I didn’t know Dudley would give up vital info? Have to remember that!
Best posts made by Hambone
RE: Axis & Brollies : Action Cards and Event Cards
One of my favorite type of house rule is the randomness of the event/action cards. Great job on what you have posted here!
RE: Moffett Field R&D Tech Chart Draft
Looks like your taking the “hit or miss” out of the research so you always get something at the time it takes to research it. However, adding a path to the research YOU want as opposed to whatever the dice tells you what you get is great. Like that a lot!
That’s the big picture. I like the little picture the most. That is to say the details of the research like the different tech and units for each nation. Some options are not available to other nations. Realistic.
The multiple attack dice is very interesting; 2 or 3 dice per attack (1@4 and 1 or 2 @1) so that it is not overpowering yet offers something extra. Nice touch.
Interesting techs like two types of heavy tanks for Germany and the v-1/v-2 rocket mechanics is new to me.
Thanks for sharing!
RE: Simplified Bombers, Flak Guns, and Submarines
You have some interesting ideas. I like the idea of SBR territories up to their value. Would make it harder to defend though.
The subs being open to attack from all with them defending at 1 makes me shudder. But for me I like the sub element as is (not the def of 1).
I see where your coming from though, simpler is better.
RE: Expanded Convoy Zones/Taranto Mod
The split sea zone in the Adriatic is a good idea for both reasons you mentioned.
While the convoy any territory is interesting I wouldn’t be a fan of adding NO’s to convoy ability of the territories. Probably a better approach would be to add a few more convoy zones or just add to convoy ability to zones that contain a capital. Change the die roll to 1-4 or keep the same value and add a die in a capital convoy zone.
There’s always options.
RE: Updated South Texas Global '40 House rules
Some very interesting ideas and a new twist. Thanks for posting all your work.
I read you first post on these house rules awhile back and kind of borrowed your idea with a few changes. Hope you don’t mind.
1. Kept the technology rule/charts that you can buy for 5 ipc at the beginning of your turn.
2. Roll for events before German turn on odd numbered rounds.
3. Roll for espionage & technology before German turn on even numbered rounds.
Your “Events” are almost word for word on what you posted.
The change is combining espionage with technology. Basically, used most of the espionage and sprinkled in some technology that would have been deployed by certain nations. Germany has a chance for the V rockets, USA for long range aircraft or the A bomb, etc. And also nations like USA & Germany have a slightly better chance for technology by adding a couple extra because they were the nations behind most of the tech in WWII.
The reason for the “every other turn” change is that in 10 rounds of gameplay you would have only 5 chances (slim chances) at gaining a free Tech. Ten chances seemed like too many.
Also, really like that you added the element of every dice outcome has the opportunity for nothing to happen, good or bad things can happen!
We have used this house rule in one full game, made some adjustments and will try it on the next game.
Thanks again for the creativity! That’s one of the reasons why I like Global 1940 so much is its versatility. You can be creative on some rules or units and the game still plays very well.