Have the experience players play the weakest countries. Plus once the game starts, don’t help the rookies with strategy. If you do help them, it’s like playing the game for them.
This is a guide line, it is not written in stone.
Have the experience players play the weakest countries. Plus once the game starts, don’t help the rookies with strategy. If you do help them, it’s like playing the game for them.
This is a guide line, it is not written in stone.
@DouchemanMacgee:
As someone who isn’t as overly harsh on AAZ as most of the board, I have no idea why WOTC thought Zombies was a safer play than, say…
Axis and Allies: Korea (bonus points for being a topical subject)
Axis and Allies: Cold War goes Hot (Not that it would ever compare with Twilight Struggle, but some say A&A doesn’t compare with other WW2 Wargames, so whatever)
Axis and Allies: Civil War (I think even Larry expressed interest in this at one point or another)
Axis and Allies: Napoleon (Bonus Points for having multiple setups for different Coalition Wars)
Axis and Allies: Rome (which I guess would just be Conquest of the Empire, if you really think about it)
They could even do a fictional, modern-day scenario similar to what HBG is doing with Meltdown: 2020 (or whatever it’s called I don’t remember).
They should do something with space, like the solar system, and beyond. :)
A&A gets monotonous after you get to a certain skill level. You do the same strategy over, and over again. That is the main complaint for A&A games. So this zombie game will definitely won’t be a improvement. It’s a theme to attract people that like zombies. It is a poor attempt to get more people interest in A&A.
I don’t know if this will help, but this is my tactic on the Russian front. If I’m Germany, or if I’m Russia I use the same tactic.
TACTIC
I buy one fighter, and I buy infantry per turn.
Good luck. :)
@Baron:
I got time to add more details and much more elements from Triple A Redesign sequence (like targeted First strike: Interdiction Patrol)
:-DThis is a unit profiles for G40 Redesign, I will try to test on my boardgame.
Do you think it can be interesting on board map game?The Depth Charge sequence for Destroyer is inspired by YG’s 3G40 project.
This allows to not block Sub’s submerge (which is realistic from a ship-to-ship POV).
I also used SS long time play-tested HR, Destroyer blocking Sub’s Surprise strike on a 1:1 basis.These two abilities seem better at depicting Sub warfare with not so complex mechanic.
The Naval sequence will be:
0- Interdiction Patrol: 1 roll @1 against Sub or surface vessels (up to 1 roll max against each unit) crossing SZ defended by Sub or Destroyer (against Sub only), prior to actual combat.
1- Submerge or Surprise strike
2- Anti-Sub Patrol: Depth charge against submerged Subs
3- General combat:
- Roll Fighters [and AAA, if attacking aircraft present, in land combat],
- then roll TcBs,
- Subs,
- All other units.
4- Retreat:
-Air retreat, attacker then defender,
-Attacker’s general retreat
If no general retreat, cycle to phase 1.Keeping 2 basic units of G40 Redesign cost structure:
Destroyer A1 D1 C5 (0.96),
Submarine A2 D1 C6 (1.33, 0.67)
But all other units are adjusted according to ENIGMA-Vann formula so to keep
Cruiser A3 D3 C8 (1.13) and
Battleship A4 D4 C15 (1.12), 2 hits, better in combat compared to Destroyer (0.96) but both even combat ratio based on same IPC basis (1.12).Fleet Carrier A0 D2 C12 (0.87), 2 hits, still carry only 2 aircraft and is stronger than OOB Carrier (0.49) on same IPCs basis, but weaker in absolute combat values.
Still, Full Carrier with 2 Fgs A2 D2 for A4 D6 C26 (0.72, 0.94) has a stronger combat factor than
OOB Full Carrier A6 D10 C36 (0.53, 0.88).
Full Carrier 1 TcB & 1 Fg A5 D6 C27 (0.77, 0.87) is stronger than
OOB Full Carrier 1 TcB & 1 Fg A7 D9 C37 (0.48, 0.75)
Also, both aircraft types have special abilities which can compensate and also because of cheaper Full Carrier compared to OOB units.Tactical Bomber A3 D2 C8 (1.13, 0.75) now gets targeting capacity on Sea and Land units, and also get Depth charge @1 against submerged Subs.
Fighter A2 D2 C7 (0.98) directly fire at aircraft first, as usual for my HR. But treated as OOB when there is no enemy’s aircraft.
Strategic Bombers cannot be part of regular combat, but get A1 in SBR dogfight.This units profile allows a full spectrum of combat values for Naval combat:
Carrier A0 D2 C12, DD A1 D1 C5, Sub A2 D1 C6, Fg A2 D2 C7, TcB A3 D2 C8, Cruiser A3 D3 C8, BB A4 D4 C15Now, Cruiser at 8 IPCs is taking the middle place of Destroyer in OOB roster
Of course, setup will need adjustments because of cheaper aircraft and Carrier.
Rating is 2 OOB Full Carrier A12 D20 C72 –-> 3 Full Carrier A12 D18 C78
2 OOB Fighter A3 D4 C10 (A6 D8 C20) —> 3 Fighter A2 D2 C7 (A6 D6 C21)
2 Tactical Bomber A3-4 D3 C11 (A6 D6 C22) —> 3 TacB A3 D2 C8 (A9 D6 C24)
2 Strategic bomber A4 D1 C12 —> 3 StB A0 D0 C5 & 1 TcB A3 D2 C8
Also, cheaper boats will increase the pressure on Axis much earlier in game.
However, Subs are still potent offensive units with pretty good elusive capacity.
Destroyer (0.96) (Depth charge on submerged Sub: 1.92 max)
Attack 1
Defense 1
Move 2-3
Cost 5
1 hit
Cannot block Subs CM or NCM,
but each Sub moving through a SZ controlled by Destroyer must submit to 1 @1 anti-sub defense roll per DD, up to 1 roll @1 per Submarine.
Block Submarine’s First strike on a 1:1 basis
Cannot block submerge but can Depth charge submerging Sub:
Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
1 roll @2, only for on going combat round, up to 1 roll per submerged Submarine max.
Destroyer doing Depth charge can still roll in regular combat.
1D in Convoy SZSubmarine (1.33, 0.67 / FS 2.00, 0.89)
Attack 2
Defense 1
Move 2-3
Cost 6
1 hit
Cannot block Subs or surface vessels CM or NCM,
but each Submarine or surface vessel moving through a SZ patrolled by Sub (Sub cannot control SZ) must submit to 1 @1 Sub potshot defense roll per defending Sub, up to 1 roll @1 per Submarine or surface ship moving through SZ, whichever the lower.Stealth Move: Submarine CM or NCM is not block by Destroyer and
in Combat Move, only Subs attacking do not allow scramble from adjacent Air Base
Submerge or First strike prior to 2- Depth charge and 3- General Combat phase,
First strike: Destroyer blocks Submarine’s First strike on 1:1 basis
Submerge: Destroyer does not block submerge but can do Depth charge at submerged Sub, up to 1 roll @2 per Sub max.
Cannot hit Submarines nor aircraft.
2D in Convoy SZ.Transport (variant M3-4) (0.00)
Attack 0
Defense 0
Move 2-3
Cost 7
0 hit
Taken as last casualty,
Carry 1 Inf+1 any groundTransport (reg combat variant) (0.38)
Attack 0
Defense 1
Move 2-3
Cost 8
1 hit
Carry 1 Inf+1 any groundCruiser (1.13)
Attack 3
Defense 3
Move 2-3
Cost 8
1 hit
Variant: M3-4, Cost 9, 1 hit, (0.89)
Shore bombardment @3
1D in Convoy SZFleet Carrier (0.00, 0.87)
Attack 0
Defense 2
Move 2-3
Cost 12
2 hits
Carry 2 planes (Fg or TcB):
2 Fgs (0.72, 0.94),
1 Fg & 1 TcB (0.77, 0.87),
2 TcBs (0.83, 0.79)
Air operation allowed for 1 plane, if damaged.Battleship (1.12)
Attack 4
Defense 4
Move 2-3
Cost 15
2 hits
Shore bombardment @4
1D in Convoy SZFighter (0.98) (SBR: 0.98)
Attack 2
Defense 2
Move 4-5 (M6 from AB as escort for bombers)
Cost 7
1 hit
Hit aircraft first, then AAA, then owner’s selecting his own casualties as usual.
SBR A2 D2,
1D in Convoy SZ.
Needs no Destroyer to hit Subs.
Can retreat aircraft 1 adjacent TTy after first combat round (announce before attacker’s retreat).Tactical Bomber (1.13, 0.75) (Depth charge: 0.38) (TBR: 0.38)
Attack 3
Defense 2
Move 4-5 (M6 from AB for TBR only)
Cost 8
1 hit
Can pick any land or naval enemy’s unit (excluding aircraft) if rolling a hit
TBR A1 D1, damage 1D6 on AB & NB (avg dmg ratio: 3.5 IPC /8 IPCs= 0.4375 or 2.92 - 8/6 = 1.6 IPCs damage / SBR)
1D in Convoy SZ
Needs no Destroyer to hit Subs.
Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
1 roll @1, only for on going combat round, no max roll per submerged Submarine (stackable rolls).
Tactical Bombers doing Depth charge can still roll in regular combat.
Can retreat aircraft 1 adjacent TTy, after first combat round (announce before attacker’s retreat).Strategic Bomber (0.00/ SBR: 0.96)
Attack 0
Defense 0
Move 6-8 (M8 from AB for SBR only)
Cost 5
0 hit in regular combat,
SBR 1 hit, A1 D0, damage 1D6 (avg dmg ratio: 3.5 IPCs /5 IPCs= 0.7 or 2.9 - 5/6 = 2.1 IPCs damage / SBR)
[OOB avg dmg ratio: 5.5 IPCs /12 IPCs =[i] 0.458 or 4.6 - 12/6 = 2.6 IPCs damage / SBR]OOB G40: 1 StB doing SBR without interceptor
5/6 StB survived * 5.5 IPCs = 4.583 IPCs
1/6 StB killed *12 IPCs = -2 IPCsSum: 4.583 - 2 = +2.583 IPCs damage/StB run
1 StB Cost 5 damage D6 doing SBR without interceptor
5/6 StB survived * 3.5 IPCs = 2.92 IPCs
1/6 StB killed *5 IPCs = -0.833 IPCsSum: 2.92 - 0.833 = +2.083 IPCs damage/StB run
1 TcB Cost 8 damage D6 doing TBR without interceptor
5/6 StB survived * 3.5 IPCs = 2.92 IPCs
1/6 StB killed *8 IPCs = -1.33 IPCsSum: 2.92 - 1.33 = +1.59 IPCs damage/TcB run
Air Base
Cost 12
Giving +1M, +2M on SBR or TBR only,
Gives +1 Defense to 1 Fighter defending AB’s territory or nearby SZ.
Allows up to three units to scramble, either Fg or TcB
Scramble can occur in either an adjacent SZ or an adjacent TT.
Do not allow scramble if only Submarines attacking an adjacent SZ.Anti-Aircraft Artillery (0.00, 3.00 / AA from 1.50 up to 3.00)
Attack 0
Defense 2 or 2AA@1
Move 1
Cost 4
1 hit
Roll 2@1 vs up to two aircraft, 1 roll max per aircraft or, if no enemy’s aircraft, roll regular defense @2.
This is not preemptive fire: roll in regular combat phase.
Move as any ground unit in CM and NCM.
Here is additional units which are optional and require new sculpts to play with:
Militia (0.00, 6.00)
Attack 0
Defense 1
Move 1
Cost 2
1 hitMarines (2.67-5.33, 2.67)
Attack 1-2
Defense 1
Move 1
Cost 3
+1 Attack in amphibious assault,
TP can carry 2 Marines, can load 1 on BattleshipBunker (0.00, 2.88)
Attack 0
Defense 3
Move 0
Cost 5
2 hits
Requires 1 Inf, MI, Art, Elite, Marines or militia to work.
1 such unit must share same TTy to repair damage.Mobile Artillery (1.92, 1.92-2.38)
Attack 2
Defense 2-3
Move 2
Cost 5
Can blitz but cannot give blitz to Mech Infantry,
Gives +1A to Inf or MI, paired 1:1
Gets +1D paired 1:1 with TankElite Infantry unit (1.92)
Attack 2
Defense 2
Move 1-2
Cost 5
Can load 1 on Battleship, or 2 on TP,
Gets +1M paired 1:1 with Tank and blitz with it,
Can load 1 on Air TP during move CM or NCM,Air Transport
Attack 0
Defense 0
Move 5-6
Cost 7
1 hit
Load 1 Elite unit CM or NCM.Escort Carrier, as a Sub Hunter (0.49)
Attack 0
Defense 1
Move 2-3
Cost 7
1 hit
Carry 1 Fg (0.49, 0.73) or 1 TcB (0.64, 0.64)
Escort Carrier blocks Submarine’s First strike on 1:1 basis,
Does not block Submerge.
Cannot block Subs CM or NCM,
but each Sub moving through a SZ controlled by CVE must submit to 1 @1 anti-sub defense roll per Escort Carrier, up to 1 roll @1 per Submarine.
Military Base
Cost 12
Allows to built up to three Infantry and can be built on 0 or 1 IPC TT or Island.
Has 6 damage points, not operational if 3 or more damage.
Built-in AAgun.
INTERESTING, more power to you guys.
Don’t quit variance, it’s not worth it. There are things I don’t like about A&A, but I am going to stay and try to make A&A better then what it is. We need input from everyone including you. I personally think that they are making this game in teenagers in mind. A&A probably had a poll on it, and thgis is what they came up with.
@Baron:
This is a unit profiles for G40 Redesign, I will try to test on my boardgame.
Do you think it can be interesting on board map game?The Depth Charge sequence for Destroyer is inspired by YG’s 3G40 project.
This allows to not block Sub’s submerge (which is realistic from a ship-to-ship POV).
I also used SS long time play-tested HR, Destroyer blocking Sub’s Surprise strike on a 1:1 basis.These two abilities seem better at depicting Sub warfare with not so complex mechanic.
Keeping 2 basic units of G40 Redesign cost structure:
DD A1 D1 C5 (0.96),
SS A2 D1 C6 (1.33, 0.67)
But all other units are adjusted to keep
Cruiser A3 D3 C8 (1.13) and
Battleship A4 D4 C15 (1.12) better in combat compared to Destroyer (0.96) but both even combat ratio based on same IPC basis (1.12).Carrier A0 D2 (0.87) still carry only 2 aircraft and is stronger than OOB Carrier (0.49) on same IPCs basis, but weaker in absolute combat values.
However, both aircraft have special abilities which can compensate and also because of cheaper Full Carrier compared to OOB units.TcB A3 D2 C8 (1.13, 0.75) now gets targeting capacity on Sea and Land units, which includes submerged Subs.
Fg A2 D2 C7 (0.98) directly fire at aircraft first, as usual for my HR. But treated as OOB when there is no enemy’s aircraft.
StB cannot be part of regular combat, but get A1 in SBR dogfight.This units profile allows a full spectrum of combat values for Naval combat:
DD A1 D1, Sub A2 D1, Fg A2 D2, TcB A3 D2, Cruiser A3 D3, BB A4 D4Now, Cruiser is taking the middle place of Destroyer in OOB roster
Of course, setup will need adjustments because of cheaper aircraft and Carrier.
Also, cheaper boats will increase the pressure on Axis much earlier in game.
However, Subs are still potent offensive units with pretty good elusive capacity.
Destroyer (0.96) (Depth Charge: 1.92 max)
Attack 1
Defense 1
Move 2-3
Cost 5
1 hit
Block Submarine’s First strike on a 1:1 basis
Cannot block submerge but can Depth charge submerging Sub:
Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
1 roll @2, only for on going combat round, up to 1 roll per submerged Submarine max.
Destroyer doing Depth charge can still roll in regular combat.
1D in Convoy SZSubmarine (1.33, 0.67 / FS 2.00, 0.89)
Attack 2
Defense 1
Move 2-3
Cost 6
1 hit
Stealth Move: Submarine CM or NCM is not block by Destroyer and
in Combat Move, only Subs attacking do not allow scramble from adjacent Air Base
Submerge or First strike prior to General Combat phase,
First strike: Destroyer blocks Submarine’s First strike on 1:1 basis
Submerge: Destroyer does not block submerge but can Depth charge
Cannot hit Submarines nor aircraft.
2D in Convoy SZ.Transport (variant M3-4) (0.00)
Attack 0
Defense 0
Move 2-3
Cost 7
0 hit
taken as last casualty,
Carry 1 Inf+1 any groundTransport (reg combat variant) (0.38)
Attack 0
Defense 1
Move 2-3
Cost 8
1 hit
Carry 1 Inf+1 any groundCruiser (1.13)
Attack 3
Defense 3
Move 2-3
Cost 8
1 hit
Variant: M3-4, Cost 9, 1 hit, (0.89)
Shore bombardment @3
1D in Convoy SZFleet Carrier (0.00, 0.87)
Attack 0
Defense 2
Move 2-3
Cost 12
2 hits
Carry 2 planes (Fg or TcB):
2 Fgs (0.72, 0.94),
1 Fg & 1 TcB (0.77, 0.87),
2 TcBs (0.83, 0.79)
Air operation allowed for 1 plane, if damaged.Battleship (1.12)
Attack 4
Defense 4
Move 2-3
Cost 15
2 hits
Shorebombard @4
1D in Convoy SZFighter (0.98)
Attack 2
Defense 2
Move 4-5 (M6 from AB as escort for bombers)
Cost 7
1 hit
Hit aircraft first, then AAA, then owner’s selecting his own casualties as usual.
SBR A2 D2,
1D in Convoy SZ.
Needs no Destroyer to hit Subs.
Can air retreat 1 adjacent TTy after first combat round (announce before attacker’s retreat).Tactical Bomber (1.13, 0.75)
Attack 3
Defense 2
Move 4-5 (M6 from AB for TBR only)
Cost 8
1 hit
Can target any land or naval enemy’s unit (excludes aircraft) if rolling a hit
TBR A1 D1 dmg 1D6 on AB & NB
1D in Convoy SZ
Needs no Destroyer to hit Subs
Can target submerged Subs in same combat round that Subs submerged.
Can retreat aircraft 1 adjacent TTy, after first combat round (announce before attacker’s retreat).Strategic Bomber (0.00/ SBR: 0.96)
Attack 0
Defense 0
Move 6-8 (M8 from AB for SBR only)
Cost 5
0 hit in regular combat,
SBR 1 hit, A1 D0, dmg 1D6Air Base
Cost 12
Giving +1M, +2M on SBR or TBR only,
Give +1 Defense to 1 Fighter defending AB’s territory.
Allows up to three units to scramble, either Fg or TcB
Do not allow scramble if only Submarines attacking an adjacent SZ.Anti-Aircraft Artillery (0.00, 3.00)
Attack 0
Defense 2 or 2AA@1
Move 1
Cost 4
1 hit
Instead of regular defense @2, can either roll 2@1 vs up to two aircraft, 1 roll max per aircraft.
This is not preemptive fire: roll in regular combat phase.
Move as any ground unit in CM and NCM.
Here is additional units which are optional and require new sculpts to play with:
Militia
Attack 0
Defense 1
Move 1
Cost 2
1 hitMarines
Attack 1-2
Defense 1
Move 1
Cost 3
+1 Attack in amphibious assault,
TP can carry 2 Marines, can load 1 on BattleshipBunker
Attack 0
Defense 3
Move 0
Cost 5
2 hits
Requires 1 Inf, MI, Art, Elite, Marines or militia to work.
1 such unit must share same TTy to repair damage.Mobile Artillery
Attack 2
Defense 2-3
Move 2
Cost 5
Can blitz but cannot give blitz to Mech Infantry,
Gives +1A to Inf or MI, paired 1:1
Gets +1D paired 1:1 with TankElite Infantry unit
Attack 2
Defense 2
Move 1-2
Cost 5
Can load 1 on Battleship, or 2 on TP,
Gets +1M paired 1:1 with Tank and blitz with it,
Can load 1 on Air TP during move CM or NCM,Air Transport
Attack 0
Defense 0
Move 5-6
Cost 7
1 hit
Load 1 Elite unit CM or NCM.Escort Carrier, as a Sub Hunter (0.49)
Attack 0
Defense 1
Move 2-3
Cost 7
1 hit
Carry 1 Fg (0.73) or 1 TcB (0.85, 0.64)
Escort Carrier blocks Submarine’s First strike on 1:1 basis,
Does not block Submerge.Military Base
Cost 12
Allows to built up to three Infantry and can be built on 0 or 1 IPC TT or Island.
Has 6 damage points, not operational if 3 or more damage.
Built-in AAgun.
Based on the ENIGMA vann FORMULAS.
Nice job, and nice paint schemes. I really enjoy your presentation.
I myself don’t like the Italian, and Russian color schemes. So i change their colors. For Italy is bright green because their flag has green in it. For Russia is red because of the red army. I should use your color scheme for ANZAC.
The GRAND TEAM (my team) does scrambling from sea and land to sea and land to a adjacent territory.
Interesting, the GRAND TEAM may test that out. :)
Me, and my team are developing R&D, making price changes, creating new units, and unique abilities to units in our A&A games. :)
@Dauvio:
I rather have a A&A space game.
Give this a try: https://www.fantasyflightgames.com/en/products/star-wars-rebellion/
Thank you for your advice. :) :) :)
@V.:
Why would I need a fifth colour?
That’s for people that has house rules that needs five colors.
I’ve completed my 22 part video series on how to play Global War. You may find the odd mistake in there since I am a fairly new player to the game. I wanted to do the series at this point anyway because of the lack of tutorials online for those looking to get into the game. This video series therefore is presented from the perspective of someone learning the game and meant as a gateway to others who, like me, wanted to learn but felt overwhelmed by the vast scope of the game. I hope these videos are of some benefit to you and your gaming group. I encourage you to read the comments below the videos where others have pointed out any mistakes and comment yourself if you see any.
Playlist;
https://www.youtube.com/playlist?list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&disable_polymer=true1.The Map
https://www.youtube.com/watch?v=5r51nfghALs&index=1&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=1444s2.Facilities
https://www.youtube.com/watch?v=nC2ROHQYxNA&index=2&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=51s3.Infantry Class
https://www.youtube.com/watch?v=PkhMuAEsi70&index=3&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=240s4.Armour Class
https://www.youtube.com/watch?v=M22czdzSV7E&index=4&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=4s5.Artillery Class
https://www.youtube.com/watch?v=Q6N9NNGiXfs&index=5&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=9s6.Air Class
https://www.youtube.com/watch?v=Hq5qifNeT0I&index=6&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=0s7.Naval Class
https://www.youtube.com/watch?v=PQzUoaj-e04&index=7&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=0s8.The Political Situation
https://www.youtube.com/watch?v=qFFO2_aAQiE&index=8&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=94s9.Molotov/Ribbentrop Pact
https://www.youtube.com/watch?v=52WJKS1UzOE&index=9&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=3s10.Japanese/Soviet Non-Agression Pact and Sino-Soviet Non-Agression Pact
https://www.youtube.com/watch?v=IoQkdogfRIM&index=10&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a&t=0s11.Chinese Civil War
https://www.youtube.com/watch?v=09Ds4UVGwHA&t=62s&index=11&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a12.The Setup
https://www.youtube.com/watch?v=ma2PD_spxXw&t=0s&index=12&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a13.Production Phase
https://www.youtube.com/watch?v=1T9_wN68B54&t=563s&index=13&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a14.Technology Research
https://www.youtube.com/watch?v=ZllIERzwaWs&t=638s&index=14&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a15.Combat Movement Phase
https://www.youtube.com/watch?v=BY_3qDaT-y8&t=1778s&index=15&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a16.Land Combat
https://www.youtube.com/watch?v=fO8313joX-k&t=140s&index=16&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a17.Naval Combat
https://www.youtube.com/watch?v=bJbNFwSXot0&t=10s&index=17&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a18.Amphibious Assaults
https://www.youtube.com/watch?v=D9BuA2tQKWk&t=152s&index=18&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a19.Convoy Raiding
https://www.youtube.com/watch?v=YPeOCUmWAQs&t=505s&index=19&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a20.Strategic Bombing
https://www.youtube.com/watch?v=JwSfKc2xkdY&t=0s&index=20&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a21.Combat Aftermath
https://www.youtube.com/watch?v=snzgtFLYZT4&t=1s&index=21&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-a22.Victory Conditions
https://www.youtube.com/watch?v=HQbMSsEb4tE&t=9s&index=22&list=PLXHm3hvGKezg9IjoB9WqjcA138LiLui-aThere is also a series of 8 videos on how to build your Global War Armies. The game only comes with a map and a few player aides so you have to be creative when it comes to finding all of the pieces to populate your game. This series is on how I built my armies and was created to give you some ideas on how you might do the same.
Playlist
https://www.youtube.com/playlist?list=PLXHm3hvGKezjKWiTMfYwA88n_SmW0B8Vd1.Germany
https://www.youtube.com/watch?v=W7hEdVycRv8&index=1&list=PLXHm3hvGKezjKWiTMfYwA88n_SmW0B8Vd&t=1087s2.Russia
https://www.youtube.com/watch?v=8EUaeutZSHA&index=2&list=PLXHm3hvGKezjKWiTMfYwA88n_SmW0B8Vd&t=3s3.Japan
https://www.youtube.com/watch?v=6LOhUP6zKWM&index=3&list=PLXHm3hvGKezjKWiTMfYwA88n_SmW0B8Vd&t=636s4.The Commonwealth
https://www.youtube.com/watch?v=8b1uOaMSn8o&index=4&list=PLXHm3hvGKezjKWiTMfYwA88n_SmW0B8Vd&t=1887s5.France
https://www.youtube.com/watch?v=FemlutWxEos&index=5&list=PLXHm3hvGKezjKWiTMfYwA88n_SmW0B8Vd&t=58s6.Italy
https://www.youtube.com/watch?v=ge3NMt6FHhg&index=6&list=PLXHm3hvGKezjKWiTMfYwA88n_SmW0B8Vd&t=174s7.America
https://www.youtube.com/watch?v=u-Z1p90xPbE&index=7&list=PLXHm3hvGKezjKWiTMfYwA88n_SmW0B8Vd&t=279s8.China and the Neutrals
https://www.youtube.com/watch?v=f_xDtOli-eU&index=8&list=PLXHm3hvGKezjKWiTMfYwA88n_SmW0B8Vd&t=554sI’ve started a video series on Expansion Sets too but it’s still in it’s early stages;
GW-36 Expansion Sets
https://www.youtube.com/playlist?list=PLXHm3hvGKezhht5LXhT2vIkAEbhjHAH0t&disable_polymer=true
WOW, nice work you did here GHG. :)