We ended up getting through 5 rounds, the game is still set up. We are hoping for a Saturday/Sunday finale…
As for what I did, I opted the can-opener route with Italy and purchased mech and tanks for the first 3 rounds. Had to switch to Infantry for rounds 4/5 as the US hasn’t hit land yet but have 12 TT’s and planes and bombers ready to hit anywhere now that Germany’s last DD blocker has been wiped out. Italy did well opening for Germany and I am at the gates of Moscow ready to go for it on G6 although I am not 100% it can be taken thanks to a UK stack of fighters. If I don’t attempt it Russia is gonna get 12 more Inf, 2 AAA from the Soviet Far East plus 3 more UK fighters. And, as I said, the US is going to hit hard.
Yes, I was online last night and watched a game round or two of a couple global 40 games. Just to get a sneak peek of what strategies are being used. I will see if I can find someone to set up a play by forum game against. Looking forward to a game against different opponents other then my couple friends who play. More importantly, and I might get blown out of the water, but I’d like to play against some skilled opponents. Just to see where I stand.
Thanks again for your help. The videos were especially helpful
Yes, we set up at the game shop at 10AM when it opens, and end around 5-6PM. Game 111 is tomorrow at 10AM.
Wow. How many rounds does such a game go for? Typically, the first round goes for about 1.5-2 hours in my experience. Later rounds might be under an hour but I can’t see getting to 10 rounds in this time unless you play significantly faster than my experience.
A bit houseruley, but you could simply have the UK be a single economy but still two capitals, that way Japan could destroy Calcutta, then after the UK collects again, Germany finishes them off in London. You also need to make Moscow less attractive (G40 was created with the intention of Sea Lion and a more successful Burma campaign to be possible), so additional national objectives are needed for the USSR, with a combination of a means to make China more difficult for Japan, to prevent a Moscow-Rush or Dark Skies Strategy from always taking place.
Another thing is, the allies need simple and also possible to obtain victory conditions, so perhaps this:
Europe Victory: The Allies control 1 original European Axis Victory City; Calcutta and Sydney still under Allies Control
Pacific Victory: Japan controls no originally Pacific Allies Victory Cities; Moscow and London still under Allies Control
If Japan wants to end the Chinese threat, they need to devote resources towards it. Yeah, Japan has an impressive air force. But Japan is stretched out in so many different directions that they’re forced into tough decisions regarding what to do with their air force. Once CHina falls back a couple of turns, Japan’s air usually can’t reach if it stays in a typical central location near the coast. So Does Japan take a decent portion of their air force out of position for 2-3 turns or does it let China fester on the periphery?
You’ll have to consider whether you can hold at least Cairo while much of the US forces would be away to deal with Japan. The problem is that if you don’t do anything about Japan, it will just keep growing. Hawaii and Sydney seem safe for now, but you’ll lose the economic game if you maintain the stalemate situation in Europe while ignoring Japan. In fact, if you were playing a good human player, you’d most likely lose this game for that reason. Against the AI it will take longer, but generally it does a decent job building land units and sending them towards the enemy. Which, in Japan’s case, will be Russia. So if you keep on doing what you’re doing now, Russia will fall.
It’s at sea where the AI’s main weakness lies, but Anzac alone can’t keep it in check. In fact, that Anzac fleet at the Carolines is counterproductive, because the AI will see the direct threat to Japan, and keep Japan defended against a force of that size. So if Anzac can afford it (I don’t know about the state of the Japanese navy), it would do better to start eating at Japanese possessions that are more remote (maybe the Dutch East Indies), and the AI will start shipping troops away from Japan to use them elsewhere. Once that happens, you can sail your US invasion fleet to Hawaii. But make sure you have enough to defeat anything they build (10 units) plus any planes they may land.
A naval base may help to quickly transfer your Atlantic fleet, but it’s better placed in Southeast Mexico if you want one in that region. And remember that when your transports are in SZ 101 (US east coast), they can reach Hawaii in two turns anyway.
On a side note, the AI will typically fall for the old Denmark trick (US takes Denmark, UK sails in to take a poorly protected Germany). And a UK plane on a US carrier may also do you some good in killing some unprotected transports.
Thank you so very much for these NO’s. I will try and incorporate them into my groups next game. I’m forever looking to expand on this edition as I feel Global is just too much game to be played besides online where if I play against AI I can save and continue on when I have other things to do. If we enjoy playing with these NO’s I will have them printed and laminated. Will go nicely with the new mega map of IL’s my group has.
Exactly… Each round of combat occurs at the same time. So, surprise strikes happen on the same turn. Attacking/Defending rolls are a single turn. Surprise attack/defend are simultaneous. Unless there is a destroyer present which negates the surprise for the opposite side. Note that the destroyer must be on the attacking side to make a difference. A defending destroyer can be any allied ownership. The defender gets the benefit of the doubt in this situation. As the rules state for attackers, only those units owned by the attacker participate in the battle however all defending units participate regardless of ownership unless explicitly stated and this only applies to submarines that can submerge.
Thanks everyone for the advice. I took everyone’s advice into consideration and sortve blended it together to pull off a successful sea lion on turn 4 of my last game. FYI, Argothair’s second link gave me an idea of putting a carrier in SZ 5. Except I kept it there with two fighters. Turn two built two transports. By the non-combat/ place new units phase of turn 3, the carrier and cruiser protecting the transports had turned Karelia’s IC into a 8 unit IC. Turn 4 London fell, turn 5 Moscow did as well due to some extremely unlucky Russian dice rolling the entire night.
Don’t think of the new power as just “Italy.” Instead, think of the new power as “all minor Axis powers.” The starting territories would be Italy, Southern Europe, Algeria, Libya, Rumania/Bulgaria, Finland, French Indo-China Thailand, and Argentina (!). You can actually leave the starting unit setup as is – that will give the new player 2 fighters, a battleship, and a transport to start with, while still leaving Germany and Japan with a bomber and five fighters each.
Open the Turkish Straits.
Put Italy first in the turn order, e.g., Italy - Russia - Germany - UK - Japan - USA. This is OK because Italy’s not really in position to mess up the Russian starting units too badly.
Leave Italy at 3 IPCs, and create a new 2 IPC territory out of neutral “Peru Argentina” that starts out empty, under Italian control, just as Brazil starts out empty and under American control. This will give Italy 14 IPCs at the start of the game – enough to buy a carrier, or a fighter, or a bomber, or a cruiser.
It’s OK that Italy has only three production slots, because Italy’s going to want to drop some expensive air/sea units. For example, if on turn one Italy builds 3 infantry and saves 5 IPCs, then on the next turn Italy might have as much as 22 IPCs to spend – which is really easy to do; you could buy a fighter and a bomber, or a transport, a destroyer, and a tank. Having only three production slots doesn’t really cripple the Italian player, and it wouldn’t be realistic anyway for Italy to crank out enormous armies of infantry; Italy’s population just wasn’t that large. If you really want to, you can probably build an Italian factory on turn 2 in Rumania.
Apologies for the late reply, been a hectic last few days. Thank you Black Elk for the explanation on bidding. We did in fact use this tactic on our last game. It’s a very good idea if the allied winner knows how to spend it.