we’re in a similar situation now. i’m playing the allies and we’re on the beginning of turn 2. i rushed all navy into the med. gained a lot of naval presence from fec and the pro ally neutrals in balkans. i now have 3 battleships an ac 2 cruisers and a ton of destroyers with more on the way. plus we’re playing with railroads and south africa is pouring a ton of land troops into cairo. in addition we’re playing research and commonwealth go radar on the first turn, which means the AA i moved to cairo now kills italian planes on a 4 or less. not looking bright for italy. to early to say how the game will go but looks tough for the axis, especially since i plan to go balls to the wall into europe and let america and anzac with their new south america income fight japan while fec makes calcutta impossible to take. the one thing my brother has going for him as italy is he took gibraltar, at a heavy cost, on his first turn on war, so no reinforcements from uk proper.
Posts made by rohr94
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RE: Italy has to be very careful 1st turn now
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RE: Global 39 7.1v
you should be good to go. the only thing i use in addition to the pieces from 1940, are the german pillboxes from dday to represent fortifications
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RE: 7.1 questions
i like the convoy zone optional rule, however i believe there should be a qualification that the axis still only gain the income on an actual roll of a 1. this would represent the fact that subs can’t steal cargo, their sole goal was to destroy merchant ships not seize them.
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RE: Strict neutrals question
yeah, this is my second time playing the allies. first on 7.1. we’re also playing rails and resources. so south america is worth 4 more than usual and support of cairo from south africa is much easier.
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Strict neutrals question
Do all strict neutrals without any units on the set up sheet truly have no units? here is the situation which concerns me. I’m about to send the anzac infantry in south africa to brazil. then i was going to use those new units to invade argentina and the rest of south america. however only argentina has units because they are a minor axis power. so can the anzac just walk in and conquer all of south america just by walking into the neutrals?
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RE: Global 39 7.1v
yeah that’s what i was thinking but it doesnt say it explicitly. and the answer Tigerman gave was a little vague. it wouldn’t make sense to conquer things if you didnt make any money for them, other than to deny german them. also territories like iran and iraq are useless if you dont get the money until you roll to war.
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RE: East Poland
i agree, i invaded on friday when we started and took heavy casualties, and considering it doesnt add to my income until i’ve rolled up to 48, i’m seriously regretting the decision.
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RE: 7.1 questions
it may be against the odds but it is possible to roll several 1’s in a row, despite how unlikely. in my current game with my brother, he took norway and when he rolled for the navy i got 1 battleship, 1 destroyer, and 1 sub. that’s over half the Norwegian navy. the last battleship and destroyer was scuttled. needless to say he was very upset. it gave the U.K. a much needed naval boost. the british navy is no longer contested in the atlantic.
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RE: Special units
i think it was a great idea to lower the prices for both germany/japan and the allies. when i played as britain in 6.1 i wanted to buy commandos every turn because they can do so much, but towards the end britain just didn’t have the ipcs.
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RE: Global 39 7.1v
so in other words, keep track of all territories taken by Russia, and any strategic resources they may possess, but they don’t collect that income until they roll up to 48. so Russia does NOT collect N.O. bonuses until they have rolled to 48? or have had war declared on them by an axis power?
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RE: Special units
also I just looked at the 7.1 rules and both commandos and airborne/marines got cheaper. so now it’s a no brainer for the allies.
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RE: Global 39 7.1v
how do conquered territories, resources, and NO’s play into russia’s rolling for income? for example when east poland and baltic states are conquered does russia get that income in addition to the rolls? or if they conquer helsinki and get their NO, do they get the rolls plus the 6 NO and the value of the territories? in other words when russia conquers territories or gains NO’s do they collect this income but as far as for going to war continue to roll?
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RE: Special units
when i played the allies in 6.1 the commandos were incredibly helpful. when they participate they in either amphibious or airborne ops they get a +1 attack for all rounds of combat. this +1 can be paired with artillery for an additional +1. so if you use commandos in an amphibious assault and bring them with artillery they attack at a 5 for the entire combat. airborne for U.S. are nice because they allow you to get into combat in Europe very quickly. as for the marines, I never used them, mainly because island hopping never usually happens in my games unfortunately.
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RE: Neutral question
i think a separate communist group with their own victory conditions would be very interesting. you would need to give them an affinity towards the allies though, because the enemy of my enemy is my friend and all that non sense, despite that communism and capitalism are opposites.
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RE: 7.0 turn 1 pics and report
file:///C:/Users/Philip/Downloads/HBG%20Marker%20RulesRev5.pdf
this is the version i prefer
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RE: 7.0 turn 1 pics and report
i’m having a tough time understanding the rail rules. i was hoping you could clarify them based on how you play, because i’m starting a game this afternoon.
As far as setup every territory in europe begins with a rail, and the cities listed have rail stations. as far as africa, every british territory has rails through it.
with movement, in Europe you can move 3 units per turn as far as you want so long as there is a functioning railway. every other continent is one unit per turn.
I remember finding a hbg rule set for rails that was different from http://www.historicalboardgaming.com/assets/images/HBG/HBGMarkers/00Marker Rules/Railways.pdf
it had more rule variations for rails, my favorite of which was as follows.Rail moves per turn are equivalent to the number of rail stations under your control up to 6. a move is from one rail station to another. rail stations can be no more than 4 territories away from each other. rail stations cost 15 and rails are 3. have you encountered this rules set? if so do you know where it went?
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RE: 7.0 turn 1 pics and report
did you have players start with rails and railstations? and if so how did you place them? or did every player have to start from scratch?
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Looking for players in the Greater baltimore D.C. area
Looking for people who want to play either GW 1939 or A&A 1940 in baltimore. 420 friendly, i work and go to school so this would most likely be a two day event. message me if you want to play.
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RE: Development of Alternate Version of Rules
For facility bombing and saturation bombing do you have escorts and intercepting? just in general how do you do these two strategic attacks?