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    Topics created by CaptainNapalm

    • CaptainNapalm

      Why can't movement be a single phase?
      Global War 1936 • • CaptainNapalm

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      Caesar-Seriona

      @trig It’s not really needed in my opinion. My thought on this originally was that it was to better track aircraft movement to prevent accidently cheating but as far as I can tell, I don’t see a good reason to not have com and non com go together.

    • CaptainNapalm

      How much can the CCP piss off the Allies?
      Global War 1936 • • CaptainNapalm

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      This is all on the NRS. The only condition that is not USSR dependent is that Germany or Japan has surrendered.

      There is no single CCP action that can trigger an allied declaration of War.

    • CaptainNapalm

      Blockading an island nation
      Global War 1936 • • CaptainNapalm

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      Trig

      @captainnapalm I don’t know. I don’t think it is made clear.

    • CaptainNapalm

      How do you play rail lines?
      Global War 1936 • • CaptainNapalm

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      Caesar-Seriona

      Our group doesn’t allow jumping what so ever and we use the Fighting Railroads expansion. We require direct path of all rail lines and we give the freedom that any cross or Y section of the rail line has a switcher and we also play the different gauge rules.

      I do not see why the rules wouldn’t allow it but I would assume building a rail line inside a territory itself would logically conclude that all rails lines inside that territory are now connected regardless.

    • CaptainNapalm

      What happened to section 14.4.5?
      Global War 1936 • • CaptainNapalm

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      Yes it appears it was accidently removed, see the errata.

    • CaptainNapalm

      Which shipyard is that capital ship at?!?
      Global War 1936 • • CaptainNapalm

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      HBG GW Enthusiast

      @trig said in Which shipyard is that capital ship at?!?:

      @captainnapalm Post-it notes. Rip them longways (so both are sticky) and write the territory name. Then stick it to the ship on the chart.

      This is exactly what I do too!

    • CaptainNapalm

      Chinese bug(not Covid)
      Global War 1936 • • CaptainNapalm

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      PanzerBaguette

      @captainnapalm Check the KMT or CCP national reference sheet in the section Warlords ( 2nd page). It is written : “An attack by a foreign country on an originally owned Warlord, CCP, or KMT land zone, is considered an attack on all of China and causes all Warlords to Align with KMT”

    • CaptainNapalm

      Terrain movement restrictions
      Global War 1936 • • CaptainNapalm

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      @warwick I’d have to agree with @insaneHoshi here.

      The Example of Romania on page 8 of the rulebook seems to address this too:

      “If the roundel is not located in terrain, but you need to cross a terrain type in order to reach the roundel from the border of the land zone, you are subject to “border terrain” rules. Border terrain rules for that terrain type last one round”.

      So while that specific example seems to be talking about combat, it does still mention that the terrain rules apply when crossing a mountain border. I just mention that one since it’s using an example just like what you asked, if you cross into a territory with a mountain border, but the roundel isn’t in the mountains.

      But also with the rule just being “All land units (except cavalry) have their movement reduced to 1 when subject to Mountain rules”, I’d think you have to take that at face value to mean crossing a mountain border reduces movement to 1, even in non-combat movements.

    • CaptainNapalm

      Does a UK DOW boost FEC and ANZAC income?
      Global War 1936 • • CaptainNapalm

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      CaptainNapalm

      @trig Thank you! Not as good as an errata, but at least it’s clear in the FAQ.

    • CaptainNapalm

      Italian neutrality
      Global War 1936 • • CaptainNapalm

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      @bretters Oh got it, just curious!

      Sounds like the Balkans are a hot spot right now!

    • CaptainNapalm

      Narrow and wide gauge rail
      Global War 1936 • • CaptainNapalm

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      CaptainNapalm

      @insanehoshi It is not “needless”, for the reasons I listed, at the minimum. It’s not complicated, because you would have a rail token placed on the territory borders, just the same way you do anywhere you build rail.

    • CaptainNapalm

      Farmboy(L+16) vs Captain Napalm(X) BM Tier 2 - 2020 Playoff Final
      League • • CaptainNapalm

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      farmboy

      @captainnapalm Great game! It was a tough and hard fought one.

    • CaptainNapalm

      Rules and reference sheet discrepancies
      Global War 1936 • • CaptainNapalm

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      CaptainNapalm

      @noneshallpass said in Rules and reference sheet discrepancies:

      I think that is one for the Errata to clarify.

      Done!

    • CaptainNapalm

      6 Player Free For All
      Play Boardgames • • CaptainNapalm

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      TripleA Turn Summary: British round 31

      TripleA Turn Summary for game: WW2v4 Six Army Free For All v2, version: 2.7.0

      Game History

      Round: 31 Research Technology - British British spend 0 on tech rolls British roll 4,4 and gets 0 hits Purchase Units - British British repair damage of 6x factory; Remaining resources: 75 PUs; 2 techTokens; British buy 5 bombers and 3 transports; Remaining resources: 0 PUs; 2 techTokens; Combat Move - British 2 infantry moved from Himalaya to Sinkiang 1 infantry moved from Angola to Kenya 1 armour moved from Angola to Kenya 1 armour moved from Union of South Africa to Mozambique 1 infantry moved from Union of South Africa to Mozambique 5 bombers moved from Kwantung to Japan 1 infantry moved from Manchuria to Buryatia S.S.R. 1 infantry moved from Manchuria to Buryatia S.S.R. 2 fighters moved from Kwantung to Sinkiang 1 fighter moved from Kwantung to Buryatia S.S.R. 1 infantry and 2 transports moved from 60 Sea Zone to 59 Sea Zone 3 infantry moved from Kwantung to 59 Sea Zone 4 infantry and 2 transports moved from 59 Sea Zone to 49 Sea Zone 2 tactical_bombers moved from 60 Sea Zone to Philipine Islands 1 fighter moved from 60 Sea Zone to Buryatia S.S.R. 4 fighters moved from 60 Sea Zone to Philipine Islands 2 battleships moved from 60 Sea Zone to 49 Sea Zone 13 transports moved from 60 Sea Zone to 61 Sea Zone 13 armour moved from Manchuria to 61 Sea Zone 13 armour moved from 61 Sea Zone to Japan 2 infantry moved from Himalaya to Afghanistan 1 artillery moved from Himalaya to Afghanistan Combat - British Strategic bombing raid in Japan Japanese roll AA dice in Japan : 1/5 hits, 0.83 expected hits 1 bomber killed by AA Bombing raid in Japan rolls: 1,2,4,3 and causes: 10 damage to unit: factory Bombing raid in Japan causes 10 damage total. Battle in Afghanistan British attack with 1 artillery and 2 infantry Russians defend with 2 infantry British roll dice for 1 artillery and 2 infantry in Afghanistan, round 2 : 2/3 hits, 0.83 expected hits Russians roll dice for 2 infantry in Afghanistan, round 2 : 0/2 hits, 0.67 expected hits 2 infantry owned by the Russians lost in Afghanistan British win, taking Afghanistan from Russians with 1 artillery and 2 infantry remaining. Battle score for attacker is 6 Casualties for Russians: 2 infantry Battle in Mozambique British attack with 1 armour and 1 infantry Germans defend with 1 infantry British roll dice for 1 armour and 1 infantry in Mozambique, round 2 : 0/2 hits, 0.67 expected hits Germans roll dice for 1 infantry in Mozambique, round 2 : 0/1 hits, 0.33 expected hits British roll dice for 1 armour and 1 infantry in Mozambique, round 3 : 1/2 hits, 0.67 expected hits Germans roll dice for 1 infantry in Mozambique, round 3 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Germans and 1 infantry owned by the British lost in Mozambique British win, taking Mozambique from Germans with 1 armour remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Germans: 1 infantry Battle in Buryatia S.S.R. British attack with 2 fighters and 2 infantry Russians defend with 1 infantry British roll dice for 2 fighters and 2 infantry in Buryatia S.S.R., round 2 : 0/4 hits, 1.67 expected hits Russians roll dice for 1 infantry in Buryatia S.S.R., round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the British lost in Buryatia S.S.R. British roll dice for 2 fighters and 1 infantry in Buryatia S.S.R., round 3 : 1/3 hits, 1.50 expected hits Russians roll dice for 1 infantry in Buryatia S.S.R., round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Russians lost in Buryatia S.S.R. British win, taking Buryatia S.S.R. from Russians with 2 fighters and 1 infantry remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Russians: 1 infantry Battle in Japan British attack with 13 armour Japanese defend with 3 aaGuns, 3 armour, 18 artilleries, 4 bombers, 1 factory, 5 fighters, 46 infantry and 5 tactical_bombers British roll dice for 13 armour in Japan, round 2 : 8/13 hits, 6.50 expected hits Japanese roll dice for 3 armour, 18 artilleries, 4 bombers, 5 fighters, 46 infantry and 5 tactical_bombers in Japan, round 2 : 36/81 hits, 29.33 expected hits 8 infantry owned by the Japanese and 13 armour owned by the British lost in Japan Japanese win with 3 armour, 18 artilleries, 4 bombers, 5 fighters, 38 infantry and 5 tactical_bombers remaining. Battle score for attacker is -41 Casualties for British: 13 armour Casualties for Japanese: 8 infantry Battle in Kenya British attack with 1 armour and 1 infantry Germans defend with 1 infantry British roll dice for 1 armour and 1 infantry in Kenya, round 2 : 0/2 hits, 0.67 expected hits Germans roll dice for 1 infantry in Kenya, round 2 : 0/1 hits, 0.33 expected hits British roll dice for 1 armour and 1 infantry in Kenya, round 3 : 2/2 hits, 0.67 expected hits Germans roll dice for 1 infantry in Kenya, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Germans lost in Kenya British win, taking Kenya from Germans with 1 armour and 1 infantry remaining. Battle score for attacker is 3 Casualties for Germans: 1 infantry Battle in Sinkiang British attack with 2 fighters and 2 infantry Russians defend with 1 infantry British roll dice for 2 fighters and 2 infantry in Sinkiang, round 2 : 1/4 hits, 1.67 expected hits Russians roll dice for 1 infantry in Sinkiang, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Russians and 1 infantry owned by the British lost in Sinkiang British win, taking Sinkiang from Russians with 2 fighters and 1 infantry remaining. Battle score for attacker is 0 Casualties for British: 1 infantry Casualties for Russians: 1 infantry Battle in Philipine Islands British attack with 4 fighters and 2 tactical_bombers Japanese defend with 3 infantry British roll dice for 4 fighters and 2 tactical_bombers in Philipine Islands, round 2 : 1/6 hits, 4.33 expected hits Japanese roll dice for 3 infantry in Philipine Islands, round 2 : 1/3 hits, 1.00 expected hits 1 infantry owned by the Japanese and 1 fighter owned by the British lost in Philipine Islands retreated to Philipine Islands Japanese win with 2 infantry remaining. Battle score for attacker is -7 Casualties for British: 1 fighter Casualties for Japanese: 1 infantry Non Combat Move - British 2 tactical_bombers could not land in Philipine Islands and were removed 3 fighters could not land in 49 Sea Zone and were removed 2 battleships, 5 carriers, 20 destroyers and 9 submarines moved from 60 Sea Zone to 61 Sea Zone 2 fighters moved from Buryatia S.S.R. to 61 Sea Zone 1 aaGun moved from China to Manchuria 9 artilleries moved from Himalaya to China 1 aaGun moved from India to French Indochina 29 armour and 17 infantry moved from India to French Indochina 2 fighters moved from Sinkiang to Manchuria 4 bombers moved from Japan to Manchuria 2 infantry moved from Angola to Union of South Africa 1 armour moved from Angola to Union of South Africa 11 infantry moved from Manchuria to Buryatia S.S.R. 11 armour moved from Manchuria to Buryatia S.S.R. 1 aaGun moved from Manchuria to Buryatia S.S.R. 3 fighters moved from Philipine Islands to 49 Sea Zone Place Units - British Turning on Edit Mode EDIT: Adding units owned by British to 61 Sea Zone: 4 fighters and 2 tactical_bombers EDIT: Adding units owned by British to 61 Sea Zone: 2 battleships, 4 infantry and 2 transports EDIT: Removing units owned by British from 49 Sea Zone: 2 battleships, 4 infantry and 2 transports EDIT: Adding units owned by Japanese to Philipine Islands: 1 infantry EDIT: Turning off Edit Mode 3 transports placed in 61 Sea Zone 5 bombers placed in Union of South Africa Turn Complete - British British collect 66 PUs; end with 66 PUs

      Combat Hit Differential Summary :

      Japanese regular : 6.67 Japanese AA : 0.17 Germans regular : -0.33 Russians regular : 0.33 British regular : -3.17

      Savegame

    • CaptainNapalm

      2020 Playoff BM BobbaRossa L$18 vs Captain Napalm X
      League • • CaptainNapalm

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      @farmboy said in 2020 Playoff BM BobbaRossa L$18 vs Captain Napalm X:

      @bobbarossa Since I was going to be playing the winner, I’ve been following this game a little. It looked to me to be quite a good one that was going to be tough for both of you. While I think losing Hawaii was a major setback for the allies, I’m not sure it was one that required that gamble. He doesn’t have India or Anzac and it looks like he couldn’t get them for a while. If you had stacked Johnson with the fleet, you would likely have been able to force him back. Japan’s income is definitely a problem, but it was likely to drop a little and had little immediate room to grow. I think there was still time to see if allied pressure on all sides would have been able to squeeze Japan.

      Sorry for the gratuitous comment. It was fun to follow and its too bad that it ended early.

      I hear you and you’re definitely not wrong… but for another player. I prefer aggression at every opportunity and would rather have a quick loss than a long win that took 20+ rounds. To paraphrase my favorite show: BobbaRossa’s law is like BobbaRossa’s love: hard and fast!

    • CaptainNapalm

      Diplomacy Expansion influence
      Global War 1936 • • CaptainNapalm

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      Considering :

      1- That the Diplomacy Chart has different starting positions for all Major Powers, both Axis (Germany, Japan, Italy) and Allies (USA, UK, France), and the USSR.

      2- That rule 2.3 of the Expansion states :

      " If the player’s roll is successful, the player moves his roundel one position and moves one roundel from any other Major Power from another Alliance down one."

      It seems pretty clear that each Major Power is completely independent and that there may be multiple members of an alliance attempting to influence the same country at one time.

      So only the nations matter.

    • CaptainNapalm

      What happens when the Allies declare war on Vichy?
      Global War 1936 • • CaptainNapalm

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      Vichy units are not in Paris, so nothing happens to them when Paris is liberated.

      Only taking Southern France makes them surrender, pending clarification on if an when the are to be replaced by German units.

    • CaptainNapalm

      Can you blitz through an enemy territory, into a friendly territory?
      Global War 1936 • • CaptainNapalm

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      I agree that there could be circumstances when it would be very useful to “blitz” into a friendly territory, for instance a surrounded army could want to break through the enemy lines and reach the safety of a friendly territory.

      There is nothing that prevents you from having house rules to allow this, but it’s not under the official rules.

    • CaptainNapalm

      FEC convoy line
      Global War 1936 • • CaptainNapalm

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      CaptainNapalm

      @generalhandgrenade Perfect! Thank you, sir!

    • CaptainNapalm

      Fighting railroads cost?
      Global War 1936 • • CaptainNapalm

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      GeneralHandGrenade

      @captainnapalm Yes, go with the newer rules. Some of those early ones are very outdated.

    • CaptainNapalm

      Advanced Anti-Submarine Warfare
      Global War 1936 • • CaptainNapalm

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      So, basically when a convoy is raided and you have ASW, for each raiding submarine, you roll:

      one D6+1 compared to the raider’s D6 to see if your convoy loses IPP one D12 against each raiding submarine, hitting on a 1 or 2

      The D12 is a “free Defense roll”, as it does not depend on surface warships or aircraft on MAP being on escrot duty.

      See table 9-8 in the rules for all modifiers, including ASW.

    • CaptainNapalm

      Free for All - 4 player
      Play Boardgames • • CaptainNapalm

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      dicebot

      1d6: 5

    • CaptainNapalm

      2020 Playoff Amon-Sul L+16 vs Captain Napalm X BM
      League • • CaptainNapalm

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      Amon-Sul

      @captainnapalm said in 2020 Playoff Amon-Sul L+16 vs Captain Napalm X BM:

      @amon-sul Thank you. Good game. I applaud you trying out some new strategies. They gave me a hard time. I agree it is hard for the UK navy in the Indian Ocean to compete with the larger Japanese navy. But, if you had coupled that with pressure from the US navy, rather than the unit shuck to Soviet Far East, that might have been a powerful combination.

      Well, I ll explore new stuff in the games to come.

      I wish U godspeed.

    • CaptainNapalm

      Will updating affect my current games?
      TripleA Support • • CaptainNapalm

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      CaptainNapalm

      @Panther
      Yikes! Ok, thanks, again. Making sure everyone updates to the latest version, before starting a new game, is, inevitably, mid-game, for their other games, which would then mess up those games. Installing and running different Triple A versions in different directories sounds like a nightmare to this tech challenged fella. It doesn’t sound like I have a choice, though. Dammit!

    • CaptainNapalm

      Bretters(Allies+10) vs Captain Napalm(Axis) PTV
      League • • CaptainNapalm

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      TheVeteran

      @CaptainNapalm GG i concede

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