@barnee Can’t IC’s be built on any non-island territory, they just can’t be upgraded to majors unless they’re value 3+?
*** nevermind, I see the rule now. Thanks!!!
@barnee Can’t IC’s be built on any non-island territory, they just can’t be upgraded to majors unless they’re value 3+?
*** nevermind, I see the rule now. Thanks!!!
For purposes of Axis building an IC, is it safe to say Australia - specifically West Australia - is not an island and a minor IC can be built there? @Panther we need your guidance!
And Adam, I know you’re gonna see this … I’m coming for ya.
From what I can tell, Great Britain, Australia - surrounded by water but since they aren’t a single territory (like Phillipines), they aren’t islands and can indeed build IC’s. That’s my interpretation…?
@PizzaPete Excellent point, thanks Pete!
I’ll try to ask this question as unbiased as possible, since I’m sure my opponent last night will be on here later this morning looking for the same answer.
A navy with transport(s) is on the way to an amphib assault. There are no fighters present where the attacking troops will land, nor any territories adjacent to where the troops will land. The sea movement during combat is “3”, since it’s originating from a territory with a seabase.
The transport will be passing a territory during it’s combat movement that has an airbase and a fighter. Again, it will end the movement (and drop off the troops) at a territory without a fighter, and no fighter adjacent. It’s just passing one during the 3-territory movement.
Can that fighter on the path of the movement scramble against the navy while it’s in movement? Or is my friend completely wrong and desperate for a hail mary because he knows this unexpected assault will most likely result in the loss of his game? Again, being as unbiased as possible…
For reference, the amphib assault started in sea zone 109 and ended in 113 onto germany. there are no fighters in germany or western germany, but there was one with an airbase in Normandy, so he believes that fighter can intercept the navy in sea zone 105 on the way to 113. And yes, Allies control Denmark so the path to germany is otherwise open.
Thanks!
Hi all -
Global 1940 game.
France falls to Germany. Germany is the only real threat, Japan is largely irrelevant with how this game is playing out.
Later in the game, US liberates Normandy/Bordeaux.
Paris/France proper is still held by Germany.
Can the US upgrade the factory in Normandy to a major IC and keep control of it (until Paris is liberated, at which point it would become a French IC)? Thereby allowing the US to build 10 … or are they restricted to building 3?
The answer is very likely going to lead to which side wins the game, a game that has transpired over several months and several glasses of Scotch accompanied by perfectly clear ice. Major trash talking is at stake between our side and the other side. Please only provide answers that support my opinion, because the other side (who also reads this forum) is filled with a bunch of cheaters and hooligans.
@krieghund I knew I read it somewhere thanks!
Thank you both for the clarification! I’m sure we were confusing previous versions of the rules. I could have sworn I saw something, maybe in the errata, that said AA guns couldn’t be destroyed. This all makes sense.
Hi -
Is there a consensus on what the rule is for Global 1940 when it comes to AA guns in combat, and how they are lost? It seems the rules, the errata, and even some of the topic conversations all contradict themselves. The three options that I’ve seen:
AA guns are not involved in combat. If a territory is taken over, the AA gun transfers ownership, like an industrial center.
AA guns can be destroyed like any other unit/fodder, they just don’t have a defense combat value.
AA guns don’t have a role in combat and get destroyed when a territory is taken over, like transports.
What is everyone’s understanding of the rule?
Thanks!
@barnee Yep let me figure out how to upload and I will. The table is by WMHomestead. I did quite a bit of research and they seemed to be the right balance between cost and customization - size, stain, accessories,etc. The lighting is an LED strip that goes around the entire inside, and you can change to any color. Definitely changes the game when I get angry about bad rolling, I can turn the light red.:)
@lincolnhawk I just used an online print company (Smartpress I think?) and had it printed on vinyl, to a size that fit my table.
Here’s a link to how it came out - could not be happier with the result.
@imperious-leader No worries at all, thank you for replying! I just wasn’t sure if there was a rule update somewhere that I missed where Manchuria actually was Japanese (and not Chinese, occupied by Japan)… still an incredible map!
Re: Ultimate full global 1940 map file with corrected realistic coastlines and naked
Hi all -
Imperious Leader’s map is amazing. We noticed something last night on a play through …
Is Manchuria supposed to be Japanese, as it is on the map, or Chinese, occupied by Japan?
And should there be a Chinese flag on Kansu?
It these are errors, is anyone aware of any other slips on the map? Otherwise, it’s amazing!
Has anyone ever tried 1940 rules/units on the 1942 map?
We have a group that enjoys to play, but 1940 is a serious time commitment that we just can’t schedule, and it seems to be taking the fun out of it (for us). When we played 1942, we could set up and play a few rounds in one night and while not always finishing, we could get a good enough sense in how the game was going to declare a victor.
We do enjoy the new pieces and rules (scrambling, tac bombers, convoys, air fields, kamakazi, shipyards) from 1940 … has anyone ever tried to use them on the older, smaller, more manageable 1942 board? any tips? any existing transfer rules? any thoughts?
Thanks everyone!
I’ll send messages out and PM’s to those in the string, checking to see if anyone is still interested.
If I missed you or if you’re new to the string, PM me.
Were they difficult to paint? I’ve never painted shapeways before…
So … We have a huge vinyl map , custom factories (settlers of Cataan pieces), the IPc poker chips, and war dice.
What are good replacements or upgrades to signify air and sea bases? I know there’s a version of a map out there that has them embedded into the map, but that isn’t the version we use, and id like it to have a 3-d piece feel , like the other tokens.
I’ve looked around and just can’t find any good representations from other sets or other games. Any thoughts?
Here’s my YouTube tutorial on convoy disruptions…
What a great tutorial thanks! Love the series, I’m watching the customization series now … thanks for creating it!
That definitely helps!
My mind kept going to convoys being an offensive tool, not a defensive, so I was always trying to reconcile removing IPCs during an attack phase. I’m sure it was clear in the instructions, but trying to understand all of the other new rules just sorta clouded the issue.
Now this makes sense - in my turn, if enemy ships are in my territory, I lose money.
That’s garbage!!!
We’re on turn 7 in our first game so we’ll add convoys to our next game … probably not fair to start it mid-game!
And just to confirm, it doesn’t impact the ships’ ability to fight later in the turn right? it’s just (for lack of a better term) “extra”?
:? :? :?
So my group of friends and I are pretty well versed in A&A. We have played 1942 about once a month for the last several years. We just recently started 1940 Global, and so far it’s pretty darn impressive.
HOWEVER …
How the heck do convoy attacks work? I’ve read the section of the rules several times and I just can’t make sense of it. Can someone please explain it to me like I’m 5?
Thanks!
Well, just wanted to update, out of fairness to FMG…
Package arrived today, as ordered.
No response to email, no response to my Paypal complaint, no response to my IM, and almost a month after being ordered… it’s here.
SO, if you’re patient and trusting, probably safe to order … but not the kind of company for me.