Rules were supposed to be fixed 6 months ago. So was setup. Never was. They keep pumping out expansions though! Just kinda make everything up as you go along I guess. Getting disgusted. Learn to write rule makers!
Posts made by billcallaway
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RE: Incorporating Global War 1939 units into Axis And Allies Global 2nd Edition
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Updated rules
Where are the updated rules with the 20 “minor fixes”? They were supposed to be out months ago? It’s impossible to read through the threads. Let me guess “soon”?
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RE: Global War rules v. 1.1
Please update the rules. I spent 2 hours on the website reading all the changes to this game and then recording them so we could play the next game. Please fix this! That means everyone would need to read the updates on the rules from the other website they may or may not find for 2 hours to be able to play the game correctly. Instead of releasing new expansions why can’t you fix what you said you would so everyone can play. I don’t think you guys are doing a money grab but it gets old when your AA games don’t have the 25 updates plus who knows what else. Please don’t release 1939 until you got 1936 updated. I’ll keep buying your stuff but it sure gets annoying not knowing what needs to be updated from the website to the new rules.
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RE: Global War, 2nd edition - due 1\. November 2015
There is a great book to read about companies that take on too much. It’s called “How the Mighty Fall”. Only 1 or 2 great products are needed. 10 or 20 (or in this case it sounds like 50) products just means people lose focus. I’m sure it’s not a money grab because there is too little money to be made on games but if it is clear and makes sense people will buy it and a whole company can explode in sales from a single item. Why not just perfect your 1 or 2 best products instead of taking on more products? You could never find enough time to play test everything if you had a family or job.
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RE: Global War, 2nd edition - due 1\. November 2015
Instead of making a bunch of more games can’t you just make Global War better and have rules that everyone understands? If people are still having trouble understanding 7.2 it doesn’t make much sense to make more games.
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RE: Global War, 2nd edition - due 1\. November 2015
I’ll buy this no matter what but I hope they don’t release it for another year. It hasn’t been “playtested for 2 years” if they are still redrawing territories last month. Also, the rules were never straightened out on 7.2. Read the boards and that’s very clear. 95% of the questions on the boards are actually in the rules but about 3% of the rules are ambiguous and 2% of the rules simply don’t exist. So it doesn’t make sense to release another game until they get the last one right. I’m sure the playtesters and designers know what the rules mean 100% but no one else does. Tear the game down to the basics and build it up slowly from there. It would be worth the wait. You only need 1 great game instead of 5 games that can only be deciphered 95%.
Avalon Hill games are actually 99% clear, but unfortunately not as fun.
Not that it really matters. I will still buy it and playtest it but I wish I didn’t have to.
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RE: Global 1939 Technology Questions
I don’t understand the way tech is written either. We just play without it because the rules so unclear.
However, some of the answers on this board are different than the rulebook on other issues. We getting frustrated trying to understand what things mean and have stepped away from the game for a while.
It’s a lot of fun but a long game. Also, ambiguous rules can create issues.
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RE: Rules 7.2 and 7.1
Still waiting for official rules on paratroopers and fortresses. Quit playing after I asked 3 times.
The rules just need to be written better and updated on that.
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RE: Russia First: Strategy & Related Questions
Russia first is possible. But you need to read the rules about 6 times to figure out how to do it. House rules make a game pointless in my opinion. You can’t tell if a game is balanced with house rules. BTW - after Japan attacks the UK then France or the UK can attack Germany. Somewhere around turn 4 at the earliest this can happen. Turn 3 the UK attacks Japan. Turn 4 Japan retaliates. Turn 4 UK/France attack Germany.
Its fun actually. House rules not needed.
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RE: 7.2 Rules question
I love this game but it seems to just keep getting more confusing. The spirit of what is intended is clear cut. The writing of the rule itself seems to be an issue.
I never did see where paratroops clarifications were written into the rules. The Japanese sneak attack rules are still a bit cloudy. I believe we play both correctly but I’ve been wrong about my interpretation before.
Maybe rewrite the rules like they were written in the original Third Reich. Example: See rule 7-1.a.c. and rule 6-4.b.t.
The fortification rules I thought were going to say only 1 fort per territory?
You only need one great game and everyone will buy it.
There are so many AA variants out there and in many ways this is the best, but it’s still fiddly with rules. Changes should be made slowly and with great care in wording. We keep getting in fights and flip a coin over tiny issues that actually change the whole game. For example, it doesn’t say Japan can’t move into Vichy…so Japan does so UK can’t attack it unless UK declares war on Japan. It’s exploitation but it’s allowed so it can’t really be argued.
In this game you can attack Russia first turn and leave UK/Poland/France alone. They can’t even attack Germany until after Japan attacks UK. I actually really love this option but it seems a bit unrealistic. Just little ways to exploit the game here and there at times makes it a bit frustrating for us.
3/4 of the questions out here are actually clear cut in the rules, but some things should be rewritten to be more clear. Basically the longer the rules get the more fun the game - but more interpretation issues occur.
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RE: REAL "lend lease"
I like how lend lease is now because it’s simple but really fun because u never know the die rolls. Axis inheritance 8.25% of the time creates tension every roll
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RE: Hard to beat Allied strategy
Yes, 2 forts was key to India/Moscow defense. UK almost has to build in the Commonwealth against JAPAN now. Which of course helps Germany.
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RE: REAL "lend lease"
Its a great idea and realistic, but it’s also more rules. Too many rules now IMO.
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RE: 7.1 Official clarification
@ tigerman - the only 1 fort per territory and no allies except Russia might be enough to somewhat even up the game. it could be the magic fix. much more realistic. India can definitely fall now much easier.
Can you put all the “official” changes in 1 paragraph for easy access?
It would be what is stated here so far in this thread, and paratrooper clarifications, and how to roll for pro neutral vs. strict neutral navies
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Hard to beat Allied strategy
Firstly, this game is fun. Even though I feel it’s unbalanced we want to keep playing over and over (for now). The first thing we do when we get a new AA game is try to see what can break it. The “game winning strategy”.
Here is what we found, more or less.
Luck can change things a lot, but basically it doesn’t seem to matter too much what the Axis do if the Allies do this strategy. I would love if other people played and tried to see if it can be beat.
Russia - first 3 turns every IPC and unit that can get to Finland does. And take Poland and Baltic states. Build infantry only except for special units the whole game. Leave 1 infantry on every territory leading up to the cities. Have every city with maximum fortresses and infantry by the time the enemy is at the gates of the VCs. No need to build fortresses until you they close. Build max special units every turn. 15 infantry in the East at all times.
UK - max commando every turn. The threat of paratroops every turn keeps Germany busy… Every unit it can get in Egypt the 1st turn (or 2 depending on Italy’s moves). Sit and wait for Italy to attack your navy or move theirs. It’s basically win/win for UK. UK keeps open their convoy boxes and only makes a landing in Europe if they more or less safe. Generally they land in Norway because it’s safest but sometimes Africa which really hurts Italy from both ends. Start to Take South America immediately. It ends up being about a free bomber every turn around turn 3. get rid of german subs. It’s over 2nd turn with german subs anyways now.
Canada - bomber every turn. Off to Germany it goes.
India - max infantry/commando - UK must build 2 infantry also there a turn no matter what. Keep the Burma road open. Sometimes bombers and fighters must be built in S.A. and flown to India to get this done. Paratroop threats keep the Axis busy. Commandos really good now that they cost 4.
Anzac - destroyers/transports if Japan out of the way. commando every turn, planes and sometimes subs if Japan is within range of striking the Anzacs with their planes but no destroyers. Eventually Japan gets too busy and about every 3rd turn the Anzacs can break out. And die of course, but it keeps Japan busy and usually costs them a bonus. Taking a Japan island stops the DEI bonus and that is their goal always.
South Africa - only build infantry there 1st and maybe 2nd turn. Depends on how much navy survived around England.
China - depends on how aggressive Japan is. Don’t lose the Burma road. Nothing else really matters. With Japan as a rule I throw everything at them at once from China/US/Anzac/Russia/India. Generally around turn 6 or 7 or 8 when India is about to get in trouble. Even if India falls some other Ally breaks out on that turn for a couple turns. Destroy veterans if they get careless.
US - maximum lend lease every turn no matter what. Never more than 20 IPC to any single empire because it can be devastating if captured or even if lost. 20 IPC to Russia every turn!. Up to 50 IPC a turn into the Allied hands adds up fast. Sometimes on the first turn Russia in the war they have 48 + 6 IPC bonus + 5 IPC bonus + 6 IPC in territories + 20 lend lease. If they get 20 IPC on their 2nd turn in the war they are getting more than Germany can throw at them because of the UK messing around in Norway or might land in Europe. Finalnd very hard to hold now for Germany… The US puts their entire navy in the Atlantic except for a couple destroyers and subs to deal with convoy boxes. 2 - 6 marines a turn lands in Africa but the US keeps open their convoy boxes with destroyers and maybe subs if japan too close. buy bombers to touch convoy boxes with destroyers. It’s about 30 - 40 IPC a turn to keep the convoy boxes open and if Japan doesn’t deal with it every turn their can get in trouble fast. It ends up helping the Anzacs a lot if Japan lets the convoys stay open and US dumps 30 IPC a turn into the Pacific. Only build infantry/marines/tanks in the East to land in Africa. It doesn’t hurt much but eventually it adds up and Italy is screwed (as they should be).
That’s about 75% of the strategy. It works now basically because Germany and Italy are too weak navally now (or something).
I would like to see what others do with this strategy.
Basically it comes down to lend lease and fortresses maxed out that is the big swing. But I like that. Axis only capture lend lease about every 3rd turn and then its usually only 10 IPC but sometimes they can capture 20IPC 2 turns in a row. Oops…Germany has an extra 40 IPC. but it’s fun.
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RE: Axis basically lost in the first two turns
All the suggestions are good - but the game already has too many little rules that are easy to miss.
The game needs to be simpler or have an index because even though we’ve played 15 - 20 games total someone always forgets something. Then every new edition adds on top of something else and sometimes there can be some different arguments on what the rules mean.
Simpler is better unless it’s laid out better. IMO
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RE: Italy has to be very careful 1st turn now
Italy can build the Tobruk factory and take Greece. It’s becoming the new standard move for Italy.
However Italy can’t get move their navy now until turn 3 or 4. Even then they usually go into North Africa away from the UK.
I really actually like that the UK can hurt Italy now. However, both Germany and Italy are now too weak with navy. It just puts the game out of balance in Europe now IMO. UK now controls what Germany and Italy does too early.
Of course Japan has lots of extra fun in this scenario.
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RE: Simple fix?
@ ghr2 - I agree, they need everyone to play many games and strategies. I found one that can’t be beat as a rule but that doesn’t mean there’s not a way to counter it.
It would be best to clear up some of the other rules that are ambiguous anyways before game balance addressed.
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RE: Simple fix?
I actually like the lend lease rules, but something has to change. The air base mentioned in this post could really help. That way you could touch the UK navy better 1st turn.
Or maybe just give Germany/Italy back their ships they lost?
It’s tough to say really where the fix needs to go.
Maybe have the old UK setup? Even Italy is on the defense now in Africa if the UK chooses. I like this new UK option but Germany still too weak if UK chooses this.
I suppose lowering the lend lease to 1/4 would probably fix it but lend lease is one of the most exciting parts of the game. It probably the most realistic to lower lend lease. This game is very different than 6.1.
Even a 1 in 3 axis win would be ok with me, but at this point we 1 in 7.
Maybe we just found the game winning strategy? Tough to say.
The game designers should play 5 - 10 games of 7.1 and get back to us. It’s too big of a game to make a judgement call from 7 games on our end. It could be just how we play but I don’t think so.
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Simple fix?
A simple fix to help the Axis could be that US can only lend lease 1/3 or 1/4 of their IPC’s. And that AA guns fire at escorts also.
The Axis would still have a tough time but then you don’t have to add or take away more pieces. I still think that Germany/Italy can’t get rid of enough UK navy 1st and 2nd turn is probably the main issue but the game has to be played another 10 times before I could make that call.