@SuperbattleshipYamato Sticking with the hidden subs subject,I would give destroyers a high probability,say 5/6, of finding subs in the same sz and zero chance of finding subs in an adjacent sz.
Also to prevent cheating,I’d use sealed envelopes or a locked box to store the sheets that record locations and previous movements of hidden subs.
On the subject of penalties for taking too long,I have another game the has "Time Machine"cards which when played,allows 1 selected D6 roll by yourself or an opponent to be cancelled and re-rolled.Example I’m bombing a factory and my opponent rolls 1 with his AA .I play a Time Machine card that I got because he was slow on a previous turn.I make him re-roll his AA and discard my Time machine card.Yes ,he could again roll 1 and my bomber dies.
Historically accurate war declarations?
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I’m fairly new to this, played Axis a few times many years ago. I’ve got the entire global board set up, and I’ll probably be trying some strategies out for both sides playing solitaire to start.
Can someone help me out with a roughly historically accurate timing of when everyone should declare war on each other, in terms of game turns? For example, which turn should Japan declare war on the US and attack Hawaii, if I was being accurate? When does Germany attack Russia?
I figure if I pursue each country’s game objectives for the bonus IPCs, that should get me on the right track and make for an interesting exercise at least.
Thanks for any help.
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The game starts in june 1940, so germany would attack russia on G2, and japan would attack on J3.
(the map reflects the situation in june 1940, low countries are defeated but paris has not been taken yet)