#2, plus I have been thinking about making factories the only place where tanks, airplanes, and all ships except transports can be made from. The Ottoman Empire would not have any.

Posts made by Faramir
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RE: Factories in AA 1914?
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RE: [Global 1940] First round no combat. Theory to alternate bid
@Caesar-Seriona I know, it is just that some people were saying that it was not a good idea because then Germany could not conquer France G1.
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RE: [Global 1940] First round no combat. Theory to alternate bid
Would France really be able to hold out? Germany also gets 1 turn to bring more units in range of France and build more units that can attack immediately.
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RE: Wait a second… can't we just replace the multicolored stackables with pieces?
@Imperious-Leader said in Wait a second… can't we just replace the multicolored stackables with pieces?:
Yep replace with painted pieces, sell or store original. Ill bet the pieces will sell this moment due to anticipation factor
I would be interested in the plastic pieces and stickers if you decide to sell them for a fair price.
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RE: UK as one economy
I think this would balance the game so there would be no need for a bid and make it simpler. Have the U.K. as one economy with the capital in London. Downgrade the factory in India to a minor factory. Remove ANZAC and add them to the U.K.
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RE: tanks in A&A 1914 - What is the value?
If you would have had 46 more infantry instead of 23 tanks, you would have had 46 dice hitting at a 2, which is better than 23 dice hitting at a 3. And if you were attacked instead, you would have had 46 more infantry hitting at a 3 instead of 23 tanks hitting at a 1.
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RE: tanks in A&A 1914 - What is the value?
30 infantry will beat 15 tanks. So no they are not worth it.
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RE: tanks in A&A 1914 - What is the value?
Tanks are not worth it. They can block a hit, but you can buy 2 infantry for the price of a tank, and 2 infantry are much better than 1 tank.
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1914 House Rules
These house rules are meant to make the game more realistic while staying as simple as possible.
Battleships cost 14 IPCs. They cost 1 IPC to repair.
Switzerland has an IPC value of 4.
The U.K. can only produce up to 4 units per turn in India. If India is captured by the Central Powers, the Central Powers cannot produce units there.
If a capital is captured, the IPCs are discarded and not taken by the capturing power.
Neutral territories that are not home territories still get units if invaded.
Sea units, except submarines, must end their movement when they enter a sea zone with enemy mines.
Units that retreat from a contested territory cannot move into another contested territory. They may move into any adjacent friendly territory.
There is a combat move and a non-combat move. During the combat move, units can move into neutral, contested, and enemy territories. The non-combat move comes after combat. During the non-combat move, units that did not move during the combat move and did not conduct combat can move into friendly territories. Land units can move an unlimited number of territories during the non-combat move within their original territories.
Optional Manpower Rule
Keep track of the infantry that are destroyed for each power. If a power has had 2x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect half of the total IPC value of their territories when they collect income (rounded up). If a power has had 4x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect the IPC value of their capital territory when they collect income.
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RE: 1942 Second Edition House Rules
I am trying to make it slightly more realistic while still trying to keep it as simple as possible. I am still open to changes as I get more games in with these rules and see what works and what does not.
The extra starting units is meant to balance the start and eliminate the need (or want) for a bid.
Giving AAA an attack and defense value makes them feel like a unit and makes them more useful for 5 IPCs.
Giving transports defense is more realistic as they would have had some weaponry or escort. They still have to be taken last as casualties.
Lowering Bombers and fighters stats makes ships more relevant.
No new industrial complexes makes it harder for Japan to go for Moscow, and just makes the game feel more realistic in general.
Loosing your money when your capital is captured was gamey. Now you can still produce units as long as you control an industrial complex.
Producing infantry was meant to be if you no longer controlled any industrial complexes. All the rules of industrial complexes still apply (you cannot produce more than the territory’s value, and you cannot produce on territories that you just captured that turn.
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German Starting IPC Count Wrong
On Germany’s setup card, they are said to start at 40 IPCs. However, when you count the IPC value of their territories, it is 41 IPCs. Not sure if this has been brought up before or not.
Edit: the UK also starts with 31 IPCs instead of the 30 that is printed on their card.
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RE: Cruisers vs fighters [House Rules]
What would you say to cruisers attacking and defending on a 4 without changing anything else?
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RE: Factory Capture House Rules Ideas?
Damage the factory to its max value when captured.
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1942 Second Edition House Rules
These house rules are meant to create a more realistic game while being as simple as possible.
Anti-aircraft artillery attack and defend on a 1.
Fighters defend on a 3.
Bombers attack on a 3.
Aircraft carriers defend on a 1.
Transports defend on a 1.Damaged battleships have to be adjacent to a friendly territory with an industrial complex to be repaired and may be repaired for 1 IPC each by the player who owns the industrial complex at the start of that player’s turn.
Fighters may intercept bombing raids and hit on a 2. Defending bombers hit on a 1, and defending fighters hit on a 2. The intercept lasts for 1 round of combat. Fighters that intercept cannot defend vs an invasion of their territory that turn.
Industrial complexes are not purchasable.
After an industrial complex is captured, it is damaged to its fullest extent.
No IPCs are lost if a capital is captured. That power continues to collect income and may produce out of other industrial complexes they own. If their last industrial complex is captured, they discard all of their IPCs and do not collect any more.
Changes to Starting Setup
Buryatia S.S.R. – 1 Anti-Aircraft Artillery
Karelia S.S.R. – 1 Anti-Aircraft Artillery
Russia – 1 Bomber
Eastern Australia – 1 Anti-Aircraft Artillery, 1 Fighter, 1 Industrial Complex
Eastern Canada – 1 Anti-Aircraft Artillery, 1 Industrial Complex
Anwei – 1 Infantry
Brazil – 2 Infantry
Sinkiang – 3 Infantry
Szechwan – 1 Infantry, 1 Anti-Aircraft Artillery
Yunnan – 1 Infantry -
RE: Cruiser Rework
If you wanted to make them a more attractive purchase without altering the game rules too much, give them a move of 3 with or without a naval base and a cost of 10.
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)
Ya I will concede the game to you.
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)
There’s only 1 victory city in China I thought. I would fight to the bitter end but if you want to call it a game that’s fine with me.
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)
The German fleet defended pretty poorly
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Italians
Italians buy 1 destroyer; Remaining resources: 1 PUs;Combat Move - Italians
1 bomber moved from Southern Italy to 91 Sea ZoneCombat - Italians
Italians creates battle in territory 97 Sea Zone
Battle in 91 Sea Zone
Italians attack with 1 bomber
Americans defend with 2 destroyers, 5 submarines and 1 transport
5 submarines owned by the Americans Submerged
Americans win with 2 destroyers and 1 transport remaining. Battle score for attacker is -12
Casualties for Italians: 1 bomberNon Combat Move - Italians
Place Units - Italians
1 destroyer placed in 97 Sea ZoneTurn Complete - Italians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,5
Italians collect 5 PUs (3 lost to blockades); end with 6 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 11 PUs -
RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Japanese
Japanese buy 1 artillery and 4 destroyers; Remaining resources: 6 SuicideAttackTokens; 1 PUs;Combat Move - Japanese
1 artillery and 1 infantry moved from Korea to 6 Sea Zone
1 artillery and 1 infantry moved from Japan to 6 Sea Zone
1 artillery and 1 infantry moved from Japan to 6 Sea Zone
1 armour and 1 infantry moved from Japan to 6 Sea Zone
4 infantry moved from Korea to 6 Sea Zone
1 destroyer moved from 44 Sea Zone to 45 Sea Zone
1 infantry moved from Dutch New Guinea to New Guinea
Japanese take New Guinea from ANZAC
1 bomber moved from Celebes to 45 Sea Zone
1 bomber moved from Philippines to 45 Sea Zone
5 fighters and 5 tactical_bombers moved from 35 Sea Zone to 45 Sea ZoneCombat - Japanese
Battle in 45 Sea Zone
Japanese attack with 2 bombers, 1 destroyer, 5 fighters and 5 tactical_bombers
Americans defend with 1 submarine
Japanese win with 2 bombers, 1 destroyer, 5 fighters and 5 tactical_bombers remaining. Battle score for attacker is 6
Casualties for Americans: 1 submarineNon Combat Move - Japanese
5 fighters and 5 tactical_bombers moved from 45 Sea Zone to 33 Sea Zone
2 bombers moved from 45 Sea Zone to Caroline Islands
1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 35 Sea Zone
1 artillery and 1 infantry moved from 35 Sea Zone to Philippines
3 fighters and 3 tactical_bombers moved from Philippines to Japan
1 armour, 2 artilleries, 7 infantry and 5 transports moved from 6 Sea Zone to 33 Sea Zone
7 submarines moved from 35 Sea Zone to 33 Sea Zone
5 carriers moved from 35 Sea Zone to 33 Sea Zone
2 battleships and 1 destroyer moved from 35 Sea Zone to 33 Sea Zone
1 cruiser moved from 35 Sea Zone to 33 Sea Zone
1 destroyer moved from 6 Sea Zone to 35 Sea Zone
1 armour, 2 artilleries and 7 infantry moved from 33 Sea Zone to Caroline IslandsPlace Units - Japanese
4 destroyers placed in 6 Sea Zone
1 artillery placed in JapanTurn Complete - Japanese
Japanese collect 30 PUs; end with 31 PUs total -
RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Research Technology - Germans
Purchase Units - Germans
Germans buy 9 artilleries and 5 infantry; Remaining resources: 0 PUs;Combat Move - Germans
1 infantry moved from Vyborg to Novgorod
Germans take Novgorod from Russians
7 infantry moved from Karelia to Novgorod
1 infantry moved from Baltic States to Novgorod
1 artillery moved from Germany to Poland
1 infantry moved from Slovakia Hungary to Poland
1 infantry moved from Slovakia Hungary to Poland
1 artillery and 2 infantry moved from Slovakia Hungary to Romania
1 artillery moved from Slovakia Hungary to Romania
1 artillery moved from Slovakia Hungary to Poland
5 transports moved from 110 Sea Zone to 112 Sea Zone
5 artilleries and 5 infantry moved from Western Germany to 112 Sea Zone
5 artilleries, 5 infantry and 5 transports moved from 112 Sea Zone to 110 Sea Zone
5 artilleries and 5 infantry moved from 110 Sea Zone to United Kingdom
1 bomber moved from Western Germany to United KingdomCombat - Germans
Battle in Romania
Germans attack with 2 artilleries and 2 infantry
Russians defend with 2 infantry
Germans win, taking Romania from Russians with 2 artilleries and 1 infantry remaining. Battle score for attacker is 3
Casualties for Germans: 1 infantry
Casualties for Russians: 2 infantry
Battle in Poland
Germans attack with 2 artilleries and 2 infantry
Russians defend with 2 infantry
Germans win, taking Poland from Russians with 2 artilleries and 2 infantry remaining. Battle score for attacker is 6
Casualties for Russians: 2 infantry
Battle in United Kingdom
Germans attack with 5 artilleries, 1 bomber and 5 infantry
British defend with 1 airfield, 1 armour, 1 artillery, 1 factory_major, 2 fighters, 1 harbour, 11 infantry and 1 mech_infantry; French defend with 1 infantry
1 bomber owned by the Germans retreated
British win with 1 armour, 1 artillery, 2 fighters, 4 infantry and 1 mech_infantry remaining. Battle score for attacker is -11
Casualties for Germans: 5 artilleries and 5 infantry
Casualties for British: 7 infantry
Casualties for French: 1 infantryNon Combat Move - Germans
1 bomber moved from United Kingdom to Western Germany
1 submarine moved from 110 Sea Zone to 125 Sea Zone
1 aaGun moved from Western Germany to Germany
1 aaGun moved from Karelia to NovgorodPlace Units - Germans
5 artilleries and 5 infantry placed in Western Germany
4 artilleries placed in GermanyTurn Complete - Germans
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 5,1
Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,5
Germans collect 47 PUs (3 lost to blockades); end with 47 PUs total
Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 52 PUs
Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 57 PUs -
RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 4
Purchase Units - Italians
Italians buy 1 fighter and 1 submarine; Remaining resources: 1 PUs;Combat Move - Italians
Place Units - Italians
1 submarine placed in 97 Sea Zone
1 fighter placed in Southern ItalyTurn Complete - Italians
Italians collect 8 PUs; end with 9 PUs total