I understand that I can trace a supply path back to London, but the setup sheet says India has no home country therefore London doesn’t matter because it is not home country for India. Or at least that is what the group I am playing with is telling me. I tried to make the point that India is just basically an extension of the UK and I was told to read the rules for what they say not what I want them to say.
Latest posts made by Larrie
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RE: India in Global War 1936 v3
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RE: India in Global War 1936 v3
@Dran-Black I thought in order to build even a minor you had to show a supply path back to a major factory in home country so wouldn’t that prevent India from building add. minors
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RE: India in Global War 1936 v3
@Larrie said in India in Global War 1936 v3:
If I am reading correctly, India has no home country therefore they cannot upgrade the minor factory they start with or in fact even build another one. Am I missing something?
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India in Global War 1936 v3
If I am reading correctly, India has no home country therefore they cannot upgrade the minor factory they start with or in fact even build another one. Am I missing something?
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RE: Dumb question but…
CWO Marc, I have to disagree with you on the infantry statement. The British infantry is different from the American one. Although the difference may be slight it is not the same, but you are correct in the statement that the Aussies’ are just gray Brits.
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Game length
Hey guys,
Sorry for the possibly silly question, but it is our first time playing 1914. We are wondering if there was a certain number of turns before games end? One of our group said he thought that there were a set # of turns. Others in our group believe that you play to victory via the capital capture rule. Does anyone know ???
Thank you all!!!
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RE: USA 3rd turn DOW & factories
When the US declares war on it’s 3rd non-com phase, the minor complexes are immediately converted to major and then the US can place 8 units in eastern US on it place units phase, right? Or do the complexes get converted on US’s next turn?
Curious as to where you came up with the number 8. As minors produce 3 units and majors 10 units.
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RE: Naval Movements?
I believe that your force, with the destroyers, will have stop and engage the sub, as that is the DD’s main function, to locate subs. You could send all of the naval force minus the destroyers, that way they could ignore the sub. But you could not do that , then bring the DD’s to battle the sub as all combat movement is happening simultaneously.
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Rockets
Does anyone have an issue with rockets? The reason I ask is there are some in our play group that believe that 1d12 for damage is to powerful for rockets. Any thoughts?
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RE: How to deal with 2-hit carrier house rule
Wow, things can really get out of hand, can’t they? First of all, I stand corrected, but only to a point. What I mean by that is, Baron, you are correct, all planes would be defending, therefore they would be in the air to begin with. What I was still trying to address is the statement, Cannot carry plane when damaged. That is still incorrect. If say A British carrier has one British and one American fighter on it and is in the attacking force, and it is the British turn, then the American fighter of course would not participate in the attack. It would be relegated to sitting on deck, and if the carrier is subsequently damaged, the American fighter would still be on deck, not able to take off on the American turn. Again I am addressing Cannot carry plane, not anything else.