Hi, was wondering if anybody had the alpha 2 setup pics anywhere??
Many thanks
Hi, was wondering if anybody had the alpha 2 setup pics anywhere??
Many thanks
Can someone points me out where I can find ruels about ACME Wall (For China) and exiled gov. I can’t seem to find anywhere
In global game i made little modif.
1. german have the choise of build tiger tanks on turn 6, max of two on the map at the same time.
Att at 4 or less Def at 4 or less, do not blitz. Movement not combat of two.
2. Russia have the choise of build Is2 tank on turn 9, max of four on the map at the same time.
Att at 4 or less Def at 4 or less, do not blitz. Movement not combat of two.
3. Us at war build Marines, same rules as the first pacific game. Att at 2 or less, if is an amphibious assault. At
3 or less with one artillery. cost 4 max of 6 on the map. In the setup replace one us infantry at Hawaii by one marines.
4. ��� i build is first Battleship in the game i build the Yamato.
Max one for the game. Att at 4 or less Def at 4 or less. 3 touch for destroy. One touch repair par turn.
If a ��� fighter is present (not paired), if Att at 5 or less=bad aim at long distance.
(for ��� i utilize the Kongo class for other Battleship). Cost 22 IPC
5. Uk HMS Hood. The first battleship build in europe side. Cost 18 IPC.
The same stat of a normal battleship but in a battle if a german battleship is present i have only one hit
to destroy. Att at 4 or less Def at 4 or less, and two shot to destroy.
6. German 88. in the second ed. german AAA have in def the choise of open fire on the planes of on tank.
One tank is the same rules of anti planes, i fires before the start of the battle. the german AAA cost 6 IPC.
7. All normal artillery, in costal territory or island have on the first round of combat a Def of 3 or less.
I am having great difficulty using the ABattlemap system. Can anybody help?
germany builds factory in romania. builds one sub in lake 100. unless russia builds factory then destroyer, sub is untouchable and stops one british NO–the sub rule. sz 100 is very very strategic
This would only apply to the global game. But after a side wins(for the people really really into this game and with tons of time in their gaming group) has anyone thought about taking it to the next step? Maybe a fight between the allied powers(Russia vs USA and the UK) or if the axis powers win its even better as it would be Japan vs Germany and Italy to see who can control the world? Now for the allied version you would have to set up some sort of house rules as Russia more then likely won’t have a fleet(unless Germany and Italy are taken and then Russia builds a fleet to help with Japan). You could give both sides all the advanced tech and let them fight it out. I think it would be a fun war as both sides have massive incomes and more then likely the UK and the USA would have part of Germany…or at least have freed France and stationed units there.
I’ve been lurking on the boards for a good while now and been trying to figure out different strategies that would make the game fun. I’ve only played a half game and against myself at that. I’m still in the middle of that game and I’ve noticed the following thoughts:
It seems like Germany almost always has to build a CV, a TT, and likely a sub. I feels like if one doesn’t then the Taranto attack will occur and Italy will be in a bad position.
As a tangent: What comprises this Taranto attack and what does it attack exactly? I see that 4-5 air and sea units are available to attack the Italy navy, but is the intention to simply kill both italy navies or just the western one? Likely I think it means smiting the Italy BB because that really hurts Italy in Africa.
Otherwise, the above attack really hurts Italy to the point where it has a hard time competing effectively. I realize this is intended but it almost forces the G1 player to always invest in a sea and destroy the British navy if they want Italy to grow quickly. An effective sea force is necessary to even add the treat of Sealion as Germany can toss down 10 AP the next turn and smash England G3. If Germany ignores sea units then England can do other things like do the Taranto attack and build units in South Africa. All things bad for Italy.
The thing only reason I could see to ignore the above is if one plans a G2 attack on Russia and use plane to wipe out France while moving units east enmasse. (I would suggest killing the British APs though). It does seem like Germany’s first turn feel scripted but maybe I’m not thinking outside of the box.
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Regarding the 18 USSR units in eastern Russia. It seems to me that its best choice is to pull back near Yakut and hold position there. If one stacks the units in Siberia or the one to west of Siberia then it can be trapped by a move north with the Manchurian army (which ironically is even stronger in Alpha). A counter attack by those 18 units is going to get them wiped out and and if no matter where that stack goes unless it retreated back on the first turn then it’s likely dead (if that’s what Japan wants to spend it’s resources on)
Mind this is Global and I don’t see much benefit for Japan attack any earlier than J2 or J3.
I like the game quite a bit otherwise though will be interested to see if there will be a need for a Alpha setup for AAE40 too.
Has anyone ever created a WWI era global map that shows the entire world as opposed to just the European, Africa, and Eastern Seaboard of the US?