More of turn 1.
Here are some pics from our latest game of Global 1939. We used more of the optional rules in this one as well as tech. It worked out great.
Wild Bill,
I agree with your statement regarding the South American neutrals having no armies. As for Brazil, like you I don’t have a big problem with the Commonwealth being able to activiate them early on. One thing I wish, however, is that Germany had a small naval presence in the South Atlantic (a cruiser and/or U-boat for example).
I’d like to see clarification on Gibraltar too. We play it as the straight is impassable unless you hold it.
Some addtional rules I’d like to see are:
Blockhouses
Flaktowers
Coastal Battleships (they are in the game but there are no rules indicating their attack, defence, or movement values).
Coastal submarines (same as coastal battleships).
After playing a number of times and going over some of the historical aspects of the game, I suggest airfields be added to Wake and/or Midway island for the next set-up.
As and added note, we played this weekend and it went right to turn 15 with an Axis win.
@WILD:
Bump, some unanswered questions above, I have a couple more.
Using 5.0 Rules, need a couple clarifications. Are the set-up sheets going to be updated to v5.0 (still v4.1), or do they need to be?
Not sure. I’ve asked too.
Fortifications (pg30) sound pretty cool. I get that they all play a slightly different roll in their def of a said territory by the table given (I will take a closer look when my game gets here). Are you still in the development phase for fortifications?
A lot of the original fortifications have different facing rules. When I buy new ones the defend the entire territory.
- I see that Fortifications roll 2-12d in def at 5 or less for the first round of battle, and all def inf (assuming it includes special inf too) also get +2 in that first round of battle. Where I get lost is after the first round what happens. The charts for all the powers have fortifications def @2*. So do they continue to roll at 2 or less once the first round is over, and do they roll just one dice at that point?
Fortifications defend in the first round of combat only. They are not taken as a casualty. If the territory changes hands, they are destroyed.
- Russian elite inf, need to clarify intent (pg15).
“These are inf units that attack at 3 or less and def at 5 or less in original Soviet territories”
Does “original Soviet territories” apply to both attack & def values, or only def value. I ask because the Russian set-up page has attack value at 3, and def at 4*. The 4* I believe means def at 5 if you meet the requirements (orig Sov tt). The 3 attack has no *
I believe your assumption is correct. Defend at a 5 in original Soviet territories.
- I have a couple questions about air/navalbases, and NB AA being used to defend ships in air attacks in an adjacent sea zone.
3a). If the naval base is inoperable (3 or more damage) NB AA can’t be used to def sea zone vs air right.I believe if installation is inoperable, AA is inoperable.
3b) If naval base was SBRed on that turn, but didn’t get shut down (only 2 damage), can the NB AA still def the sz. (would be pulling double duty).
Cannot see why not.
3c) By rule you can SRR an AA gun to remove it from play. Is there any thought of if a base (air or naval) is inoperable at 3 damage or more that it also shuts off the built in AA gun?
Same as above. Base inoperable, AA inoperable.
3d) If you roll to repair a ship, do you have to follow through (I would assume yes). Or can you write it down to do it next turn, or even re-roll next turn?
I always follow through. Never considered otherwise. Good question for developers.
3e) An airbase needs to be operational for a bmr to transport an inf, paratrooper, or commando right?
Sounds right to me.
- SBR targeting AA guns (haven’t done this before, sounds kinda cool). After the AA gun fires, shouldn’t the bomber have just one round to to kill the AA gun rolling its attack value (8 or less). The last part of the sequence on pg9 seems kind easy/cheesy “If target is AA gun, it is destroyed”
I’ll leave that one to the developers.
- Is there any thought to changing AA guns to how they work in Alpha+3.9. Roll three dice each, used as casualty etc…. Have you guys done this in games, and how did it go?
We’ll be trying that this weekend (funny you asked).
China is still confusing me (from pg27).
6a) The US and Nat China share a turn, but it doesn’t say they can attack at the same time (unlike Russia & Red China, or UK/Commonwealth that can fight/attack together). Can you flip flop them, and have Nat China go first, then next turn have the US lead the way? Or am I wrong on my assumption and they do attack move/attack together?
U.S. and China are separate. I think the U.S. goes before China.
6b) Nat China- “May liberate or capture any Japanese held territory” Does this mean they can go into original Russian or Mongolian territories that Japan has captured like Olgiy (Mongolia), Vladivostok, Novosibirsk, or even all the way to Moscow as long as the Japanese have left them a trail of conquered territories to get there? I’m talking about the Nationalist here, but would pose the same question for the Red Chinese too. I know that the original FEC (UK) territories (except Hong Kong) are off limits for the Nat Chinese under any circumstances, but the Russian/Mongolian are fair game as long as they are liberating from Japan?
We play it that Chinese cannot go outside of China whether Japanese held or otherwise except for the French colonies listed.
6c) I’m unsure of the Red Chinese income (couldn’t find it on the Russian set-up sheet, or on pg 27 of the rule book). From pictures of the map it looks like 3 IPCs to start. Is it a fixed 3 IPCs, and any conquests go to Russia, or does their income fluctuate as they gain/lose territories?
Red China gains/loses IPCs depending on territories held. Rules state Communist China will take over unoccupied Nationalist Chinese territories whether it is Communist Chinese or Soviets walking in.
6a) The Chinese tiger gets +1 in attack & def. It can’t attack if the B-road is closed? � Why not just a reduced attack value, or is this to show fuel shortages? Maybe it will revile itself to me when I play later this week, counting down the days (should get map in a day or two).
Will leave that one to developers/
I’m sure I’ll have more questions WB
PS I did up an attack and def combat chart for 12d that I will share when I figure out how to upload it. It might help some newcomers to the game.
Awesome. That will be cool to see.
Wild Bill. I hope I was of some help.
I agree, French pieces are needed (Free French and Vichy). Foreign Legion would be good too.
@WILD:
I’m looking for info from ppl that have bought/played 1939 (koba etc…), or the creators.
I just bought this game, and should get it in about a week or so. I printed off the rules and set-up cards. It looks awesome, and we can’t wait to dig in. I ordered some 12 sided dice, but held off on ordering the unit package at $149.00. Not saying it isn’t worth it, but I have G40, and several other AA games, so I think I can come up with enough units to play even if I have to steal stuff from other games for fortifications etc…
I have some questions if someone wants to jump in that has played please let me know if I’m on the right track.
Seeing the board set-up on Board Game Geek with all the different colored units for every power under the sun looks pretty cool, but from what I get from the rules probably isn’t necessary to play.
1a) Reading through the rules, all the multi national pro-axis neutral units (mostly in Eastern Europe) eventually work as one power under Germany (they are essentially German units in every way). There are some rules that apply to the individual axis minors as far as when they can attack depending if the axis control Greece or Yugo etc… Â There are no movement (NCM) restrictions on them once activated though (only combat moves), so it looks like we will have to track their movement until restrictions are lifted, then possibly merge them one at a time into one minor axis power (just for ease of stacking etc…). There is even an optional rule for just swapping them out for German units, but I think I will keep them as one minor axis power (all one color) that fights w/Germany. These minor powers have a limited set income, so will only be producing base units for the most part. I plan on using the medium gray German units I have from Revised or Classic (maybe paint/mark a couple German mech so they can buy them too). Will this work?
I don’t see a problem with how you are doing this. I got the Axis Minors pieces from HBG and keep them separate. I find it usefull sometimes to save up the income on one or more and then buy a infantry and artillery or mech and artillery. Also, the the group I play with sometimes lets a novice control the Minors (under the German player’s “guidance”, of course.
1b) The income from any territories these axis minor nations capture goes to Germany, and Germany can also build on them, so you could just use a German control marker on captured territories regardless of what minor axis power took it. So there doesn’t seem to be need for control markers for each individual axis minor power (did I miss something?)
I just use the German markers too but have sets for the Minors if they are used by a separate player
2c) Question about the minor axis powers and war w/Russia. Are the minor axis powers politically tied to Germany (rules a little fuzzy) when going to war w/Russia. If one of them DOW on Russia, does it put Germany at war w/Russia too. If not, then does it allow the Russians to DOW on Germany. (I’m a little confused):
Germany does all the declaring. No Axis Minors declare war on their own. If USSR declares war against Germany, it’s on.
I understand Finland (w/German units) can fight Russia on Finish soil, but would need a German DOW to attack Russian tt’s. The other minor axis powers are unclear to me.
Yep, Germans can fight beside Finns against Soviets if USSR attacks Finland, but a German DOW (or USSR DOW against Germany) is necessary to attack USSR with Finland or other minors.Take Romania for instance, rules say:
“Activated by German occupation. No attacks can come from Romania, or Romanian units until at war with Russia”.When it says “until at war w/Russia” does this mean a German DOW, or can the Romanians DOW on the Russians, w/o bringing the Germans in? How does Russia respond. Can they DOW Germany if at war with an axis minor power.
German DOW on USSR or USSR DOW against Germany.
It says the pro allied neutrals would be “absorbed” by the power that activates them. So the units could be swapped in favor of the power that activates them instead of using many different colors (and remembering whose they are). I have lime green UK units from revised to use as Polish units (if we use them as their own power). Could also use these greenish UK units to distinguish the pro allied nations activated by UK. I also have some dark green (older US units), and some reddish brown (old Russian) that could be used for countries activated by the US or Russia. From what I get from the rules this isn’t necessary to play, but would be cool just to track these minor allies movement though out the war (none start w/mech, but I’ll have to come up with a couple cruisers for both sides). Does this sound ok?
Sounds good. I do the same with the Axis Minors.We’ll have to decide how the UK will play out (somewhat confusing with so many choices). How are you guys playing the UK, and the commonwealth powers? Are you keeping some strictly UK (like Canada & S Africa), or having them all be individuals as for as econ caps, and building units? Â Are you guys using Anz units as all the UK minor powers including Canada, S Africa, FEC, and well Anzac? Sounds cool to allow the UK to also build with them. Would like some input on what you guys have done.
The UK/Commonwealth is always played by two players. Usually split with one player as UK/ANZAC and another as Canada/FEC we don’t use South Africa as a seperate country and it falls under the UK. Canada, UK, ANZAC, FEC have their own painted pieces. They have the option to act in concert (and they do).
- I’ll come up with something for Vichy units, just to be able to invoke the Vichy rule (sounds really cool rolling dice to see what happens). I understand under this rule the Vichy ground units can’t move and will only defend (with axis units if they are there).
If Vichy ends up with navy units are they moved to and stuck at port (sea zone next to Vichy territory), or are they allowed to move? My guess is they could be stuck at port.Rolling for Vichy is a gas. Vichy pieces do not move.
I plan on using the yellowish/peach colored Japanese units I have for Siam inf, and I have some units to use for Commie Chinese inf.
Can’t say I use separate Siamese infantry, just place one Japanese regular per turn on Siam. My game does have separate Communist Chinese though.For each powers special units I’ll probably just place a control marker under them, or mark them in some way. (I know it’s lame, but hey I don’t want to spend more $ right now). I was also thinking about not using these special units in the first game (or two), just to get our feet wet. They sound very cool, but there is a lot going on that we will need to adjust to. Has anyone not used special units when playing.
I am special unit addict. Use 'em all the time. Don’t blame you though for starting out slow. The game will seem kind of overwhelming at first.
- Also saw Jeremie’s version that basically uses G40 rules w/6 sided dice (I’m assuming the latest Alpha). Â Has anyone played this version?
I have not played this version. I love the d12.
BTW I think how the US & Russia roll dice each turn to build up to full production to DOW is awesome. I also like how certain events add to this production level (for the US). Really looking forward to seeing this play out.’
If you are the AXIS pay REAL close attention to those rolls and mind your moves. You might find yourself out of position for the USSR or US DOW if you don’t.
For now I don’t plan on using tech, the oil rules, or other optional rules (have enough to think about LOL)
Am I missing something? I want to be ready for when this game shows up at my door.
Please comment on if I’m on the right track, or if there is something I haven’t considered. I’ve read, and re-read the rules, but there is a lot of stuff going on, so I could easily over look some stuff.
You’re definitely on the right track. Keep reading the rules. Read 'em again (and again……). Post questions/comments on this forum and Coach, Variable, Tigerman will reply. They’ve replied to questions I’ve asked while in game. There is a lot going on and it will take time to get familiar with everything. This ain’t your Daddy’s A and A.
Radar makes some great suggestions.
I propose that you make up a d12 battle board. Build your game little by little. A few Axis Minors here, some neutrals there, Italians, U.S. Marines, SS Panzers etc. I’ve been buying/painting custom pieces for my A and A games for close to two decades now (with no end in site). I recommend you paint your pieces, it really adds to the experience.
Remember that neutrals grow. Every turn they get more infantry.
I bought a bunch of plastic trays with dividers, one per country and a couple more for general pieces (factories, chips, money etc.) to organize things better. There are so many more pieces with Global that digging aroung in the A and A boxes was a bit of a pain.
Will post more pics from the next game. Maybe even include a progress report or turn summary. Hope to see some pics from other Global '39 games/players.
Thanks Variable,
Will be painting some more before the next game and eagerly awaiting the new markers. Can’t wait for the updated optional rules either.
Coach and Variable.
We.re seeing a lot of new markers etc. coming out of HBG lately (good work by the way). Are the HBG optional rules going to be updated to reflect the new stuff? (e.g. flak towers, bunkers, blockhouses etc.)
The group I play with is integrating some the new rules and markers into our game. We like rail and will be using minefields (naval too) next game––if they come in time.
Honestly,
We did not even consider taking the Belgian Congo as Italy was (too) focused on pushing the Commonwealth down the east African coast.
Oh well, the game’s over now and we’ll be playing again in a couple of weeks.
How is turn three looking?
Thanks Radar,
Honestly, the game is an ongoing hobby and there is still much to do. I’m happy to say that I’ll never be done aquiring pieces, painting, fabricating, and experimenting/improving.
HBG has done such a wonderful job putting this together that it would be a sin not to put a lot of effort into Global 1939. Somebody did a hell of a lot of work here.
I stongly recommend you get this map, dig into the rules (including the optional ones on their site) and run with it. The group I play with enjoy it immensely and we make a point to put aside on weekend a month to “go to war”.
We’re just starting to integrate HBG’s markers and optional rules. From what I can see, this is shaping up to be the Mount Olympus of A and A games.
From plotting Germany’s first turn two impulse moves, or the U.S./ANZAC/Canada Pacific strategy, this game will challenge you to no end. It is, in my opinion, the best A and A yet. This is from a player who owns and has played classic, global 1940, europe, spring 1942 2nd, d-day, anniversary, zeno’s world at war and central powers.
Get this game, get the pieces, and paint 'em up. Get the markers, optional rules and get down with Global '39. The game is truly what you make of it. HBG has given you (and continues to give you) the means to play A and A the way you’ve always wanted to.
Oh, incidentally, the Allies have decided to fold and restart. I received notice of their surrender today. My Axis partner and I have exercised our right as victors to choose our side for the next game. It looks like I’ll have the chance to experiment with that Japanese island strategy I’ve been thinking on.
While thinking on this more, this strategy would be really effective using the Radar option 1, Minefields (either oprtion), and Naval mines (either) optional rules. The use of these optional rules would make it a lot harder for the allied player(s) to “bypass” Japanese held islands in the Pacific.
The islands may gain a much greater strategic importance and many of the historic battles (Midway, Tarawa, Wake etc.) might end up being played out.
This question refers to HBG Battle Marker Optional Rules 6/1/12
Do the option 1 minefields defend like AA guns? For every land unit roll one die or is it one die per minefield?
HBG has Axis Minor sets in four or five different colours. You can also get the markers as mentioned by valtteri771.
http://www.historicalboardgaming.com/Germany-Axis-Minors_c_159.html
For my SS panzers, panzergrenadiers, Tigers I use GHQ 1/285 micro armour painted in the ambush scheme with the JBG SS markers.
http://www.ghqmodels.com/
Has anyone experimented with a Japanese pacific island perimeter defence strategy?
For starters, Japan has used her sneak attack.
In an on-going game of global '39, as the Japanese player I have managed to sieze Wake, Guam, Honolulo, the Johnston Islands, the Solomons, and all of New Guinea. Manila has fallen. Most of the Dutch East Indies are in Japanese hands.
It’s turn six, Italy is up. The Axis hold eight Allied victory cities and are close to taking out FEC and getting Moscow, and Stalingrad (though the Soviets have Improved Industry and will offer stiff resistance from here on in I believe). China has been over-run. Novosibirsk has fallen.
If we get the Soviet cities, take Sydney and hold everything throughout turn ten it’s game over. If we miss ten, we hunker down to fifteen.
I do not want to invade the U.S. I want to fortify Honolulu using SNLF, fortifications, fighters and regular infantry with a naval defence consisting of two carriers (full compliment of fighters/tactical bombers), two battleships, two cruisers and a large destroyer screen. Midway will be taken next turn and garrisoned. Johnston is already defended with two infantry with more on the way plus fighters. I intend to take the Gilberts. Japan has enough transports, infantry and income to build this “Pacific wall” and also crush Sydney for the win.
The point of the strategy is to deny the U.S. any access whatsover to the Pacific. No safe ports of call. Even if they destroy the imperial navy around Honolulu they will be subjected to attacks from land-based fighters from the islands (some of which will feature new airfields and/or naval bases) and bombers as well as the remaining Japanese navy (which is quite substantial). Attacking the U.S. directly looks to be much too daunting given the builds the U.S. player has made on the west coast.
Germany is in no position to launch any amphibious operations from the east FYI.
Honestly, I believe the game is already lost to the Allies, but I thought this before when the situation was similar and was treated to a rude shock.
Opinions?
On the old map there was an airbase on Guam.The new map, as mentioned features no bases. Thing is, there is no airbase for Guam in the 4.1 set-up. Will there be 5.0 set-up charts?
Thanks coach,
We’re into our second game and this will really help end the confusion.
We’re using technology (or trying to use it) this weekend. Is it possible to get a step by step run down on how aquiring technology works in Global '39. The chart with the different values, in terms of how it relates to the dice, is causing some confusion.