US
SS
@General 6 Stars
Men fight ! Men die ! But a Marine lives forever !
Best posts made by General 6 Stars
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SS Event Cards
After over 2 years of testing cards and changing them to suit my game I had them finally printed up. Here is back of cards and US on other side.
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SS GEN changed to GEN MANSTEIN
Yo I was approached and ask to remove my SS GEN name to not include SS in name or refer it to like Super Subs but I’ll just go with what I have now. No problem here and my intent was never to offend anybody with it.
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RE: My Game Table
Ya Sarge as I said I know what you mean. Here’s my 5’ x 12’ Table.
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RE: General 6 Stars 1941 WW2 Game
Well map is done. Not perfect but better than old map. Pic of 2 maps side by side.
Latest posts made by General 6 Stars
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RE: G40 Strict Neutrals Expansion
What is the killer is how if axis attacks 1 strict neutral or allies attack 1 strict neutral minus Mongolia rule, all the rest of the strict neutrals join the other side.
Just so not right. But you gotta do it if it’s a free for all game.
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RE: General 6 Stars 1941 WW2 Game
Got another game in. Axis won on during turn 5. Moscow actually held on with some great dice but still lost Stalingrad and Rostov to help seal the deal. Germany influenced Turkey turn 1 and went after Cairo and got it early in game. In the mean time Japan took Calcutta turn 2 based on all of the India fleet went to the Red Sea. And while Germany took there points back without Moscow and Japan shows in pic they can get back 2 Asian cities, HK and Singapore to complete the win.
This pic shows us what happens if Calcutta falls in game and becomes a state of vichy like France.
The New capital goes to Bombay territory which Fec had already built a IC so at least they could build on following turn. Plus UK fleet did leave Red Sea and landed some help in the future turns but Japan was able to hold on with transporting by air and some ground from Assam where they cut off any hump supplies.
FEC keeps all ships and then Japan rolls for the territories in India and the 2 islands South. Japan rolls and gets 3 territories and joins there side but did not get the other 3 territories and including the ground. The ground would of flipped to Japans side.
That is a sweet rule to have in your game if you can get it to work.
So long story short I think axis had 36 points and to much for allies to take back. Axis wins with 30 points.Great Game. Meet a new player and will be back. Thanks for coming again Kris !
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RE: General 6 Stars 1941 WW2 Game
Putzin with a new game dedicated to the Marine Corps.
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RE: Global 1940 Flak Tower
It Says never destroyed. So the attacker gets the flak and with any damage if they capture the capital since they were very hard to destroy.
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RE: General 6 Stars 1941 WW2 Game
Had a game Saturday. The allies conceded on turn 6 after Italy’s turn. Germany took Moscow on turn 4 but lost Paris on turn 4. Germany had to decide which way they were going to go. After a general’s meeting it was decided to go for Moscow. Germany also influenced Spain.
Germany was able to to take back Paris on turn 6.
Also what helped axis was Germany had sub Interdiction and was able to wolf pack for most of game. Allies dice were on the weak side for sub kills this game.Italy tried to take back Spain on turn 6 but the dice gods showed up and came up short.
But then Italy was able to take a 5th oil Territory for a point and Rostov for another point to get the win.Germany also captured the new capital on turn 6 against Samara and get another point.
Maybe Russia put to much into fighting over Leningrad
early and not using those extra pieces to hold Samara and retake back Rostov while still protecting Stalingrad.
hey Russia’s a player in game even after Moscow falls.
They still have a lot to do in this game.In the mean time Allies in the Pacific were getting back points and making a great push on Japan but would come up a bit short even though they got back 3 points and axis had 30 at end of turn 6 for a win.
The orange chip on pacific side on map represents the Japan naval fleet which is not in pic but in upper right corner some.Another great game. We played drawing 2 event cards per turn. The neutral cards were great to. US got both Venesuala and Colombia to join their side for an extra 10 icps per turn.
Only changes is swapping out a few M> Bombers for Stg. Bombers and making the US UK NA bombers cost 9 instead of 11 based on they had a lot so this gives them a slight better chance to buy more Stg. bombers.
The one pic of battle board shows how the FEC and China were able to do a joint strike in Burma to get back Rangoon which is worth a point. Based on LL.
The bottom pic is of 6 of 7 generals. I took pic.
Double click on pics to get a great close up.
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RE: [Global 1940] Changing AA in the game
@baron-Münchhausen said in [Global 1940] Changing AA in the game:
@General-6-Stars said in [Global 1940] Changing AA in the game:
@baron-Münchhausen said in [Global 1940] Changing AA in the game:
Another way to keep 5 IPCs AAA interesting is to make it a 2 hits unit, which could be repaired on next purchase phase.
Up to 3 preemptive rolls @1, then can soak 1 hit before being destroyed. No roll during regular battle.
Someway to figure strongholds and somekind of defensive fortifications.
Buying them is still a niche units for specific defensive situation but cannot buy only such.
Cost to low for a 2 hit unit. Be used as a fortification.
Hi General,
Can you develop a little more, please ?In many occurrence, unless a very large stack of units in Capitol Victory city, when on defense with AA guns, they might be destroyed in many battles due to overwhelming attacking units. In addition, beside the opening rolls, it is only value as hit soaker while an Inf or Arty still roll @2.
5 IPCs for 2 hits, is 2.5/ hit but AA gun has no mobility Combat move and cannot be use on offense, to the contrary of standard units.I don’t see how it can drag down so much a game to make it an all purchase favorite to turtle up. 2x 5 IPCs can provide a Fighter and is much more interesting in many aspect.
Maybe it can be interesting to compare all cases :
1- 10 infantry (A10 D20, 10 hits)
2- 6 AA guns (A0 D1* vs up to 18*, 12 hits)
3- 3 Fighters (A9 D12, 3 hits)4- 5 Inf, 3 AA (11 hits)
5- 5 Inf, 1 AA, 1 Fg (8 hits)SO if you have 5 AAA Guns in Moscow. Can shoot at 15 planes in this so called G40 game etc etc.
But if you only use 3 guns then the other 2 AAA Guns get a Defense shot @2. You can make it they all get a defense shot too if each AAA Gun can only hit 3 planes.
many ways to play it. -
RE: [Global 1940] Changing AA in the game
@baron-Münchhausen said in [Global 1940] Changing AA in the game:
Another way to keep 5 IPCs AAA interesting is to make it a 2 hits unit, which could be repaired on next purchase phase.
Up to 3 preemptive rolls @1, then can soak 1 hit before being destroyed. No roll during regular battle.
Someway to figure strongholds and somekind of defensive fortifications.
Buying them is still a niche units for specific defensive situation but cannot buy only such.
Cost to low for a 2 hit unit. Be used as a fortification.
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RE: [Global 1940] Changing AA in the game
We use AAA Guns For defense also in battles.
So if planes attacking get your normal AAA Gun shot at them.
Then on second round of combat they defend @2 in ground battles. We use the AAA Gun as a artillery piece.
If no planes attacking, then the AAA gun gets to defend @2 in the first round and beyond.Can take as a casualty. Great piece on islands.
Other option is to add more AAA Guns to setup or make them cheaper.
WE have it were theirs plenty of them on setup. You still need to move them.
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RE: General 6 Stars 1941 WW2 Game
@AAGamer said in General 6 Stars 1941 WW2 Game:
So does the event cards give Germany 2 aircraft carriers and 2 fighters on each. Hehe, just kidding. Curious as to what is in those neutral cards!!
Looks great Ray!!
Thanks guys. If you double click on pic it will blow up to see.
Ya Germany gets 2 AC’s ! LOL