordeaux: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
      Southern France: 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
      United Kingdom: 2 Infantry, 1 Fighter
      Morocco: 1 Infantry
      Algeria: 1 Infantry
      Tunisia: 1 Infantry
      Syria: 1 Infantry
      French West Africa: 1 Infantry

      Sea Zone 72: 1 Destroyer
      Sea Zone 93: 1 Destroyer, 1 Cruiser
      Sea Zone 110: 1 Cruiser

    • Young GrasshopperY

      A&A 1940 Global 2nd Edition - Complete Components List

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      AXIS & ALLIES 1940 GLOBAL 2nd EDITION - COMPONENTS LIST

      The following is a complete list of components you will get in Axis & Allies 1940 Europe and 1940 Pacific 2nd Edition (combined)

      1940 2ND EDITIONS.jpg

      COMMON ACCESSORIES:

      4 Piece folding boards (spans 70"X32")

      18 - Major factories
      20 - Minor factories
      30 - Air bases
      32 - Naval bases
      6 - Kamikaze tokens

      110 - Gray plastic chips
      30 - Green plastic chips
      20 - Red plastic chips

      6 - Red dice
      6 - Black dice

      2 - Rule books (Europe 1940 / Pacific 1940)

      GERMANY:

      20 - Control Markers

      40 - Infantry
      8 - Artillery
      9 - Mechanized Infantry
      12 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      9 - Tactical Bombers
      4 - Strategic Bombers

      6 - Transports
      6 - Destroyers
      6 - Submarines
      4 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships

      SOVIET UNION:

      20 - Control Markers

      40 - Infantry
      8 - Artillery
      9 - Mechanized Infantry
      10 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      9 - Tactical Bombers
      2 - Strategic Bombers

      4 - Transports
      4 - Destroyers
      4 - Submarines
      2 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships

      JAPAN:

      40 - Control Markers

      40 - Infantry
      12 - Artillery
      9 - Mechanized Infantry
      12 - Tanks
      8 - Antiaircraft Artillery

      16 - Fighters
      9 - Tactical Bombers
      8 - Strategic Bombers

      12 - Transports
      12 - Destroyers
      12 - Submarines
      8 - Cruisers
      8 - Aircraft Carriers
      8 - Battleships

      UNITED STATES:

      45 - Control Markers

      40 - Infantry
      12 - Artillery
      15 - Mechanized Infantry
      12 - Tanks
      16 - Antiaircraft Artillery

      16 - Fighters
      15 - Tactical Bombers
      12 - Strategic Bombers

      12 - Transports
      12 - Destroyers
      12 - Submarines
      8 - Cruisers
      8 - Aircraft Carriers
      8 - Battleships

      CHINA:

      5 - Control Markers

      30 - Regular Infantry

      UNITED KINGDOM:

      35 - Control Markers (including 2 Union Jacks)

      40 - Infantry
      12 - Artillery
      12 - Mechanized Infantry
      16 - Tanks
      16 - Antiaircraft Artillery

      16 - Fighters
      12 - Tactical Bombers
      12 - Strategic Bombers

      12 - Transports
      12 - Destroyers
      12 - Submarines
      8 - Cruisers
      4 - Aircraft Carriers
      8 - Battleships

      ITALY:

      20 - Control Markers

      20 - Infantry
      8 - Artillery
      6 - Mechanized Infantry
      10 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      6 - Tactical Bombers
      4 - Strategic Bombers

      6 - Transports
      6 - Destroyers
      6 - Submarines
      4 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships

      ANZAC:

      10 - Control Markers

      20 - Infantry
      6 - Artillery
      6 - Mechanized Infantry
      8 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      6 - Tactical Bombers
      6 - Strategic Bombers

      6 - Transports
      6 - Destroyers
      6 - Submarines
      4 - Cruisers
      4 - Aircraft Carriers
      4 - Battleships

      FRANCE:

      5 - Control Markers

      20 - Infantry
      8 - Artillery
      6 - Mechanized Infantry
      10 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      6 - Tactical Bombers
      2 - Strategic Bombers

      4 - Transports
      4 - Destroyers
      4 - Submarines
      2 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships

    • Young GrasshopperY

      Grasshopper’s 3G40 Tournament Edition (Rule Set)

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      FREQUENTLY ASKED QUESTIONS

      tankograd_4.jpg

      FAQ:

      Q: If Calcutta falls, does Sydney become the new capital of the United Kingdom Pacific?

      A: No, if Calcutta falls the UK Pacific is without a capital, and without an income until Calcutta is liberated. This situation is similar to the rules for UK Europe regarding London and Ottawa.

      Q: If UK Pacific land units from the Pacific side of the board move into and capture Iraq, does the UK Pacific collect for those 2 IPCs?

      A: Yes, the UK Pacific economy will collect for all territories captured and controlled by grey units regardless of position on the board.

      Q: For the Allied Diplomacy objective, what if the strict neutrals are turned and more pro-Allied neutrals are added to the board?

      A: The pro-Allied territories required for the Diplomacy objective only include the 8 original pro-Allied territories from the start of the game.

      Q: Regarding turn blocks, what happens if German aircraft are attacking an Allied fleet in the Med containing UK Pacific ships.

      A: In all situations where two nations within the same turn block could possibly engage each other, all players must stop and wait for the first nation within that turn block to fully complete their entire turn before continuing.

      Q: Why are the player assignments mandatory?, does this mean I can’t play both Russia and America while my teammate plays UKE, UKP and France?

      A: The order of play and the mandatory player assignments work together with the turn blocks to provide faster game rounds. Therefore, 1 player playing Russia and America while another plays UKE, UKP, and France is not allowed during the tournament.

      Q: Which Islands are involved in both the Allied and Axis Pacific tokens?

      A: For the Allied Pacific token they must control Okinawa, Iwo Jima, Formosa, Marianas, Hainan, Palau, Caroline, and Marshall. For the Axis Pacific token they must control Aleutian, Midway, Guam, Wake, Hawaiian, Philippines, Johnston, and Line.

      Q: If I purchase an aircraft carrier in sea zone 106 the same turn I get a free fighter in Quebec, can I immediately place that free fighter on the new carrier?

      A: No, although in all other cases it is allowed, the free fighter in the American Lend Lease rule is special and must be placed in Quebec. This reflects the nature in which those aircraft came to be in Canada’s possession during the war.

    • Young GrasshopperY

      Grasshopper’s 3G40 Invitational - (Toronto, August 2022)

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      @young-grasshopper

      Hi, I would like to be added to the 2022 Invitational if possible. My name is Matthew Brom, and my gamer tag is Belochai. I’m relatively new to Axis and Allies dot org, but I’m an experienced player. I’m not sure how to send you the registration payment… Is there an application? Please let me know thank you.

    • Young GrasshopperY

      Grasshopper’s G40-TE Components List

      Young Grasshopper
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      GRASSHOPPER’S G40 TOURNAMENT EDITION - COMPONENTS LIST

      The following is a complete list of components in Grasshopper’s G40 tournament Edition

      1940 2ND EDITIONS.jpg

      COMMON ACCESSORIES:

      1- Grasshopper’s G40 Tournament Edition Printed Map (72"X33”)
      https://www.mediafire.com/view/g36ivde1i5fa6w4/Grasshopper’s_G40_Tournament_Edition_Map.jpg/file

      15 - Major factories
      25 - Minor factories
      10 - Air bases
      10 - Naval bases

      10 - Convoy Tokens
      10 - Red Damage Tokens
      6 - Kamikaze tokens
      200 - White plastic chips
      50 - Green plastic chips
      50 - Red plastic chips

      2 - Sets of Grasshopper’s battle dice (80)
      1 - Deck of Grasshopper’s T40 Game Cards (72)
      1 - Grasshopper’s G40 Tournament Edition Rule book

      GERMANY:

      30 - Control Markers

      40 - Infantry
      8 - Artillery
      9 - Mechanized Infantry
      12 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      9 - Tactical Bombers
      4 - Strategic Bombers

      6 - Transports
      6 - Destroyers
      6 - Submarines
      4 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships

      SOVIET UNION:

      20 - Control Markers

      40 - Infantry
      8 - Artillery
      9 - Mechanized Infantry
      10 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      9 - Tactical Bombers
      2 - Strategic Bombers

      4 - Transports
      4 - Destroyers
      4 - Submarines
      2 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships

      JAPAN:

      40 - Control Markers

      40 - Infantry
      12 - Artillery
      9 - Mechanized Infantry
      12 - Tanks
      8 - Antiaircraft Artillery

      16 - Fighters
      9 - Tactical Bombers
      8 - Strategic Bombers

      12 - Transports
      12 - Destroyers
      12 - Submarines
      8 - Cruisers
      8 - Aircraft Carriers
      8 - Battleships

      UNITED STATES:

      20 - Control Markers

      40 - Infantry
      12 - Artillery
      12 - Mechanized Infantry
      12 - Tanks
      12 - Antiaircraft Artillery

      16 - Fighters
      16 - Tactical Bombers
      10 - Strategic Bombers

      12 - Transports
      12 - Destroyers
      12 - Submarines
      8 - Cruisers
      8 - Aircraft Carriers
      8 - Battleships

      CHINA:

      10 - Control Markers

      30 - Regular Infantry
      10 - Artillery
      1 - Fighter

      UNITED KINGDOM: (EUROPE)

      30 - Control Markers

      40 - Infantry
      12 - Artillery
      12 - Mechanized Infantry
      12 - Tanks
      12 - Antiaircraft Artillery

      12 - Fighters
      12 - Tactical Bombers
      8 - Strategic Bombers

      12 - Transports
      12 - Destroyers
      12 - Submarines
      8 - Cruisers
      8 - Aircraft Carriers
      8 - Battleships

      ITALY:

      30 - Control Markers

      20 - Infantry
      8 - Artillery
      6 - Mechanized Infantry
      10 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      6 - Tactical Bombers
      4 - Strategic Bombers

      6 - Transports
      6 - Destroyers
      6 - Submarines
      4 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships

      UNITED KINGDOM (PACIFIC):

      30 - Control Markers

      40 - Infantry
      10 - Artillery
      10 - Mechanized Infantry
      10 - Tanks
      10 - Antiaircraft Artillery

      10 - Fighters
      8 - Tactical Bombers
      6 - Strategic Bombers

      8 - Transports
      8 - Destroyers
      8 - Submarines
      4 - Cruisers
      4 - Aircraft Carriers
      4 - Battleships

      FRANCE:

      5 - Control Markers

      20 - Infantry
      8 - Artillery
      8 - Mechanized Infantry
      10 - Tanks
      8 - Antiaircraft Artillery

      8 - Fighters
      6 - Tactical Bombers
      2 - Strategic Bombers

      4 - Transports
      4 - Destroyers
      4 - Submarines
      2 - Cruisers
      2 - Aircraft Carriers
      2 - Battleships

    • Young GrasshopperY

      Grasshopper’s G40 Victory Conditions

      House Rules
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      D

      I like this. Very simple. Very elegant. I’m going to have to borrow this for our next game. I’m going to make 8 Blue Allied Victory Tokens, 8 red Axis Victory Tokens and 1 Gold Victory Token.

    • Young GrasshopperY

      Grasshopper’s Dice & Cards (A&A Gaming Accessories)

      Axis & Allies Global 1940
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      @Young-Grasshopper I love these cards. Would it be possible to add to them? We’ve incorporated some optional rules and National objectives have been added and changed.
      Or could I pay your for your PDFs and then I could craft my own and send them to a printer?

      Thanks!
      Chris

    • Young GrasshopperY

      Grasshopper's G40 Deluxe Edition (A&A Variant)

      Young Grasshopper
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      Young GrasshopperY

      NEW CHINA RULES

      China no longer collects an income, instead, China now places 1 infantry unit during the place new units phase for every 2 territories they control at the end of their turn (rounded down). Also, China may place 2 free artillery units during their place new units phase if the allies have controlled the Burma road since the beginning of China’s turn. New units including free artillery may be placed in any territory China controls at the end of their turn, and new units can be placed separately or together.

    • Young GrasshopperY

      Grasshopper’s Map File Collection

      Young Grasshopper
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      Young GrasshopperY

      GRASSHOPPER’S 3G40 TOURNAMENT EDITION MAP FILE

      YG’s 3G40 TOURNAMENT EDITION DOWNLOADABLE MAP FILE:
      https://app.box.com/s/t6yiewdzor4m55d4boqqary12kj7n7r1

      189786B2-E93D-4E71-B7BF-25FF15E94820.jpeg

    • Young GrasshopperY

      Questions & Comments for Young Grasshopper

      Young Grasshopper
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      A

      @General-Day I suspect YG is not active in this forum.His you tube videos can still be viewed.Try searching "3G40 tournament"As for the stage cards,I think they are to prevent disputes in competitive play.I made my own cards from watching you tube.

    • Young GrasshopperY

      Grasshopper's 1940 Global 2nd Edition: Players Handbook (under construction)

      Young Grasshopper
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      Young GrasshopperY

      SPACES ON THE BOARD

      Territories:
      The border colors of the territories on the game board show which power controls them at the start of the game. Each power has its own color and emblem (the United Kingdom controls the Canadian territories in addition to those with its own emblem). When the rules refer to the “original controller” of a territory, they mean the power whose emblem is printed on the territory. All other spaces are neutral and are not aligned with any power. Most territories have an income value ranging from 1 to 20. This is the number of IPCs the territory produces each turn for its controller. A few territories, such as Iceland, have no income value. Units can move between adjacent spaces (those that share a common border). Spaces that meet only at a point (such as United Kingdom and sea zone 111) are not adjacent to one another, as they do not share a common border.

      All territories exist in one of three conditions:
      Friendly: Controlled by you or a friendly power.
      Hostile: Controlled by a power with which you are at war.
      Neutral: Not controlled by any power, or controlled by a power on the other side with which you are not yet at war. Neutral territories, such as Switzerland, have white borders and do not have any power’s emblem on them. Most such territories also have a unit silhouette with a number, which indicates how many infantry units the territory will generate to defend itself when its neutrality is violated. The Sahara Desert and Pripet Marshes are impassable and may not be moved into or through by any units.

      Sea Zones:
      Sea zones are either friendly or hostile. Friendly sea zones contain no surface warships (this doesn’t include submarines and transports) belonging to a power with which you are at war. Hostile sea zones contain surface warships belonging to a power with which you are at war. (The presence of a surface warship belonging to an enemy power with which you are not yet at war doesn’t make a sea
      zone hostile.

      Note: The Caspian Sea (surrounded by Caucasus, Kazakhstan, Turkmenistan, Eastern Persia, Persia, and Northwest Persia) is considered to be a sea zone, even though it does not have a number.

      Islands:
      An island or island group is a single territory surrounded entirely by one or more sea zones. A sea zone can contain more than one island or island group, but each one is considered one territory. Each territory has a separate name and emblem on it. It’s not possible to split up land-based units so that they are on different islands in the same group.

      For example, Sardinia and Sicily are both located in sea zone 95. These named islands can each have independent land-based units. However, West Indies, located in sea zone 89, is an island group (one territory), so any land units there are all together, not on separate islands. Islands that have no name label, such as the one in sea zone 114, are not game spaces and may not have units moved onto them.

      Canals and Narrow Straits:
      Canals and narrow straits are geographical features that can help or hinder sea movement, depending upon who controls them. Canals are artificial waterways that connect two larger bodies of water, while narrow straits are natural passages that do the same. In either case, control of the land territories surrounding these features gives the controlling power and its allies the ability to travel through them while denying access to enemy powers. There are two canals on the game board. The Panama Canal connects the Pacific Ocean to the Caribbean Sea (sea zones 64 and 89), while the Suez Canal connects the Red Sea to the Mediterranean Sea (sea zones 81 and 98). A canal is not considered a space, so it doesn’t block land movement. Land units can move freely between Trans- Jordan and Egypt. Central America, containing the Panama Canal, is one territory, so no land movement is required to cross the canal within Central America.There are three narrow straits on the game board. The Turkish Straits connect the Mediterranean and Black Seas (sea zones 99 and 100), the Strait of Gibraltar connects the Atlantic Ocean to the Mediterranean Sea (sea zones 91 and 92), and the Danish Straits connect the North and Baltic Seas (sea zones 112 and 113). Most narrow straits can’t be crossed by land units without the use of transport ships. However, Turkey is one territory that contains a narrow strait within it, so no land movement or transport ships are required to cross the straits within Turkey. If your side (but not necessarily your power) controlled a canal or narrow strait at the start of your turn, you may move sea units through it (you can’t use it in the same turn that you capture it). If a canal or narrow strait is controlled by a power not on your side, but with which you are not yet at war, you must ask permission to use it, which may be denied. You can’t move sea units through a canal or narrow strait that is controlled by a neutral territory or by a power with which you are at war. In order to control a canal or narrow strait, you must control its controlling land territory or territories. They are as follows:

      Canal/Narrow Straits
      Suez Canal Panama Canal Turkish Straits Strait of Gibraltar Danish Straits
      Controlling Territories
      Egypt and Trans-Jordan Central America Turkey
      Gibraltar
      Denmark

      If there is only one controlling territory, the power that controls it controls the canal or strait. If there are two controlling territories, the side that controls both of them controls the canal or strait. If one side controls one territory and the other controls the other, the canal or strait is closed to all sea units. Turkey begins the game as a neutral territory, so neither side may move through the Turkish Straits until Turkey is captured.

      Exception: Submarines of any power may pass through the Strait of Gibraltar regardless of which power controls it.
      The movement of air units is completely unaffected by canals and straits, whether they are moving over land or sea. They can pass between sea zones connected by the canal or strait regardless of which side controls it.

    • Young GrasshopperY

      Grasshopper’s G41 AE Template

      Young Grasshopper
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      Young GrasshopperY

      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:

      -9Qc5hgnTsIXzncwirpSMr8hfKJ1UhmZeMVM49ckSmFo9QXo-gaozzMp8S4r5Kuj.jpg

      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.

    • Young GrasshopperY

      G40 - UK Pacific & Commonwealth

      House Rules
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      @Young-Grasshopper
      cool stuff but half hour is a bit much for me. Be nice if you could summarize in a paragraph or two :)

    • Young GrasshopperY

      A&A 1940 Global 2nd Edition - Setup Charts and Components List

      Axis & Allies Global 1940
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      KrieghundK

      There were no changes to the treatment of neutrals in general, but the Soviet-Mongolian Defense Pact was added in the 2nd Edition.

    • Young GrasshopperY

      GenCon 2019?

      SmoreySwamp
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      @djensen

      yea they didn’t have good luck. Unfortunately for you guys, you had bad luck : )

    • Young GrasshopperY

      How many G40 games have you played?

      Axis & Allies Global 1940
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      I have played something like 80 games face to face and 7 on Triple A

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