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    RellHaiser

    @RellHaiser

    '19

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    Location Edmonton, Canada Age 34

    RellHaiser Unfollow Follow
    '19

    Best posts made by RellHaiser

    • RE: How do you play rail lines?

      @captainnapalm The rail artwork on the map is only relevant as far as defining gauge and which land zones are being connected.

      This is as per section 12.10 in the rules, “If a land zone has a border with a crossing railroad, the railroad allows rail movement across that border and is considered to connect to other rail lines present in that zone, including rail lines built on other zone borders.”

      This allows you to greatly simplify pathing along rails.

      posted in Global War 1936
      R
      RellHaiser
    • RE: British attack on Belgium

      @hammertimepower Based on how I read the rules the -8 penalty for USA is one time only. If it was every turn that would quite unbalanced as well. Furthermore you cannot recruit Colonial Infantry in Gibraltar as Colonial still require the territory they’re placed in to have an IPP value.

      @mrgoatcheese In V3 anyway based on the beta rules Great Britain is only restricted from declaring war on major powers when below wartime income. There is no such restriction mentioned for minors IIRC.

      posted in Global War 1936
      R
      RellHaiser
    • RE: Where is everyone located?

      Edmonton, Alberta here. Have yet to play a game of Global War, but I have everything I need now that my map finally arrived yesterday!

      Though I have studied the rules for both versions 2 and 3 for some time, quite anxious to give it a go. If the pandemic is under control enough where I am my group will try to play during our May long weekend here in Canada.

      posted in Global War 1936
      R
      RellHaiser
    • Land Unit Adjustments

      Based partly on some of my own ideas and partly after having listened to most of Wintermute’s videos with Jinx, I’ve come up with some adjustments to existing units and a (hopefully) interesting Armored Car implementation. None of this has been playtested at all, these are just ideas at this point.

      Light Armor:

      • Gain an “Early Blitz” ability allowing them to perform Blitzes, but nothing may pair with them for this until Medium Armor become available.
      • Additionally, when Medium Armor are available, Light Armor can upgrade to Self-Propelled Artillery or Tank Destroyer for 2 IPP.
      • Rationale: Based mostly on Germany’s performance in early WW2, their blitzes were executed almost entirely by light armor. As regards the upgrades, again following Germany’s experience, as newer armored vehicles became available older ones were repurposed into various tank destroyers and self-propelled artillery. Panzer III became the famous StuG III, Panzer IV were modifed to become the Hummel self-propelled artillery or Nashorn tank destroyer, for example.

      Self-Propelled Artillery:

      • Become available same date as Medium Armor
      • Rationale: I’m not 100% tied to this one, but I figured creating some unit gating behind a certain date will help new players as they’ll have fewer unit types to bother with in the first several turns.

      Cavalry:

      • Now limited to 2 per turn for Major Powers, no built limits for Minor Powers.
      • Rationale: Cavalry are the most cost efficient attacker, don’t require research, or inexpensive (and therefore spammable), and get to ignore mountain movement penalty. Limiting to building 2 per turn significantly reduces the potential for abuse.

      Armored Car:

      • Attack 3, Defense 2, Movement 2 (3), Cost 3, Max 2 per turn
      • Wheeled Vehicles: May move 3 in non-combat
      • Reconnaissance: Negates First Strike from Artillery and Self-Propelled Artillery
      • Rationale: Limited to 2 per turn for most of the same reasons as Cavalry. I’m not 100% sure on the Reconnaissance ability, I might want it to only be effective while Attacking and not Defending. Reconnaissance ability was intended to represent historical use in recon and screening. Wheeled vehicles have better on-road performance than tracked vehicles so wanted to represent this.

      Motorized Infantry:

      • Towing (just a rewording of this ability): May tow any Artillery-class unit with a base movement of 1, imparting its movement onto the towed unit.
      • Wheeled Vehicles: May move 3 in non-combat (including while towing)
      • Rationale: Towing reword because I wanted to prevent Self-Propelled Artillery from being towed (which would be silly), and because I’m considering adding Anti-Tank as a new unit, basically a slow (towable) version of a Tank Destroyer.

      In general I’m also considering making terrain movement penalties irrelevant for non-combat movement, the idea being that if you’re making a non-combat movement you likely already control the road infrastructure and can ignore the actual terrain.

      Thoughts?

      posted in Global War 1936
      R
      RellHaiser

    Latest posts made by RellHaiser

    • RE: Land Unit Adjustments

      @linkler said in Land Unit Adjustments:

      @rellhaiser very cool! I’d try those rules I think with a few little tweaks like 1ipp upgrade fr light tank to tank destroyer, 2 for SP artillery still seems like tank destroyers never get built enough, at least in our games. Love the idea of non mobile anti tank guns! What if your armoured car rec. ability was you could instead pair with artillery for a +1 attack for artillery first round only? And to be honest would keep the non combat movement the same as it is I think that would be a big change, maybe it would be alright though. Just some opinions, for what it’s worth. What would your anti tank gun stats be like?

      • Fair enough on the upgrade cost from Light Armor to Tank Destroyer. I really think Tank Destroyers should be allowed to pair for Blitzing. The justification given in the rules for units being allowed to Blitz even mentioned being protected from small arms due to armour, and this should indeed apply to Tank Destroyers as they are indeed armoured.
      • For the anti-tank artillery, I was thinking to base them on the Tank Destroyer, just with a movement of 1 and cost 4 instead of 5 IPP to keep them simple.
      • Armoured cars giving artillery a +1 on attack is actually a great idea, and devalues artillery less than cancelling First Strike would.
      • For the Motorized infantry… I think the simplest and most straightforward way of making them better is to just let them benefit of the +1 bonus from artillery when Attacking.

      In general I still think non-combat movement should be unaffected by terrain penalties though.

      posted in Global War 1936
      R
      RellHaiser
    • RE: How do you play rail lines?

      @captainnapalm The rail artwork on the map is only relevant as far as defining gauge and which land zones are being connected.

      This is as per section 12.10 in the rules, “If a land zone has a border with a crossing railroad, the railroad allows rail movement across that border and is considered to connect to other rail lines present in that zone, including rail lines built on other zone borders.”

      This allows you to greatly simplify pathing along rails.

      posted in Global War 1936
      R
      RellHaiser
    • Land Unit Adjustments

      Based partly on some of my own ideas and partly after having listened to most of Wintermute’s videos with Jinx, I’ve come up with some adjustments to existing units and a (hopefully) interesting Armored Car implementation. None of this has been playtested at all, these are just ideas at this point.

      Light Armor:

      • Gain an “Early Blitz” ability allowing them to perform Blitzes, but nothing may pair with them for this until Medium Armor become available.
      • Additionally, when Medium Armor are available, Light Armor can upgrade to Self-Propelled Artillery or Tank Destroyer for 2 IPP.
      • Rationale: Based mostly on Germany’s performance in early WW2, their blitzes were executed almost entirely by light armor. As regards the upgrades, again following Germany’s experience, as newer armored vehicles became available older ones were repurposed into various tank destroyers and self-propelled artillery. Panzer III became the famous StuG III, Panzer IV were modifed to become the Hummel self-propelled artillery or Nashorn tank destroyer, for example.

      Self-Propelled Artillery:

      • Become available same date as Medium Armor
      • Rationale: I’m not 100% tied to this one, but I figured creating some unit gating behind a certain date will help new players as they’ll have fewer unit types to bother with in the first several turns.

      Cavalry:

      • Now limited to 2 per turn for Major Powers, no built limits for Minor Powers.
      • Rationale: Cavalry are the most cost efficient attacker, don’t require research, or inexpensive (and therefore spammable), and get to ignore mountain movement penalty. Limiting to building 2 per turn significantly reduces the potential for abuse.

      Armored Car:

      • Attack 3, Defense 2, Movement 2 (3), Cost 3, Max 2 per turn
      • Wheeled Vehicles: May move 3 in non-combat
      • Reconnaissance: Negates First Strike from Artillery and Self-Propelled Artillery
      • Rationale: Limited to 2 per turn for most of the same reasons as Cavalry. I’m not 100% sure on the Reconnaissance ability, I might want it to only be effective while Attacking and not Defending. Reconnaissance ability was intended to represent historical use in recon and screening. Wheeled vehicles have better on-road performance than tracked vehicles so wanted to represent this.

      Motorized Infantry:

      • Towing (just a rewording of this ability): May tow any Artillery-class unit with a base movement of 1, imparting its movement onto the towed unit.
      • Wheeled Vehicles: May move 3 in non-combat (including while towing)
      • Rationale: Towing reword because I wanted to prevent Self-Propelled Artillery from being towed (which would be silly), and because I’m considering adding Anti-Tank as a new unit, basically a slow (towable) version of a Tank Destroyer.

      In general I’m also considering making terrain movement penalties irrelevant for non-combat movement, the idea being that if you’re making a non-combat movement you likely already control the road infrastructure and can ignore the actual terrain.

      Thoughts?

      posted in Global War 1936
      R
      RellHaiser
    • RE: Ski Troops

      @linkler This doesn’t seem to be made clear, BUT… I think the best approach is the latter you mentioned.

      Referring to the base game rules in section 9.4 (Submarines are the only base game unit that can retreat while Defending), the retreat happens in lieu of the Defense roll.

      posted in Global War 1936
      R
      RellHaiser
    • RE: Retreat after Winning Combat

      You cannot retreat with land units after winning a combat.

      "This retreat is in lieu of making their next round of Attack rolls. "
      

      If you have no next round of Attack rolls, how do you expect to do anything in lieu of it?

      posted in Global War 1936
      R
      RellHaiser
    • RE: Where is everyone located?

      Edmonton, Alberta here. Have yet to play a game of Global War, but I have everything I need now that my map finally arrived yesterday!

      Though I have studied the rules for both versions 2 and 3 for some time, quite anxious to give it a go. If the pandemic is under control enough where I am my group will try to play during our May long weekend here in Canada.

      posted in Global War 1936
      R
      RellHaiser
    • RE: V3 Submarine rules

      @GeneralHandGrenade The end of your “Misunderstood Rules” video reminded me of this discussion.

      Upon reflection, I think what I was really getting at with the way the beta rules are written is that they never explicitly state that surface warships other than Destroyers cannot attack submarines with the help of an aircraft on MAP. It is only implied that other ships cannot do this.

      posted in Global War 1936
      R
      RellHaiser
    • RE: New Special Unit Ideas?

      That Armoured Car idea seems decent. I too would like to implement them, but I kind of struggle to find an interesting/fun way to differentiate them either from Cavalry or from Light Armour.

      posted in Global War 1936
      R
      RellHaiser
    • RE: Istanbul question.

      Based on the maps drawn on pages 6 and 60 of the beta rules for V3 Istanbul is entirely in the Middle East, and therefore has a rail movement of 1.

      posted in Global War 1936
      R
      RellHaiser
    • RE: New Special Unit Ideas?

      @Dran-Black The Ju-87G is A7, D5, M4, C13
      Available January 1943, target-select 1-5 vs. vehicle class.
      In return for being that much better than a normal tactical bomber against ground targets they’re unable to hit ships, or use ordnance from those expansions.

      I like your two turn Flak Tower build time as I think they could be built in 6 months IRL but only by using pretty much all the concrete that was available. So Flak Tower cost and built time at 4/4 I think. July 1941 availability sounds good too.

      @SS-GEN I had no intention of increasing anti-tank’s target select from 3 to 5, only the raw defense value, but I think your criticism is fair. How about A2, D4, M1, C4, target select either a) stays at 3, or b) increases to 4 but only works on defense?
      And of course towable by Motorized.

      posted in Global War 1936
      R
      RellHaiser