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    Posts made by Moose11

    • RE: HBG's Global War 1939 FAQ

      Convoy zones/raiding isn’t 100% clear either…
      The way im reading into it: You move your ships into a convoy zone during noncombat move (or combat if there are enemy ships).  Moving into a convoy zone is a combat move as you are interdicting supplies.

      Then that power must either destroy your ships during his turn or lose the extra income. A convoy is like any other seazone for movement purposes.  Correct.

      Anyways i found it i think…In this scenario USA does not go to full production but gets +25 to income along with dice rolls on their next turn.  Correct.
      So USA dow on japan but is still rolling dice for income ?  Sorry, I read this wrong.  USA cannot declare war until it is at full production.  Once the die roll plus bonuses from Axis war actions bring the income to 80, USA can declare war.  Not before.

      posted in Global War
      Moose11
      Moose11
    • RE: FiC

      We play that Vichy-rolled French territories in the Pacific Theatre become Japanese.

      posted in Global War
      Moose11
      Moose11
    • RE: HBG's Global War 1939 FAQ

      As soon as Japan declares war against the US, the US is at full production.

      posted in Global War
      Moose11
      Moose11
    • RE: German Blitz

      The latest rules do not permit naval units to blitz.

      posted in Global War
      Moose11
      Moose11
    • RE: Original territory question

      Japan can build an IC on any of its original territories.  Since Japan begins the game possessing much of North East China, it may build minor ICs on those territories which have a value of 2.

      posted in Global War
      Moose11
      Moose11
    • RE: Fighting Tigers

      Our group plays that Chinese Nationalist troops can enter any territories along the Burma Road, including the flying tigers. We also play with optional airbase rules requiring an airbase to be present in order to land the tigers.

      posted in Global War
      Moose11
      Moose11
    • RE: 6.1 RULE CLARIFICATIONS DATABASE

      I like Star of Africa’s suggestion.  Combined with the existing 6.1 rules, this would mean that if Germany does not take Holland round 1, Holland can immediately purchase up to 2 units, and the remaining unspent income is immediately useable by Great Britain.

      posted in Global War
      Moose11
      Moose11
    • RE: Overpowered German Navy

      The German navy is strong and tanks and subs are cheap.  However, our games are balanced with wins going approximately 50% for either team.  Maybe Russia falls every game, but the Allies somehow manage to eke out a win about 50% of the time.  That suggests to me that the game is balanced.  Looking forward to the Global 1936 game!!! :lol:

      posted in Global War
      Moose11
      Moose11
    • RE: Commandos attack at 3+1? or 2+1?

      U.S. Marines and Airborne cost 5 each.  The commando is a combination of the two.  For a cost of 5, this would mean that the Commando is more powerful than a U.S. marine?  I believe the intent was that all special forces attack like regular infantry until they perform their specialty (either a naval assault, or a parachute drop).  Then they obtain a +1.

      posted in Global War
      Moose11
      Moose11
    • RE: Edit

      You would need a map with many more spaces to make the blitzing rules manageable.  Once the mechanized units break through enemy lines, it is a relatively simple matter of encirling the rest and destroying them.  In games like A&A Global 1939, the Germans, once they invade Russia, have a huge mech army.  In my opinion, this would destabilize the game.

      If you were to play with these rules, each nation had different mechanized capabilities.  The Americans and Commonwealth were very adept at piggybacking infantry on their mech units.  The Germans were not.  In the early war, the Russians were not either.

      posted in House Rules
      Moose11
      Moose11
    • RE: Edit

      The blitz, or mechanized unit phase, can be found in Struggle for Europe and Asia.  The rules work very well.  The rules can be downloaded from the forum off of this website:

      http://www.ww2wargame.com

      posted in House Rules
      Moose11
      Moose11
    • RE: D12 Dice and HBG rules.

      My preferred game is HBG’s Axis and Allies Global 1939.  It uses the D12 system and in my opinion is much superior to the D6 system.  The D12 allows for a larger variety of units and allows one to distinguish between inferior units from one nation (i.e. Italian tanks and Japanese mech) and superior units from another.  I have seen D20 system rules bandied about and believe that even more variety is possible using D20s.

      I am a proponent of low luck.  Low luck ensures that a sound strategy cannot be derailed by poor die rolling.  In my opinion, low luck will allow you to separate the wheat from the chaffe, so to speak, and show who the stronger players are.  That being said, I have yet to play against opponents who enjoy low luck games, so I tend to rail unproductively against the dice gods.

      :roll:

      posted in House Rules
      Moose11
      Moose11
    • RE: Battle for Okinawa

      I just purchased this game.  Before I get started, I had a number of questions, all revolving around the rule stating that one cannot strategic bomb or fire artillery into a space shared by opposing forces (i.e. Japan cannot fire artillery is a space shared by both Japanese troops and U.S. troops).  Given this point, when is a space shared?

      If the U.S. lands troops on the beach adjacent to Nago, is the U.S. now sharing space with Japanese troops in Nago, Yabu, and Hokubu?  Once the U.S. lands on a beach, can the troops immediately attack either Nago, Yabu, and/or Hokobu?  Or must they wait until the beginning of next turn?  If they are able to immediately attack Nago, Yabu, and/or Hokobu, can they elect not to and just remain on the beach?

      Does combat continue until one side is eliminated, the attacker withdraws, or the U.S. retreats when defending?  The rules seem to suggest combat works like in Axis and Allies World War I; one attack roll for each attacking unit, one defense roll for each defending unit.  If any troops are left on both sides, the combat ends, and the space becomes contested.

      And finally, when the 23rd/26th Shipping Engineer Regiments attack Unaha and Uchima, the rules state that 4 IJN marines attack without U.S. return fire.  This rule suggests that combat only lasts for one attack roll per attacking unit (as I suggested above).  If combat occurs until one side wins, this rule suggests that the IJN marines destroy all units in Unaha and Uchima as the U.S. cannot return fire.

      Now for two questions not revolving around shared spaces: When an LVT is offloaded from a transport, can it immediately move two spaces?  Or, as with regular Axis and Allies rules, once a unit offloads, it has no movement points remaining.

      The rules state that Japanese troops within fortifications are impervious to air, artillery, and shore bombardment attacks.  Does that mean that fortifications cannot be hit by air, artillery, or shore bombardments?  If they can, then a unit in a bunker is impervious only until two hits are received.  The first hit destroys the bunker, the second hit destroys the unit.  If one reads accounts of the Battle of Okinawa, the fortifications were virtually impervious to shore bombardments and aerial bombings.

      Any help would be appreciated!

      posted in Other Axis & Allies Variants
      Moose11
      Moose11
    • RE: HBG's Amerika Game ON KICKSTARTER NOW - FUNDED!

      I agree, I do not believe that we will secure double the funding levels in the next 21 days.  Those folks who are passionate about this game have already pledged some money.  If we want to make this happen, those of us who pledged money need to pledge more.  So, I have stepped up to the plate.  I doubled my pledge to $200.  Those of you who can afford to need to consider doing the same, or the game’s release will either be greatly delayed, or cancelled outright.  I don’t need two copies of the game, but I am sure one of my buddies wouldn’t mind a copy as a gift.

      posted in Other Axis & Allies Variants
      Moose11
      Moose11
    • Battle for Okinawa

      May I assume that on mountainous terrain (numbers 2 or 3), infantry can move one space per turn?  The rules state that one requires two movement points to enter these spaces.  Infantry only have one.

      posted in Other Axis & Allies Variants
      Moose11
      Moose11
    • RE: HBG's Global War 1939 FAQ

      One Question about fortresses, can you build more than one per country?
      The rules state that two can be built per country.
      And what about coastel ships? If e.g. the norway battleships can escape and get british, where can they move? Only at the Great Britain coast? Or have they to stay by Norway coast?
      We play that they move to the closest English naval base and then are stationary, just like Vichy ships.

      And a question on production from Sidney and Calcutta.  The rules state that FEC and ANZAC cannot build capital ships.  If the UK diverts income to build up to two additional units at FEC or ANZAC industrial complexes, can the UK build capital ships out of Sidney or Calcutta?

      posted in Global War
      Moose11
      Moose11
    • RE: 1939 Map

      I noticed mention of new set-up charts.  I looked at the 6.1 set-up charts on boardgamegeek and noticed that only the tech research charts have been updated.  Were the starting unit placement charts supposed to be updated as well?  If yes, I am really hoping that the nerfed Italian fleet in 6.0 gets replaced in 6.1.

      🙂

      posted in Global War
      Moose11
      Moose11
    • RE: After Action report and questions

      Good points, Gargantua and Kobe.  If German planes, during G1 2nd impulse, cannot land on territory captured during the first impulse, does this mean that the German fleet cannot pass through the Denmark straits during the 2nd impulse if Denmark was captured by Germany during the 1st impulse?

      I like the new rules regarding Holland and the DEI.

      I agree that Italy is extremely disadvantaged with the new set-up.  I also believe that Japan should not have lost any veteran troops considering that China has two more infantry, a starting income, and AA guns.

      Finally, the comments Gargantua made with regards to neutral countries having defensive units was based upon house rules we co-developed.  These worked very well for us on the weekend.  For interest (and maybe for the new set-up rules being developed), our house rules are reproduced below:

      1.  Coastal battleships attack at 6, defend at 6 (regular battleships attack and defend at 8).  When hit, they attack and defend at 4 (as opposed to 5/5 for regular battleships).  Coastal battleships should not have the naval bombardment ability.  Coastal means a ship must END it’s movement next to a territory with the same original roundel as the territory it started next to.  Naval bases give +1 movement to coastal ships.
      2.  When a neutral capital falls and the coastal battleship moves to the closest friendly naval base which is not adjacent to a territory with the original roundel (e.g. Portugal falls), then the ship becomes immobile, like Vichy units.
      3.  Paratroopers may not be dropped on industrial complexes unless they are accompanying an amphibious or ground assault.  Bombers dropping Paratroopers do not roll attack dice.  Only one AA shot per bomber.  If the AA shot hits, both bomber and paratrooper (if applicable) are lost.
      4.  Once a minor axis power is attacked, it becomes activated and acquires income.
      5.  The following are additional true neutral starting troop placements (for South America, Mexico, and Mongolia, we used Argentina’s 47,000 troops during WW II as the baseline).  The rest were for better playability:
      Chile - 1 infantry
      Peru - 2 infantry
      Colombia - 1 infantry
      Venezuela - 1 infantry
      Mexico - 4 infantry, 1 artillery, 1 armour
      Baja – 1 infantry
      Ulaan Baatar  - 2 infantry
      Zavkhan – 1 Infantry
      Riyadh – 1 infantry
      Medina – 1 infantry
      Ireland – 1 infantry
      Afghanistan – 1 infantry
      Belgian Congo – 1 infantry

      posted in Global War
      Moose11
      Moose11
    • RE: HBG's Global War 1939 FAQ

      On Turn 1, can Germany move units into Italian territories?

      posted in Global War
      Moose11
      Moose11
    • RE: HBG's Global War 1939 FAQ

      Thanks for the new rules Variable and Tigerman!  You put a lot of work into this so that we can enjoy ourselves immensely!

      A few comments for now.  I found the axis difficult to play before.  Now with FEC in a stronger position, and with Japan and Italy starting with reduced strength, the axis will see fewer victories.  The British Isles UK fleet can no longer be taken out by Germany in the first round.  The German submarine fleet is now marooned in the Altantic, and to survive at all, must attack the London fleet or be annihilated on the UK’s first round.  The new set-up effectively forces Germany to take Norway, Holland, and Denmark in round one instead of focussing on the UK fleet.  Italy has a reduced fleet, and the new FEC fleet off of India can reinforce the existing UK fleet by Cairo effectively neutralizing Italy in the Mediteranean.

      The UK starting production is still wrong.  It reads 35 IPCs, including South Africa.  It should read 33.  This error has unfortunately carried over from 5.1 to 6.0.

      It appears that if a ship can fire upon another ship, it can hit detected submarines now.  This renders submarines much less effective than before.

      Two questions:

      Can the UK build capital ships in Sidney and Calcutta (even though ANZAC and FEC cannot)?
      If Germany takes Holland, do the pro or strict neutral rules regarding ships apply to the ships in the DEI (page 30)?  I am assuming yes.

      posted in Global War
      Moose11
      Moose11
    • RE: HBG's Global War 1939 FAQ

      You get them from board game geek.  Version 5.1, dated November 3, 2012.  For whatever reason, you can only get to the most recent rules by clicking on the May 24, 2012 rules (updates version 5.0) link.

      posted in Global War
      Moose11
      Moose11
    • RE: 1939 Map - Jeremy's Variant with Set-up Charts 2.0 In Development

      Except, Charles de Gaule never said “Viva.”  That is not French.  He said, “Vive.”  When he said “Vive le Québec libre,” in Canada in 1968, he instantly became persona non grata and was promptly evicted from Canadian soil, never to return.  Not a very loved man in Canada as he is associated with the nascent separtist movement in Canada, which the Canadian government continues to deal with to this day.

      posted in Global War
      Moose11
      Moose11
    • RE: Japanese sneak attack

      Two further clarifications please.  When the Japanese conduct their sneak attacks, following combat the units participating in each sneak attack are permitted a full non-combat move.

      1)  If the sneak attack results in the capture of a territory with a naval base, may the naval units move 3 spaces as Japan owned the naval base at the commencement of the non-combat move?
      2)  Can planes fly four spaces to participate in a sneak attack (normally not permitted as this would be a suicide attack) and then fly four spaces as part of the non-combat move (a total of 8 spaces - 4 spaces in followed by 4 spaces out)?

      posted in Global War
      Moose11
      Moose11
    • RE: Strategic/Tactical Bombingof Naval Bases in Great Britain

      You can find it on Pages 9 and 10.  Strategic bombing raids occur before combat.

      posted in Global War
      Moose11
      Moose11
    • RE: Strategic/Tactical Bombingof Naval Bases in Great Britain

      The current rules allow for strategic and tactical bombing damage to have an immediate effect.  For example, in land battles, one can use a strategic bomber to hit an AA gun in a territory being attacked by ground troops and planes.  If the strategic bomber is not shot down by the AA, the AA is taken out and the land battle can proceed with no AA defence.  The same logic would apply to naval bases.

      posted in Global War
      Moose11
      Moose11
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