Here’s a little something I do, that I’ve found really helps to shave a few minutes off every turn.
It might seem simple, but you’d be surprised how much time can be spent digging and returning pieces to their trays, if you don’t have a good system in place…
You can see an example image in there at the bottom using 1942.2 but I adopt the same system in G40. Once I started doing this, I never went back. Now I’m a big proponent of grouping by shape, and trusting in color differentiation for easy recognition, rather than the other way round. Hard habit to break, for the OCD sculpt collector, but it works. Even chainsmoking degenerates like me can make the extra effort to be better orgnaized haha.
Also, like others have mentioned before and elsewhere too, my group separates combat movement, and combat proper with the purchase phase. So the phases like this…
repair, combat movement, purchase, combat, non com, placement, collect.
If you want to pick up the pace it’s highly effective for focusing your players. It doesn’t change anything compared to the standard phase order of “purchase, combat movement, combat proper” other than the speed with which your players will make decisions.
interesting, i like the idea of sorting by unit type instead of faction, i may toy around with that in a smaller version to see how it feels before doing it with the G40 units (it’d be a huge pain to re-sort them again after, lol)
Guess I better change mine then, UN Spacy won’t do.
Red 7 (me) has checked in
Red 1944 has checked in
Proud American has NOT checked in
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Also, Red 5 was standing by, but a TIE fighter got him. RIP Red 5
Everyone is Red? I guess we’re all British or communists.
That is indeed the strategy, and it relies on the allies having pretty bad luck to smash up those stacks without losing 50% of your starting planes.
Germany can replace the planes, but not at the same time as it builds mechs, armor stax
Japan has even more planes, but it needs even more than Germany does because without them, its a paper tiger.
The problem with doing these stub attacks is if you lose more than 50% of your starting air power before turn 5, you will not be able to force your victory cities and strategic objectives. The consequences are felt several turns later (7,8), when you cant smash stax because you lost your mobile strikeforce.