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    Noneshallpass

    @Noneshallpass

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    Best posts made by Noneshallpass

    • RE: The FAQ Thread

      @insanehoshi said in The FAQ Thread:

      On Lend Leasing.

      Are you able to lend lease special units, ie Katyushas, SMLF, USMC?

      Normally you are allowed to build 2 of each special force per turn. If you build two, are you able to lend lease a third?

      I don’t think that these are adressed specifically in the rules, but :

      • The definition of lend-lease in the Glossary (0.9) is a system in which you “produce units for other nations”, so only the build table of the producing Power is relevant and there is no restriction on lend-leasing special units. This is one of the interesting aspects of lend-lease to allow powers to acquire units that they normally could not (see also the Player note on Page 33). This allows the USSR to lend-lease fighters to the CCP, for instance.

      • The “Max 2 of each type per turn” on the NRS makes no distinction based on where that special unit will be going, so your are limited to producing two per turn, either for personal use or lend-lease. Remember that lend-lease is also declared in the Production Phase (7.9). See this as limited ressources for training and producing special forces, so giving one unit away does not magically increase your production capacity.

      posted in Global War 1936
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      Noneshallpass
    • RE: Militia Purchases?

      For isolated territories or islands, Militia are often the only option.

      They are also an option for controlled minor powers and the CCP who have recruitement rolls, as they can choose 1 Infantry or 2 Militia. Depending on the situation, the Infantry is not always the obvious choice.

      They are best when paired with other units, as they can soak up the hits while your other units can hope to survive and have better defense rolls. It also helps if they are in a city.

      You will sometimes get lucky and take our one or two attacking units with militia, but even in great numbers, they can be easily wiped out by a dedicated attacker.

      In small numbers, they mostly serve as a deterrent to the free capture of the territory or half-hearted amphibious landings. Litteraly “better than nothing”.

      Still, once in a while, it is very satisfying to take out a SNLF and foil an amphibious assault with a single militia.

      Note that there are A LOT of rules and exceptions for building and moving militia. They are very easy to overlook.

      posted in Global War 1936
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      Noneshallpass
    • RE: The FAQ Thread

      @insanehoshi

      There is a reference to Minor Power Home Countries in rules 9.24 and 11.5.

      In the Glossary, it specifies that “For a Minor Power the Home Country includes the primary nation but not its colonies, islands or conquered land zones.”

      So yes, they do have a Home Country, so they can receive lend-lease (rule 11.4), but the rules also state that Mililia may only move within a Major Power’s Home Country (rule 12.2).

      posted in Global War 1936
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      Noneshallpass
    • RE: What on earth are the pieces that you need to play Global War 1936?! Like, just an actual list of useful pieces please.

      Here is how I proceeded.

      I already owned the A&A Europe 1940 first and second editions, so with the pieces from all these sets, I had a good base for France, Germany, Italy, Japan, UK and USSR, plus the Chinese infrantry for KMT.

      I also own the A&A pacific with red chinese soldiers that I am using for the CCP infantry (there is also one Pacific edition where the japanese pieces are red).

      This still leaves a lot of pieces to buy from HBG or to scavenge from other sources (cavalry, neutrals, militia, air transports, medium bombers, coastal subs and battleships, TBDs, light cruisers, tank destroyers, advanced mech and artillery, SP-artillery (basic and advanced), motorized infantry (trucks), etc.).

      Some powers have specific and different sculps available, but not all, so in the end you will need to paint pieces and still use some kind of tokens/markers to distinguish some special units.

      As @Ghetty pointed out, if you can get your hands on HBG « wrong colour » pieces for units that you have to paint anyway, that is a good option to obtain cheap pieces. Their spare pieces from old A&A Games can also provide a cheaper option and can be purchased individually, but are not always available. For instance, I built almost all my Canadian forces for the CAW expansion with older « celery » color british units and painted what was missing.

      I also bought some scupts from I will never grow up games. Unfortunately, I find that the 3D printing leaves a lot of visible « fibers » and the plastic is very brittle and small details can easily break, such as tank barrels and ship towers. IMO, the best sculpts from them are the German trucks which can be used for Motorized infantry (especially if you don’t own A&A Battle of the Bulge for the trucks).

      I think that you have to see Global War as an ongoing project, as there will probably be new pieces available over time that can replace your generic units or markers.

      I would not advise anyone to try to get « everything » before playing their first game. You have to go by steps and find out over time what you are missing and what can be improved.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Militia questions

      On the third question, since the general rule is that militia may only move within a Major Power’s home country, I think that they cannot move within Spain since it is not a Major power, regardless of the fact the it could be considered home country (rule 11.5 states that recruited militia should be placed in a Minor Power’s home country, so even if not defined for lack of a NRS, Minor Power seem to have home countries also).

      The same goes for the fourth question. These are aligned Minor Powers, not Major Powers and even if the militia is replaced by the controlling Major Power’s units it is still not in the Major Power’s home country.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: How many times can a Lend-Lease Delivery be Interdicted?

      Rule 11.4 seems clear about Interdiction. The lend-lease is subject to « a convoy raiding die » (singular).

      If the conditions are met, each Power rolls only one D6 (but repeat for each qualified seazone if needed) but there are no additional dice depending of the number of subs/MAP/warships presents in the sea zone for the purpose of this game mechanic.

      I add than once there is a successeful interdiction in any seazone, it is useless to roll the for the other zones, as the lend-lease unit is eliminated - He’s dead, Jim.

      posted in Global War 1936
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      Noneshallpass
    • RE: Do the Chinese lose their money when you take their capitols?

      According to rule 9.23, France gives its IPP to the conquering player (usually Germany) and all other powers lose their IPP to the bank.

      As to where is the capital, it is in the territory with the brightest roundel when there are multiple territories (rule 1.3).

      I did not find where it would say that CCP has no capital, but since it only has one territory (Shenshi) it is hard to determine if the roundel is bright or muted or if it is even relevant, since the bright/muted rule only applies to nations with more than one territory.

      It does make me realize that in 20+ games where Nanking always fell, we never took the IPP away from the KMT… oops.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Do the Chinese lose their money when you take their capitols?

      @Chris_Henry raises a valid point that since CCP and KMT share the same Home Country, it would only be logical that they also share a capital in Nanking.

      Another argument for Shensi not being a capital is that it is not a city like most capitals in the game (but there are exceptions like Northern Iran).

      And I am still not convinced that the CCP roundel on the map is as bright as the one in Nanking, especially if you compare it to the HBG CCP roundels where the red is much brighter.

      After all these posts, this would seem to be fairly straight forward questions for the FAQ :

      Q. Is Shensi a capital for the CCP ?
      A. Yes or No

      Q. If Nanking is captured while occupied by the CCP, does the CCP lose its IPP to the bank ?
      A. Yes or No

      And I may add :

      Q. If Nanking is captured by the CCP in the Chinese Civil War, does the KMT lose its IPP to the bank ?
      A. Yes or No

      posted in Global War 1936
      N
      Noneshallpass
    • RE: The FAQ Thread

      @trig said in The FAQ Thread:

      a) Must the money for upgrades (specifically SS upgrades) be set aside at the start of the turn to save of use for upgrades?
      I think yes due to 11.6.

      No, you must declare and pay for the upgrade in advance and if you cannot place the upgrade at the end of your turn, it remains on the production chart (Rule 11.2). You cannot save IPPs then randomly decide to spend them on upgrades at the end of your turn.

      b) Do captured Major shipyards act as a minor shipyard?
      I think yes, from the analogy of factories.

      Since Rule 12.4 only refers to captured factories, I would not extend it to other facilites “by analogy”.

      c) If the CCP of KMT attack the other, does it negate the truce?
      I think yes. Nonaggression is one of the provisions of the pact.

      Obviously, this ends the truce.

      d) Can the CCP and KMT resign the truce after it has been broken?
      No clue on this one.

      Not explicitely covered by Rule 13.3, so I may be wrong but this feels like a one-time deal. Like to Molotov-Ribbentrop pact or the Japanese-Soviet non-aggression pact. Nothing prevents the players from not attacking each other once more, but they would lose the advantage of defending together and moving in the same territories.

      e) Can you take the militia from a recruitment roll and split them between two zones?
      If no, can the CCP do it?

      I think it is no, yes. See 11.5 and the CCP reference sheet.

      Rule 11.5 does say “place in a land zone” which suggests that it must be the same zone for both, while the CCP NRS does say “in any of those territories”, suggesting a possible split. Rule 13.3 for the SCW says “place in any land zone” and Rule 14.4.3 for Vichy says “can be placed in any Vichy possessed land zone”.

      Despite the inconsistencies in the wording, I have a feeling that all recruitment rolls were meant to be subject to the same rules. Well spotted. Definitely one for the FAQ.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: How is the balance in Global War 1936 Version 3

      Personally, I don’t understand how a serious judgement could be made on the balance of such a complex game after playing just a couple of runs. I have started only about ten games since I got Global 1936 v3 (most aborted before 1945), but there are so many options and possible strategies that the outcome is never predictable, especially starting in 1936.

      This feels much different from A&A where, as you keep playing, you just improve on what you consider to be the optimal strategy for the Axis or the Allies and then it comes down to the luck of the dice in a few key battles. Either Germany takes Moscow or the American overwhelming spending power prevails in good time…

      Another factor to consider is that there are so many rules and exceptions in Global 1936, that the first games will inevitably be riddled with errors on the part of the players. Each time we play, we realize that we forgot about some rule or other (i.e. minor ports don’t give a movement bonus, you can’t upgrade your factory in India, KMT militia cannot move in home country unless it becomes a major power, you need to damage the airfield before a city is considered to be encircled, and many, many more).

      Everyone is free to tweak the game with home rules, but I think you need to master all the basic rules first. To me it’s like saying, having played a few games of Chess, “Humm, the Queen seems really OP, so let’s replace a pawn with a third Knight”!

      Yes, the chance aspect of tech rolls is a part of the unpredictable outcome. For instance, playing Germany with early access to Panzergrenadiers and Wartime income makes for a much different game that when you miss out on these important rolls. The many expansions and optional rules available can also affect how your game plays out.

      Finally, due to the pandemic, I have only played the game with 2 players so far, so the Allies and Comintern are always coordinated, but I know this game was designed to be a 3 player game and I can’t wait to try with this very different dynamic.

      posted in Global War 1936
      N
      Noneshallpass

    Latest posts made by Noneshallpass

    • RE: Gathering pieces for the game

      Some of these numbers, especially for Italy and Anzac, are way over what is really used in an average game.

      I would recommend that you start playing with the pieces that you already have and use plastic tokens or any other marker for the units that you don’t have.

      That way you will see what pieces you really need and those that don’t get that much use.

      If you wait until you have a “complete” set before you start playing, you will never get the feel for this and it will cost you a lot of money to buy pieces that may just stay in the box.

      However, take into account that most battle pieces are sold in sets of five by HBG.

      posted in Global War 1936
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      Noneshallpass
    • RE: The FAQ Thread

      @robson All of this is in the FAQ I believe.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: French surrender

      How is this an issue? All French conditions for surrender are in the French NRS and see Rule 14.4.1 for the IPP.

      posted in Global War 1936
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      Noneshallpass
    • RE: How much can the CCP piss off the Allies?

      This is all on the NRS. The only condition that is not USSR dependent is that Germany or Japan has surrendered.

      There is no single CCP action that can trigger an allied declaration of War.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Comintern & Allies cooperation

      Yes. Rule 0.5.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Fortified lines being flanked and how for the defender to respond.

      Remember that the fortification is not simply « a wall » but « a major defensive network » (Rule 12.7).

      It does affect units that attack « across that border », so you can circumvent it, but if even one unit attacks from the fortified border, then all land units will defend at +2 for the first round, as there is no other way to play the combat round.

      However, you could argue that the two first strikes at 5 from the fortification itself should only hit units that actually crossed the fortified border…

      As @Caesar-Seriona pointed out : just don’t do it. If you have enough units in place to attack from the unfortified border, then you should only send these into combat.

      posted in Global War 1936
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      Noneshallpass
    • RE: KMT CCP truce

      I think that they could since this rule is written without indication that it would be a one time event, but the FAQ will likely contradict me as usual.

      However the use of the word « if » a foreign power declares war does raise the question of the timing of such truce. Does it need to be declared at the same time as the declaration of war? Do we need a new declaration of war for a new truce?

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Lend-leasing to newly captured territories

      This was FAQ’d :

      Q: If you capture a land zone during the combat phase, could you lend-lease to that territory during the same turn?

      A: No

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Monroe Doctrine violation and US response to do it while under 63 dollars.

      I think that both options are possible.

      You can leave your units where they went for Monroe Doctrine purposes until or take them back home.

      Note that reaching 50 IPP does not open all movement options yet.

      posted in Global War 1936
      N
      Noneshallpass
    • Neutral units

      Hello, for those of you who already have the game :

      The rules are available online, but not the setup charts.

      What neutral units are needed if you want to place them on the board and how many of each?

      posted in Global War 2025 Meltdown
      N
      Noneshallpass