oops thanks. i assumed when it said out of stock it was because lots of people had bought them.
Posts made by rohr94
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RE: Global war hbb expansions
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Global war hbb expansions
I’m just curious if anyone has bought any of the hbb 1939 expansions and if so would you recommend them? i’m especially curious about the diplomacy expansion. I’m just not sure which ones are worth 29.99.
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RE: Development of Alternate Version of Rules
i’ve begun documenting them but i’m still working on my setup, which has been the hardest part. especially for japan, given how spread out their navy and army is.
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Long distance game
would anyone be interested in giving a long distance game a try. would require excel, skype, and trust.
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RE: Development of Alternate Version of Rules
would anyone on this post be interested in trying a long distance game, i extended the offer to ben-d but he is in a bind as far as being able to have his board set up. i’m reluctant to extend the offer to everyone on the board because im not sure who would be trustworthy. we would need to keep an excel doc for every space and sea zone, and die rolls would occur via skype or something else of the sort. let me know if you’d be interested. this would also open up the possibility of having more people play test the variants we are all working on.
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RE: Development of Alternate Version of Rules
How far north? Are you in Canada?
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RE: Development of Alternate Version of Rules
I actually posted about this back in July. I also had worked out a sulyatem for the current game. But given that I don’t want to spend an extra $100 on a new board let alone $200 on two, I decided on a one board version that needs to be played with trusted friends. Given that, I don’t think it would work on my version that I’m developing just because of the sheer scale of my game. Since I’m using division as my infantry unit, you’d need to be keeping hundreds of units secret, there’s too much room for error. If you’re interested in my fog of war rules the title of my previous post was intelligence.
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RE: Development of Alternate Version of Rules
three more things.
- what kind of map changes did you find necessary? i have heard several people talking about the way turkey is divided up, and just based on historical knowledge i have of the region i could see a different design making sense. i personally so far have divided western poland into 3 zones to better deploy the polish armies to their respective historical regions. in addition i’ve divided reims into three zones, east reims, i.e. the maginot line section, the ardennes section which is where the main german mechanized advance occurred because french and british theoreticians didn’t believe a large mechanized force could make an assault through the dense woods, and west reims where the bulk of the french forces were located to advance into the low countries where it was believed the Germans would attempt to recreate the schlieffen plan from the first world war. these are the only territory modifications i’ve made so far because i havent set up my game and looked at what areas need to be adapted to better suit a 1 month turn.
2) i realized that earlier when i mentioned counter battery fire and you asked a question about how often this happened i never replied. i personally am a history major at UMBC and my area of interest is military history in the first half of the twentieth century. I’ve read a lot more scholarship on the first world war compared to the second one. and just based on both German and allied powers artillery doctrine from that war, counter battery fire was very important and for the Germans very successful. so i dont think that allowing for counter battery fire in the strategic phase at a lower combat value then what artillery usually fire at in the tactical phase would be too far off. the lower combat value would represent the increased difficulty in firing at hidden artillery positions compared to infantry in the open.
3) my goal in trying to develop these rules is much like yours. i want to create a game that is fun but where events in the war can actually occur. my main issue with the current a & a game is that france always gets pwned which isn’t very accurate. the guderian thrust towards the channel could have just as easily been thwarted by allied efforts. however the french government believed that all hope was lost, and in churchills eyes he’s not going to continue to help defend a government that has already given up. hence the allied retreat at dunkirk. so i think to accurately represent these kinds of issues political situations would have to be very in depth. i also was toying with the idea of grand army movements. so for example you could attempt an encirclement movement and if successful an entire army could be either captured or prevented from retreating and hence completely destroyed. i think success would have to be determined by a dice role which would be effected by certain modifiers both positive and negative. what do you guys think of this kind of idea.
p.s. sorry for the rambling nature of my posts.
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RE: Development of Alternate Version of Rules
yeah as far as placement, i decided to break units down into the lowest strategic autonomous unit, so division for infantry and tanks, groups for planes, and for guns i used a number not a organization. so for example in the beginning of the game i gave germany 11 bombers to represent the 11 gruppes they had at the onset of the war. i know this means that you’re going to have large numbers of units on the board especially in places like russia. so in order to deal with this i just bought several different colored chips from hbb to allow these kind of large armies.
as for the mobile artillery giving a +1 to tanks, i think this and other tactical options are harder on a d6 version. thats why i prefer a d12 or even d20 version. this allows for you to represent things like superior German training and the difficulties the russians faced in the beginning of the war because of the purge stalin commenced in the interwar years. as well as creating several special units like japanese light tanks, the various special german tanks, or even rushing the training of units so players on their last leg can create new divisions with lower rolls but faster build times. this only applies to my version i’m trying to create because i have 4 turns of predetermined mobilization for all the powers, and you buy things four turns in advance to keep with the general notion that combat training is about 4 months.
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RE: 6.1 RULE CLARIFICATIONS DATABASE
they are under global war 1939 rules in the file section. it says it hasn’t been updated but the 7.0 rules are there. as for the setup same goes, it says it hasn’t been updated but the 7.0 setup charts are there.
as for the rules themselves, are the only changes in red? or should i re-read the entire rules? and with regards to the japanese sneak attack, why was it changed to need to be used by turn two? that means the december 7th attack in 1941 is impossible.
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RE: 6.1 RULE CLARIFICATIONS DATABASE
nvm, just refreshed the page, there they are.
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RE: 6.1 RULE CLARIFICATIONS DATABASE
have they been posted? I just checked bgg and didnt see any recent files.
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RE: Development of Alternate Version of Rules
Upon seeing this original post I’ve also been trying to create a one month turn, but I have one question and one request. My question is how do you deal with purchasing units when a turn is one month and most of my military buddies say combat training now a days is about 4 months. My solution was to buy four turns in advance and each nation would get pre determined units for the first three turns. Did you do something similar. My request which also comes with a question is, could you post your setup charts you’ve created, because I’ve found nations like German and France very easy to find but Britain given the size of its empire very difficult to find the exact dispositions of units. The question that goes along with that is what scale are you using. For me it seemed most logical to use divisions for tanks and infantry and such, wings for airplanes, and groups of 500 or so for artillery. I also favor a 12 sided die combat system to allow more variation within units, because its fair to say that in the beginning of the war German infantry would be better than Russian infantry due to more experience and stalin’s great purge. Also with regards to strategic combat I had the idea to add counter battery fire so artillery can fire to destroy other artillery pieces in current combats or future combat zone. Sorry for the disorganization and rambling nature of this post, I’m replying on my phone so it’s hard to format this into paragraphs.
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Counter chips
does anyone know where i can purchase additional counter chips? especially ones in different colors than just the original red and grey.
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Free french
Do territories captured by free french increase the french ipc’s? or do they increase another allies with a capital, most likely UK since they share a turn. because in a game i’m playihng right now the foreign legion troops in africa have captured several italian african territories. but i think it would make more sense for those ipc’s to go to britain until france is liberated and back in the game. What does everyone think?