Sorry, about the double post for USA1. I was having issues posting from TripleA. Apparently I needed to re-enter my forum password.
G40 League House Rule project
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“Subs cannot move past enemy destroyers however.” that is where I was confused.
thank you kindly.
dawgoneit -
I was wondering if theres a sub stopping transports from loading up before they go can they move then pick up pieces and use them in battle?
WRONG thread, dawgoneit, but to answer your question, subs never stop transports from loading up, it’s only unescorted transports wanting to do an amphibious assault from the sub’s zone that you have to watch out for
so if I have 5 transports and some ships I can load them up with pieces then move them and battle on land with those pieces some wheres else even though there is an enemy sub where I am sitting at the beginning of my turn? :?
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I was wondering if theres a sub stopping transports from loading up before they go can they move then pick up pieces and use them in battle?
WRONG thread, dawgoneit, but to answer your question, subs never stop transports from loading up, it’s only unescorted transports wanting to do an amphibious assault from the sub’s zone that you have to watch out for
so if I have 5 transports and some ships I can load them up with pieces then move them and battle on land with those pieces some wheres else even though there is an enemy sub where I am sitting at the beginning of my turn? :?
Please post rules questions in the stickied G40 FAQ thread - different area of the forums - is not in “league”
And yes, the enemy sub that is in your zone at the beginning of your turn does not prevent your 5 transports from loading and going to conduct an amphibious assault elsewhere. The rule is ONLY that subs in the DESTINATION sea zone of an amphibious assault prevent unescorted transports from unloading amphibious assault ground units.
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all rite I wont bug you any more
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all rite I wont bug you any more
No, bug me all you want - I answer rules questions on the FAQ thread under the G40 forums on this site
Here -
http://www.axisandallies.org/forums/index.php?board=69.0 -
I am back. I had internet problems the last few weeks.
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Hey Gamerman, we need clarification on how the UK economy is supposed to be handled. Is UK Pacific still a thing? I remember the discussion of having a split capital between India and NSW, but there’s nothing about that in the document.
Also, what should the starting money be for each power?
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It’s still one combined power (India and Australia) but a few new rules were added. All new rules since your trial game are highlighted in yellow.
https://docs.google.com/spreadsheet/ccc?key=0AhOB4pSke42ydGh6d2NwRDJRRzBteEsyU1EtNGhXVUE#gid=2If you’re not sure what I mean or what the rules are, please do not hesitate to ask
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Thanks- I had missed that bit in the document before. I’ve got things properly updated now. Here’s the setup file as it currently stands.
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Shin Ji and I believe the current VC setup in the Pacific is to much in the favor of Japan. So it needs looking at. Also Shin Ji wants to play some league games.
So if you want more testing done, then you need more play testers.
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The more I play 2nd edition, the more I like these house-ruled convoy rules. You should not be able to convoy damage someone’s capital (for example) to 0 income per turn. They don’t get 100% of the income from shipping. (London, Rome, Washington DC, Tokyo, Sydney, and Calcutta can all be convoyed to 0 income)
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Glad you think that; as I agree.
Is nonsense as it is. -
Then we need more play testing :P. As it is, the house rule project isn’t moving any further. Unless I am missing something…
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I’m busy
And I am hesitant to play a game with different rules and turn order from the standard, because it would have an adverse effect on my 2nd edition game play. Perhaps after I am done with the league playoffs I will turn my attention to this game and start playing it with people. Then I can figure out what works and doesn’t work from personal experience.Meanwhile, folks can play this version of the game all they want… Please report back here if you do, and of course if you have any questions about it, this is the place to ask them
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I’m busy
And I am hesitant to play a game with different rules and turn order from the standard, because it would have an adverse effect on my 2nd edition game play. Perhaps after I am done with the league playoffs I will turn my attention to this game and start playing it with people. Then I can figure out what works and doesn’t work from personal experience.Meanwhile, folks can play this version of the game all they want… Please report back here if you do, and of course if you have any questions about it, this is the place to ask them
Suggestion. Is it possible to get a changed turn order version for Triple A? That change alone would stop a lot of things you want to prevent with the house rule version and changing the turn order isn’t something that requires extensive testing. You simply change it or not. But I might be mistaken. It is also a change that should be implemented easier and faster.
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I’m not sure. There’s probably a way.
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Not sure at all of what I’m saying, but in the xml file that you can find in the “games” directory of the map, you have :
<playerlist></playerlist>I guess changing the order there might help ?
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Not sure at all of what I’m saying, but in the xml file that you can find in the “games” directory of the map, you have :
<playerlist></playerlist>I guess changing the order there might help ?
I don’t think so. I think the turn order is scripted in the <sequence>-section, starting from line 1316 of the ww2global40_2nd_edition.xml
But the section you mentioned is a good example of other parts of the xml that are affected by a turn order change. There may be more.
And even other dependencies.</sequence> -
I’m not sure. There’s probably a way.
One can always ask :P. You probably know who is responsible for Triple A to begin with. :D.
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