DmcLaren
Still haven’t tried it. Let me know if it works out. Good luck!
Posts made by Rank Carcass
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RE: Blitz Support
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RE: Major Neutrality question 1936
Funny my slower answer is all that was. You had it perfectly! I just added an extra perspective and page #s. Multiple answers always help add clarity for me and opportunity was knocking lol.
Its the political process and various opportunities to build from scratch, that separates this game from the other AnA types. Truely why I enjoy it. But it takes a while to grasp the intended political movement at the start. We have made many illegal moves to discover this. US fleet in Mediterranean before at full income. Allies pay 10$ to attack neutral Italy. Etc. Really destroys the game if you do this as we discovered each time.But we still let the Victor keep captured capital money! Adds incentive to go after the big stacks and punishment for loss. Even though by the rules it goes to the bank.
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RE: Major Neutrality question 1936
Whitshadw has it right. I have found some rule locations for you from version 1.2. So you can show your game group. Remember that all National Reference Sheets are part of the rules and can have extra information. It’s essential for you to read 0.3 Terminology page 4. This defines Capialized terms in rules as different than the dictionary meanings.
@Whitshadw:@R:
While Neutral can Germany land troops in North Africa?
No Both nations need to be at war with the same major power before they can land units in each others territory other wise you are violating each other Neutrality. Only once both nations are at war do they become Aligned and then can you Land units, Lend lease etc
page 19 table 4-2, page 20 4.4 Aligning and page 20 table 4-3 Neutrality and Alignment. Page 5 Friendly has an example
Can US park its fleet in the Channel?
No not until the United States are at war can they move their entire fleet into the English Channel. At 35 IPP the United States can help Escort duty on convoy lines but still can not move their entire fleet out.
United States National Reference Sheet(Income Determined Actions)
Can France land planes in the UK? Yes but only when France and England are at war with the same major power.
same answer as your first question on neutral German troops to North AfricaIf the US parks its fleet in the Channel and the U.K. Has a fleet in same zone how can Germany attack UK boats without declaring war on the US?� It does not clarify in the rules that a nation can choose which nation it wants to attack if two nations share a zone. The United States would need to be in a state of war to be able to move its fleet to the Channel.
page 5 Possession/Ownership: “You may not Possess a sea zone.” Moving into a seazone isnt an Attack on all nations navies located there. In your example the us/uk would need to be already aligned by location and would defend together due to already being at war with Germany. However if the Us is not in that sea zone but the Uk moved its navy to the English Channel (Netherlands has a navy there). If all nations present are Neutral Germany could pick UK or Netherlands navy to Attack and not Attack the other. Unless the Netherlands or the UK are able to declare war on Germany themselves at that time(National Reference Sheets), to defend each other in the battle. All rules the same as the previous questions you asked. And page 35 for both 8.1 Declarations of war and table 8-1 2.Consequences.http://www.globalwargame.com/www/dwqa-questions/
This link is to developers FAQ. You can search it or sign up to ask questions. Or go to their sales site and ask them directly.
But honestly questions here have brought me to answers I needed just as well. -
RE: Russia declare war on allies house rule. HBG 1936
Me and my play group have also done away with that rule a half dozen games ago, and found it was a great improvement.
Thanks Jinx, exactly what I was wondering. No ballace issues with a freelance Cominturn? Besides 2 different alliances possibly elliminating one together and turning on each other after.
We agree with you 100% Whitshadw!
Some of our early games had the crashing of last minute navies etc. for VC. But we value a cleaner, realistic victory and would play till 1960’s on the game calander again, to get one. Benefits of a covered playsurface allowing months of real time to complete a game. VC are only used if a restart is wanted or we declare a clear winner and figure out bragging rights. -
Russia declare war on allies house rule. HBG 1936
I couldn’t find any other topics on this. If there is I’ll move it to there.
This may have happened to your games also. I often find Russia is about to win by victory points then gets dog piled last turn to lose a point n not win. Or Russia has either been at peace with Germany and one way or the other this also happens. Or worse Russia is forced to let allies win since it cant attack them and Berlin still stands alone with a monster stack of defense. Occasionally Russia is quickly crushed by Germany and its usually a 2 sided game. Or in our current game kmt has taken all of manchuria and is threatening russia who can’t wait to steal a VP from China but cant since Germany is strong on the other side of Russia.
It all seems to stem from the assumption that Russia is a forced allied player. Due to its condition for DOW requirement that Berlin has fallen and its at full production. I understand this is to give historical gameplay. But this seriously cripples the Cominturn as a separate alliance. The Cominturn is only a friend of convenience with the allies. And all sides want to eliminate the other in reality. I propose a simple change to allow for Russia to be the true game changing wild card and opportunistic as it should be.
Simply remove the requirement for Russia to have Berlin fall, before it can attack China and or the rest of the allies. But keep its income requirement the same for major powers only. In keeping with this allow the US/allies to declare on Russia with a violation of the Monroe doctrine or Russian attacks on any member of the allies.
This will allow:
-The CCP to accomplish something with Russian assistance in China.
-A medditerrenian attack on either axis or allies by Russia.
-Increase the importance of Spanish civil war for all parties including the fate of Gibraltar regardless of ownership.
-Allows Cominturn to be a disruption in Iran for both parties and a possible threat to or from all in the area FEC included.
-Russia could find itself being swallowed by Germany Japan and the allies all at once.
-Molotov Ribbentrop becomes more viable option for both parties but remains an uneasy option.
-and many other variables.Hope to play test this later. Any suggestions, experience with this?
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RE: Edmonton, AB
I’m in your area, nice to see others from here! Got a regular group of 6 playing hbg 1936. But also have copies of Guadalcanal, dday, original Europe and pacific, classic and Europe 1940 2nd edition. Most have been cannibalized for 1936 and ive never played. HBG makes great stuff, but exchange rate and postage to Canada is a killer. I’m able to piece most together with the spare units for a game. 1936-1945 has a permanent home considering the time factors and multiple game days to complete. Never played revised sounds fun.
PM me if your interested :-)
Group entry is by group consensus/vote.
I’m willing to play separately, or possibly with someone else from the group if they have time. Always the issue with this game. -
RE: Blitz Support
AN other option is to expand the list of unit that can pair with a medium from just Mech Inf to Mech Inf plus all the addition armor units. This would replace Mech with Armor Cars as they have a 3 attack and cost 3 rather than a 2 attack and cost 4 like the mech inf.
For ballance I would mantain the ratio of blitzing vehicles.
Medium/Heavy tanks 1:1 blitz pair. A single mech infantry, armoured car, self propelled arty and light tank are all vehicle bound troops. And should be able to pair equally for the blitz. So long as the ratio stays the same 1 unit per blitzing Med.tank. I would allow advanced mech only to add itself for the bonus vehicle.
However cavalry and motorized infantry ride to battle and dismount to fight so should not blitz.Examples for blitz pairing:
1 Med tank : 1 mech and 1 advanced mech (attack 6/3/4)
1 Med tank : 1 light tank and 1 advanced mech (attack 6/4/4)
1 Med tank : 1 self propelled arty and 1 advanced mech (attack 6/4/4)
1 Med tank : 1 armoured car and 1 advanced mech (attack 6/3/4)
1 Med tank : 2 advanced mechs (attack 6/4/4)This should be a relatively balanced setup. Any nation could use it but will give a realistic offset to the cost of these alternative units. Katyushka arty is rarely purchased due to its limited use per cost by Russia and this would increase its effect and thus its purchasing.
Hopefully our group will allow a trial run
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RE: GW36 Italian Strategy - Operazione Chiave (Operation Key).
Interesting Whitshadw!
I have reviewed the rules. Version 1.2 both page 51 militia and page 53 infantry (militia). States that they can be built in a non factory site, and do not require a factory. But do not say a factory eliminates their placement there. Gibraltar a captured land zone, maximum of 1 militia can be placed.
A minor factory can produce 1unit so long as the ports and or rail conects it to the major factory at home. (Improved factories is an asset 3 units and no need for militia)However national reference sheets do state on the build chart for militia: Build in non-factory site. This may be HBG editor issues or you are correct. We had simply taken this as a reminder that factory was not required to build.
Italy turin, germany stettin, soviet leningrad, anzac sydney, great Britain Liverpool, london, south africa and ottowa finally US San Francisco.
This may be our source of confusion, all of these locations from the 1936 setups have militia in factory landzones. And japan has a bonus of building militia on the home island and okinawa for 1IPP each, if usa has 5 transports in the Pacific.Never even considered the presence of a factory as a block to build militia. Our group of 6 is fairly good at finding technicalities to spoke each other’s tires, amazed this never came up! Not sure if this is a house rule on our part. I’ll need to search global faq…
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RE: GW36 Italian Strategy - Operazione Chiave (Operation Key).
Oops. Should have stated. Allow vichy to happen to disrupt the French navy then attack its capital with Germany. Italy can also use the Gibraltar factory to either reinforce or attack in Spain if required. And German lend lease to Italy is always helpful for a turn or 2 early on so Italy can get an edge in the medd.
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RE: GW36 Italian Strategy - Operazione Chiave (Operation Key).
I agree with Jinx, I tend to Lend lease 1 unit to Spain with Italy for the first round to establish a firm control in Spain and save the rest so about a Artillery to Spain and keep the other 3 IPP then the next turn I have 10 IPP so I build a transport and also save the 2 IPP for the following turn to which I add a second transport … After 3 round Italy has 2 Transports and Starts building a Light Carrier as well as ground units I tend to time my attack with Germanys swoop into France and pounce on Gibraltar. Clean and flush out the med and see what nations are Vichy and which are free French … from there I build 1 Militia a turn in Gibraltar while reinforcing it with Ground units Eventually I send a AA over build a bunker and play the Come get me game with Italy while Germany is doing there work.
Yeah, exactly.
America is a little further from Gibraltar in G36 then G40, so a person has a little time to steel themselves for the attack. If the Americans head there vs. Cornwall (England), it becomes a little more threatening, projecting their threat all up and down the coast. But at least the Med is free.Agree with all of this. Typically I use Italian forces from africa via transport, For a fast reinforcement of Gibraltar. I then build land units in Italy to gobble up all the little IPP teritorries around the medd. Balkans are for Germany only due to victory point. Next Italy will either build a minor factory in north africa, and crush the sueze. Or build a minor factory in Gibraltar. Depending upon Allied threat projection. This Gibraltar factory attracts attention to Gibraltar but allows the production of a unit and militia each turn, for defense or transport pickup to project Italian threat of landing into the Atlantic Ocean: either London, west Africa or South America. Especially if germany owns Marsailles and its shipyard rather than vichy. Germany can then place any ship in the medd. With Italy.
This can allow for drawing forces south and easing german naval movement/defense in the north Atlantic -
RE: Quicker/Simpler/Faster game?
We are a group of 6 usually, with sometimes more or less of us. We regularly meet every 2 weeks ish. We have a table to leave the game setup between days. Or setup by the host before the game. Due to this if someone cant make it the others cover so life and the game both continue without excessive conflict. We use the HBG 1936-45 map currently, but we started with A&A global 1940. First run was rediculously slow so we did a few things to adjust it to our preferred level of fun/flow
1)Similarly to munck we also use screw bins all stored the same. No messing around in the bin looking for a sub etc. Speeds up the flow. Decide purchases while others are playing, though sometimes plans are changed by others, so this isn’t a hard rule.
2)We kept the turn order the same. US controls french and china. But once US are done China and Germany play with an overlap they dont really interact. We also allow the next player to start his turn while the current player is collecting income etc.so long as they have placed units and will not interact with the map anymore. This realy speeds up the flow. The next player is declaring purchases and rolling tech, while the previous player rolls income increases and collects income.
3)So some printed rules are not incorporated by us. If someone wants to try one we give it a shot, it gets voted in or voted out.
Initially we decided to ignore major rules changes from A&A versions. And just used the varrient map and setup. We skipped Combat air patrol and kept the destroyer for sub detection as an example. Too much explaining and retraining, though we may add it later. The same is done to anything that takes time to absorb internally. Especially if it was played different in a previous version.
Most importantly we play for FUN. Anything that slows it down needlessly or causes confusion is removed, and tried in small batches. This way we can test if anything destroys ballance or is unnecessarily complex. We vote it out and try something else, or we like it and keep it.
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RE: Reference Sheet Income vs. Map Printed Territory Value
Send them a list of errors, they are not lightning fast but an update will be out eventually with corrections. I can see how 2 versions(start dates) on one reference sheet leads to this type of issue . Hbg seems to be receptive to constructive criticism if it improves the product. Hense updated rules. And remember this isnt their only job… so it takes time like my house renos on weekends lol
Im also more interested in the freedom of 1936 version. Russia has time to build a fleet or anything else may be tried. Allows more freedom from the static war footing of 1939. More variety of strategy and game play.
And we just fudge up a rule we can vote in. If its good it stays if not it’s out. Find this more efficient and effective for us to have fun and adjust realism vs flow and speed of games.
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RE: Reference Sheet Income vs. Map Printed Territory Value
Jinx
What version of the game are you referring to? 1936 or 1939
I have 1936-1945.
and noticed that the wartime income from ccp is 1939 setup income 3 points. In 1936 ccp has one territory for 2 points, and in 1939 they added Sichuan a second territory worth 1 extra point giving ccp 3 points.
EDIT: I’m incorrect this extra landzone has 0 value, income still 2.
Same for japan whose starting income is its starting territory value in 1936 of 16 points (should be their wartime income 1936). wartime income listed is the same as territory value of 1939 setup with chunks of china added for 22 points.Feels like another editing error similar to others on their reference sheets and rules.
Until 1939 setups are edited we are sticking to 1936 setup. -
RE: Quickie on SBR
My bad.
I have not played that version.
Ignore my post then.
Sorry if this causes any confusion -
RE: Quickie on SBR
Panzer penguin
We had a similar issue. After much discussion and multiple people reading the rules we realized that each bomber can be used for one or the other.
If you have the new rules v1.2 page 47 has a table9-9 and page 46 9.13strategic and 9.14 carpet/ also in original rules on page 40, 9.13 and 9.14 and table 9-9.
This details strategic bombing on either a facility or carpet bombing on units. Bombers must declare one or the other for each bomber in combat move and can’t do both with the same unit.
All or none of the 5 fighters in Berlin can intercept with or without an airbase. Only scramble to a sea zone is limited to 3 or less planes and airbase required. After the interception air battle is finished the anti-aircraft guns fire. Then the bombers if any survive bomb the facility, 2 D6 each bomber total damage is value of all these dice added together but not more than the facilities maximum amount. Or carpet bomb the target units 3 D12 each bomber, 2 or less is a hit and a targeted unit is destroyed. Only aa gun can fire in defense no other unit can reach its target.Since its a stategic bombing on the factory German aa unit is not involved, instead the built-in aa of the factory is. New rules v1.2 page 56 12.2 facilities and page 54 anti-aircraft /Original rules page 47 12.2 facilities and page 45 anti-aircraft.
Note all facilities that can be attacked by bombers have built-in aa. which only fires on strategic bombing of that specific facility not in any other attacks. Only fortifications and coastal guns don’t because they can’t be bombed.
The aa gun piece is only for attacking and defending units in combat or carpet bombing(CB) defense (attack on units by strategic bombers). Either way the aa unit is identical in its ability to fire at aircraft 1 D12 hit at 3 or less per plane with a maximum of 3 targets per aa unit/facility.
Example aa : if you have 4 bombers survive interception the aa can only shoot at 3 of them. But if only 1 bomber survived the interception aa can only roll 1 shot.
However if you split up the targets facility aa fires at bombers attacking it only. And aa gun unit fires at carpet bombing planes only. These are 2 separate attacks in the same land zone.
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RE: Jinx 1936\. United Kingdom Unit Sheet. Feedback and advice appreciated!
Jinx
As for the highlight every time we get a new guy the charts are so busy this may help simplify the starting learning curve. If you can get a new to game tester for your charts it may assist on readability. I know that the standard charts were a bit of info overload. Suggestion to have starter units better separated from upgrades and researched units. Takes a bit of explaining that every time we get a new guy in. Example germany jumps strait into super heavy tanks skips the 6 regular heavies required first. And all new guys think they can build heavy tanks off the hop without research due to chart placing. A simple coloured highlight signifying reasearch required would eliminate this. Or maybe 3 charts first basic units, second tech and upgrades, final all units together. And get them more into the game faster rather than getting corrected constantly, increases the fun factor for the new guys.
Ah, that explains a few of your chart lines. Didn’t realize you had developed your own air combat rules. They sound interesting. Maybe a bit much for our group now though, lots of newer players. Still not fully grasping current rules without the odd reading.
What program are you using? this has me interested in tidying up our charts.
As for the switch from historical its not often I agree but a real Stalin in this position would. In current game as soviets I own South America and Middle East. And am neutral across the board nonagression pacts with axis. Im ready to attack germany, italy,usa at panama canal, india (fec), africa (uk), and japan at Tokyo, all at once. Germany has london, and japan focused on only us and owns San Francisco. But im not allowed to unless us attacks me first or berlin falls. All combatants are severely unit depleted due to fighting while im ready to go. Russia has largest navy on both oceans lol. In no way would Stalin really hesitate, Russia is a global power able to expand all over the globe. But the rules have the Russians handcuffed. So im now forced to take berlin first and allow the rest to rebuild before i can take it all. Meaning allies must win first, so I can never actually attack allies until the game has already ended realistically.
John Brown
Welcome and thank you also. Ill look into those sets. Was more thinking if 1939 setup comes out. Chart changes adding their newer units would also be a help, if all in one chart. Rather than add-on expansion charts or I’ll need a massive amount of paper on the walls. Don’t want it to become a legal style rules with endless exceptions and loopholes lol. Or nobody will want to play it.
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RE: Jinx 1936\. United Kingdom Unit Sheet. Feedback and advice appreciated!
John brown. I have played the game. Under tech in rules there is a defined way to use those radar pieces either on a land zone or the shore of a sea zone. You just need to research the tech first. Believe on a shore radar grants unlimited number of scrambled planes rather than 3 to that sea zone great for def of Normandy or England.
Jinx. Like what you have done to these charts. The national objective to own eastern usa for Britain is the one aspect that is missing from original game. Its still handcuffed all players to stay on a side from start. Just like ana 1940. Realistically any nation will turn on its allies under the right conditions. The game should allow for that. Was thinking this would work if any player capital is captured besides Paris, any nation should be allowed to attack any other regardless of alliance with a monetary penalty to the bank.
Also like the incorporated extra sculpt/unit types into the chart. Surprisingly HBG hasn’t gotten around to it. Would help them sell the units.
Keep the yellow highlights on the charts. Helps associate specific answers to the unit. May consider dif colours for dif units etc. Or Different colour for interception and carpet bombing, As an example .
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RE: Technology Research System, any good ideas?
Welcome jinx1527.
Just brainstorming on it I like the idea you have for you own technology development.Unfortunately I seem to be too busy to develop one myself. I’ve always been most facinated with the amazing tech advances found in war time. Its active practical development by the guys on the ground, combined with the crazy mad scientist like stuff. I find tech can enhance a game if done well. 1936 works pretty well cheaper roll with decent but not guaranteed chances to develop tech. But i would like to make there be an advantage in every stage not just at the end. More of a civilization type evolution of tech to reach full potential at the end.
For an example. Take the armoured group idea listed previously. In 1936 I believe it takes 4 successful rolls in 4 turns to develop heavy armour. If you modify the rules a bit this could progressively increase at every stage. First roll unlocks med armour, second tank destroyers, third heavy tanks and finally last tech incorporates tank groups increasing all armour types stats. This limits excessive new units and provides a gradually increasing benefit to the tech. Making the first 3 rolls not feel like wasted time and money. Most people would be motivated to use tech this way rather than just stack inf. Making the game both more realistic as an arms race and diverse in its outcomes.
Or to make it simpler each roll could increase attack, defense, lower cost, increase special abilities with no extra unit types required.
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RE: Printing for global 1936 rules colour or black?
Attached pics japan player sheets and rules in binder.