And if Germany attacks Russian territories bordering Mongolia, Japan can reinforce without triggering the war with Mongolia.
mongolia is only triggered if the Japanese attack any Soviet territory that is adjacent to any Mongolian territory.
I think a new set of rules in PDF format should have been online a while ago, in respect for the customer who bought not a game, but what i call a ‘‘play test’’.
We dont even have rules to play europe alone yet!
Just jumping in, since the water seems warm enough.
Are people trying to win as the axis militarily(meaning conventional forces/economy shifting) or by victory cities?
Just curious, cause if you don’t have to worry about future turns(by ending the game early through cities), you may be able to afford to give up certain ground and take unusual risks or losses to secure the cities in question and then see if the allies are in position to liberate one in time.
I’ve drafted and posted early ideas on unconventional strategies. One designed for Europe with a goal of 5 cities in 5 turns seemed plausible. My first live try failed, based on one particular allied response and a close battle being not close after dice were rolled. Am I giving up? Nope. I’m refining the strategy. (In this example, it is clear I must take Normandy if I permit France to produce units, as 3 carriers for the allies proved to be “a bridge to far” for the German air and naval forces.)
This question is rather ambiguous. If you’re attacking with aircraft only (no land units), it’s not an amphibious assault. If you mean, “Can I conduct an amphibious assault without cruisers or battleships for shore bombardment?”, the answer is yes, you can.
When conducting an amphibious assault, you have to choose which aircraft will participate in any naval battle and which will participate in the land combat; they cannot do both. Any naval battle must be resolved before amphibious landings can take place.
99% sure open communication is allowed. The extent to which it’s allowed is up to you, though. With my play-group we cut it off at “talk of general strategy is allowed, anything more specific is not.” We do it this way because of bad experiences where multi-player games would devolve into the “good” Axis Player and the “good” Allies Player forcing their teammates to obey their orders on what to do each turn, effectively turning the game into a 1v1 with a peanut gallery. That’s not much fun for anyone.
well, if russia buys three art turn 1 and saves the rest and collects the same turn 2, that would be a turn two buy of 25+37= 62 to spend in 16 slots. which is either 9 tanks and 2 mech inf if Germany is going sea lion, or 14 art + 1 tank if Germany is going for russia. so your save idea seems to have some merit.
Now I had all those infantry, artillery and tanks stuck in Morocco with no way to get anywhere important.
That’s why I always land in Gibraltar. It’s rare that something horrible happens, but when it does… Spain is always an option. Get with the UK player who can hopefully take on Turkey. Not the prettiest course of action, but sometimes you have to make hard decisions, and getting an Allied foothold in Spain isn’t the worst you can do.
Hmmm…interesting choice. Early on in playing Global, we had 3 different games where the Axis attacked strict neutrals. In fact, we even adopted a house rule using Neutral Blocks so only certain strict neutrals would be affected – Europe, S America, Africa, Middle-East, Mongolia. So if say Sweeden was taken by Germany, Spain, Switzerland and Portugal would go Pro-Allied but Argentina would still be strict neutral. I know some people put Turkey in the Europe block, but we decided to put it in the Middle East block.
We have NEVER had the Allies attack a strict neutral. For one thing, they are usually too busy fighting the Axis to expend resources fighting a neutral. Plus they don’t want to give the Axis any free infantry and territories by turning the other stricts into Pro-Axis, even if it’s just in that block. Also, I guess we just kind of have the mindset that the Allies are the good guys and having them violate a country’s neutrality just doesn’t feel right.
In most of our games, we have played with the strict neutrals basically off limits, both by the Axis and the Allies. Perhaps we should re-think our strategies and start involving the neutrals more in our games.
I would modify it a little.
ISO no retreat path i would use -> no supply line.
So if you cannot trace a safe path to a factory you should get this problem. Forces the player to also have ships in the SZ after an amfib to keep its forces alive.