I’ve been checking out the photos and progress of the Global 1936 play tests. It’s turn 10 and Germany and the USSR don’t look to be at war yet. Operation Torch looks like a go and the Japanese seem pretty much tied up.
How many turns does this game go to? (or has this been figured out yet?).
And I didn’t realize that was a 1939 setup rule, so that is cleared for me as well!
Thanks for pointing out 9.20 as well. I’ll be sure to point that out to others, as they seemed misinformed on that front.
Overall, I definitely agree with you. This is probably a one time chance it works against an opponent. But, it may still alter the way the Soviets are played early on a bit!
Thanks for the clarification.Â It helps us put greatly.
I was referring to the transport ship for the 1940 Global 2nd Edition.
OK, that is what I thought, because this particular forum is for the variant Global 1936 and 1939 game. The 2nd edition 1940 Global forum is more in the middle of the first page, but I think I answered your question, OK.
Read the rules. Generally happy with what I see. Greatly simplified in the right places (e.g. no more US dud torpedoes) while some optional complexity is added in others (terrain rules).
One thing I really do miss, however, is the inability to retreat for the defender?? Was that decision made simply for reasons of added playing time?