@david-06
I am talking about respect, friendship, loyalty, gentlemenship, responsibility and genuine fun. You always win if you play with players under these reciprocal conditions. Alas I had some experience with backstabbers who actually are the worst players ethically and biggest losers figuratively regardless of the number of victory conditions. My definition of best is not in quantity but in quality. That is why I have recently reduced the number of people I wish to play with in the future. After a hard lesson. To me the best player is not about who wins the most games. It is about who can manage to keep a group together by comradeship instead of split them up over personal gain. Who is genuinely interested in who you are and does not fake being interested just to use you. Maybe this clarifies more what I mean? Or am I just old-fashioned?
Best posts made by Delaja
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RE: Best Players?
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RE: Allies on French transport than turns Vichy
@noneshallpass
As one of the writers of version 3 rulebook, I can say that this was the best we could do given the time of about one month or so that the lead designer and I were given a free hand to adapt version 3. I seriously recommend house ruling where needed.I decided to no longer work with HBG for different reasons, among which disagreements about being allowed to share house rules with you guys. So if it was up to me, I would say, take the unit off the board and into the production chart. Vichy is a neutral nation and the units would be put ashore somewhere to find their way back to home country or friendly territory. This travel would be the turn the unit has to stay on the production chart before returning on the board as a regular placement. Downside for the Allies is that the unit can not be used for 1 owner’s turn after the Fall of France. But this is a house rule. And the lead designer is the only one working on the rules so he can make an official ruling for it.
Enjoy your games!
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RE: British Wartime Income and Enemy Submarines
@hbg-gw-enthusiast
V3 designer says it’s on the line. 😉 -
RE: Peacetime Income Increases via D6+3 Instead of D12
@general-5-stars
The game is packed with randomness. Almost no scripting, except wartime economy 😎 -
RE: Strategic Rockets (v3)
Hi All,
As one of the designers of version 3, I can say that we deliberately set the damage-cost ratio higher, because in game play with the stats you propose, you could just invest in rockets to empty the capital of your enemies before attacking with land units. Whipe out London before entering for example. I would prefer a cost of 3, or 4 which makes it worth the buy versus 3,5 average damage in regular attacks, BUT in your calculations you are not adding in, the worth of all your income being used almost immediately against an important enemy target like the capital at the front each turn. Being able to suddenly bring a lot of units to the front with your full income is risky for the game balance. So the price needs to be higher. Rockets are a way of giving that extra punch where you desperately need it for strategical or tactical reasons. Because you want to take a certain land zone at any cost or because a certain land zone should produce as little units as possible or targeting other infrastructure to have your opponent invest in repairs. Limiting the number of builds per turn is a wise way to go. That would open up for lowering the price.
A) too low a price could potentially break the game
B) too high a price makes the units useless.
Under the conditions of the last post I read on this issue, I would say use a price of 4 or 5 if you can buy an unlimited amount of rockets to avoid overpowering them. Go lower if you limit the number of purchases of rockets. Find a balance that does not over- or underpower rockets. Looking forward to new calculations involving the extra dimension of reaching the front/enemy capital faster with rockets. 6 IPP was not my first choice, but 1 IPP is a game breaker if not limited.
With regards,
DSbb
HBG Designer of GW1936v3 -
RE: Marines & Airborne Placements
@insanehoshi
If they were not near deepwater ports or other naval facilities, where are those training camps of say US Marines located?North Carolina, north Virginia and California happen to be coastal states. For marine training camps that is not a coincidence. It is quite hard to practice an amphibious assault in the middle of the desert or a forest or the Rocky Mountains. The balance between game play and historical accuracy is important. Ofcourse there may be exceptions for certain camps. Anyway I am not here to compile a complete and perfect rule for this. Just sharing an idea and people can use it how they want to. Take what you need.
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RE: Marines & Airborne Placements
@Chris_Henry
We all share a love for the game. And house ruling should be fun. -
RE: Airbase needed for interception? V3
As a V3 designer take it from me you don’t need an airbase to intercept in the same land zone.
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RE: Global war 1936v3
@hbg-gw-enthusiast
The continuation of recruitment rolls for CCP is a rule I enjoy so much. It hints to the later fears of Communism taking over the world with literally hordes of communists. As a major power CCP can attack outside of China. A true nightmare for the Allies and the Axis. We decided them to be able to run wild once they would become a major power, because the possibility of being wiped out by other factions especially at the start of the game is real. The stakes are always high. ✌️ -
RE: Recapturing a Liberated Paris in Global War 1936
@gen-manstein
We have seen people choose a capital near USA, but the downside is that it is far from the front. Close to Egypt would be handy, but there are still a lot of possibilities I have not seen played out yet. Some obviously not but pick any French land zone that suits your strategy best. It does not have to be in the French home country. -
RE: Fortifications on shorelines
@noneshallpass
The shoreline is a border of a land zone as well -
RE: Militia questions
@trig said in Militia questions:
oneshallpass
A minor power’s home country is defined as all land zones contiguous with their capital.Meant is:
A minor power’s home country is defined as all that minor power’s originally Possessed land zones contiguous with their capital.
That could be the most precise HBG definition. -
RE: Vichy france
@jkempi54
Units in land zones become Vichy if the land zone turns Vichy. Units in a land zone that turns FF turn FF.Yes, no limitations by straits/canals. Ships seem French.
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House Rule
Note: Rules I post are house rules for free use for the community. No need to give me credit if you use or share.
I wrote a house rule to include a simple rule for two historic ‘events’, that I liked to introduce in the game without the outcome imbalancing the game. Just for fun. Enjoy… or not 😉
THE HAPPY TIMES
Happy Times events have to be announced verbally. The years are not part of the rules but mentioned for historical reference.
July 1940: The First Happy Time
As soon as Germany and/or Italy declare(s) war on the UK, the European Axis double the damage done to the UK convoy routes in the North Atlantic Ocean. This First Happy Time is an event that takes place once per game and encompasses 1 game turn (half a year in the game)January 1942: The Second Happy Time (Operation Drumbeat)
As soon as Germany and/or Italy declare(s) war on the USA, the European Axis double the damage done to the US convoy route in the North Atlantic Ocean. This Second Happy Time is an event that takes place once per game and encompasses 1 game turn (half a year in the game) -
Hypothetical Allied Elite expansion
The Elite expansions are slowly coming full circle. After Germany & USSR, Japan’s elite is now out. Personally I would like to see elite units for the Allies as well. I currently work on house rules for them and maybe HBG wants to make it an official expansion one day. Which Allied units or unit would u wish included in a hypothetical Allied elite expansion and why if it was your call?
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RE: Allies on French transport than turns Vichy
@hbg-gw-enthusiast
Thanks for the compliments! When we were still we, we did our best to achieve that.I don’t want to go too much off topic. But a short intro back to the topic is allowed I assume.
For the future I will work with the original designer of the first Global War map who offered it for free back in the days. We will make sure that our version updates will be available for free as well. You would then only have to print the map or change it if you wish customizations. And the rules would be written, without commercial interest. These would also be for free. Deathhead’s legacy carries on! That is an allegiance statement.
And this French units house rule solution for Allied units in surrendering friendly vessels will be in it too. 😃
So to stay on topic, I don’t have an official answer for the question, only a house rule solution. Good question! The situation did not occur to us during development. Indeed HBG should clarify.
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RE: Armies Retreating house rule
Everyone is a game designer these days, right?. 😃
How do your house rule suggestions effect blitzing, Paratroopers, strat bombing raids into or in adjacent land zones? Could 1 Paratrooper or marine prevent retreat? If you play with announcing blitzing up front, do your units still retreat to the land zone under blitz attack? What happens to units that have no movement like Militia? If a defender retreats can an attacker retreat as well to prevent being in a dead zone? Many things to consider here. Think house rules through else you end up with V2 rule bugs again. -
RE: Japanese surprise attack clarification
@Noneshallpass
The attack is made in the combat movement phase. The DOW can follow and than you declare the surprise attack. If the Brits or USA DOW on you first in that round, you would loose the ability to surprise attack, because you gave away the initiative to DOW by waiting too long.