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    R
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    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
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