I love these new pieces. I can’t wait to set up a game and play with them. I have quite a few HBG units and love them all. They are of such great quality and detail, that makes the game all that much better.
Keep up the good work HBG, BZ.
I love these new pieces. I can’t wait to set up a game and play with them. I have quite a few HBG units and love them all. They are of such great quality and detail, that makes the game all that much better.
Keep up the good work HBG, BZ.
@Tall:
Guys,
@SS:
Tall Paul,
So you can transport oil tokens with planes, mechs, and transports back to anyone of your factorys ?
What is the value of the oil token in icp’s ?
In these rules the oil barrels have there own transport. Movement of 1 in the non-combat phase. And can be moved on transports as well for movement from islands. I’m looking at an air transport rule too. But that is still in the thinking stage.
Buran
**––Buran, I really like YOUR oil rules as I have now studied them for awhile.
----IMHO as far as transportation purposes I would treat an OIL BARREL the same as an INFANTRY unit ,…thereby allowing TWO OIL BARRELS (max) on any Sea Transport. If this at first seems a lot, you must remember that any OIL BARREL that is “cashed in” takes the place of purchases from a Factory, as well as possible shipping space on Sea Transports (thus you’re already paying for the capabilty).
IMHO the same should be true for any AIR TRANSPORT. The OIL BARREL Would simply take the place of an INFANTRY unit.
----SIMPLICITY is a wonderful thing! And logic usually wins out in the end. What are YOUR opinions in reference to an OIL BARREL = INFANTRY as far as transportation?Tall Paul**
Tall Paul, I did think of the simplicity of making oil barrels equal to an infantry, but thought that the movement of more barrels was a bit more important, and as well it keeps the numbers of transports down. In the play test that we did at the FMG con didn’t see much transporting of oil across the water. But we were all getting used to the idea’s of oil as well. I’m going to be doing some more work on these rules and my in the end switch to oil = infantry for the sea and air movement, but for now I like the 2 oil = 1 infantry sea movement. This is just a matter of play testing and seeing which way works best.
Buran,
I like this! It seems especially well thought out.
Did you ever consider 1 oil being worth 2 IPCs? 3 IPCs each seems a little high to me (but that could be your perfectly legitimate intention).
To still make transports as effective, an infantry slot could hold 3 Oil as opposed to 2. Then the transport still holds up to 6 IPCs per slot, allowing you to make the value of oil lower, but not raising the opportunity cost.Again, I really like what you’ve made (particularly the incorporation into the NOs!). Without any playtesting, I see nothing that needs a change. Just sharing my thoughts.
EnoughSiad:
At first I had the oil set at 4 IPC’s, and then we played the first turn and realized it was way to high. We changed it to 2 IPC’s during the game, but kinda thought that that wasn’t enough so I increased it up to 3 IPC’s.
The intent of transports was not to over power them in transporting oil. Transports have 2 slots on them. One is for any land unit, and the other can only be an infantry unit. So a transport can with these slots transport 4 barrels. This may seem like a lot, but this will help move oil that would otherwise be stuck on an island.
Buran
@SS:
Tall Paul,
So you can transport oil tokens with planes, mechs, and transports back to anyone of your factorys ?
What is the value of the oil token in icp’s ?
In these rules the oil barrels have there own transport. Movement of 1 in the non-combat phase. And can be moved on transports as well for movement from islands. I’m looking at an air transport rule too. But that is still in the thinking stage.
Buran
Sorry I though I put it in the post, I got the barrels and all the oil pieces from a game called “Crude”. It has two type’s barrels, and oil wells, and many more units if you want to make changes. I ended up buying two copies of the game, one to play, and one for parts.
Buran
I have been playing around with the idea of adding oil to Global 40, and I think I have come up with a good idea. We did play a test game at the FMGC 2014, and Young Grasshopper suggested that I post the rules for comment. My main idea has been to add additional IPC’s to the game, while still trying to keep it as balanced as possible. This extra income will add greater flexibility to all players, and more units to every game. The rules are as follows;
Oil
Playing with Oil add a bit more to your economy then a normal game of Axis and Allies. Oil facilities work in the same manner as other facilities, i.e. airbase’s. Oil is a capture able good; that means that if there is oil in a territory when it is captured by another player the new player keeps the oil. Although the new owner can’t move or trade in the oil for IPC’s the turn that it is captured. (This is a kin to the old capture rule for AA Guns from 2nd edition.) Oil can only be moved during the Non-Combat movement phase. New oil is placed at oil well according to the territories production rate during the Mobilize new units phase. Oil that is at a factory, or industrial complex during the Collect Income phase, that wasn’t placed during the Mobilize new units phase, can be exchanged for IPC’s. The number of barrels that can be exchanged for IPC’s is 1 per unused production capacity at the factory, or industrial complex. This means that if a minor factory produced 2 infantry that turn then only 1 barrel can be turned into IPC’s.
Oil Well (Oil Production Facility)
Cost: 12 IPC’s
Can only be built on an “Oil” territory.
Subject to damage: An oil well is considered to be inoperative if it has 5 or more damage points. And has a maximum damage count of 10. It can’t produce Oil when inoperative.
Oil Production: Oil Wells are a production facility for oil, every turn they produce oil at the rate for the territory that they are built in. Once damaged an oil well only produces half its rated production, to a minimum of 1.
Oil
Value: 3 IPC’s
Transportation: Oil has inbuilt transportation and can move 1 territory per turn. It can also be loaded onto transports taking 1/2 of the space that is required for an Infantry unit.
Income: During your collect income phase any oil that is at an Industrial complex with unused production capacity can be exchanged for its value in IPC’s. This exchange uses production capacity of that Industrial complex, 1 capacity for every barrel exchanged. As well the barrel must have been in the territory at the start of the players turn.
Capture/tradable goods: Oil can be captured when the territory that it is in is captured by another player. Oil can be given from one country to another.
Oil producing territories
There are only 35 territories that can produce oil. Each territory has a oil production value. Below is the list of territories that produce oil, and there individual oil production value.
Algeria 1
Archangel 1
Argentina 3
Borneo 3
Brazil 1
Burma 1
Caucasus 4
Celebes 2
Central United States 4
Colombia 3
Dutch New Guinea 1
Eastern United States 2
Ecuador 1
Egypt 2
Iraq 3
Java 3
Japan 1
Kazakhstan 1
Mexico 3
New Guinea 1
Persia 3
Peru 1
Romania 4
Shantung 1
Sumatra 3
Tobruk 2
Turkey 3
Ukraine 2
Venezuela 3
West India 1
West Indies 1
Western Canada 2
Western Germany 1
Western United States 2
Yunnan 1
Some natural or non-player territories have oil production capabilities. These capabilities are only used once a player has taken over the territory. Every round that the territory isn’t controlled by a player it doesn’t produces any oil.
At the start of the game some territories have oil production capabilities, and/or some oil. These territories and there capabilities are listed below, with what they have. As well there is some changes and additional National Objectives that have been include for oil. These national objectives changes are listed below as well.
Setup Changes
ANZAC
New South Wales - 1 Oil Barrel
New Zealand - 2 Oil Barrel
Canada
Ontario - 1 Oil Barrel
Western Canada - 2 Oil Barrel
Dutch
Java - Oil Well, 3 Oil Barrel
France
France - 3 Oil Barrel
Germany
Greater Southern Germany,2 Oil Barrel
Romania - Oil Well, 2 Oil Barrel
Western Germany - 4 Oil Barrel
Italy
Northern Italy - 1 Oil Barrel
Southern Italy - 1 Oil Barrel
Tobruk - Oil Well
Japan
Japan - 4 Oil Barrel
Siam - 1 Oil Barrel
UK
Borneo - Oil Well, 2 Oil Barrel
Burma -1 Oil Barrel
Egypt -1 Oil Barrel
Malaya - 2 Oil Barrel
United Kingdom - 4 Oil Barrel
West India - Oil Well
USA
Central United States - Oil Well, 4 Oil Barrel
Eastern United States - Oil Well, 1 Oil Barrel
Hawaiian Islands - 2 Oil Barrel
Philippines - 1 Oil Barrel
Western United States - Oil Well, 1 Oil Barrel
USSR
Archangel - 1 Oil Barrel
Caucasus - Oil Well, 2 Oil Barrel
Ukraine - Oil Well, 2 Oil Barrel
Neutral
Argentina - Oil Well
Persia - Oil Well
Venezuela - Oil Well
National Objectives Changes
Germany
When Germany Is Not at War with the Soviet Union:
• 5 IPCs and 3 Oil in Romania representing wheat and oil from the Soviet Union.
Theme: Beneficial trade with the Soviet Union.
USSR
When the Soviet Union Is at War in Europe:
• 5 IPCs and 1 Oil in Archangel, if the convoy in sea zone 125 is free of Axis warships, Archangel is controlled by the Soviet Union, and there are no units belonging to other Allied powers present in any territories originally controlled by the Soviet Union.
Theme: National prestige and access to Allied Lend-Lease material.
Japan
When Japan Is Not at War with the United States:
• 10 IPCs and 3 Oil in Japan, if Japan is not at war with the United States, has not attacked French Indo-China, and has not made an unprovoked declaration of war against United Kingdom/ANZAC/Canada.
Theme: Strategic resource trade with the United States.
UK
• 2 Oil in United Kingdom, if sea zone’s 108, 109, 118, and 119 are free of Axis warships.
Theme: Vital oil trade with North America.
Italy
• 2 IPCs and 1 Oil in Southern Italy if Axis powers control Libya, Tobruk, and Malta. And there are not allied warships and submarines in Sea zone`s 95, 96, and 97.
Theme: Secured supply lines to North African colonies.
ANZAC
• 2 Oil in Queensland if sea zone’s 30, 49, 54 and the Solomon Islands are free of Axis warships and units.
Theme: Vital oil trade with North America.
@Imperious:
I don’t have a combined map because everytime i try that the program crashes.
I was wondering the same thing about the combined map, so I combined the Europe, and Pacific maps. I tried to get the joint as seamless as possible. This full map is 108 x 48 Inches. I haven`t yet printed it, but looking forward to the print/table when I get a chance to build it.
http://www.mediafire.com/view/9qz8fjc8wwev4i7/Full_AAG40_Map.pdf
Count me in for the Saturday game. I`ll get back to you for the Friday game, will have to see how the move goes, and how the family is settling in to the new place.
Can’t wait for my pre-order Japanese set II to get shipped. But all the other units that I have received are some of the best units I have.
I’m planning on coming again this year.
@coachofmany:
Is the Italy set still planned at the end of this year?
We stayed away from Italy because FMG released their set but we will do an Italian set, not sure on release.
We have many projects in line.
And this is why this community is great. People helping people make this great game even better.
I’ve been looking at all the different units that are both coming out in the future and at are already out, and I have quite a few myself. I’ve been working on rules for the different units and trying to make things balanced. That is the hard part. One of the things I’m working on is some of the units are only available after a tech is developed. That way its not over powering right from the start. I’m also looking at replacing some of the OOB units with the HBG units, and then using the OOB units for different developments, or other types of units. and example of this would be changing the OOB P-38 fighter into a long range fighter, and using the HBG P-40 as the basic fighter.
I’d love to join you guys again, just have to find some things out about work in the next few months, Then I’ll know for sure.
Such a great event, looking forward to it again this year.
I already have the kitchen pass to go, now just to get work on board. And I should know that in a couple of months.
I was thinking of somethings similar but would either use an AA gun style attack with 1 die @1 for every ship, up to 3 ships. But I’m not a big fan of this, I was thinking of a more decided unit. Either using the bunkers from Battle of the Bulge, or the new coastal guns the HBG is working on. With these new options then I think that your idea would of a 1 die @3 would work better.
As much as I’d like to build things out at a naval base. That would be a very powerful use of the piece and I think would total unbalance the way the game is played.
There could be an upgrade for a house rule for the naval base that would bring it to a shipyard. And then maybe produce a single none capital ship at that shipyard. But I’m just spit balling here, and I have no idea how it could really work in a game.
IL
I love the expanded maps. I have printed the 40x45 ones and love playing on them. It’s nice having the extra space to play on, and keep the units in there own territories. Just wondering how the 48x54’s will look live. :) Tons of space for more units to fight it out.
Buran
Just played this setup at FMG 2013.
Surprise Attack had it and set it up. I liked the instant action for all of the allies. And with the different setup give you all new ideas for playing the game right from the start.
What a great event this year.
Two fun filled days of Global 1940. Great people both running and playing. Can’t wait for next years event.
Keep up the good work on this event FMG and I will never grow up.