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Download: Repository/Experimental/Global 40 House Rules

'Global 1940 Second Edition

Original Game Credits: Bung, Veqryn


Original Canada Mod Credits: simon33


Global 40 House Rules with Canada

Global 40 House Rules is an ongoing project that adds "House Rules" using Technologies. Simply add the rules you want by using edit mode.

You may also activate certain "House Rules" prior to game start in "Map Options".

Game starts with 2nd edition OOB rules, techs and units, with the exception of Sierra Leone and Yukon Territory (you can Edit to OOB) which are British controlled. Also the OOB National Objective of +5 PUs for Russian control of Germany has been removed.

A player named "Changer" will go first. His purpose is to activate certain technologies so the game may begin with them. There are 17 of these techs.
Each one has "ChangerMustActivate" at the end of them.

Changer has only 1 turn, so if techs are not activated then, you will be unable to activate them later.

Note You can Edit some Changer Techs after Changer's turn but they may not activate correctly.

Excluding the OOB techs, Germany activates the remaining techs for all players, except for those that end in "GiveToAll". "GiveToAll" techs must be given to each player in order for them to have the tech ability.

Germany needs to activate techs at the start of their turn in order for them to activate that turn. Activated after their turn starts and techs won't activate until their next turn.

Note UK Pacific and Canada techs are automatically activated by the British.

Note Convoy Zone Losses are not shown at the end of turn the way Blockade is.
They are shown in "Game History"

Note When using Edit some Units have the same Image.

Here is the Tech Tree for "Global 40 House Rules" minus the OOB techs:

"Changer" 1) "BM_Rules__ChangerMustActivate" Activates all of the BM Rules except for Interceptors/Escorts Air Battle at 2, which are activated by Country. Some BM Rules may also be activated individually.

Note The "Vichy Rule" and "Chinese Guerrillas" must be Activated separately when using "Map Options".
Escorts_Interceptors_A2D2_GiveToAll is activated with this "Option".

2) "Attack0Cost5Bomber_ChangerMustActivate" Bombers are now a A0 D0 M6 +1 w/AB C5 unit. They may perform SBR attacks only. They do not participate in the Air Battle with Interceptors. They do 1-6 damage. They no longer receive a +2 to an SBR attack.

Due to the Japanese Bombers not being able to participate in regular combat, an Airfield is placed in Formosa, which allows the Formosa Fighter to be able to strike Yunnan Round 1.

It also moves the 19 Sea Zone Sub and Destroyer to 20 Sea Zone. This allows the option of striking the British Battleship in 37 Sea Zone on a Round 1 Japanese Attack.

Note Even though they are A0 D0 for normal combat, they still produce a hitpoint. This is unintended and will be fixed in the future.
So don't take them as casualties in normal combat until all other units have been destroyed or finish battle and use edit to kill them.
While a bit of a hassle, it's not unplayable as these situations are somewhat rare.

May also be activated via Map Options.

3) "SubsCanEvadeDestroyers_ChangerMustActivate" Destroyers no longer block Subs or the Sub's "First Strike" capability. They are now a A1 D1 M2 +1 w/NB C5 unit. They also have 1 preemptive "ASA" (Anti-Sub Attack) shot.

When attacking a Sub, the Destroyer will fire a one time "ASA1" (hits at 2 out of 12) shot. If successful, the Sub is immediately destroyed and may not return fire. If the Sub survives, it may then submerge or take its normal "First Strike" shot.

The Destroyer also has 1 preemptive "ASD" (Anti-Sub Defense) shot for combat and 1 for movement. It hits at 1 out of 12. So when a Sub attacks a Destroyer, it will undergo 1 ASD shot when the Sub enters the Destroyer's Sea Zone and 1 ASD shot at the beginning of Combat. Both of these attacks occur before the Subs First Strike.

Destroyers will fire 1 ASD shot when Subs pass through the Destroyer's Sea Zone whether during Combat Move or Non Combat Move.

Note When moving through or into Sea Zones containing a Destroyer, you should form your Subs into "Wolfpacks" and move them together where possible. The Destroyer only has 1 movement ASD shot and will only fire once. If you move into or through the Sea Zone separately, the Destroyer will fire each time a Sub enters it's Sea Zone.
Destroyer ASA/D shots will stack. Meaning if there is only 1 Sub and multiple Destroyers, the sub will undergo as many ASA/D shots as there are Destroyers.

Subs remain A2 D1 M2 +1 w/NB C6. Subs cannot be blocked by any Naval Vessel. Subs are now susceptible to counterattack from Fighters and Tac Bombers. When attacking naval units who have air units present, Subs will undergo counterfire from the air units regardless of the outcome of their "First Strike".
When defending against attack by air units the sub may still submerge before the attack (except for the Tac Bombers ASA shot mentioned below).

Subs in Blockade Zones may either retreat or undergo 1 Round of Combat from ASW Units during the Subs Combat phase.

All other rules regarding Subs are unchanged.

Note When moving a sub through a contested Sea Zone, you must move in one continuous movement. If you stop in the contested Sea Zone you will be unable to pass through.

You will also be unable to undo your move once being "Depth Charged". Includes if you stop after the "Depth Charging" and still have movement left.

In addition to it's normal unit stats, Tac Bombers now have 1 ASA1 and ASD1 each. Their ASA shot will hit at 2 out of 12. Their ASD shot will hit at 1 out of 12. They will stack. Meaning if there is only 1 Sub and multiple Tacs, the sub will undergo as many ASA/ASD shots as there are Tacs. They only fire during the Combat Phase.

As mentioned above, it now fires normally at subs without a Destroyer present.

Note If "PlanesTargetNaval" and or "PlanesTargetNavalCV" has been activated then Tactical Bombers ASA and ASD shots will no longer Stack. Meaning only 1 shot per sub no matter how many Tacs are present.


May also be activated via Map Options.

4) "TacticalBomberCost10_ChangerMustActivate" The price of Tactical Bombers are reduced to C10.

5) "AAGunC4_ChangerMustActivate" Changes the AAGun into a A0 D1 M1 C4 unit. It has 2AA shots. May not fire more than 1 shot per plane. Can Combat Move and can conquer/capture Territories and Infrastructure.

May also be activated via Map Options. Map Options also activates "Towed AA Gun". Explained in "Map Options".

6) "TransportC8_ChangerMustActivate" The Transport is now A0 D1 M2 +1 w/NB C8. May participate in combat and be taken as casualty.
An interesting option when used with "SubsCanEvadeDestroyers".

May also be activated via Map Options.

7) "Escort_Carrier_ChangerMustActivate" Adds The Escort Carrier. Escort CV is a A0 D1 M2 +1 w/NB C9 unit. It also has the Destroyers Sub blocking ability. It can carry 1 Fighter or Tactical Bomber.

If "SubsCanEvadeDestroyers_ChangerMustActivate" has been activated, it becomes a A1 D1 M2 +1 w/NB C9 with 1, ASA1 and ASD1, each. They hit at 1 out of 6. It's ASA/D shots stack same as Destroyers. It can carry 1 Fighter or Tactical Bomber.

May also be activated via Map Options.

Note Shipyard tech currently does not work when Escort Carriers are activated. This will be fixed in the future.

8) "FlyingTiger_ChangerMustActivate" Changes the US Fighter at the Philippines into a "FlyingTiger" unit. This unit may move to Dutch or UK Pacific territories during it's ncm while US is neutral. When ending it's turn in a Chinese controlled territory, it will become a Chinese unit. May not enter Chinese territories unless US is at war with Japan. Has same abilities as Fighter. Cost 13 PUs.

USA May only have "1" Flying Tiger in the game at a time. Once it becomes Chinese, they may build another one.

9) "FactoryLimited_ChangerMustActivate" Air and Naval Bases now cost 12. All captured and newly constructed Minor Factories may only produce Artillery, AAguns, Armor, Mech Infantry, Mobile Infantry, Marines, Elite and Infantry. If a NB is present you may also build Subs, Transports, Escort Carriers and Destroyers. If an AB is present you may also build Fighters and Tac Bombers.

ABs are required to build Fighters, Tac Bombers, Bombers and Air Transports. Bombers and Air Transports may only be built in Factories on originally owned Territories that also have an AB. In addition, Bombers and Air Transports may not be built in the following territories: Kwangtung, Egypt, Norway, Alaska, West India and Korea. May not build at an AB with 3 or more damage.

Note: You may not place new Fighters on CVs. All air units may only be placed in the Territory that contains an AB as well as the correct Factory.

NBs are required to build all Naval Units. BBs, CVs and CAs may only be built in Territories with originally owned starting Factories. These Territories must also have a NB (Need not be original NB). May not build at a NB with 3 or more damage.

New Zealand receives a Minor Factory to allow ANZAC Air builds. Quebec receives a NB to allow for Naval builds. The Central United States receives a NB to allow for additional prewar Naval builds.

This addresses Capital Ships and Bombers being built in newly conquered Territories. It should also be noted that UK may only build Air Units in UK at game start. This makes the UK AB a prime Axis target.

May also be activated via Map Options.

10) "AdditionalVictoryCitiesWorthPUs_ChangerMustActivate" All Victory Cities are now worth 1 PU to the controlling player. In addition to the OOB VCs, the following have been added: Iraq, Szechwan, Alaska, Malaya, Amur, New Zealand, British Columbia, New Britain, Yakut S.S.R., Union of South Africa, Iceland, Norway, Tunisia, Romania, Libya, Caroline Islands, Manchuria, Ukraine, Greece, Archangel and French West Africa.

May also be activated via Map Options.

There are currently No Victory Conditions for this Option.

11) "NormandyTurnsProAllied_ChangerMustActivate" If France and Southern France are Axis contolled and there are no French units in Normandy Bordeaux, Normandy Bordeaux will turn into a Pro-Allied Neutral at the end of France's turn.

May also be activated via Map Options.

12) "Sphere of Influence_ChangerMustActivate" When Sphere Of Influence tech is activated, Germany will receive a minus 10 PUs penalty if Japanese units are in any German controlled territories.

Russia will receive a minus 10 PUs penalty if any Allied units are in any Russian controlled territories.

Japan will receive a minus 10 PUs penalty if any German or Italian units are in any Japanese controlled territories.

America will receive a minus 10 PUs penalty if any Russian units are in any American controlled territories.

UK will receive a minus 10 PUs penalty if any Russian units are in any British controlled territories.

UK_Pacific will receive a minus 10 PUs penalty if any Russian units are in any UK_Pacific controlled territories.

Canada will receive a minus 10 PUs penalty if any Russian units are in any Canadian controlled territories.

Italy will receive a minus 10 PUs penalty if any Japanese units are in any Italian controlled territories.

ANZAC will receive a minus 10 PUs penalty if any Russian units are in any ANZAC controlled territories.

France will receive a minus 10 PUs penalty if any Russian units are in any French controlled territories.

If a country has fewer than 10 PUs they will lose no PUs. This is not intended and needs to be player enforced.

May also be activated via Map Options.

13) "GetCapitalCashOnce_ChangerMustActivate" This allows a country's PUs to be captured the first time their capital is conquered. Additional conquests will result in their PUs being destroyed.

May also be activated via Map Options.

14) "BM_VichyRule_ChangerMustActivate" Activates the BM Vichy Rule. Explained in the BM Rules below.

May also be activated via Map Options.

15) "Marines_ChangerMustActivate" Adds the BM Marine unit. Explained in the BM Rules below.

16) "GermansInLondon5PU_ChangerMustActivate" 5 PUs if there is 1 German Land Unit in UK.

17) "ChinaInfantrySpawnBM_ChangerMustActivate" Explained in the BM Rules below.
May also be activated via Map Options under Chinese Guerrilla Fighters


The Following Techs are Activated by Germany or All Players Tech Category "Give To All"

1) "UpGun_BomberA0C5_GiveToAll" If "Attack0Cost5Bomber_ChangerMustActivate" has been activated, this tech will give Bombers A1 in Air Battles and Fighters A2 D2. This tech must be activated by each player in order for them to receive the tech ability.

If this tech is activated without activating "Attack0Cost5Bomber_ChangerMustActivate", Bombers will have A2 in Air Battles. Fighters will have A2 D2.

2) Naval_M3_GiveToAll Gives +1 Movement to Cruisers and Transports This tech must be activated by each player in order for them to receive the tech ability.

3) "BombersA3_GiveToAll" Bombers are now A3. They receive +1A when paired with Fighters on a 1:1 basis.This tech must be activated by each player in order for them to receive the tech ability.

May also be activated via Map Options.

4) "Escorts_Interceptors_A2D2_GiveToAll" Escort Fighters are now A2 Interceptors D2. This tech must be activated by each player in order for them to receive the tech ability.

May also be activated via Map Options. "Map Options" activates for all Players.

5) "Elite_GiveToAll" Adds the "Elite" unit. Elite is a A2 D2 M1 +1M w/tank (can blitz with tank), C5 unit. It may be transported by Cruisers and Battleships on a 1:1 basis. It may be Air Transported into combat or ncm by Air transports on a 1:1 basis if "AirTransport_GiveToAll" tech is activated.
This tech must be activated by each player in order for them to receive the tech ability.

This means Elites and Tanks can be transported on the same transport giving you two move 2 units on 1 transport.

It receives No combat bonuses from other units.

May also be activated via Map Options.

6) "AirTransport_GiveToAll" Adds the Air Transport unit. Air Transport is a A0 D0 M5 +1 w/AB C6 unit. It may transport Elite units in either combat move or ncm on a 1:1 basis. May be taken as casualty.This tech must be activated by each player in order for them to receive the tech ability.

Note When Attacking you will have the option of retreating if your Flight Path is over Allied controlled territories.
Over water or enemy territories and you will be unable to.

Sometimes Triplea will not allow a Legal move. Use Edit "Perform Move or Other Actions" to complete your move. TripleA will not keep track of your remaing movement when using Edit.

May also be activated via Map Options.

Tech Category "Give To All2"


1) "DestroyerC5Boost_GiveToAll" "DestroyerC5" now attack on a 2 out of 10 on ASA attack. They attack at 1 during normal combat. This represents advanced ASW Capabilities and is recommeneded for RD 5 or later. Also helps against later game Sub spam.
Does not affect their ASD shot.

This tech must be activated by each player in order for them to receive the tech ability.

2) "InteceptorDefend2_GiveToAll" Interceptors now Defend at 2. Represents advanced Fighters. Recommended Rd 5 or later. Also helps against later game Bomber spam.

This tech must be activated by each player in order for them to receive the tech ability.

3) "CruisersA4_GiveToAll" Cruisers now receive a +1 Attack when paired 1:1 with a Battleship. Cruiser's Bombard attack is now "4" when paired with a Battleship .

This tech must be activated by each player in order for them to receive the tech ability.

May be given to all players via "Map Options".


Tech category "Redesign"

1) "PacificIslandAndPU_Change" Gives all valueless Pacific Islands 1 PU when Japan is at war with any of the Western Allies. Must be at war to receive bonus.
Also gives 1 PU to the following: Poland, Malta, Crete, Cyprus, Gibraltar, Alexandria, Tobruk, Sardinia, Sicily, Nenetsia, Vyborg, Bessarabia, Turkmenistan, Iceland, Eastern Persia.
Removes 1 PU from: Ontario, Rhodesia and Alberta Saskatchewan Manitoba and Kazakhstan.

Japans "Strategic_Defense_Perimeter" National Objective is replaced by "Strategic_Islands". They now receive 3 PUs for control of "Midway, Wake Island and Guam" when at war with ANY of the Western Allies.

The USA also acquires the "Strategic_Islands" National Objective when at war with Japan.

The ANZAC Objective for Controlling Dutch New Guinea, New Guinea, New Britain and The Solomons is Reduced to 3 PUs .

On the Pacific Map, when at war with each other, Japan and the Western Allies will receive 2 PUs each time they Conquer a 2 PUs value Island or less (except the Philippines).

The Western Allies will receive 2 PUs each time they Conquer one of the following: Celebes, Sumatra, Borneo, Java or the Philippines from Japan. The Japanese will receive 2 PUs every time they take control of Celebes, Sumatra, Borneo, Java or the Philippines after round 3.

In The Mediterranean, All Players will receive 1 PU each time they Conquer one of the following: Malta, Sardinia, Sicily, Cyprus and Crete.

With originally controlled Territories, this gives Japan an additional 5 PUs, America 6 PUs, UK Pacific 4 PUs and ANZAC 3 PUs. Russia will receive an additional 3 PUs, Italy 3 PUs, Germany 1 PU and UK 1 PU.

Strategically, the Axis can Conquer Bessarabia and Vyborg quite easily from Russia for a previously unavailable 2 PUs boost. UK Pacific may activate Eastern Persia for an easy 1 PU.

It is suggested to use the "ConvoyAndBlockade" tech, which is explained below, in conjuction with the "PacificIslandAndPU_Change" tech.

May also be activated via Map Options.

2) "CanadaBoost" Gives plus 1 PU to British Columbia. Newfoundland Labrador and Yukon Territory are now worth 1 PU.

May also be activated via Map Options with "Canada Boost".

3) "CanadaUnitBoost" Gives 2 Infantry and a Tac Bomber to Alberta.
Also places 2 infantry in UK.

May also be activated via Map Options with "Canada Boost".

4) "CanadianNationalObjectives" Gives 2 PUs to Canada if Sea Zones 117 and 123 are Allied controlled.

May also be activated via Map Options with "Canada Boost".

5) "ConvoyAndBlockade" This adds Blockade zones to Sea Zones:64,86,91,103,107,108,116,118 and 123. In addition to interdicting Land Territory PUs, Blockade Zones also interdict Sea Zones with PU value when adjacent to said Zones.

It also adds "Convoy Zones" to Sea Zones:7,77,104,117,118,123 and 124. Convoy Zones allow interdiction of Land Territory PUs if Enemy Naval Units, not including Transports, are present. They are as follows:
Sea Zone 7: Buryatia and Sakha. 2 PUs total. Russian owned.
Sea Zone 77: Caucasus. 2 PUs total. Russian owned.
Sea Zone 88: West Indies. 2 PUs total. American owned.
Sea Zone 90: Southeast Mexico. 2 PUs total. American owned.
Sea Zone 102: Central America. 2 PUs total. American owned.
Sea Zone 104: Gold Coast and Nigeria. 2 PUS total. British owned.
Sea Zone 117: Quebec. 2 PUs total. Canadian owned.
Sea Zone 118: Scotland. 2 PU total. British owned.
Sea Zone 123: Iceland. 1 PU total. British owned.
Sea Zone 123: New Brunswick Nova Scotia. 1 PU total. Canadian owned.
Sea Zone 124: Nenetsia (when PacificIslandAndPU_Change is on) and Vologda. 2 PUs total. Russian owned.

Sea Zones 104 and 117 are also worth 1 PU.
Sea Zones 88,90 and 102 are worth 2 PUs.
Sea Zones with PU value do not have their PUs transferred to an enemy, even when that enemy controls the Sea Zone. Sea Zones with PU value are not collected if enemy controlled.

Land Territory changes are: Eastern United States: 12 PUs
Central United States: 10 PUs
Western United States: 12 PUs
Mexico: 1 PU
Southeast Mexico: 2 PUs
Central America: 2 PUs
West Indies: 2 PUs

You or your Ally must control the Convoy Zone at the "Collect PU" phase of your turn to receive the PUs from the corresponding Land Territories.

Submerged Subs do not control Convoy Zones. If there is a Sub controlling a Convoy Zone and it is attacked and survives the attack by submerging, control of the Convoy Zone will revert to the Original Owner.

The UK has their "British_Original"(controls all Original Territories) National Objective reduced to 3 PUs.

Strategically, certain Sea Zones(89,91,103) may inflict substantial damage.

The bottom left of the screen will show the PU value of the Sea Zone you are in. An easy way to remember is, USA Sea Zones are worth 2 PUs, UK 1 PU, except for 123 (Iceland), Canada 1 PU and USSR 0 PUs.

Note Sea Zones 103, 108 and 118 are Blockade Zones. So even though they are not adjacent to a Land Territory, submerged Subs will roll for damage.
Also of note loss of Convoy Zones PUs are not indicated the way PUs lost to Blockade are at end of turn.
They are shown in "Game History"

May also be activated via Map Options.

6) "RussianNationalObjectives" Reduces Russia's Sea Zone 125 Lend Lease Objective to 2 PUs and Allied Units are allowed in Russia. Also reduces their "Spread of Communism" Objective to 2 PUs per Territory and limits those Territories to Originally German, Italian, or Pro-Axis Mainland European Neutral Territories.

These Territories are: Bulgaria, Finland, Greater Southern Germany, Slovakia Hungary, Western Germany, Romania, Poland, Germany, Norway, Denmark, Holland Belgium, Northern Italy, Southern Italy.

Adds the following NOs to Russia: "The Northern Trace" Theme: Access to Allied Lend-Lease via the Northwest Staging Route. 2 PUs if Sea Zone 5 has no enemy warships (all sea units except Transports) and Amur is Russian controlled. Allied Units are allowed in Russia.

"Persian Corridor" Theme: Access to Allied Lend-Lease via the Trans-Iranian Supply Route. 2 PUs if Sea Zone 80 has no enemy warships (all sea units except Transports) and Persia and Caucasus is Allied controlled. Allied Units are allowed in Russia.

Beginning RD 3 an Additional increase of +2 PUs per Lend Lease Route goes into effect if Russia is at war and Japan declares war on Russia. Allied units May be present in Russia.

A Russian Destroyer is added to Sea Zone 5. It must remain adjacent to Original Russian Territory while Russia is neutral to Japan.

May also be activated via Map Options.


Tech Category "Redesign2"

1) "RussiaNoAllies" Russia receives 3 PUs if no Allied units in any Original Russian Territories.

May also be activated via Map Options.


Tech Category "New Units and Unit Changes"

1)"ChineseMilitia" Adds the "Militia" unit for China. A0 D1 M1 C2. This helps China produce a few more units and allows them to purchase when they only have 2 PUs. Also adds a AAGun to Szechwan. Helps slow Japan down a little.

2) "PrimitiveTerrain" Places a "Primitive" image in basically all of Asia, excepting most Costal Territories, and up to the Ural Mountains in Russia. When starting in a primitive territory, M2 units have their movement reduced to 1. Does not affect aircraft.
This helps slow Japan's push through China and discourages early Soviet Far East invasions.

May also be activated via Map Options.

3) "BBandCA_AA" Battleships now have 1 AA shot and Cruisers 2. They hit at 1 out of 10 as opposed to 1 out of 6.

It is recommended to wait until RD 2 to activate BB and CA AA Guns. This prevents breaking early RD battles and reflects the early war successes in air to naval combat.

If "PlanesTargetNaval" and or "PlanesTargetNavalCV" has been activated, AA shots will also fire when Attacking. They will hit at 1 out of 12 on the attack and remain 1 out of 10 on defense.

May also be activated via Map Options.

4) "Mobile_Artillery" Adds a Mobile Artillery Unit. A2 D2 +1D w/tank, C5. Gives +1A to 1 Infantry or Mech Infantry. May blitz. Does not provide blitz ability to other units.

+1D w/tank represents their use as anti-tank weapons and to prevent tank buys from being adversely affected.

May also be activated via Map Options.

5) "MilitiaForAll" Adds the Militia Unit to all players. A Player may have no more than 8 Militia at any one time. May only be placed in originally owned Territories.

This is to prevent spammage. It is also suggested to wait until Round 3 before activation. This represents full manpower mobilization and prevents an early UK stack to prevent Sea Lion. If "Chinese Militia" is not activated, China will also gain the ability to purchase Militia when "MilitiaForAll" is activated. Note UK may have up to 16 Militia. This is due to UK Pacific counting towards the total of 8. UK and UK Pacific should still follow the maximum of 8 per Player, which has to be Player Enforced .

May also be activated via Map Options.

6) "CloseAirSupport" Tac Bombers give +1A to Infantry and Mech Infantry on a 1:1 basis. Tac BombersC10 do not receive this ability.

May also be activated via Map Options.


Tech Category "More Units and Changes"

1) "Bunkers" Adds the NWO Bunker unit. Bunkers are a A0 D3 M0 C5 2-hit unit. They require one of the following units for placement: Infantry, Militia, Elite, Marine and Mech Infantry. If combat damaged they also require one of the previous units to be present to repair.

Bunkers may be bombed by SBR's. They are destroyed when reaching 5 damage. They will function normally with 4 damage. SBR damage is repaired the same as Infrastructure damage. They will fire AA shots at SBR Bombers the same as other Infrastructure.

You may place a minimum of 1 Bunker per territory. If the territory has a PU value you may place a total number of Bunkers equal to the territory value. May only place 1 Bunker per territory per turn.

UK Pacific is able to place Bunkers without the required units being present. This is unintended and is player enforced.

It is recommended to wait until RD 3 to activate Bunkers. This prevents breaking early RD battles and represents the time needed to build fortifications.

Note Bunker 2 Hit Point and SBR Damage are separate but Image is the same. So if you repair SBR Damage or Hit Point Damage the Bunker Hit Image will show up and vice versa.

May also be activated via Map Options.

2) "MilitaryBase_Produces_2inf MilitaryBases C12. May place in any territory of 1 PU or less. Maximum of 1 Base per territory. May receive up to 6 damage. Cannot place Infantry if 3 or more damage. Has AA capability same as Factories.

It will allow you to place 2 of any unit type per base. This is not intended and will be fixed in the future. 2 Infantry placed per Base per turn maximum is suggested use. This is player enforced.

3) "TacticalBomberAirBattleD1" Gives Tactical Bombers the ability to intercept at D1. This is to help against A0C5 Bomber spam and represent Night Fighter Interceptors.

4) "AirfieldM2" Airfields now give +2 Movement to Bombers and Fighters. It is recomended to only use the additional +1 Movement for fighters when they are escorting Bombers on SBR missions. This is Player Enforced.

5) "PlanesTargetNaval" Fighters and Tactical Bombers now target Cruisers and Battleships prior to regular combat. Fighters get 1 shot that hits at 1 out of 12. Their shots do not stack.
Tactical Bombers hit at 2 out of 12. Their shots do not stack.

Also Tac Bombers will Defend with "1" 1 in 12 shot against Cruisers and Battleships which will not stack and Fighters will Defend at 1 in 12, which will not stack.

Round 2 activation is recommended as well as using "BBandCA_AA" tech with this option.

May also be activated via Map Options.

Note If "SubsCanEvadeDestroyers_ChangerMustActivate" tech has been activated and Submarines are present, they will also be targeted by Tactical Bombers, along with Cruisers and Battleships.

6) "PlanesTargetNavalCV" Fighters and Tactical Bombers now target Battleships, Cruisers and Carriers prior to regular combat. Fighters get 1 shot that hits at 1 out of 12. Their shots do not stack.
Tactical Bombers hit at 2 out of 12. Their shots do not stack.

Also Tac Bombers will Defend with "1" 1 in 12 shot against Battleships, Cruisers and Carriers which will not stack and Fighters will Defend at 1 in 12, which will not stack.

Round 2 activation is recommended as well as using "BBandCA_AA" tech with this option.

May also be activated via Map Options.

Note If "SubsCanEvadeDestroyers_ChangerMustActivate" tech has been activated and Submarines are present, they will also be targeted by Tactical Bombers, along with Cruisers, Battleships and Carriers.

Map Options The following House Rules are added via "Map Options"

1)Option Redesign Adds a lot of the House Rules discussed in the "Redesign Thread" noted below. They are as follows:
"Attack0Cost5Bomber_ChangerMustActivate"
"SubsCanEvadeDestroyers_ChangerMustActivate"
"AAGunC4_ChangerMustActivate"
"Escort_Carrier_ChangerMustActivate"
"FlyingTiger_ChangerMustActivate"
"FactoryLimited_ChangerMustActivate"
"AdditionalVictoryCitiesWorthPUs_ChangerMustActivate" (PUs Activate Round 3)
"NormandyTurnsProAllied_ChangerMustActivate"
"Sphere of Influence_ChangerMustActivate"
"GetCapitalCashOnce_ChangerMustActivate"
"GermansInLondon5PU_ChangerMustActivate"
"Elite_GiveToAll"
"PacificIslandAndPU_Change"
"CanadaBoost"
"CanadaUnitBoost"
"CanadianNationalObjectives"
"ConvoyAndBlockade"
"RussianNationalObjectives"
"PrimitiveTerrain"
"BBandCA_AA" Activated Round 2
"Mobile_Artillery"
"MilitiaForAll" Activated Round 3
"CloseAirSupport"
"BM Vichy Rule"
"Bunkers" Activated Round 3

There are currently No Victory Conditions for this Option.

2)Option taamvan Changes the control of Novgorod, Volgograd, Russia Objective to 3 PUs for Germany. Control of Caucasus is also reduced to 3. Also adds a Fighter to Russia and a Armor to Urals.

3)BM Rules Adds the "BM Rules". Must Activate the "BM Vichy Rule" and "Chinese Guerrilla Fighters" separately.

4)German Boost Gives 1 PU to Poland, Slovakia Hungary, Romania and Yugoslavia. You may wish to use this option if "Victory Cities Worth 1 PU", "RussianNationalObjectives", "RussiaNoAllies" or "PacificIslandAndPU_Change" is activated if you feel Russia becomes too strong.

5)Philippines PU Boost Gives 1 PU to the Philippines. You may wish to use this option if "Victory Cities Worth 1 PU", "ChineseMilitia", "RussianNationalObjectives", "RussiaNoAllies" or "PacificIslandAndPU_Change" is activated if you feel Allies become too strong.

6)Towed AA Gun Activated by "AA Gun Cost 4". Is a A0 D1 M1 +1 with Mech Infantry, C5 unit. Can blitz with Mech Infantry and Armor. It has 2AA shots. May not fire more than 1 shot per plane. Can Combat Move and can conquer/capture Territories and Infrastructure.

7)German Trade With Russia When Deactivated Germany will not receive the Trade with Russia National objective if it has any units in Original Russian Territories.

Prevents Italy declaring war on Russia and taking control of Russian Territory and having Germany move Units into that territory while not at war with Russia and still able to collect the Trade National Objective.

8)Russia Spreads Communism In Africa When Deactivated Russia will not receive the Spread of Communism National Objective for any Territories Not in Mainland Europe.

9)China M Adds the Mursilis China Rules. Changes China's National Objective to 1 PU for each Burma Road Territory that is Allied controlled. Also allows Artillery builds as long as at least 1 of Burma or India is under Allied control.

If Chinese Guerrilla Fighters have been activated, they will now only spawn once All Burma Road Territories are under Axis control.

Note UK Pacific is Allied with China from the start, which allows UK Pacific Units to move into China. This is unintended and will need to be Player Enforced. May be fixed in the future.

10)China M BM When used with the "China M" option, Chinese Guerrillas will spawn according to BM Rules .

11)Italy Controls Original Italy receives 3 PUs when it controls all of it's Original Territories.

12)USA bonus for North Africa 3 PU Reduces the BM North Africa USA bonus to 3.

Note You need to turn off the "USA bonus for North Africa" option or it will show up as well.

13)Western Europe Beach Head 3 PU Reduces the BM Western Europe Beach Head for USA bonus to 3.

Note You need to turn off the "Western Europe Beach Head" option or it will show up as well.

Most of these house rules are discussed in this thread: www.axisandallies.org/forums/index.php?topic=36518.0 started by Black_Elk. They are also discussed here: www.axisandallies.org/forums/index.php?topic=34568.30

Credits: Thanks to Bung and Veqryn for making the original 1940 mod.

Thanks to simon33 for doing the original Canada mod.

Thanks to Black Elk for starting Redesign and Baron Munchausen for his number crunching and ideas.
Thanks to LHoffman, CWO Marc, Argothair for their ideas and suggestions.
Wild Bill, Young Grasshopper, Narvik, KNP7765, Gamerman1, Der Kuenstler, oztea and all the others who contributed with their ideas and comments.

Thanks to crazy_german, prastle, Frostion, Zim Zero, ZjelcoP, Red Baron, Cernel for xml help. pyt o torp for sub ideas.
To P@nther, simon33 for GitHub help. Redrum, RoiEX, ssoloff and DanVanAtta for additional help.

Thanks to Joe Pants, Veqryn and hepster for unit images.

To regular kid and the Mod Squad for BM additions.
Mursilis for his ideas. Also to everyone else who helped with their comments and ideas.

Modded for TripleA by b

Change Log:

2.647
Change Tactical Bomber to hit at 2 in 12 when "Planes Target Naval" activated. Defends at 1 in 12. Does not stack against Subs and Ships.
Fighters attack and defend at 1 in 12 against Ships. They do not stack.

2.646
Change Tactical Bomber to hit at 1 in 12 when "Planes Target Naval" activated and stack against Subs and Ships.

2.645
Fix Objective "Germans 1A Trade with Russia" not showing up when Option "German Trade with Russia" is activated.

2.644
Adds 108 and 118 Sea Zones as Blockade Zones when "Convoy and Blockade" is activated. Also makes Sea Zone 118 a Convoy Zone against Scotland.

2.642
Change DestroyerC5 to hit at 2 in 12 on attack and 1 in 12 on defense.

2.641
Fixes bug in A0C5 Bomber freezing game.

2.639
Adds Map Options "China M" "China M BM" "German Trade With Russia" "Russia Spreads Communism In Africa"."Italy Controls Original" "USA bonus for North Africa 3 PU" "Western Europe Beach Head 3 PU".
Fixes taamvan German Caucasus Objective showing up when taamvan Option not activated.
Allow BBandCA_AA to hit Bombers.

2.614
reverts to 2.6

2.613
reverts to 2.6

2.6
Reduces Battleship's AA fire to 1 in "BBandCA_AA".
Adds "CruisersA4_GiveToAll" "PlanesTargetNaval" and "PlanesTargetNavalCV".
Some xml cleanup.

2.5
Fix Bunkers and Military Base not showing up when Radar tech and Increased Factory tech is activated.
Reduce Military Base to 2 Infantry.

2.3
Change "Option taamvan" to activate at Game start.

2.2
Fix Chinese not being able to buy Artillery in BM Rules.

2.0
Add "Option taamvan".

1.9
Fix "Sphere of Influence" activating when Mongolians activated. Also fixed Mongolia Infantry changing to Russian Infantry.

1.8
Fix BBandCA_ AA not working with Map Option "Option Redesign".

1.7
Clarified some Game Notes.

1.6
Added "Option Redesign" and "BM Rules" to "Map Options".
Added "Map Options"for some of the "Techs". Also adds "Towed AA Gun".

1.5
Added "Option Redesign" and "BM Rules" to "Map Options".
Added "Map Options"for some of the "Techs".

1.4
Fix Vichy DDC5 not scuttling correctly and Harbour12 removal and place when BM Rules activated and Southern France Liberated.
Change Air Transport cost to 6.
Added 1 PU to Poland when "PacificIslandAndPU_Change" is activated.
Added BM Rules.
Updated Bunker Unit. Explained in Notes.

1.3
Add "DestroyerC5Boost" and "InteceptorDefend2".
Fixed "AAGunC4" transport cost.
Add "BM Vichy Rule" "Marines" and "Game Notes".
Add Conquer Bonus for Med Islands.
Separate Russia's 3 PU No Allies Objective.
Return Yunnan to 4 Inf, give Formosa an AB and move DD and Sub to 20 SZ when "A0C5Bomber" tech is activated.

1.2
Rearrange Tech order and xml cleanup.
Make Canada playable with all Techs.
Fixed "Sphere of Influence".
Fixed a few Unit naming errors.
Cleaner Convoy Flags.

1.1
Fixed map name so it will upload correctly.
Fixed various xml errors.

G40 Balanced - Balance Mod 3.3

Original Game Credits: Bung, Veqryn

Mod Squad: Adam514 (co-originator and oracle), Deathbringer1974 (chief executive troll), dust (good at math), dss85 (playtester and game breaker), Gencre (general haha), redrum (XML high priest), Regularkid (co-originator and king of noobs), simon33 (bug chaser), Young Grasshopper (topper goodwill ambassador)



**REVISIONS**


Revised Air Raid Rules: Fighters attack and defend at 2. Strategic and tactical bombers attack at 1.

Revised Capital Capture Rules: The capture of a player's capital results in the plunder of that player's PUs only the first time the capital is taken. Subsequent recapture of the same capital results in the player's PUs being destroyed.

Revised Victory Conditions: If Germany is Allied controlled, an Axis victory in the Pacific requires 7 (rather than 6) Pacific VCs. If Japan is Allied controlled, an Axis victory in Europe requires 9 (rather than 8) Europe VCs.

New Unit - Marines: Cost 5; Attack at 1 (2 during amphibious assaults); Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship).

Note: During amphibious assaults, Battleships and Cruisers may bombard any adjacent territory in which an amphibious assault is occurring, regardless of where they unloaded their marines.

Additional National Objectives

Germany

  • 2 PUs if Romania, Yugoslavia, Albania, Bulgaria, Greece, and Crete are Axis or Pro-Axis controlled.
  • 5 PUs if there is at least one German land unit in either London (the United Kingdom) or Egypt. (This modifies Germany's "Presence in Egypt" objective).

Russia

  • 3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.
  • 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia's "Spread of Communism" objective).
  • 2 PUs for each of the following Lend-Lease lanes that is "open" (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beyond Round 2: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia's "Lend Lease" objective).
  • An additional 2 PUs per each "open" Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.
  • Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia . The National Objective for Russia's first capture of Berlin has been removed.

Japan

  • 5 PUs if Axis controls Dutch New Guinea, New Guinea, New Britain and Solomon Islands. (This modifies Japan's "Strategic Perimeter" objective).
  • 5 PUs if Axis controls Midway, Wake Island, Guam.
  • 3 PUs if Japan controls Iwo Jima and Okinawa and is at war with the United States.

USA

  • 5 PUs if USA is at war and Allies control Midway, Wake Island, Guam.
  • 5 PUs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas.
  • 5 PUs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and USA has at least one land unit in any of these territories.
  • 5 PUs if Allies control Morocco, Algeria, and Tunisia, and USA has at least one land unit in any of these territories.

China

  • 3 PUs if Allies control Yunnan, Szechwan, Burma, and India. (This modifies China's "Burma Road" objective).
  • At the start of China's turn, a Chinese infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit (i.e., infantry, marine, mech infantry, artillery, or armor). These "guerrillas" engage in combat wherever they are spawned and may not be moved until China's next turn.

UK

  • 3 PUs if UK Europe controls all its original territories. (This modifies UK's "Original Territories" objective).
  • 3 PUs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and Allies have at least one land unit in any of these territories.
  • 3 PUs if there are no enemy submarines in the Atlantic, excluding szs 112 and 125-127.
  • 3 PUs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled.
  • 3 PUs for UK Pacific when at war with the Japanese if: (1) British control West India and either Egypt or South Africa; and (2) there are no enemy submarines in the western half of the Indian Ocean (sz71,...,sz81).
  • 3 PUs for UK Pacific when at war with the Japanese if Malaya and Kwantung are Allied controlled. (This modifies UK Pacific's "Malaya and Kwantung" objective.

Italy

  • 3 PUs if Malta, Cyprus, and Crete are Axis controlled.

ANZAC

  • 3 PUs if ANZAC is at war with the Japanese and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies (other than the Dutch). (This modifies ANZAC's "Strategic Islands" objective).
  • 3 PUs if ANZAC is at war with the Japanese and Solomon Islands, Gilbert Islands, Fiji, and Samoa are Allied controlled.
  • 3 PUs if ANZAC is at war with the Japanese, controls all of its original territories, and Malaya is Allied controlled. (This modifies ANZAC's "Control Original And Malaya" objective).


**VICHY FRANCE RULE SET**

The following rule-set simulates the circumstances and strategic consequences of the Franco-German Armistice, and is intended for play with the G40 Balance Mod.

Game Conditions for Franco-German Armistice

At the beginning of France's turn, if the following conditions are met, the Franco-German Armistice will occur:

1. Axis has control of both France and Normandy Bordeaux;
2. Axis has never controlled Southern France; and
3. There are no non-French, Allied land units in Southern France.


Game Consequences of Franco-German Armistice

French Territorial Control: At the beginning of France's first turn in which Armistice conditions are met, all originally French territories not already under Axis control immediately change ownership to Pro-Axis Neutrals, except: (1) French Equatorial Africa; (2) New Hebrides; (2) any French territories containing non-French allied land units.

Any non-French allied air units in Vichy-controlled territory are destroyed upon conversion of the territory to Vichy control.

With the exception of Southern France (see discussion of "Zone Libere" below), Vichy French territory operates the same way as other Pro-Axis Neutral territory. An Axis player may capture Vichy French territory and commandeer its forces by moving a land unit into the territory during the non-combat phase of his turn.

Fly-over restrictions applicable to other Neutral territories do not apply to Vichy French territory.

Fleet at Toulon: In addition to the change in French territorial control, the Armistice changes control of the the French fleet in sz 93, from French to Pro-Axis neutral. The Vichy French fleet maintains a strictly defensive posture. It may not be moved. It may not be captured by the Axis. The fleet is immediately destroyed if any power, other than the Free French, occupies Southern France

"Zone Libre": Any Axis occupation of Southern France following the Armistice results in the scuttling of the Vichy French Fleet at Toulon and the disbandment of all remaining Vichy French forces. These forces are removed at the end of the Axis player's turn in which the occupation of Southern France takes place. Any formerly Vichy French forces that were previously commandeered by the Axis are unaffected by this change.

Armistice's Effect on National Objectives: Following the armistice, Southern France is considered Axis-controlled for purposes of Italy's "Roman Empire" objective. Otherwise, the Vichy France arrangement has no impact on National Objectives. Tunisia, Algeria and Morocco must still be directly occupied by Germany or Italy to achieve Italy's "North Africa" objective. Japanese occupation of French Indo China still negates Japan's "Trade With America" objective.

Liberation of France: The Allied liberation of France effectively terminates the Armistice. Any territory and forces still under Vichy French control (including any surviving fleet in sz 93) revert back to Free French control. The Vichy French forces in the Southern France and sz 93 will also revert back if Southern France is liberated by the Free French.





Global 1940 Second Edition

Credits: Bung, Veqryn


Note This game uses the latest Global 1940 2nd Edition (successor to Alpha +3) rules, as posted on Larry's website.
To blitz move mech_infantry with armour, you must click on them both at the same time (use CTRL to create waypoints).
Paratroopers tech enables a second combat movement phase which happens right after the first combat movement phase, and the second one only allowes movement of paratrooping infantry.

Disclaimer The game is not meant to take over your responsibility in knowing the rules. For example, the game engine is not always going to restrict or allow certain attacks. It is your responsibility to know the rules and abide by them. Most of the game notes that follow can be thought of as differences compared to WWIIv3 or WWIIv4 rules but obviously are not a complete manual for the game. Beginners to these games are suggested to ask for help in the lobby or on the forums at http://www.tripleawarclub.org
You must always validate your own movement, especially air movement at sea. The engine is not perfect.

Edit Mode If you ever need to create new UK units, always create "British" units, do not create "UK_Pacific" units (except for Factories, all UK_Pacific units turn into British units when placed normally).
The Warbonds technology will give the PUs to the British, please use edit mode if you want some of it to go to UK Pacific.
You may also need to use edit mode to correct things listed below.


Below is a list of rules that the TripleA game engine either does not enforce, or enforces incorrectly, at this point.
Each item starts with a code in parentheses that represents how you may fix or correct the rule.
(PE) = Player Enforced = You must be aware of the rule and must follow it. The engine will not stop you from breaking the rule.
(CL) = Comment Log = You must record what you are doing in the comment log, because TripleA does not keep that information around. (To access the comment log, go to the 'view' menu, and click 'show comment log', then type a comment there.)
(SR) = Save/Reload = You may save the game now or at the start of the phase, then reload it, in order to solve this problem.
(EM) = Edit Mode = You must use Edit Mode to correct or fix the error, because the engine either disallows the rule or otherwise does something wrong that you can correct.
(NA) = None Available = There is no fix available for this yet.

Rules specific to 1940 the engine does not do, but you must follow:

  • (EM) You may ask for permission during your turn to move through a canal owned by a power you are not yet at war with (use edit mode to move them).
    * (CL) TripleA does not keep track of which neutral territories have been previously attacked (use comment log to keep track of this instead).
    * (PE) You are not allowed to blitz or move any units through Friendly Neutrals, including the same turn they are captured, unless they have been previously attacked.
    * (PE) You may not land air units in Friendly Neutrals, including the same turn they are captured, unless they have been previously attacked.
    * (PE) You can not fly over unfriendly neutrals, unless they are being attacked or they have previously been attacked.
    * (PE) Friendly Neutrals can not be 'captured' with an AA Gun, only by land units with an attack power.
    * (PE) You may not build facilities on territories that were Dutch at the start of your turn.
    * (PE) You may not attack a territory containing units owned by a nation that you are not at war with (even if the territory is owned by someone you are at war with).
    * (PE) USA may not end movement in seazone adjacent to Japanese controlled territories when not at war with Japan (Sea Zones 6, 17, 19, 20, 22, 32, 33, 34, 36, and 37).
    * (EM) Japan can fly over UK and French territories before going to war with them.
    * (EM) USA does not have to declare war at the end of USA 3 if they do not want to.
    * (PE) You may not conduct an amphibious assault from an allied transport if the defender could scramble and you have no other combat units to protect that transport.
    * (EM) If Russia is at war with Italy, but not with Germany, a German warship in sz125 will cancel Russia's national objective (and same if at war with Germany but not Italy, and there is an Italian boat in sz125).
    * (EM) If UK Pacific captures Japan, the money should go to UK Pacific, even if UK Pacific's capital is occupied.
    * (EM) You must place all units you purchased if you are able to, or as many as you can. Any units not placed get refunded to you (TripleA instead carries them over to the next turn).
    * (PE) The victory conditions must be held for a full continuous round after they are achieved (so for example if Italy takes Egypt as the 8th European VC, then the Axis must hold 8 VCs continuously until Italy's next turn).
    * (NA) During an SBR, AA fire and casualty selection should be done on a per-facility-being-attacked basis.
    * (EM) Rocket damage to an airfield should occur after scrambling, which means if an airbase is disabled by the rocket attack, it could still scramble this turn.
    * (PE) Paratroopers (airborne) may not attack multiple territories from a single airbase.

General rules for all A&A games that the engine does not do, but you must follow:

  • (PE) Battles should be resolved in this order: all SBR, then all Amphibious Assaults, then all others.
    * (SR or EM) Repairing and Purchase are should actually be done at the same time.
    * (CL) TripleA does keep track of which units are on which transports, but there is no easy way to see this information when it is not your turn.
    * (CL) TripleA should, but does not keep track of which air units are on which carriers.
    * (PE) All air moved must have a way of potentially being picked up or landing, and all air that survives combat MUST be picked up if possible.
    * (PE) TripleA should not allow non-combat moves to be done during combat move phase.
    * (PE) Only non-air units that did not move during combat move and did not participate in combat, may move during non-combat-move.
    * (PE) Transports can only be loaded in 1 phase (not both), and unloaded in 1 phase (not both).
    * (PE) Transports if unloading for amphibious assault, must unload all their units, and may not hold back some units while offloading other units.
    * (NA) Rocket attacks should all be chosen first, before any dice and results are shown.
    * (NA) You should be able to SBR / Rocket attack an empty territory that you are blitzing.
    * (NA) Each phase of combat should have all units in that phase fire before any casualty selection occurs, whereas right now in TripleA if air and subs are involved then units might be broken up into smaller groups and casualty selection done for each group.
    * (EM) If you select for a bombardment from a sea zone, you should be able to select which units you want to have bombard, but currently all possible units are used.

Victory Conditions To win with the following victory conditions, a side must maintain it for a complete round of play and must also control at least one of its own capital cities.

Axis Victory: 8 European Victory Cities OR 6 Pacific Victory Cities where at least one is Rome/Berlin/Japan. Allied Victory: Berlin and Rome and Japan are under allied control and allies maintain control of one of their own capitals.

Canals/Straits There are 5 canals/straits in the game with the following set of conditions.

Canal/Strait Name Geographical Location Land Movement Restriction Control for Ship Movement
Panama Canal Central America is one territory through which ships can move. None. It requires no movement to cross. Central America
Suez Canal Connects Trans-Jordan and Egypt. Connects sea zone 81 and 98. Possible. Egypt and Trans-Jordan
Strait of Gibraltar Connects sea zone 91 and 92. Not possible. Only Gibraltar, except there are no control restrictions on submarines.
Danish Straits Connects sea zone 112 and 113. Not possible. Only Denmark.
Turkish Straits Connects sea zones 99 and 100. Turkey is one territory through which ships can move. None. It requires no movement to cross. Turkey

Air units have no restrictions for any strait or canal.


Political Situation At the start of the game Germany and Italy are at war with the UK and ANZAC and France only, while Japan is at war with China only. Any countries not at war with each other ignore each other's naval units and obviously cannot go into each others ground territories. There are a number of specific politically related rules/conditions for each country:

Germany/Italy/Japan

  • Germany/Italy/Japan can declare war on USA or Russia or China at any time.
  • If Germany/Italy/Japan is at war with one of USA or Russia or China it doesn't affect relations with the other.
  • While not yet at war with the USA, Japan may not move into sea zones within 2 spaces of Western USA or Alaska.

Russia

  • Russia cannot go to war against the Germans and Italians until the beginning of purchase units phase of Russia 4, unless of course they attack it first, or the Axis capture London.
  • Russia and Japan may declare war on each other at any time. When not at war, Russia may not enter China.

USA

  • If USA is not at war with Germany or Italy, USA may only move its units to sea zones touching USA territories and also Sea Zone 102.
  • If USA is not at war with Japan, USA may not move its units into sea zones touching Japanese controlled territories.
  • USA cannot go to war against the Axis until the beginning of PU collect phase of USA 3, unless of course an Axis power attacks it first.
  • Once at war, the Minor Factories in continental USA upgrade to Major Factories automatically for free, and may be used immediately.

Neutrals There are three types of neutrals:

  • pro-Axis: When an Axis unit moves into one of these zones for the first time, that country gets a one-time bonus number of infantry, specified on the map, and control of the territory. The new infantry cannot be moved until the next turn.
  • pro-Allies: When an Allied unit moves into one of these zones for the first time, that country gets a one-time bonus number of infantry, specified on the map, and control of the territory. The new infantry cannot be moved until the next turn.
  • Regular: If a power attacks a regular neutral, all the other regular neutrals on the board become friendly to the other team.

Note: Capture of friendly neutrals must be done during Non Combat Movement.

When a country moves into a regular or non-friendly neutral during the combat move, it must conduct combat with the number of infantry specified on the map for that neutral. If it loses or retreats, however many infantry that remain are how many that stay in the zone. This means that if Finland was +4 for Axis, and Russia kills 2 infantry and retreats, then Axis only get 2 infantry when they move into Finland.


National Objectives Germany

  • 5 PUs if not yet at war with Russia.
  • 5 PUs for each German controlled territory: Volgograd or Novgorod or Russia.
  • 5 PUs if Axis controls the Caucasus.
  • 5 PUs if there is at least one German land unit in Egypt, whether or not it is controlled by Italy or Germany or Japan.
  • 5 PUs if Germany controls both Denmark and Norway and Sweden is not allied-controlled or pro-allied.
  • 2 PUs for each German controlled territory: Iraq or Persia or Northwest Persia.

Russia

  • 5 PUs if Russia is at war, sz125 has no Axis warships (all sea units except transports), Archangel is Russia-controlled, and there are no allied units in any originally Russian territories.
  • 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls.
  • 10 PUs one time only, the first time Russia conquers Germany (Berlin).

Japan

  • 10 PUs if not yet at war with USA, has not yet attacked French Indo-China, and has not declared war on UK or ANZAC.
  • 5 PUs if Axis controls all of Guam, Midway, Wake Island, Gilbert Islands, and Solomon Islands.
  • 5 PUs for each Axis controlled territory: Hawaii, India, New South Wales, and Western United States.
  • 5 PUs if Axis controls all of Sumatra, Java, Borneo, and Celebes.

UK

  • 5 PUs for UK Europe if UK Europe controls of its original territories.
  • 5 PUs for UK Pacific if UK Pacific controls both Kwangtung and Malaya, and is at war with Japan.

ANZAC

  • 5 PUs if the Allies control Malaya, and ANZAC controls all of their original territories, and is at war with Japan.
  • 5 PUs if the Allies (not including Dutch) control all of Dutch New Guinea, New Guinea, New Britain, and the Solomon Islands, and is at war with Japan.

Italy

  • 5 PUs if no Allied ships are in the Med: sz92,...,sz99.
  • 5 PUs if Axis control at least 3 of: Gibraltar, Egypt, Southern France and Greece.
  • 5 PUs if Axis controll all of: Morocco, Algeria, Tunisia, Libya, Tobruk, and Alexandria.
  • 2 PUs for each Italian controlled territory: Iraq or Persia or Northwest Persia.

USA

  • 10 PUs if USA is at war and EUS, WUS, and CUS are American-controlled.
  • 5 PUs if USA is at war and Alaska, Aleutian Islands, Hawaiian Islands, and Johnston Island, and Line Islands are American-controlled.
  • 5 PUs if USA is at war and Mexico, South Eastern Mexico, Central America, and West Indies are American-controlled.
  • 5 PUs if USA is at war and the Philippines is American-controlled.
  • 5 PUs each turn the USA has one land unit in France.

China

  • 6 PUs and may build artillery if the Allies control India, Burma, Yunnan, and Szechwan.

French

  • 12 PUs worth of free units in France the first time France is Liberated (The engine will give you 4 infantry automatically. Use edit mode if you want something other than 4 infantry by deleting the infantry and replacing them with what you really want).





Kamikaze Attacks Japan starts the game with 6 attack tokens, and may begin doing Kamikaze Attacks at the start of the game.
These attacks can only be done in sea zones that contain the Kamikaze symbol [the sea zones surrounding: Japan, Okinawa, Iwo Jima, Formosa, and the Marianas].
At the end of Japan's enemy's combat-move phase, Japan may target any surface warship in a Kamikaze zone for one or more Kamikaze attacks, ONLY if the enemy is attacking Japanese units there or is conducting an Amphibious Assault from that sea zone.
For each attack, a die is rolled, and a 2 or less is considered a hit. Casualties are removed immediately, and do not participate in any battles. Kamikaze attacks prevent bombardment as well.



Submarines Prevent Unescorted Transports From Making Amphibious Assaults In any Sea Zone containing an enemy submarine, but not containing an owned warship, the submarine will prevent the offloading of troops for an amphibious assault.


Scrambling Fighters and/or Tactical bombers can be scrambled from any territory bordering a sea zone, with an operating airfield (less than 3 damage) to help defend the surrounding sea zone using their standard defense values. They cannot retreat from scrambling (defenders can never retreat) and if the territory they were scrambled from is captured, they're given one extra movement point to land on a friendly territory or open carrier. Scrambled air cannot participate in any other battles that round.


Strategic Bombing Runs (SBR) Bombing can now happen against both types of ICs, harbours, and airfields (attackers choice)[tactical bombers can not target factories though]. Fighters can participate in the bombing run as escorts. Fighters in the territory being bombed can be launched as interceptors (no airfield necessary).

If interceptors are launched: a one-round air battle takes place right away all air involved roll at 1 (jets rolls at 2). Either attacking bombers or fighters can be taken as casualties.

After the air battle, or if there were no interceptors, the escorts are retreated and any bombers/tacs remaining can now be divied up to attack specific targets. Each target rolls its built-in AA gun against the bombers/tacs targetting it. If there is an AA gun in the territory being bombed it does not roll because its there to defend combat units and not complexes/bases.



Blockade Zones If any enemy ships are in a power's blockade zones at the end of that power's turn, and the power controls the adjacent ground territory, then the power may lose some of the PUs it would have otherwise collected.
Surface warships roll 1 dice, Submarines and Air units roll 2 dice, and carriers and transports roll zero dice. For any roll of 3 or less, that amount of PUs will not be collected by the surrounding land territories. The power in question cannot lose more PUs from a blockade zones then the worth of the adjacent ground territory to those zones.


Placement Restrictions

  • Major Industrial Complexes can only go in territories worth 3 or more, and must be originally owned territories.
  • Minor Industrial Complexes can only go in territories worth 2 or more.
  • Industrial Complexes can't be built on islands.
  • Over-purchase is returned and money is reimbursed.
  • Aircraft can be placed on the ground or on a [new] carrier in the adjacent sea zone that has a spot(s) open.



Units These changes to units are things other than price/movement which you can see in the buy menu.

  • Bombers now do 2 additional damage in strategic bombing raids, in addition to their dice roll.
  • Carriers are two hit.
  • Minor Industrial Complexes have 3 production capacity. A Minor IC can be upgraded to a Major IC for 20 PUs, but only on originally owned territories.
  • Major Industrial Complexes have 10 production capacity. When a Major IC is captured it automatically becomes a minor IC.
  • AA Guns may be taken casualty in combat, and may only fire at up to 3 aircraft each.

New Units Tactical Bombers: can land on carriers, can bomb, and if paired with a tank or fighter the Tac attacks at 4. Tactical Bombers can also strategic bomb Airfields and Harbours (but not factories). Mechanized Infantry: can blitz when paired with a tank, and are supportable by artillery. Carriers: now have 2 hitpoints, and when damaged they do not allow fighters to land, or to leave if cargo.

New Buildings Harbour: Any ships that start their turn in a sea zone adjacent to a harbour get +1 movement points. Any damaged ships are repaired by a harbour at the start of the player's purchase and repair turn phase. Lastly, harbours can be bombed, and if they have 3 or more damage then they do not provide the above bonuses. Airfield: Any air that start their turn on the ground territory with an airfield get +1 movement points. Airfields allow up to 3 planes on that island to scramble (see Scramble section above). Airfields can be bombed, and if they have 3 or more damage then they do not provide the movement bonus.


Credits to Veqryn for almost all related Engine code that allows this map to work.



Change Log:

3.9
Stopped British fighters from dying if UK Pacific could place a carrier under them.
Stopped Chinese from being affected by sea zone blockades.
Prevented defensive subs from firing before attackers if an attacking destroyer is present.
Various fixes for paratroopers (airborne) tech.
Various other engine related fixes, and updated game notes with a complete list of rules not enforced.

3.8
Moved Politics phase to be after Purchase phase and before Combat Move phase.
China can declare war on European Axis if they move into China's allowed movement range.
ANZAC can now declare war on True Neutrals.
Added the 1942 scenario.

3.7
Fixing Japanese objective for taking local power centers like India, to allow allies to take them as well.
Fixing rockets so that many rockets can target the same infrastructure per turn.

3.6
Getting British and UK Pacific turn summary posting to be combined.

3.5
Deleted connection between 115 Sea Zones and Poland, and changed map tiles to show a connection.
Added in Objective tab text and conditions.

3.4
Updating to Global 2nd Edition by removing 1 UK infantry from Egypt.
Updating to Global 2nd Edition by adding Korea to the list of territories that Russia can not attack without permanently losing the ability for Manchuria to join Russia.
Updating to Global 2nd Edition by removing Yukon Territory from map.
Allowed UK_Pacific to repair airfields and harbours under its control.
Disallowed China to repair anything.

3.3
Fixing small issue with American not correctly becoming friendly/war with True Neutrals if Japan declares war on all true neutrals before America is at war with Germany.
Fixing issue with trying to Undo a UK europe placement, that previously generated a null pointer error.
Fixing some errors in game notes.

3.2
Fixing some errors in game notes.
Creating small variation mod.

3.1
Created game option to force tech tokens to be removed after rolling them, regardless of success.
Preventing British and UK_Pacific from both rolling for Warbonds. Instead only British will roll, unless their capital is taken, then UK Pacific will.
Preventing Kamikaze Suicide Attacks from occuring all the time, now should only occur when there is a battle or an amphibious attack from that sea zone.
Created game option that prevent unescorted transports from conducting amphibious assaults.

3.0
Added all technology to Global 1940.
Allowed paratroopers to be moved in a second combat movement phase.
Made bonus for Mech Infantry work correctly.
Made Rockets go 4 spaces and not fly over neutrals.
Allowed UK_Pacific to share the cost of researching technology.
Made British share all technology with UK_Pacific.
Allowed Convoy Blockades to roll dice (you can turn this off in game options).
Allowed Low Luck for Strategy Bombing and Rockets to be set again.
Stopped British air units from dying if UK_Pacific was building a factory under them.
Forced Tactical Bombers to only be able to target airfields and harbours.
Allowed Submarines to enter any sea zone during non-combat, but end movement if there is an enemy Destroyer present.

2.9
Allowed Italy and Germany to declare war on Russia seperately, and for Russia to declare war seperately as well.
Made Mongolian territories flip to Russian even if Japan attacks but loses against a Russian border territory.
Allowed Chinese units to enter Burma and Kwangtung.
Made all factories on originally Chinese territories be deleted if China controls them.
Added connection between 30 and 31 Sea Zones, and changed map tiles to show a connection.
Deleted connection between Newfoundland Labrador and 121 Sea Zone.
Deleted connection between Rio de Oro and French West Africa.
Added connection between Rio de Oro and Algeria.
Deleted connection between Eastern Persia and 79 Sea Zone.

2.8
Fixed issue with Japanese objective for Trade with America.
Allowed user to choose AA casualties.

2.7
Fixing Strategic Bombers so that they add +2 damage onto raids.
Allowed USA to go to war if Japan declares war on ANZAC / UK.
Added one missing UK infantry to Egypt.
Dropped price of Cruisers to 9, when you have shipyards tech.

2.6
Deleting connection between Timguska and Kazakhstan.
Adding missing artwork for radar tech.

2.5
Allowed Axis powers to declare war on Americans separately, and for Americans to declare war on each Axis power separately.
Fixed Danish Straight to only require Denmark.
Fixed Japanese National Objective for controlling India, Hawaii, New South Wales, and Western United States.
Allowed Japan and ANZAC to take over friendly neutrals on European board.
German objective for unit in Egypt now counts for 5 instead of 3 pus.
Added missing art for Airfields with Rockets.

2.4
Fixed issue with Mongolian units not converting to Russians under most circumstances.
Prevented placement of factory units on islands on the pacific side.
Switched Jehol and Shantung production.
Changing Russian Lend Lease objective to only work when at war with Germany or Italy.

2.3
Changing politics to match Alpha +3 politics.
Finishing stupidly complex Mongolian rules and their triggers and politics.
Fixing Russian national objective for sz125 so that it affects all units except transports.

2.2
Added Mongolia in order to have complex Mongolian rules.
Finishing Alpha +3 National Objectives.
Preventing Combat-Movement takeover of Friendly Neutrals. You must now wait for Non-Combat Movement phase to take over them.
Allowing Submarines to pass through Straight of Gibraltar no matter who controls it.
Adding connection between Timguska and Novosibirsk.
Adding connection between Sikang and Tsinghai.
Deleting connection between SZ65 and Ecuador.
Deleting connection between SZ76 and Kenya.
Deleting connection between SZ86 and French Guiana.
Deleting connection between SZ88 and Venezuela.
Deleting connection between SZ89 and Central USA.

2.1
Fixed bug preventing UK_Pacific units from turning into British units.
Adding missing connection from French West Africa to Nigeria.
Deleting connection between SZ95 and Southern France.
Deleting Morocco from Gibraltar canal.

2.0
Everything done, now playtesting.




Units: infantry Chinese_infantry Japanese_infantry Russian_infantry militia UKmilitia Japanese_militia Russian_militia marine Japanese_marine Russian_marine elite Japanese_elite Russian_elite artillery Japanese_artillery Russian_artillery mobile_artillery Japanese_mobile_artillery Russian_mobile_artillery mech_infantry Japanese_mech_infantry Russian_mech_infantry armour Japanese_armour Russian_armour fighter Japanese_fighter Russian_fighter flying_tiger tactical_bomber Japanese_tactical_bomber Russian_tactical_bomber tactical_bomber10 Japanese_tactical_bomber10 Russian_tactical_bomber10 bomber Japanese_bomber Russian_bomber bomberA0C5 Japanese_bomberA0C5 Russian_bomberA0C5 air_transport Japanese_air_transport Russian_air_transport transport transportX transportC8 transportC8X submarine destroyer destroyerC5 cruiser carrier EscortCarrier EscortCarrierASW battleship submarineX destroyerX destroyerC5X cruiserX carrierX EscortCarrierX EscortCarrierASWX battleshipX aaGun Japanese_aaGun Russian_aaGun aaGunC4 Japanese_aaGunC4 Japanese_TowedAAgun Russian_TowedAAgun Russian_aaGunC4 airfield airfield12 harbour harbour12 factory_minor MilitaryBase factory_upgrade factory_major primitive bunker UKPbunker TowedAAgun

Nations: Changer Germans Russians Japanese Americans Chinese British UK_Pacific Italians Canada ANZAC French Dutch Mongolians Neutral_Axis Neutral_Allies Neutral_True

Global 40 House Rules with Canada
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