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301  Axis & Allies / Axis & Allies Global 1940 / Re: Russian Alpha 3 NO a Mistake? on: September 15, 2012, 10:07:33 am
Think we should wait until someone spills the beans on if the Russian NO was revised in the 2nd edition before we look at making changes etc.... djensen will eventually go through, or post the NOs for us.
302  Axis & Allies / Axis & Allies Global 1940 / Re: Preview Copies of 1940 Second Edition Arrived on: September 15, 2012, 09:37:20 am
In the name of all that is good and holy.....why did they put a UK symbol in Western Canada.
What ever happened to being CONSISTENT?

Now I have to use my old boards with the new pieces.....

Good question, because the income (1 IPC) from what is now Western Canada (merged Yukon & British Columbia) didn't change, and still goes to UK Europe right. I don't see much of an impact from a game stand point from the merger of these two Canadian territories, but it will probably PO a few Canadians on the boards losing a territory, and the identity roundels LOL.

Looks like the line separating sz5, and sz 6 was redefined and lines up better with the borders of Korea & Amur.

Kinda disappointed that they didn't make the edges of the map line up better in the US. Thought they might have taken this opportunity to re-draw the US Pac side to match up with the US Euro side better and have the sea zones also line up from edge to edge too. I would have purchased Pac40 2nd edition for sure if this was done, probably won't now.

It will be nice to download/print the setup cards (now), and the new rulebook (Alpha) when it is made available. Will be nice to have it all in one booklet and organized, instead of my ever changing crossed off, and added here & there pieced together set-ups and Alpha rules  rolleyes

I am most interested in changes to the NO's. The Russian spread of Communism to be exact, was it tweaked maybe to only include territories in Europe and the Mid East, or maybe to not include 0 IPC territories?  Are there any changes to the NOs from the last Alpha posted on Larry's site?

djensen, when you have time, please post the NO's that are used for Global 2nd edition.

Thanks Wild Bill
303  Board Game Variants / Global War / Re: HBG's Global War 1939 FAQ on: September 15, 2012, 07:27:16 am
Couple more clarifications regarding activating strict neutrals (some are triggered by events).

1) When you are activating a pro axis/allied neutral to your side, I assume you do it in NCM.

Are air units allowed to land in neutrals that are pro your side? (sorry if you already went through this).
2a) Can you fly in air units to defend a pro to your side neutral before you activate it
2b) Can you fly in air units to reinforce a territory the same turn you activated it?
2c) If you NCM an inf w/bomber transport to activate a pro neutral, can the bomber land there too (same question as above really)?

3) I also assume you aren't allowed to move the newly activated units the turn you activated them. So you just swap them out and they are stuck there until your next turn (so the enemy gets a chance to kill them). It would make a considerable difference BTW if you could NCM units out of harms way the turn you activate them especially if navy is involved (but I think that might be out of line and cause problems).

4) Something else that needs clarification is that when certain events take place to trigger a strict neutral to go pro one side or the other, it takes place immediately right.

4a) Take Spain for instance, certain events triggers Spain to become pro axis. After Paris falls (G1 normally), and one of the 3 Russian victory cities is captured, then Spain becomes pro axis.

Paris falls G1 normally, then if Leningrad is captured later in the game (during Germany's combat phase) Spain would become pro axis immediately right (in the middle of Germany's turn). Germany would then be allowed to NCM into Spain to claim it, along with any units there in the same turn that it captures Leningrad right. Oh BTW I would imagine that Germany could also bomber transport an inf into one of the Spanish territories in NCM to activate it. Will be looking above to see if the bomber can also land there too).

Just wanted to make sure that the above could happen, and that you can't move neutral units the turn you activate them.

Of coarse both the axis and allies need to be aware of when Spain (or other neutrals) are activated so they can be prepared to claim them, or kill them ASAP.
304  Board Game Variants / Global War / Re: HBG's Global War 1939 FAQ on: September 12, 2012, 09:29:22 am
Ok, yeah that is how we played it. We gave the US the bonus at the time of the event, so when its turn came up they had enough production to go to war (didn't need to wait until the end of their turn). It should be mentioned in the events part of the rules in 5.1 as to when you add the events bonus. Either at the time of the event (like we played it), or in the collect income of the US. Also a clarification of if the US gets the +10 production bonus if Russia starts the war w/Japan. If Russia provoked/attacked first, not sure the the US should get +10.
305  Board Game Variants / Global War / Re: Russian strats? on: September 11, 2012, 12:11:27 pm
Good tips. I didn't know that the Russians could activate Iran and push into the Middle East. Guess when the rules said they couldn't do neutrals in Europe (other then E Poland and Baltic States), I still had how G40 separates E40 & P40, and the Mid East is part of the Europe map. This is good to know, and could make a difference.
306  Board Game Variants / Global War / Re: HBG's Global War 1939 FAQ on: September 10, 2012, 09:32:01 pm
Another question to clarify with US production.

I know the US must roll dice to increase their production at the end of each turn. They need 80 to declare war, and they also get to include other event along the way. If the US is directly attacked, or London is captured (event) US war production automatically ratchets up, and they can declare war at the beginning of their turn (when it rolls around). My question is do the other events listed increase US production when the event happens (move the US production up before US turn), so when their turn comes up if they have 80 (or more) they can declare war at the beginning of their turn.

Say the US has 75 production at the end of their last turn. If Germany attacks Russia (event) US production goes up 10. If this is counted at the time of the event then by time the US turn comes up they would have what it needs to DOW in the beginning of their turn.

BTW in the rules on page 26 it says "Once an event takes place, add the income to the US production level until the US reaches 80 etc... It really doesn't say to do this immediately (which would be before US's turn), or to wait until the end of the US turn (when they would be rolling dice).

One last production question again in the wording of the events:
It lists an unprovoked Japanese attack on UK would increase the US war production by 25 (I get that). The other events don't specify if provoked or not. Like the Japanese attack of Australia main land, or NZ. The UK/Anz could be at war (even if UK attacked first), but if Japan attacks Australia mainland the US production goes up 25. How about the Russians, could they attack first (provoke war), and if the Japanese retaliate (attack Russia) then the US production goes up 10?

307  Board Game Variants / Global War / Russian strats? on: September 10, 2012, 09:03:48 am
Just wondering what ppl are doing with Russia.

The first game we only went 4-5 turns and restarted. It was really just to get a feel for the game, work through the German impulses and see how Vichy played out. Many mistakes were maid, and some rules were missed (to be expected). We are now in the 3rd turn (second game) and Germany is going to attack on turn 4 w/o a doubt. The Finish are stacked on the northern border, and Romania has like 25 slow moving units w/tanks coming up behind.

BTW the allies really got screwed w/Vichy rolls (never let the girl friend of the German player roll for the French LOL). The F French got a sub & destroyer, the Germans got the battle ship, and most everything else went Vichy (only 1-2 ships were scuttled).

Both games saw Germany build a major IC in Romania, which we assumed can now produce 12 units (10 w/Germany, and a couple w/Romania). Russia is forced to back out of the south, or face certain destruction (must retreat to Orel or E Ukraine because of the reach of W Ukraine once the Germans take it so they don't get trapped (figured that out in the first game LOL).

In the north the Soviets had some minor scrimmages in Finland, but the Russian will come up short or be out of position if they commit to much IMO. They are in a pickle because they can't really attack the stacked Finish army now at the border (they start with a bunch). Mutual destruct would be the best case scenario, but even that would be pretty lucky dice w/Russia and they can't afford to lose that many units and risk the air. Plus they would be out of position, and expose their high end units to a German counter attack (BTW Germany also has a couple transports in the Baltic, and 2 bombers w/paratroopers). So again they seem to be forced to retreat, or attempt to defend, but they can't defend both Karelia (major IC?), and Leningrad (Spain goes pro-axis) so what gives?  I know the Leningrad fort gives the Russians an edge if they choose to defend it, but the Germans get that sneak attack (+1 for Germans, and -1 for Russians the first time Germany attacks Russia), so it pretty much nullifies the fort.

In the Far East are you guys bringing the Siberians home, or keeping a force out there. Maybe sending an air unit over, or building some fast moving units to help out the Chinese to attempt a stand off w/Japan which seems to have its hands full BTW. Both games saw Japan place ICs in Asia

I guess that Russia is supposed to give up ground, or get crushed, and I'm looking forward to seeing if they can over come the onslaught once their income kicks in. Just wondering if I'm doing something wrong w/NCM etc.. in the first couple turns, or that's how it plays out in your games too. Do you sacrifice Leningrad (giving them Spain) to attempt to hold on to Karelia so you can keep the option of moving your capital there later?  Do you attempt to defend Leningrad (which seems hopeless), and set up a counter attack? Do you just leave a few units in both territories in a fighting retreat, then attempt to counter attack when they only have ground units w/o air cover?  


BTW I'm not too sure about the major IC being in Karelia (have some questions). I believe the new rules have it become a minor if the Germans take it (they can place 3 units), but prior to the rule change it was just removed I believe. So now if the Germans capture the major it becomes a minor, then if Russia liberates it, but the Germans recapture it again then as a minor IC it would be removed right (possibly making it in Russia's best interest to trade it?). I know the the Russians can move their capital to Karelia if Moscow falls, so it might worth fighting for. If Germany captures it, and the Russia liberates it as a minor IC they still have the option to move their capital there if Moscow falls (I would think). The capture of either Leningrad (Spain goes pro axis), or Karelia (Germany gets a minor IC on Russian soil) are of importance. Was it the intent to give the Germans an IC in Russia?  I guess I can see why no IC was placed on Leningrad (gives it an under siege feel), but I was thinking would the Russian be better served with a minor on both Leningrad and Karelia, then if captured they would be removed (Germany couldn't build there)? The Russian north has some tough choices and none of them seem to work out for them LOL.
308  Board Game Variants / Global War / Re: HBG's Global War 1939 FAQ on: September 09, 2012, 09:35:30 pm
Question about production and going to war.

I know you have to roll 2 12d dice for Russia to ratchet up war time production each turn (48). My question is that only dice count for this right, and if you capture territories like East Poland, or save IPCs you must keep a separate tab each turn.

Example: First turn Russia rolls 8 w/dice, and takes East Poland (worth 2) and Baltic States (worth 1 IPC). Russia's war production total is 8, but their spending income is 11 IPCs for the next turn (8+3=11). Any income saved would also track with spending income.
309  Axis & Allies / House Rules / Point system to victory in G40 on: September 08, 2012, 07:50:45 am
I was wondering if anyone has looked at giving victory cities a point value to achieve victory conditions. I have heard that in tourney games they put in some kind of point system in to determine a winner, but I would think time restraints has much to do with that especially in G40. Just wondering if anybody has instituted a very basic point structure to achieve victory when playing a causal game. I would imagine others have looked at, or done something similar. Some feedback would be great.

I find it very annoying in G40 when a power will do something completely ridiculous and give up their own goals for their side to gain the individual theater victory conditions on the other board. Like Japan melting its air force into Moscow for the Germans to win on the Euro side. You know that would never happen, because the Japanese would never sacrifice their selves for the Nazis. They're not going to take a hit for the team giving up everything they had worked for since the start of the war (and reverse). I was thinking of more like a global win, rather then individual theater wins based on points awarded for victory cities, and more important VC would be worth more.

Again I don't think this is ground breaking, just looking for feedback if you have tried something like it. I don't want to try out a whole complicated system, just something very basic.

Was considering something like:
Major Capitals  +3
Minor Capitals  +2
Reg Vic Cities  +1

List:
Ottawa    +3
Wash      +3
London    +3
Paris       +3
Moscow   +3
Berlin      +3
Rome      +3
Tokyo      +3
Calcutta   +2
Sidney     +2
Warsaw   +1
Cairo       +1
Leningrad +1  
Stalingrad +1
San Fran   +1
Shanghai   +1
Hong Kong+1
Manila      +1
Honolulu  +1

19 VC worth 37 points.

Now the question is how many points to achieve victory, and what conditions should be built in. Should both sides have the same points to win. Here are some conditions that would need to be met off the top of my head.  

1) Must control at least one major enemy capital, and one major friendly capital.
2) Must have 23 points to win (not sure if this is the right number) ?
3) Must hold the needed points for one round of play (again thinking 23 ?).
4) Get to 25 points and win w/o going another round as long as you meet #1

With this point system the game starts with the allies/26 pts, axis/11 pts (37 pts total). Although the allies start with the points to win, they don't have an enemy capital. At the end of turn 1 Paris will be in axis hands making it allies/23, axis/14. After Japan gets going rd2, or 3 at the latest (capture Hong Kong, and Manila) it would be allies/21, axis/16 (axis need 7 more pts). Is that 2 capitals, and a reg VC; or 1 major capital, 1 minor capital, and 2 reg VC ? etc...

No I didn't pick 23 pts because of the movie,or TV series LOL, (but that would be as good a reason as any).

I think it might force the axis powers to stay the coarse, because I think they have to maintain VCs on both sides to reach victory. Can the allies whether the storm, and start regaining VCs to win, and should it be the same amount of points for the allies to win (w/1 enemy capital). Might the allies try to pull Paris back to their side to attempt to win, if they drop Rome?
310  Board Game Variants / Global War / Re: HBG's Global War 1939 FAQ on: September 07, 2012, 06:05:53 am
Quick clarification, I would think axis powers can use an air or naval base in a territory that goes Vichy. Are the Germans allowed to build a fort or base on a Vichy territory? I know they couldn't build an IC (not orig German territory). My gut says yes to forts, and bases, but I'm not sure being that the Germans aren't allowed to take them over (unless the allies capture them first).
311  Board Game Variants / Global War / Re: Global 1939 Opinions on: September 04, 2012, 07:10:05 pm
We haven't finished our first game yet (somewhere around turn 4-5, think we'll try to get going again this week). Just wanted to say that I bought the smaller map (33"X72") that is about the same size as G40 a couple weeks ago (fits pretty good on my custom G40 table). The map coloring is much different then the newer AA games, but I like the bright colors (easy to tell the borders and original territories etc... ). I will tell you that Europe is a little crowded on the map (bought smaller of the two maps offered), but after the first couple turns units start to get chipped and stacked so it's not much of a problem (we are using marshaling cards though for some armies). You'll need some extra units to setup all the neutrals, and minor powers. Hope you have a bunch on hand, or you can paint or buy them.

The map lay-out is really cool, I especially like the circles for most major cities. The double stacked territories in N Africa give it more depth for play, and the Med seems to play very nice (UK can't attack Italy on the first turn by rule). The optional Vichy French rules are great (think I might house rule something like that into G40 next time we play it). There are a ton of Russian territories, and units have slightly different costs (like Japan tanks cost 9 IPCs, German tanks cost 5 IPCs) so I don't expect to see too many Japanese tank marches into Moscow LOL.

Each power also has some special units that have modified values. It takes a while to get use to the values of the 12 sided dice, but it does sink in. I made up a chart for all the units that I shared and I believe it will be offered with the other downloads for the game at some point (after they proof it). It might help you to get familiar w/new units and 12d dice.

http://www.axisandallies.org/forums/index.php?topic=28219.msg1002182#msg1002182

There is a set-up that Jeremy from FMG put together for this map that sounds very interesting. You can download it at the same place you download the rules for Global War 1939 (below). It basically uses this new map with 6 sided dice and the G40 Alpha rules. At some point I will probably set it up to check it out, but for now I'm having too much fun with this rule set, and the 12 sided dice.

You should defiantly download the newest rules for the game 5.0 (they're working on 5.1), and check it out (its free). Read through some of the more recent posts from others, and the FAQ etc....

Here is a link to check out the different downloads at board geek. It shows many views of the map, and the downloads are about 3/4 way down the page under "files" (you might have to register)

http://boardgamegeek.com/boardgame/113337/global-war-1939
 
312  Board Game Variants / Global War / Re: HBG's Global War 1939 FAQ on: September 04, 2012, 02:39:58 pm
I have some concerns about the Russian navy. First I found it strange there aren't any Russian ships in the eastern Baltic (even G40 has a couple there), thought at least a destroyer, or cruiser for bombardment/blocking reasons if nothing else. I also didn't notice any restrictions on the rather large White Sea Russian Navy before the Russians are at war in Europe. In our game R1 it moved west towards the English coast and now its on the back side off the coast of Ireland. It just seemed like something out of the twilight zone for the large Russian surface navy to be off the coast of the UK, as they were not exactly buds before Barbarossa. If the Russians sent a navy of this size towards England in 1939-1940 wouldn't they have seen it as a threat?

In the game it appears that the Russian navy will be used to restart the Royal navy, because the Germans aren't going to attack it until probably the 3rd turn or so when they go to war w/Russia. By then it will be either out of reach, or be merged with the UK/French navy and quite untouchable. From what I've heard the Russian navy was quite large, but was bottled up for the most part, and restricted to coastal defense. Some ships were even dismantled and the big guns mounted on shore etc..

Just though this might be an area of concern, and maybe a similar restriction as the US navy should be looked at. Keep it coastal until Russia is at war in Europe? maybe give them a small fleet in the Baltic?

One quick question, if in say the 3rd turn Germany DOW on Russian started Barbarossa, and attacked the Russian navy off the coast of England, would the UK be able to scramble fighters to defend the Russian navy? At that point I don't think the Russians & English are allies yet.

Edit: I didn't see any restrictions for the Russian navy in the Russian political rules, but after looking through the rule book again there is a one liner on page 28 at the end of the strict neutrals.

*While nations are not at war, units that are moved must end their turn in their own territories or in sz next to an original territory.

So I guess that applies to Russia (think it should be repeated in Russia's political situation though). So it is safe to say we played that wrong, so most of my post is irrelevant.  Still wouldn't mind seeing a Russian surface ship in the Baltic.

BTW at least the Russian sub made it on the board. Everyone knows that if the Russian sub survives the allies will win the war LOL

 
313  Board Game Variants / Global War / Re: HBG's Global War 1939 FAQ on: September 04, 2012, 05:35:17 am
Figured it had to be that way.  All the special units are still considered part of the base units, they just have modifications to their values.
314  Board Game Variants / Global War / Re: HBG's Global War 1939 FAQ on: September 03, 2012, 06:26:11 am
Thanks for your input koba as always your a lot of help. Below is how paratroopers (tech) was played in the Anniversary Edition which is the game we played the most until G40 came out. This is what we are comfortable with, so that's what we'll use as a base line for now. Although because the creators didn't put any restrictions in to begin with, I think how you play it is probably their intent. Maybe that will change, or get refined in the 5.1 rule update (soon).

Think we may only allow the bomber to fire in the first round of battle (more limited role), and may reduce its attack value to 6 (more like a battleship doing bombardment). We will probably also allow for a conventional attack on the first hostel territory, allowing the airborne units to attack deeper like I mentioned before (more of a coordinated attack). May also cut the last line from below making airborne no retreat (like ampib units). I think I prefer airborne to be more of a supplement, instead of the whole battle. Maybe we will experiment with no restrictions later, but that would be a bear to try to see all the possibilities (there is already so much going on in this game).

Copied from the AA50 rule book

3. Paratroopers. Each of your bombers can act as
a transport for up to one infantry, but it must stop in
the first hostile territory it enters during a turn and
drop off the infantry, ending its combat movement.
The bomber may still attack during the Conduct
Combat phase, but it cannot make a strategic
bombing run in a turn that it transports an infantry
unit. The infantry unit may retreat normally to a
friendly adjacent space during combat.


Edit:
BTW it says in the Global War 1939 rules (pg31-32 under Strategic Bomber) quote:
"They (bombers) can be used to transport 1 paratrooper or inf as long as both units start their move in the same territory with an (operational) air base. Bombers can drop paratroopers into an attack but can only transport inf in NCM etc.. "

So I'm confused does this means that you can't bomber transport any special units inf in NCM (including airborne or commandos), or does it just refer to the paratrooper as part of the larger group (inf) because in NCM it isn't doing anything special like attacking (hope it is the later, that's how we've been playing, and special units follow the guidelines of the regular units in every other way I can think of). Can you say use a bmr to fly airborne units to a territory with an air base (or build one there in the same turn) to launch an airborne attack in your next turn. Can the US use a bomber to transport paratroopers to London, then do an airborne attack on Normandy next turn? Or would they have to load the paratroopers on ships, get them to England then airdrop w/bmr? Can't see being forced to load US airborne on transports to get them to a useful place, so I guess its more of just a clarification issue. (interesting)
315  Board Game Variants / Global War / Re: Mongolia on: September 02, 2012, 03:18:50 pm
Yeah I think that we'll keep the Red Chinese in China the next game unless taking territories away from Japan (think that's probably how it's supposed to play out). We just found it strange to have the Russians attacking the Mongolians just for income.

The 3 inf standing army is hardly enough to stop either the Russians or the Japanese from attacking, that's why I thought it might be cool to have an incentive to keep them both from entering.
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