Thanks for putting this together. I was aware of a 3rd edition but never knew it was online only. These rules seem to fix some of the issues the classic game has. Very nice
Posts made by Quirky Turtle
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RE: 3rd Edition Rules Compendio v3.5 (Final)
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RE: World Tour 2020
There is no really regular schedule. We have a whatsapp group with a lot of dutch players. This is where we try and find a moment that works best for the event.
Most players have their own groups next to these events. I’m sure we can make something happen when you are comming over…
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RE: World Tour 2020
@djensen Amsterdam is quite reachable by plane / train / car and has plenty of hotels & hostels for people coming over. However diverting further east to Germany might be more centrally located in Europe.
I’m unsure about the amount of players across the borders. In NL we usually can get about 8-12 people for an event.
I think it also depends on your own schedule for when and where you will be in Europe. -
RE: Tjoek's 1940 Global Map file and setup charts (Updated May 30th 2018)
@DMcLaren: Haha good spot
In my games I use the Medium Flaming Wreckage markers from Litko as indicators for Combat’s and territories that change hand. This makes it easier to see in one overview if you’ve rolled all battles and handled all IPC changes. I believe the green pawns on the other map are used in a similar way.
In order to not forget to move certain units in the non-combat movement phase I use the Litko yellow alert tokens.
I use the micro flaming wreckage markers for damaged capital chips.Finally the splash markers are used to mark convoy disruptions. We’ve found that typically when moving into a SZ during your own turn you tend to remember there is a convoy disruption but by the time the next player comes around you forget, so this way we can quickly scan the board at the end of each round and see if we’ve overlooked anything.
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RE: World Tour 2020
It would be a lot of fun meeting you and having an event in Amsterdam with some of the Dutch players.
I really like this idea and would love to organize a game if you are able to come over and visit us here in mainland Europe :) -
RE: Introduce or Re-Introduce Yourself (Nov. 2018)
Hi all,
Greetings from the Netherlands. I have been playing A&A for a little over 2 years now and love it to bits! I’m a huge fan of Global 1940 which I play regularly with friends.
I have some experience with other versions as well (classic, spring 1942, anniversary, 1914) which I like to play if I’m in the mood for something ‘light’.Together with @Tjoek I work on a number of customizations and game aids. Although I have to give him credit for the artistic work and hard labor.
Cheers
JZ -
Amsterdam - The Netherlands - February 23 2019
After the success of the get together in September we are planning a new A&A event in the Netherlands.
Currently we have around 9 players already signed up and are looking to fill at least the 3rd table.Location will be same as in September - a haunted school building in Amsterdam North.
If you are interested, reply below, or PM me.
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RE: G40 Map, Personal conquests
Cool idea to track your travels this way!
I had to guess china a little as my knowledge of the different territories is limited. By being conservative there I came to:
35 territories, total 115 IPCs -
RE: Tjoek's custom roundels and tokens
I love the design of the movement markers.
Can’t wait to play with the tokens as well. -
RE: German IC in Greece
My feel is that it is going to cost too many resources to build both an IC and a naval base. If you want the ability to build a german navy in the Med, take southern france in G1 or G2.
What I have seen is a German airbase in Greece, which gives a scramble opportunity on the sea zones and can protect the Italian transports that land on Syria. This way you can open up the Middle East even when there is a threat of UK airplanes sniping lone transports.
As for landing in the Caucasus, I feel it would be incredibly expensive (on top of the already high build costs) to build a fleet that is able to withstand an attack from the Russian fighters. Just transports will be sniped before you can even get them in operation.
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RE: Axis e Allies 1940 Global
Hi ltparrot73
In the customizations forum are heaps of community made files.
For instance see https://www.axisandallies.org/forums/index.php?topic=39696.0
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RE: Question on transports Bridging troops across water
Bridging works just the same as any other transport move. The only difference is that the transports do not leave the seazone.
So for transports in a turn you can on either the combat or non-combat movement phase:
A) all units are from the same power:
- Optional: move your transport
- load 1 or 2 units (out which at least 1 is an INF) from 1 or more adjacent land areas in a friendly SZ
- Optional: move your transport
- Optional: in case in step 2 you loaded only 1 unit, load a second unit (again if you have 2 units at least 1 needs to be an INF) in a friendly SZ
- Optional: move your transport (end in friendly SZ)
- Optional: unload units into 1 hostile area (amphibious assault) or 1 friendly area (non-combat reinforcement).
Note in all the movements the transport can not exceed the maximum number of movements it has (so standard 2, when departing from a friendly harbor 3).
Note the transport movement is completely optional so bridging occurs when you don’t move the transports at all.
You can only use a transport once per turn, so you can’t do an amphibious landing and in the same turn reinforce the land area using the same transport. Obviously you can reinforce it using a different transport.B) When the transport belongs to a different power:
- On your turn load the units into the transport
- _Optional_On the other powers turn move the transport
- On your next turn unload into an area.
Note you will always have to wait one turn when loading and unloading using a different powers transports. So even when the transports don’t move you can not load and unload on the same turn using a different powers transports.
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RE: Favorite Axis and allies game
Global for the complexity and variability in play (but needs at least 4 players)
Anniversary for 1 vs 1 game
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RE: Tjoek's 1940 Global Map file and setup charts (Updated May 30th 2018)
Dutch Lancaster recently uploaded a video on youtube of the G40 event we recently had in Amsterdam (the Netherlands).
There were 2 printed versions of this map present (the right table is the scaled version of 100x219 cm)
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RE: Axis Victories (what's the "magic" trick?)
If Japan offers most of its fighters on Calcutta, the US will have a field day since the easiest way for Japan to compete with the US in the fleet war is by dumping a carrier in the water and putting landbased planes on it. So every downed plane works in favour of the US.
The US/ANZAC have to hold the Sydney-Hawaii-San Fransisco line in order to prevent Japan from winning on that side of the board, so a capture of Calcutta is not necessarily the end of the game. Capturing any of the other 3 is way harder for Japan to do since the supply lines from Japan to these places are longer than the US supply lines (or can be blocked easily).
Japan still has to deal with the Chinese as well because if they disregard them too long they are in jeopardy of loosing Hong Kong/Shanghai which sets them back a VC.In the end the Allies will have to hold of Japan for long enough to either invade on the European side or in you go for a KJF you’ve destroyed the navy of Japan and you are beating them down economically.
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RE: What to do with the bid?
@Quirky:
I would be a big fan of placing 1 or more units in India (maybe even accompanied by an extra transport) as this gives more flexibility in my mind over extra units is Egypt. Using inf from India to strengthen Africa usually is aiding in the fall of India. However from here you are well positioned to take out Italy from the horn of Africa, land on additional money islands to grab a bit more cash (or fortify them so a japanese landing will cost them more dearly, and thus slows them down) or sets you up for a middle-earth tactic.
Probably better to put the extra transport off South Africa.
Advantage of that is that you can fortify Egypt in 1 turn
Disadvantage you loose the flexibility to go for the money islands and delay the JapaneseSo I think it depends on your focus/anticipation of the Axis plans
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RE: Axis Victories (what's the "magic" trick?)
I’ve found that the game is Japans to lose and must be played that way. Japan can opt to not make a DOW against anyone but china and get calcutta and kwantung consistantly by T3, and if you wait for T4 you can have the philipines as well, which puts you only one VC away from winning. The USA must put a lot of IPCs towards stopping this, and by doing so, allows the Germans and the I-Ties a pretty good reign over europe and can slug their way to moscow. My group views getting Italy’s income into the 30’s by the time the US is coming over for the Axis to be in strong position, and i view turns 7-9 as the turns that the Allies need to be turning the corner in IPC and unit advantage. Just my thoughts. Good Luck!
AW
Hold on, are you saying that Japan not doing a DOW until turn 3 then results in Calcutta’s capitulation on the same turn as the DOW?
How? Wouldn’t the UK put down a blocker in SZ37?
As long as you are not at war the UK is not able to block the Japanese fleet, meaning you can have your entire fleet near/in front of Calcutta before declaring war and invading on that same turn.
However I feel it is unlikely that you can take Calcutta with just the troops and fleet that are able to reach without any land-based air support.In a recent game I went for a Calcutta crush, where I was able to capture it on J3. However that required a J1 DOW to clear at least the BB in SZ37. On J2: Defeating most of the UK pacific fleet, capturing Malaya, capturing shan state, plus taking out the forces in Burma with my airforce (so a counter on shan state was impossible) and building an airbase in FIC for the planes to reach Calcutta and a naval base in Hainan.
J3 all available aircrafts + 6 loaded transports to attack Calcutta. If the UK build their defenced right, you will likely have to offer up some planes to take Calcutta and if they are able to take Shan State back in UK2, it will delay the landing on Calcutta by a turn (in which Japan lands on a number of the money islands
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RE: What's the best buy for Russia?
The most effective russian players I’ve encountered are the ones that are able to build up a force that is able to threaten a counter on a german stack. If a good german player wants to go for Moscow they are able to get it, however I’ve seen plenty games where the UK/USA are putting enough pressure on the German player for him to stop just in front of Moscow. If the Russian player only has bought inf at this point there is not much of a threat for the German player to keep russia contained and slowly kill it economically. However if there is a stack of paired inf/art the pushback power is a lot bigger and thus Germany can be challenged and Russia may be able to break the German wall.
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RE: What to do with the bid?
Recently played a game where the German player ignored the SZ111 fleet and left it for G2. Instead he attacked SZ109, SZ110 and SZ106 simultaneously. This ensured there were no UK transports left alive after the first turn and he could pick off the 111 fleet at his leisure in G2.
I think it might be a useful countermove to still cripple the UK without being too bothered by the Scottish fighter.I would be a big fan of placing 1 or more units in India (maybe even accompanied by an extra transport) as this gives more flexibility in my mind over extra units is Egypt. Using inf from India to strengthen Africa usually is aiding in the fall of India. However from here you are well positioned to take out Italy from the horn of Africa, land on additional money islands to grab a bit more cash (or fortify them so a japanese landing will cost them more dearly, and thus slows them down) or sets you up for a middle-earth tactic.