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    J
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    Posts made by Jan Aerts

    • CCP "Spreading Influence" (V4)

      Hello

      Because we don’t master the english language completely, I need some help for explaining.
      For the influence roll can the CCP player spend as much IPP as he has in cash. Or is it restricted to the initial influence roll x2.
      for example: at the beginning of the game the influence roll is 1, can you add as much IPP as you want or max 1+1?

      Spreading influence on the CCP ref. cheet:

      “During the Place Units Phase, CCP may make one influence roll on a warlord adjacent to a CCP-possessed land zone. If the roll is less than or equal to the total number of adjacent land zones CCP Possesses, all remaining land zones and military units of that warlord Align with CCP. Prior to rolling, CCP may spend IPP up to the amount of its original influence roll to increase the chance of success. Each IPP spent subtracts 1 from the influence roll. Regardless of how much is spent, “Spreading Influence” backfires on a “12” causing the warlord to Align with KMT instead”

      Thanks in advance

      posted in Global War 1936
      J
      Jan Aerts
    • surfacing your submarines (V4)

      When does submarines resurface? I find a lot of information about submerging, but I can’t find anything about resurfacing.
      I think there are 3 main possibilities:

      1. At the start of your turn.
      2. At the start of each nations turn.
      3. They stay submerged until you use them for an attack/convoy raiding/… .

      I want to know if it is possible by the english player to make a gap for the american player?

      What are your thoughts?

      Greetings

      posted in Global War 1936
      J
      Jan Aerts
    • Tought on diplomacy france, GB, poland and Germany

      I think there is a problem in the game.
      Case: germany declares war to belgium. GB, rolls 2D12 but not triggers wartime income. So it cannot declare war. France rolls 2D12 and reaches wartime income. Then France declares war on Germany. Britain is still at peace because according to the rules they need wartime income to declare war OR France/Poland is attacked by axis/USSR.

      Because France is at war, Poland ALIANGS to GB.

      In my point of view this must be controlled. Because britain is not at war with Germany.
      But I think it is strange it even happens, because France is the aggresor, not Germany.

      What do you guys think?

      Greetings
      Jan

      posted in Global War 1936
      J
      Jan Aerts
    • Japan bonus from money islands

      When does Japan receives the bonus from the dutch Islands?
      A) when it is at war with the Netherlands.
      B) when it is at war with a major power.

      Greetings
      Jan

      posted in Global War 1936 japan dutch islands
      J
      Jan Aerts
    • RE: Airbase needed for interception? V3

      @gen-manstein Are those optional rules, because I never saw them in the book. Can you giver me a page?

      posted in Global War 1936
      J
      Jan Aerts
    • RE: Airbase needed for interception? V3

      @gen-manstein Escorting fighters also have a reduced attack and the bombers don’t have an attack value (only the bombing run). So I think it is well balanced that way.

      “Heck you could even make bombers 2 hitters and if damaged has a reduced sbr attack.
      Also loses one space movement on return.”

      You lost me here :grin:
      What is sbr attack and what do you mean by “loses one space movement”?

      posted in Global War 1936
      J
      Jan Aerts
    • RE: Airbase needed for interception? V3

      @gen-manstein I think the reduced values are kind of a translation from AAA? (maybe a bad habit to compare to AAA). In AAA interception values from planes are lowered to 1 instead of normal attack/defend values.

      posted in Global War 1936
      J
      Jan Aerts
    • RE: Airbase needed for interception? V3

      @insanehoshi @Noneshallpass
      I’ve read the rules over and over again and I think it is clear to me now.

      *Table 9-9 Strategic bombing (p.43)

      1. The Attacker decides if he wants to send escorting Fighters
      2. The Defender decides if he wants to scramble Fighters.
      3. If Defender has scrambled Defending Fighters, there is one round of interception combat where all aircraft participate at reduced values. Any casualties are removed at the end of the Interception combat.
      4. Any surviving bombers continue to their target and roll for Strategic Damage.
      5. Defender rolls for inherent Facility Anti-Aircraft Artillery. One die per bomber, up to an unlimited number (not up to 3 like a normal AA unit).
      6. Damage is marked and eliminated bombers removed.
      7. The Attacker lands his aircraft in the Non-Combat Phase.*

      Point 3 says that ALL aircraft participate (also defending bombers). So I assume the airbase is only necessary for fighters who scramble/intercept from the adjacent territorie. Wat made sence to me. Otherwise you need to build a lot of airbases.

      Greetings
      Jan

      posted in Global War 1936
      J
      Jan Aerts
    • RE: Airbase needed for interception? V3

      @noneshallpass not only fighters have defending interception values. Also strategic and heavy bombers have a defending interception value. That makes me think it is not necessary, but as you say I to find the rules not explecit enough.

      posted in Global War 1936
      J
      Jan Aerts
    • Airbase needed for interception? V3

      Hi

      Do you need an airbase to intercept for a strategic or carpet bombing attack?
      I think not, but I want to be entirely sure.
      I can only find that you need an airbase to scramble from the adjacent territorie.

      Thanks in advance
      Jan

      posted in Global War 1936
      J
      Jan Aerts
    • RE: Soviet early declaration on Germany

      @insanehoshi This is indeed a good tactic, buy tons of militia after germany declares war and all units are -1$. You can buy around 40-50 militia and in later turns buy fighters to scramble and late game heavy bombers to carpet bomb the hell out off germany.

      The USSR player in our game did this and I as German player don’t have an answer to it as I need my fighters to defend an invasion from the Allies.

      posted in Global War 1936
      J
      Jan Aerts
    • RE: Finland diplomacy and thoughts on the molotov-ribbontropPACT

      @captainnapalm @insaneHoshi I agree with insaneHoshi, in my eyes it is much more benefitial for USSR to wipe out the troops in Romania instead of the troops becoming german later in the game.
      I think it can be benefitial if the axis and USSR agree to not brake the PACT until about 1942. Then they can kick some ass against the allies together and after they are like almost out of the game fight it out between USSR and Axis. Problem for USSR is, if germany cancel the Pact the USSR gets no help from the allies at all.

      As we play more games, we will see what is are interesting thing to do.

      Greetings
      Jan

      posted in Global War 1936
      J
      Jan Aerts
    • Finland diplomacy and thoughts on the molotov-ribbontropPACT

      Hi guys

      If I am correct, according to the rulebook Finland becomes German after the molotov ribbentroppact (MRpact) is determined. But when the USSR and Germany don’t sign the pact, Finland stays neutral unless USSR/Axis/Allies attack them.

      In our group we played two games, one game with the “MRpact” and one without. It felt that signing the MRpact is just stupid for the USSR player, because Finland becomes German otherwise. A neutral finland is much more handy for the USSR and a real handicap for the German player. The other benefits the USSR gets from the MRpact just don’t made up for it.

      What are you guys experiences, maybe we overlook something?

      Greetings Jan

      posted in Global War 1936
      J
      Jan Aerts
    • RE: Global war 1936 V3: defender fighter/tactical movement after destroyed carrier

      @trig Thanks for pointing that out. I must have overseen this (stupid me). I was really convinced it was not mentioned in the rulebook.

      posted in Global War 1936
      J
      Jan Aerts
    • RE: Global war 1936 V3: defender fighter/tactical movement after destroyed carrier

      @hbg-gw-enthusiast , we are playing without the optional rule 15.3

      Putting them on MAP gives a restricting in moving on that players turn. He first need to take the plane off MAP in non-combat. That isn’t really practical, but it makes some sence.

      I gonna debate it with the guys.
      Thanks for your input.

      posted in Global War 1936
      J
      Jan Aerts
    • Global war 1936 V3: defender fighter/tactical movement after destroyed carrier

      Hello

      We have a heavy discussion in my group and we can’t find anything about the topic in the rulebook.
      Situation is as followed: as defending player in a naval battle your carriers are destroyed, but you still have a fighter/tactical left. The attacking player retreat, what will happen to the fighter/tactical?

      In AAA you can fly to a suitable landingspot with a range of one after the battle.
      What can you do in global war 1936 V3?

      1. you can fly to a suitable landingspot with range of MAP.
      2. you can fly to a suitable landingspot with a range of 1 (fighter and tactical). When you have the tech “long range”, they can fly +1 (total range 2).
      3. they may not fly to a suitable landingspot and are removed from the board.
      4. some other rule is applied?

      Thanks in advance
      Jan

      posted in Global War 1936
      J
      Jan Aerts
    • RE: East USA ship movement in the atlantic.

      @generalhandgrenade , thanks for adding it to the errata.
      Your video’s help a lot to “try” playing the game correct :)

      posted in Global War 1936
      J
      Jan Aerts
    • East USA ship movement in the atlantic.

      USA has a lot of restrictions on moving ships until it has the necessary IPP.
      We can’t find restrictions for the ships in the atlantic. So in my group, the American player moves his ships to Egypt. If the war starts, the ships are already where he wants them to be.
      Maybe we overlooked a rule? What are your thoughts about this?

      Greetings

      posted in Global War 1936
      J
      Jan Aerts
    • RE: Strategic Naval Movement, which units?

      @noneshallpass Thanks for the quick response!

      posted in Global War 1936
      J
      Jan Aerts
    • Strategic Naval Movement, which units?

      Which units can do strategic naval movement?

      Rulebook:

      "The only units that can be moved with Strategic Naval Movement are Naval Transports loaded with land units or aircraft.

      The moving player may trace a path of sea zones so long as those sea zones do not go through closed straits, or through a zone that has enemy warships, submarines or aircraft on Maritime Air Patrol. They may move up to five spaces.

      All units must start and end their movement at any Major or Minor Friendly Shipyard, Dockyard, or Port. Submarines may also start and end at submarine bases. Units can be picked up along the way, so long as they are also at a Friendly Shipyard, Dockyard or Port."

      Here I am confused.
      Can someone help me out?
      Thanks

      posted in Global War 1936
      J
      Jan Aerts
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