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    Undertaker

    @Undertaker

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    Latest posts made by Undertaker

    • RE: HBG's Global War 1939 FAQ

      Can bombers drop paratroopers in enemy territories without friendly units attacking from the ground/amphibious assault?

      Some units like the US paratrooper and the Japanese infantry can get a +1 from various things.

      Do these bonus stack? Ex. A US marine gets +1 in an amphibious assault and there’s an artillery with it so another +1= attacking at 5.
      Or is their combat value capped. Ex. The US marines get +1 in an amphibious assault OR an artillery because his combat value is 3(4) in the unit list and not 3(4-5)

      posted in Global War
      U
      Undertaker
    • RE: HBG's Global War 1939 FAQ

      Nope no major. Japan can only build minor ics in siam

      Page 25 of the global 1939 rules v7.2 say: Siam receives 1 infantry per turn, every turn, starting from the round after activation by Japan. Japan can build a Minor or Major IC in Siam.

      Then on page 30: Japan can build a Minor IC only in Siam starting on turn 3.

      posted in Global War
      U
      Undertaker
    • RE: HBG's Global War 1939 FAQ

      Rules say you can’t build a factory in a territory that wasn’t originally yours at the start of the game.
      The only exception is siam where you can build both a minor or major starting turn 3.
      Hungary, Romania and Bulgaria can all get a minor built by Germany in them which is not tied to their seperate magical invinsible IC.
      The rules state that Germany can’t use the minor built in these territories. So if I understand, the only reason you’d want to do such a useless action would be to eventually upgrade that minor IC in Hungary or Romania into a major. At which point you could get the complete 10 production for germany in that territory which isnt affected by the magical spawning minor axis power unit.

      Let’s say I build a naval base in Romania or bulgaria, can I accumulate my money with those power for a few turns and build a battleship in sea zone 43?

      Otherwise, the only way to get a working IC in enemy territory is to capture major one from an enemy which will then get demoted to a minor.

      As for China I just realised I was implying rules from 1940 and the rules for this game never talked about certain things. Both Communist and nationalist china have capitals. Does Nationalist China lose it’s money ton invaders if Szechwan falls? Does the capture of Pingliang stop the spawning of commie chinamen?

      Again sorry to be bothering you this much. Me and a dude playalot of these games and we want to be sure we understand everything before we play. When you play a game that’s 12+ hours and one small unclear rule can change the entire thing.

      posted in Global War
      U
      Undertaker
    • RE: HBG's Global War 1939 FAQ

      Thanks. Any pic of the entire map?
      All the pics on the net are made for ants.

      posted in Global War
      U
      Undertaker
    • RE: HBG's Global War 1939 FAQ

      Thanks for the quick reply.

      -While I have you attention, is there any picture of the revised map anywhere on the web that’s not made for ants? I’m trying to see the difference in borders but the picture for ants on boardgame geeks is the only one I could find.

      -Naval bases are sea zone dependant? So I have to build one in a territory specially for a particular sea zone? Which means the naval base in scotland only touches sz 15 and not sz 14 and 13.
      If so, does Madras get two for sz 67 and 66 or is it the same in the middle. Same for the one in south africa with sz 63 and 77.
      Following that logic, the naval base in Gibraltar only touches sz 35 abnd not 36.

      • For south Africa and India, it says I have to produce a required amount of infantry on the factory. Is the amount required every turn or simply when the factory is being used.

      • And finally, can players that play on the same turn, like the commonwealth use the same transports as if they were the same power or do I have to fall back on the transports rules of axis and allies? For example 2 canadian transports carrying and dropping 1 anzac, 2 british and one FEC unit.

      posted in Global War
      U
      Undertaker
    • RE: HBG's Global War 1939 FAQ

      Don’t know if anyone here still alive to answer me but here goes.

      Trying to understand the 7.2 rules but they seem to have been written by someone with a poor grasp of what a rulebook is suppose to be. A lot of is left implied. which is maddening because there’s a bunch of good ideas in there.

      • If Italy is still neutral on turn 1, can they still move units? buy stuff? get income? Not war obviously.
      • Minor axis are confusing me. They get their own income. Fine simple. They have to buy infantry with their seperate money they get. Okay. Not sure how they’ll ever manage to build more than 1 infantry every so often except Romania who makes 2, but hey! whatever. Germany also gets the printed value of the territory for himself. All good. Simple. Minor can build a max of 3 units in their own territory. k? Do they need an industrial complex? If no, then whats the point of the rule afterwards that says Germany can build a minor in their territory but not use it? But hey, Germany can build a major and use it. [insert 10 minutes of me typing incoherent rage towards the author and erasing here]

      -Pro neutrals that have more than one territory like Finland or Brazil. Does the pro side need to go into each territory or can they simply take one to get them all.

      • I’m guessing this is the same as global 1940 but the rules say nothing. UK moving into china is a declaration of war towards Japan. Meaning they can only do it from turn 3 and onwards.

      • All mainland japanesse territory apart from Korea are territories that originally belong to China.

      • Let’s say I have a german force moving into Moscow. Major IC gets demoted to minor. Right after, Russians move in and recapture Moscow. Since they took a minor IC, this one is destroyed? What if it’s another power liberating a territory from a country who’s capital has fallen.

      • IF Major ICs can only be built on native 3 value territory, why does karelia start with a major on a 2 value one??

      • Carriers can now scramble their fighters/tac to adjacent sea zone AND territories but air bases can still only do it to sea zone.

      • can I blitz through not yet activated pro- countries during the non-combat move?

      • The only real purpose of identifying territories with vichy france and free france markers is for where the french boats and french foreign legiona re going to go. Once those rolls are done, I can switch them back to UK and german/japan makers since they get the inco anyway.
        -Naval bases are now sea zone dependant. Which means the naval base in scotland only touches sz 15 and not sz 14 and 13.
        If so, does Madras get two for sz 67 and 66 or is it the same in the middle. Same for the one in south africa with sz 63 and 77.
        Following that logic, the naval base in Gibraltar only touches sz 35 abnd not 36. If so that is very silly.

      • Commie China never gets more than 1 infantry per turn, or any other unit even if they own all of China.

      Finally the supply rule. Which is pretty good. Real clear. Love the idea.
      But start of the game. Formosa. It’s got 2 veteran fighters. The island is not connected with a naval base but it has an air base.
      So at the start of the game, these 2 fighters start with penalties to combat and movement. Seems a bit silly.
      Rules say plane movement is halved. What happens if the plane movement is an odd number because of air base or technology? Round up/down?

      that’s it.

      posted in Global War
      U
      Undertaker