Gentlemen,
I’m finally done.
Twelve months of testing, improving, modifying, designing, proofreading and more testing and I am finally done.
I present to you:
**The GW36 JX Mod
This modified game, using a modified GW36 map and pieces available from Axis & Allies, Field Marshal Games, and Historical Board Gaming, has many distinct features, units, and rules, that convert the game to a unique game in itself.
Though unique, this game is still acknowledged to be based on the HBG game Global War, and follows the foundation established by this excellent game. The Jinxwar adds what I feel is the next step and natural progression of Global War; the second stage of evolution. It complexifies and broadens the scope of the base game, going where the designers couldn’t go because of the consumer base and consumer interest. But I believe in the minds of the Designers, the Jinxwar; because it employs many of the HBG expansions, many of the HBG units, is the game they would play if they had the time.
HBG has already made a game that is difficult to finish in 10 Hours. This game is longer, yet with enough experienced players, structured game-play, and tabletop tools this game can also be finished in nearly the equivalent time. It complexifies, but it does not bog down the gameplay.
Features of the Jinxwar include:
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Dynamic Air Warfare. Air Forces are slightly weakened and cheapened, thereby promoting an active and distinct Air Theater.
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Zones of Air Control. All Airfields can now scramble all Aircraft to any adjacent territory.
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Night Strategic Bombing. It really isn’t pleasant until you get Radar Technology.
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Market Garden. Airborne Infantry cannot capture territory on the turn they are airdropped, merely contest it.
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Dynamic Naval Warfare. Navy has more hit-points and target ability, no more Death or Glory attacks or Punchbag Battleships & Carriers. , this means that you can choose to absorb hits on your Battleships, but your opponent just might choose to finish it off for you with his lucky target shot from his Destroyer.
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Capital Ships are Beasts. Heavy Cruisers have 2 Hit-Points, Battleships 4 Hit-Points, and Super Battleships have 5 Hit-Points.
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Island Hopping Campaign. Nations must have friendly bases for their navies to reach across wide oceans.
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First & Second Happy Time. Submarines are fixed to not be sitting ducks, initially very devastating.
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Sea Mines & Minesweepers. Inexpensive way of forcing your opponent to bring extra Warships.
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Cruisers, Greyhounds of the Sea. Fast Heavy Cruiser Capital Ship with 2 Hit-Points, Fast Light Cruiser with good Anti-Aircraft and Torpedo.
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Dock Blocking. No more single enemy Destroyer preventing the mighty Japanese Fleet from reaching San Francisco, or vice versa with any Fleet.
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Disguised Merchant Raiders. One turn a Neutral, the next a vicious Raider.
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Dynamic Land Warfare. Vast array new gameplay rules and a few units, each with a distinct purpose and role.
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Contested Territories. Run out of Battle Rounds and the offensive is exhausted, especially in the streets of Stalingrad or in the woods of Finland.
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Artillery is King. Artillery Bombardment and Counter Bombardment. After which, their impact becomes less noticed.
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Anti-Tank Guns. Watch out son.
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Light Tanks, notice me Sempai. Light Tanks are still relevant, at least to absorb shots from Anti-Tank guns.
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No More: Charge of the Light Brigade. Cavalry has been tweaked to not be so damn useful and actually be more useless.
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British Commandos. They will mess you up.
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Fortress, Fort Lines, Bunker Systems, Coastal Forts. Defending just got a lot more fun, attacking just got more tactical. Seriously, who should Fortifications Benefit? Malus to Attacker or Bonus to Defender? Did the Fortification add loads of guns? No, it just put a concrete wall between the bullet and the defender: Malus to Attacker.
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Multi-Directional Defense. Flanked from the side, attackers bypassing forts, defender designates defense of each border.
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Minefields! Inexpensive way to have less attackers on the first round of combat.
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Extended Research. So much lovely good things.
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Research Stations. Doesn’t matter how much IPP you have, you gotta have a Station (that can also be bombed, captured and sabotaged).
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Capturing Research. Protect your Research Stations, or watch as your enemy roots around your technology chart.
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Sharing Research. Lend-Lease a cheaper Research Roll to your Friends.
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Merchant Navy Doctrine. A lovely research allowing for Army movement across a Sea Zone without Transports, completely allows for a Dunkirk and it makes supplying D-Day so much easier.
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More Technology! Elite Specialist, National Spirit, War Industry and many many more.
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Everything can Retreat. Though the penalties for withdrawing may not be advantageous. It Allows Live to Fight Another Day for all Military Forces.
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Supply. Without adding tokens to board, supply adds a whole new perspective across the globe.
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Partisans. No more open annexed territories at no risk. Its nice to see the French Resistance and Balkans Partisans having an impact in the game.
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Coups. Any nation can be toppled. It can be very hard, but it is doable.
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Generals & Admirals. Adds a variety of features. Command Multi-National Forces as well as extend or reduce Battle Rounds.
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Politics. Alliances and Treaties signed and or torn up.
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Weather. General Winter shortens Battle Rounds.
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Three Turns per Year. Winter, Spring-Summer, Summer-Fall. This means, more money, more units, more technology, more war.
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Unique National Bonuses and Events. Many many hours put into unique national bonuses for each nation, one time effects, events, and much much more.
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Map Modifications. Tobruk, Alberta, Upper Nile, Morass of China to bog down Japan, Impenatrable Jungles, Impassable Saudi Deserts, Inaccessible Tundras. Its great.
The Jinxwar takes apart everything you know about this game and puts it back together, using the same pieces and many more, into a larger more complex and detailed war. Its not for everyone, and many of you will prefer the simplicity of Risk I mean Axis & Allies 1940. :-P
I tease. To each their own.
Please have a look if you are interested.
Many of the symbols will be unfamiliar, but with a little thought it will become self evident.
There is still a need to add things about Oil usage and perhaps a….symbol reader…keycode? legend? for all the symbols used in place of Attack, Defend etc.
Best regards, if anyone has any thoughts please share. I really am interested.
I’ve finished every nation at this point, all the details for every nation, I just need to put it into the same current template as the one i have posted.
Attaching Part 1.
Cheers!
Jinx
JX Canada GW36 - Page 1.pdf**