Grasshopper’s Invitational Axis and Allies Tournament

Grasshopper’s Invitational
Axis & Allies 1940 Global Tournament

420 Wing RCAFA Hall
1000 Stevenson Rd, Oshawa ON. Canada
September 23rd, 24th and 25th 2017

The Field Marshal Gaming Convention is proud to host the First Grasshopper Invitational Global 1940 Axis & Allies Tournament. Space is limited to 24 participants (CLOSED/SOLD OUT for 2017) and games will be played in teams of 3v3.
Participants must have a valid FMGCon Weekend Guest Pass purchasable at and sign up at the Events Forum in order to participate.
Participants must have a strong understanding of A&A 1940 Global rules as well as the tournament house rules (outlined below).
Participants are required to attend all games with assigned teammates or the team will forfeit.
Each participant is guaranteed a minimum of two games, one as the Axis and one as the Allies taking place over the course of Saturday and Sunday of the Convention.

Final Games:
On Monday September 25th, the final games will move from the convention in Oshawa to The Cliffside Bunker in Scarborough ON Canada. The 2 top teams will play for the gold medal at one table, and a second table will host the bronze medal game.

Prizes: There will be numerous prize packages available for players in this tournament!


Each participant from each team must be assigned one of the player numbers listed below, teams may choose which player plays which nation or Allied combination of nations, however the Allied combination of nations may not be modified.

Player 1 – Germany
Player 2 – Italy
Player 3 – Japan

Player 4 – Soviet Union / China
Player 5 – United States / ANZAC
Player 6 – United Kingdom / France


Each nation will have a set time allotted to complete their turn with the length of time depending on the nation. Nations must start a timer just before they enter stage #1 of their turn, and than place new units and enter stage #3 once their time has expired (time does not pause during resolve combat).

Time Blocks

Player 1 – Germany (10 min)
Player 2 – Italy (5 min)
Player 3 – Japan (10 min)

Player 4 – Soviet Union (10 min) / China (5 min)
Player 5 – United States (10 min) / ANZAC (5 min)
Player 6 – United Kingdom (10 min) / France (5 min)

Time Tokens

Players will receive 4 time tokens each. When needed… these tokens are used to add time to their turn at a rate of double per token. When player #5 for example needs more time for USA, they will give themselves an extra 10 minute when they spend on of their time tokens. However, player 5 may need to use a token when they play ANZAC, this will cost them one of their time tokens… but this one will only be worth 5 more minutes. Time tokens may only be used once per turn sequence, if a player runs out of time tokens and they are past their restriction limit on a future turn, their team must surrender one victory token per time penalty (tokens may not be shared among teammates)..

Player 1 – Germany (4 Tokens)
Player 2 – Italy (4 Tokens)
Player 3 – Japan (4 Tokens)

Player 4 – Soviet Union / China (4 Tokens)
Player 5 – United States / ANZAC (4 Tokens)
Player 6 – United Kingdom / France (4 Tokens)


YouTube video explanation:

coming soon

Card deck accessory PDF files available for print:

coming soon

Victory Objectives & Tokens: New Victory Condition Rule

Once a victory objective is achieved, a victory token will be awarded, the side with the most victory tokens at the end of the day wins the game. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved. Also, a token can never be taken away once earned, and they may never be awarded twice for the same objective. It doesn’t matter which round the game ends, however, a win or a tie can only be declared at the end of a full game round.

Tournament Rule: On top of any victory tokens earned during each game, teams that win their game outright will receive a free victory token, and teams that finish a game without allowing a victory token will receive a free victory token.

Fortunes of War: New Research & Development Rule

Research rolls are no longer used to develop breakthroughs, instead, a system called “Fortunes of War” will be used where nations get free development rolls when victory objectives have been achieved. Once a victory token is gained, the nation with the corresponding (*) instructions listed with each objective will choose a breakthrough chart, and make a free “Fortunes of War” roll with the resulting breakthrough taking effect immediately after their turn has ended.Any breakthroughs gained by the UK regardless of which side of the map a token was achieved will effect all UK purchases and all UK units on the board.

Here is a list of all victory objectives for each side…

Axis Powers

-The Axis control London
(R&D) *The nation that takes control

-The Axis control Moscow
(R&D) *The nation that takes control

-The Axis control Calcutta
(R&D) *The nation that takes control

-The Axis control Sydney
(R&D) *The nation that takes control

-The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
(R&D) *The nation that controls the most

-The Axis control 6 victory cities on the Pacific map
(R&D) *The nation that controls the most

-The Axis control 7 victory cities on the Europe map
(R&D) *The nation that controls the most

-All 3 Axis powers have a combined total of 136 IPCs on the income tracker
(R&D) *The nation that is earning the most

Allied Powers

-The Allies control Berlin
(R&D) *The nation that takes control

-The Allies control Rome
(R&D) *The nation that takes control

-The Allies control Tokyo
(R&D) *The nation that takes control

-The Allied powers control all non-neutral territories on the continent of Africa
(R&D) *The nation that controls the most

-The Allies have liberated Paris
(R&D) *The nation that takes control

-The Allies have liberated the Philippines
(R&D) *The United States

-The Allies control the Burma road as well as Hong Kong and Shanghai
(R&D) *The United Kingdom

-There are no Japanese Capital ships on the board
(R&D) *The United States

Fortunes of War: New Breakthrough Charts & Developments

Modifications to oob breakthroughs are in red, Paratroopers have been replaced with Super Carrier Decks, and breakthroughs among the 2 charts have been re-positioned for balance.

Breakthrough Chart #1

Heavy Artillery
All artillery now support up to 2 attacking infantry and/or mech infantry each

Each operational airbase may launch a rocket at an enemy facility up to 4 spaces away, roll 2 dice per rocket and apply the highest result for damage.

Jet Fighters
All fighters now attack at 4 or less, and defend at 2 or less when escorting or intercepting.

Long-Range Aircraft
Maximum movement range for all air units is now increased by 1.

War Bonds
During the collect income phase, roll 2 dice and collect IPCs in the amount shown on the highest roll. (For UK war bonds, Calcutta will gain IPCs from the lowest roll, London will gain IPCs from the highest roll).

Blitz Tactics
Mech infantry now attack at 2 or less if paired with a tank as well as artillery, they may blitz without tanks, and they may tow 1 artillery unit each during the non-combat movement phase.

Breakthrough Chart #2

Super Submarines
All submarines now attack at 3 or less.

Anti-Aircraft Radar
All ainti-aircraft fire from AA artillery, or AA guns built into facilities now defend at 2 or less.

Improved Shipyards
Battleships, Aircraft Carriers, and Cruisers are now 3 IPCs cheaper, and Destroyers, Submarines, and transports are now 1 IPC cheaper.

Mass Production
The mobilization capacity of all production facilities has been increased by 2. Also, you may remove 2 damage markers for the price of 1.

Super Carrier Decks
All aircraft carriers may now carry up to 3 fighters and/or tactical bombers each.

Heavy Bombers
When attacking during a battle or a SBR, roll 2 dice for each strategic bomber and select the best result.

Bonus Income: New & Modified National Objectives

Germany (in addition to all original NOs)
-5 IPCs if an Axis power controls London

Soviet Union (2 NOs which will replace the original National Prestige NO)
-5 IPCs if there are no Axis warships in sea zone #125, and the Allies control Archangel as well as London
-5 IPCs if there are no Allied units on any original Russian territories

Japan (in addition to all original NOs)
-5 IPCs if Japan controls all original Chinese territories

United States (in addition to all original NOs)
-5 IPCs if the United States are at war with the Axis powers

UK Europe (in addition to all original NOs)
– 5 IPCs if there are no German submarines anywhere on the board other than in the Baltic Sea (sea zones 113-115), the Black Sea (100), and the Caspian Sea (unnumbered).

Payload & Navigation Modifiers: New SBR Rules

The +2 damage bonus for each strategic bomber during strategic bombing raids will now be distributed like such…

+1 Damage – if the strategic bombers rolling for damage have departed from an operational airbase.
+1 Damage – if the strategic bombers rolling for damage did not encounter an enemy interceptor.