Hello, I have a series of videos each of a different power. These were mostly made for version 2 rules and version 1.3 reference sheets. At HBG they do update the rules so read them all. This is not an exhaustive Strategy. However most things a newer player would need to keep an eye on are here. Enjoy!
https://www.youtube.com/playlist?list=PLtSU9JD2VSqdegEoDeoNwNagyD_H19o4X
Best posts made by Rank Carcass
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Rank Carcass GW36 Strategy videos
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RE: Veteran units
This looks like an interesting optional rule. Have you ever played with these rules? I’m interested in how it flows and plays.
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RE: Axis & Allies G39/G36 Players in Alberta, Canada. (Edmonton or Grande Prairie)
Welcome! Nice to see more Alberta or western Canadian members. Maybe one day we can get a convention going or something.
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RE: Speed up the gameplay
Ok I’ll fire off a few things from the basic game that we have decided not to use that really speed up the game.
- Don’t play with mountains and rivers. These are optional true but it’s an easy way to use the additional units, game mechanics and this sweet map. Leads to a more classic AnA type of play on a new map, shortens the reference for modifiers which speeds up game play. Just swap related units for regular at setup.
- Don’t use obsolete units period. TBD and coastal subs can’t be built, so why force players to lookup and understand their stats. They are always used first as cannon fodder to remove them from the board anyway! Just swap them out for regular Destroyers and Subs at setup. We have done this a lot and have found ZERO change to balance.
- Simultaneously play turns. In early turns especially possible if playing the 36 version. If any nation starts its turn they may announce a no combat turn allowing the next player to do their no combat turn also. Players may decline simultaneous play if they are waiting to see full deployment prior to no combat decision (axis typically). Allowing sometimes 4 players to place and move simultaneously provided no combat is occurring. Except for Spanish civil war etc.
Can rapidly play 3 or 4 initial turns in about an hour this way. Does require understanding of the rules by all and slowdown for new players to learn the mechanics.
This can also apply to players in different theaters going at the same time. Especially if they can’t reach Each other on the map.
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RE: U.S.S.R early moves
AB worsham, Yes I have, attacked Romania with Russia early in the game. This doesn’t really make much difference in the long run of the game. Since these Romanians troops would have become German troops when aligned later. This does give you as Russia an advantage of preemption on those troops, a forward defense location, facilities and income from landzones that would have been German instead. This is most effective when Germany has been looking at the British building up a navy etc.
This does prevent the molotov ribbentrop pact. But not always is this a good deal for USSR anyway.
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RE: Rank Carcass GW36 Strategy videos
Note v1.4 of reference sheets has been released changing a few minor setups. But mainly changing the monroe doctrine regarding South America.
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RE: U.S.S.R early moves
This can also help push Germany into declaring war on USSR early, giving Russia full income faster!
But it does move some troops forward into a distant position, which can be exploited by a flexible German attack on Moscow through the northern part of Russia. Since you have moved some troops south at Romania.
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RE: China
@Arkwright said in China:
I’ve not been able to playtest this, but my idea is to pull off the coasts starting on turn 1 (July 36) to avoid Japanese naval bombards. Also, don’t attack the Communists or Warlords- just lay low until the Japanese come. When they do, defend Yunnan and Xibei San Ma at all costs- Yunnan for obvious reasons and Xibei San Ma because its size means that you can funnel units from the north to the south safely and vice versa. If the Japanese didn’t take Guangxi on their first turn at war, then build it up. Starting July of 38 pick up at least one fighter in Lend Lease, plus the Flying Tigers. Refrain from attacking the Japanese unless you’ve got a huge numerical superiority, because of the attack weakness. The trick is, Japan needs your coastline to have enough income to fight the US and UK. If you can keep an army intact in your interior until they go to war with the West, then you can overextend them by forcing them to spend resources defending that $. Don’t worry too much about the civil war starting back up- you’ll be able to get plenty of aid.
Same goes for the Communists, except everything is on a smaller scale.
This has worked well in a few of our games. If you don’t kill China as Japan, you will be hard pressed when your focus is elsewhere. China is a thorn if you don’t stamp it out hard. Use the mountain terrain away from the coast as a defense line.
Latest posts made by Rank Carcass
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Global war game 1936 version 3 playtesting
Hey there. I was invited to join General Hand Grenades hosted version 3 playtest. I was joined by Jinx as the Axis powers, Panzer King as the Communists, GHG as France, KMT and US. Finaly myself Rank Carcass as the commonwealth. This was a bit of a challenge as not all parts of the new rules etc. Are printed up for us or finalized. We had a great time discussing our experiences and interpretations of the game changes.
Prototype test of map setups and rules all subject to changes! Surprising Axis victory with French home country never attacked!
I have a YouTube playlist link regarding the playtesting here:
Tanks on the Tunda: https://www.youtube.com/playlist?list=PLtSU9JD2VSqfiIhPty7zv2dQ6K1t7V2F7 -
RE: New channel on YouTube
Looking forward to seeing how you blend the 2 rule sets. Last g40 game we played my group was disappointed by some missing unit types but happy with the faster builds for factory and naval units. Tech in g40 is so broken we never got a guy willing to use it. Gw36 tech is always in play. Good luck its looking good!
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RE: China
@Arkwright said in China:
I’ve not been able to playtest this, but my idea is to pull off the coasts starting on turn 1 (July 36) to avoid Japanese naval bombards. Also, don’t attack the Communists or Warlords- just lay low until the Japanese come. When they do, defend Yunnan and Xibei San Ma at all costs- Yunnan for obvious reasons and Xibei San Ma because its size means that you can funnel units from the north to the south safely and vice versa. If the Japanese didn’t take Guangxi on their first turn at war, then build it up. Starting July of 38 pick up at least one fighter in Lend Lease, plus the Flying Tigers. Refrain from attacking the Japanese unless you’ve got a huge numerical superiority, because of the attack weakness. The trick is, Japan needs your coastline to have enough income to fight the US and UK. If you can keep an army intact in your interior until they go to war with the West, then you can overextend them by forcing them to spend resources defending that $. Don’t worry too much about the civil war starting back up- you’ll be able to get plenty of aid.
Same goes for the Communists, except everything is on a smaller scale.
This has worked well in a few of our games. If you don’t kill China as Japan, you will be hard pressed when your focus is elsewhere. China is a thorn if you don’t stamp it out hard. Use the mountain terrain away from the coast as a defense line.
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RE: Rank Carcass GW36 Strategy videos
Note v1.4 of reference sheets has been released changing a few minor setups. But mainly changing the monroe doctrine regarding South America.
-
Rank Carcass GW36 Strategy videos
Hello, I have a series of videos each of a different power. These were mostly made for version 2 rules and version 1.3 reference sheets. At HBG they do update the rules so read them all. This is not an exhaustive Strategy. However most things a newer player would need to keep an eye on are here. Enjoy!
https://www.youtube.com/playlist?list=PLtSU9JD2VSqdegEoDeoNwNagyD_H19o4X -
RE: Global Gaming Table Threads and Pictures
I had posted regarding my table in the past. But there was an issue with the pictures. I have a couple of videos that are linked if your interested.
Hope you enjoy!
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RE: Veteran units
This looks like an interesting optional rule. Have you ever played with these rules? I’m interested in how it flows and plays.
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RE: What size map should I buy for GW1936?
There are many more territories than in AnA global 1940. If you go with the large map these landzones are roughly the same size as G40, even though there are more of them. I have not used the smaller map but I still wish some areas were larger on the big map. Especially when Russia and Germany are going at each other , or Japan is working it’s way through China. The 4x8 foot map is the way to go if you have the space for it, table will be a foot wider and 2 feet longer…
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RE: Playing 1936 Global with D6
D12 seems a bit daunting. But with the battle boards and the extra units its fairly easy to pick up.
When we started we modified the game to play with global40 rules if something was too complex for the group and switched to the full rules in stages.
Helped some people to transition from axis and allies better. Talk to the group first though. -
RE: Playing 1936 Global with D6
Be cautious about multi coloured dice. I have a bunch that are hard to read. Ensure that there is a strong contrast between the printed numbers or pips and the dice colouring. Or should you wish colour the pips in like some people have done to create home made hit dice.
Translucent dice with light print can be hard to read but the swirled multi coloured dice are sometimes even harder to read, unless the print has enough contrast.Having used GHG D12 dice as seen in his videos they are easy to read and varried enough to call a colour as a type of unit (hit dice). My dice have at most 2 the same and all varieties of colouring. I prefer the look of translucent dice but they are difficult to read at times. If I continue with them I will need to use a paint or marker to enhance visibility of pips.