• 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:

    • Dynamic Air Warfare. Air Forces are slightly weakened and cheapened, thereby promoting an active and distinct Air Theater.

      • Zones of Air Control. All Airfields can now scramble all Aircraft to any adjacent territory.

      • Night Strategic Bombing. It really isn’t pleasant until you get Radar Technology.

      • Market Garden. Airborne Infantry cannot capture territory on the turn they are airdropped, merely contest it.

    • 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.

      • Capital Ships are Beasts. Heavy Cruisers have 2 Hit-Points, Battleships 4 Hit-Points, and Super Battleships have 5 Hit-Points.

      • Island Hopping Campaign. Nations must have friendly bases for their navies to reach across wide oceans.

      • First & Second Happy Time. Submarines are fixed to not be sitting ducks, initially very devastating.

      • Sea Mines & Minesweepers. Inexpensive way of forcing your opponent to bring extra Warships.

      • Cruisers, Greyhounds of the Sea. Fast Heavy Cruiser Capital Ship with 2 Hit-Points, Fast Light Cruiser with good Anti-Aircraft and Torpedo.

      • Dock Blocking. No more single enemy Destroyer preventing the mighty Japanese Fleet from reaching San Francisco, or vice versa with any Fleet.

      • Disguised Merchant Raiders. One turn a Neutral, the next a vicious Raider.

    • Dynamic Land Warfare. Vast array new gameplay rules and a few units, each with a distinct purpose and role.

      • Contested Territories. Run out of Battle Rounds and the offensive is exhausted, especially in the streets of Stalingrad or in the woods of Finland.

      • Artillery is King. Artillery Bombardment and Counter Bombardment. After which, their impact becomes less noticed.

      • Anti-Tank Guns. Watch out son.

      • Light Tanks, notice me Sempai. Light Tanks are still relevant, at least to absorb shots from Anti-Tank guns.

      • No More: Charge of the Light Brigade. Cavalry has been tweaked to not be so damn useful and actually be more useless.

      • British Commandos. They will mess you up.

      • 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.

      • Multi-Directional Defense. Flanked from the side, attackers bypassing forts, defender designates defense of each border.

      • Minefields! Inexpensive way to have less attackers on the first round of combat.

    • Extended Research. So much lovely good things.

      • Research Stations. Doesn’t matter how much IPP you have, you gotta have a Station (that can also be bombed, captured and sabotaged).

      • Capturing Research. Protect your Research Stations, or watch as your enemy roots around your technology chart.

      • Sharing Research. Lend-Lease a cheaper Research Roll to your Friends.

      • 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.

      • More Technology! Elite Specialist, National Spirit, War Industry and many many more.

      • Everything can Retreat. Though the penalties for withdrawing may not be advantageous. It Allows Live to Fight Another Day for all Military Forces.

      • Supply. Without adding tokens to board, supply adds a whole new perspective across the globe.

      • 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.

      • Coups. Any nation can be toppled. It can be very hard, but it is doable.

      • Generals & Admirals. Adds a variety of features. Command Multi-National Forces as well as extend or reduce Battle Rounds.

      • Politics. Alliances and Treaties signed and or torn up.

      • Weather. General Winter shortens Battle Rounds.

      • Three Turns per Year. Winter, Spring-Summer, Summer-Fall. This means, more money, more units, more technology, more war.

      • Unique National Bonuses and Events. Many many hours put into unique national bonuses for each nation, one time effects, events, and much much more.

      • 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**


  • Attaching Part 2

    JX Canada GW36 - Page 2.pdf


  • I can see why this took a full year to do Jinx haha. I think what you have done here is pretty cool and I like a lot of what you’ve introduced. I’ve only recently began the long and arduous process of developing my own variant. I really like how you made the islands in the game relevant with the Operational Ranges for navies. In the standard GW games I play with my friends, both America and Japan would always just sail right pass all the islands and go right for the jugular, whether it be Tokyo, San Francisco, or the other person’s navy. That always bothered me about the game to be quite honest. Hope you are able to enjoy the fruits of your labor!


  • Impressive!

  • '17

    Nice thats a pile of effort!
    I think I’d need a playthrough to fully realize some of your changes. Definitely worth a look.
    Motivation to swing up there and join your group. My work schedule is pretty annoyingly in the way so far.


  • Thanks guys! I really appreciate it. Yep its been a lot of hard work, but fun!

    It actually paid off a little though. Lot of useless knowledge about GW and history :-P.
    I’ll post the other ones up when i tweak them a little, the Major Nations are really the ones who shine. I’m adding the Oil Wars stuff.

    Rank, that would be awesome! It would be something to schedule for sure.
    Things are pretty crazy busy up here though! Between work, my wife of almost 3 weeks, a new house of 4 weeks, and becoming a…designer? associate designer? for HBG is pretty great! Lots to be happy for! :-)

  • '17

    Congratulations
    Congratulations
    Congratulations


  • What do you design?  Graphics? Rules?


  • @Andy6049:

    What do you design?  Graphics? Rules?

    Currently working on an expansion.
    I still need to establish myself as a credible source, so I have no idea what impact I am making, but first step was to use my hypothetical influence and issue a lot of recommendations about map design of Canada.

    May post that document here, just for kicks.
    I’m a little hesitant, I haven’t received the promised non-disclosure agreement, so I’m not sure how much I can say.

    But my next side project is to fix Czechoslovakia.

  • '17

    Yeah Canada is a bit rediculous. Obviously the designer was in a hurry up here. Almost didn’t buy due to this, happy I did. Especially if I was from Quebec, Labrador or Newfoundland. All labeled wrong.

    Don’t say anything then, “No comment” until you get clear direction.


  • @Rank:

    Yeah Canada is a bit rediculous. Obviously the designer was in a hurry up here. Almost didn’t buy due to this, happy I did. Especially if I was from Quebec, Labrador or Newfoundland. All labeled wrong.

    Yeah, its a constant sore point with my gaming group too. People want to see that they matter.


  • Just reposting this.


    Turn Order

    Production and Research Phase:

    • (production is as explained in the GW36 rule manual).

    • (research is as explained on the National Reference Sheet).


    Combat Movement Phase:

    • 1. Air Combat Movement Rounds:

      • 1.1 Flying to the destination:

        • 1.1.1 The attacker declares which territories or sea zones the aircraft is/are going through.

        • 1.1.2 Defending Combat Air Patrol fighters in sea zones may intercept at 1D12@3 once each, or @4 once each with Jet technology.  Attacking/escorting fighters may roll 1D12@3
          once each, or @4 once each with Jet technology, and all bomber aircraft types roll 1D12@2 once each versus defending aircraft units.  Casualties are removed immediately and
          combat ceases after one round.

        • 1.1.2 Defending fighters on airbases and/or aircraft carriers (both with the RADAR technology) may scramble to intercept and roll 1D12@3 once each or @4 once each with Jet
          Technology. Attacking/escorting fighters may roll 1D12@3 once each, or @4 once each with Jet technology, and all attacking bomber aircraft types roll 1D12@2 once each versus
          defending aircraft units.  Casualties are removed immediately and combat ceases after one interception round.

        • 1.1.3 Defending anti-aircraft guns may fire once (1D12@3 once each, or @4 once each with RADAR technology) at aircraft units flying over the territory.  Attacking/escorting fighters
          and all attacking bomber aircraft types may not fire back.  Casualties are removed immediately and combat ceases after one round.

        • 1.2 Arriving at the destination:

          • 1.2.1 Defending anti-aircraft guns may fire once (3D12@3 once each, or @4 once each with RADAR technology) pre-emptively at attacking aircraft units arriving at the territory.
            Attacking/escorting fighters and all attacking bomber types may not fire back when pre-emptive shots are made.  Casualties are removed immediately.  Defending anti-aircraft
            guns that fire at this point do not fire at all on the first Full Combat Round that proceeds this Combat Movement Round.

          • 1.2.2 Defending fighters and tactical bombers may scramble from territories containing air bases and/or aircraft carriers with the RADAR technology to adjacent territories or sea
            zones.

          • 2. Land Combat Movement:

            • 2.1 (As explained in the National Reference Sheet).

              • Should I cover our blitzkrieg rules?  They’re in the reference sheets I think: better than original rules.  I mention this because this also involves aircraft.

              Combat Phase:

              • 3. Full Combat Rounds:

                • 3.1a Air Combat round (meant for engaging military units):

                  • 3.1.1 Attacking fighters roll 1D12@6 once each or 1D12@8 with Jet technology once each versus defending aircraft units.  The defender assigns casualties for defending aircraft.

                  • 3.1.2 Defending fighters roll 1D12@6 once each or 1D12@8 with Jet technology once each versus attacking aircraft units.  The attacker assigns casualties for attacking aircraft.

                  • 3.1.3 Attacking bomber aircraft that have been assigned as casualties roll 1D12@2 once each versus defending fighters (never other bomber aircraft).

                  • 3.1.4 Defending bomber aircraft that have been assigned as casualties roll 1D12@2 once each versus attacking fighters (never other bomber aircraft).

                  • 3.1.5 All aircraft casualties at this point are removed.

                  • 3.1.6 The attacker may also chose to retreat a portion of or all aircraft (refer to the Retreat section for more information).  The defending fighters may chase if conditions are met
                    (refer to the Chase/routing section for more information).

                  • 3.1.7 The defender may also chose to retreat a portion of or all aircraft.  Refer to the Retreat section for more information.  The attacking fighters may chase if conditions are met
                    (refer to the Chase/routing section for more information).

                  • 3.1.8 If the Full Combat Round has finished, all attacking aircraft units may proceed to land in the Non-Combat Phase, and retreating/scrambled defending aircraft units may land in
                    the Non-Combat Phase if they’re able to.

                  • 3.1b Strategic Bombing Combat Rounds (meant for devastation to industry and base utility):

                    • 3.1.1 Interception:

                      • Defending fighters on airbases in the targeted territory, adjacent territories containing airbases and/or on aircraft carriers (with the RADAR technology) in sea zones adjacent to
                        the target territory may scramble to intercept at 1D12@3 once each or @4 once each with Jet technology. Attacking/escorting fighters may roll 1D12@3 once each, or @4 once
                        each with Jet technology, and all attacking bomber aircraft types roll 1D12@2 once each.  Casualties are removed immediately after and combat ceases after one round.

                      • Defending facilities may fire once (D12@3 or @4 with RADAR technology at each attacking bomber aircraft targeting the facility).  Casualties are removed immediately after and
                        combat ceases after one round.

                      • 3.1.2 Strategic Bombing:

                        • Attacking tactical bombers roll 1D6 to determine the number of damage on a targeted facility.

                        • Attacking naval bombers roll 1D6 to determine the number of damage on a targeted facility.

                        • Attacking heavy bombers roll 2D6 to determine the number of damage on a targeted facility.

                        • Attacking strategic bombers roll 3D6 to determine the number of damage on a targeted facility.

                        • 3.1.3 The Strategic Bombing mission/s end/s and all aircraft participating in the strategic bombing round/s proceed to land in the Non-Combat phase.

                          • 3.2 Land and/or Naval Combat round:

                            • 3.2.1 Attacking aircraft units that have not rolled any combat dice in the Air Combat round may fire in the Land/Naval combat round:

                              • Attacking tactical bombers roll 1D12@7 once each versus defending land units OR 1D12@4 once each versus defending naval units.

                              • Attacking naval bombers roll 1D12@4 once each versus defending land units OR 1D12@6 once each versus defending naval units.

                              • Attacking heavy bombers roll 3D12@2 once each versus defending land units OR 3D12@1 once each versus defending naval units.

                              • Attacking strategic bombers roll 5D12@2 once each versus defending land units OR 5D12@1 once each versus defending naval units.

                              • Attacking fighters roll 1D12@2 once each versus defending land units OR defending naval units.

                              • 3.2.2 Attacking anti-aircraft guns roll 1D12@3 (1D12@4 with RADAR technology) versus defending aircraft or 1D12@2 (1D12@3 with RADAR technology) versus defending aircraft
                                that have retreated in the Air Combat round.

                                • Any hits scored on defending aircraft units by attacking anti-aircraft guns are not considered pre-emptive while attacking on any combat round.

                                • Defending anti-aircraft guns may not be assigned as casualties before other land units if there are no attacking aircraft units present in the battle (the exception is the German
                                  Flak 88 if it is used as artillery, not AA).

                                • 3.2.3 Attacking land units (excluding anti-aircraft guns) may engage defending air units:

                                  • at the value of 1D12@2 instead of engaing defending land units during a combat round at a ratio of 2 land units per 1 air unit when defending land units are present.

                                  • that are stationed in the contested territory at the value of 1D12@2 for only one combat round if there are no defending land units in the combat round.  Combat ceases after one
                                    combat round and the attacker may take the territory if there are attacking land units that have survived combat.  The defending aircraft units must then retreat as described
                                    under the applicable section under the Retreating mechanics.

                                  • that have scrambled from an adjacent territory’s air base at the value of 1D12@2 (no ratio) for an unlimited amount of combat rounds if there are no defending land units.

                                  • at the value of 1D12@1 vs defending aircraft units that have retreated in the Air Combat round instead of engaging defending land units during a combat round at a ratio of 2 land
                                    units per 1 air unit when defending land units are present.

                                  • at the value of 1D12@1 vs defending aircraft units that have retreated in the Air Combat round with no ratio for an unlimited amount of combat rounds if there are no defending
                                    land units.

                                  • 3.2.4 Defending aircraft units that have not rolled any combat dice in the Air Combat round may fire in the Land/Naval combat round.

                                    • Defending tactical bombers roll 1D12@7 once each versus attacking land units OR 1D12@4 once each versus attacking naval units.

                                    • Defending naval bombers roll 1D12@4 once each versus attacking land units OR 1D12@6 once each versus attacking naval units.

                                    • Defending heavy bombers roll 3D12@2 once each versus attacking land units OR 3D12@1 once each versus attacking naval units.

                                    • Defending strategic bombers roll 5D12@2 once each versus attacking land units OR 5D12@1 once each versus attacking naval units.

                                    • Defending fighters roll 1D12@2 once each versus attacking land units OR attacking naval units.

                                    • 3.2.5 Defending anti-aircraft guns roll 1D12@3 or 1D12@4 with RADAR technology versus attacking aircraft starting on the second Combat Round.

                                      • Any hits scored on attacking aircraft units by defending anti-aircraft guns on the second combat round and combat rounds thereafter are not considered pre-emptive.

                                      • Attacking anti-aircraft guns may not be assigned as casualties before other land units if there are no defending aircraft present in the battle (the exception is the German
                                        Flak 88 if it is used as artillery, not AA).

                                      • 3.2.6 Defending land units (excluding anti-aircraft guns) may engage attacking air units:

                                        • at the value of 1D12@2 instead of engaging attacking land units during a combat round at a ratio of 2 land units per 1 air unit when attacking land units are present.

                                        • at the value of 1D12@3 if there are no attacking land units and only attacking aircraft units in the combat round (no ratio).

                                        • at the value of 1D12@1 vs attacking aircraft units that have retreated in the Air Combat round instead of attacking land units during a combat round at a ratio of 2 land units
                                          per 1 air unit when attacking land units are present.

                                        • at the value of 1D12@1 vs attacking aircraft units that have retreated in the Air Combat round with no ratio for an unlimited amount of combat rounds if there are no attacking
                                          land units.

                                        • 3.2.7 Attacking and defending units that are assigned as casualties are removed from the board.

                                        • Note: Land units that are taken as casualties are still considered present before the end of the round (part 3.2.7).

                                        • Note: Submarines are considered to be revealed to all units if they fire (roll) on a combat round, therefore making submarines able to suffer casualties from any air or naval unit.  I
                                          figured this had to be written down because of past experiences of lacking clarification.


                                        Mechanics section

                                        • Retreating mechanics (for aircraft):

                                          • Attacking fighters, jet fighters, tactical bombers and naval bombers may chose to retreat up the amount of movement they have left after the combat round.  A sea zone must contain
                                            a friendly aircraft carrier capable of being in the sea zone that has available space if the aircraft unit is landing in a sea zone.  Aircraft carriers may provide a landing area by moving
                                            into the sea zone in the Non-Combat Phase, when planes land.  Long Range Aircraft technology permits retreating up to a maximum 4 territories/sea zones away (5 from an airbase) for
                                            attacking fighters, jet fighters, and tactical bombers, and 5 away (6 from an airbase) for naval bombers.

                                          • Attacking heavy and strategic bombers may chose to retreat up the amount of movement they have left after the combat round.  Long Range Aircraft technology permits retreating up
                                            to 7 territories/sea zones (8 from an airbase) away for attacking heavy and strategic bombers.

                                          • Defending fighters, jet fighters and tactical bombers may chose to retreat up to 2 territories, or two sea zones, or a combination of a territory and a sea zone away (or 3 from an
                                            airbase).  A sea zone must contain a friendly aircraft carrier that has available space if the aircraft unit is landing in a sea zone. Aircraft carriers may provide a landing area by moving
                                            into the sea zone in the Non-Combat Phase, when planes land.  Long Range Aircraft technology permits retreating up to 3 territories/sea zones away (remains at 3 from an airbase) for
                                            defending fighters, jet fighters, tactical bombers and naval bombers. If there are no friendly territories or friendly aircraft carriers available for landing, the aircraft is/are destroyed.

                                          • Defending heavy and strategic bombers may chose to retreat up to 3 territories, or two sea zones, or a combination of a territory and a sea zone away (or 4 from an airbase).  Long
                                            Range Aircraft technology permits retreating up to 4 territories/sea zones (remains at 4 from an airbase) away for defending heavy and strategic bombers.

                                          • Chasing (or routing, or whatever name, I don’t know…) mechanics:

                                            • If all attacking aircraft units retreat, defending fighters or jet fighters may choose to chase all attacking aircraft by using mechanics similar to interception; 1D12@3, or 1D12@4 for jet
                                              fighters only once each.  Remove all assigned casualties from the board after one chasing round.

                                              • Retreating fighters and jet fighters forfeit combat rolls.

                                              • Retreating bomber aircraft that have been assigned as casualties as a result of chasing may roll 1D12@2 once each versus chasing fighters and/or jet fighters

                                              • If all defending aircraft units retreat, attacking fighters or jet fighters may choose to chase all attacking aircraft by using mechanics similar to interception; 1D12@3, or
                                                1D12@4 for jet fighters only once each.  Remove all assigned casualties from the board after one chasing round.

                                                • Retreating fighters and jet fighters forfeit combat rolls.

                                                • Retreating bomber aircraft that have been assigned as casualties as a result of chasing may roll 1D12@2 once each versus chasing fighters and/or jet fighters.

                                                • If only a portion of the attacking or defending aircraft units have retreated and fighters remain on both sides, chasing may not occur.


                                                Non-Combat Phase

                                                • Aircraft that are landing are subject to section 1.1 of the Air Combat Movement Rounds under the Combat Movement Phase.

                                                Turn Order.doc

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