Partisans- Especially in China and the USSR, it adds a lot of hilarity and damage to the countries that deal with them.
Turkey at war- It’s basically a huge lottery. Tons of fun. Best part is when a nation decides to just attack it and take it for all the money!
Elite of the Reich/Soviet Union- it adds more intensity to the war, which is always great. Really shows the strength of each army, to a different level.
Posts made by Royal fighter1
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RE: Top Three Expansions to Play With
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RE: China
In each of my games, if Japan takes the time and effort, it’s very easy for China to get destroyed, especially without any expansions. The thing is, without lend lease, China doesn’t stand a chance. Give them a couple AAA, and if they do counter attacks rather than building defenses, they can do a pretty good job. I played on my own a bit to test a couple things and that seems to be the only way they really make it anywhere.
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RE: USA Strategies
Playing the USA is a bit tricky. It’s really a different situation based on how the Axis go about things (mostly with Japan, if they go for a straight takeover of china, or going for dutch, etc.)
I’ve noticed that especially if you do the 1936 setup, that it’s important that the USA focuses it’s early turns on ground forces. The factories can keep up no problem earlier on, and it starts with an OK navy. Later when they start making more, they can easily build up transports, and be ready to throw it’s forces in right away when the war starts, especially if the Atlantic is under control.
I’ve noticed otherwise that it’s hard to compete with the Japanese navy, especially if the campaigns are going well for them in China and other places. I’ve started coordinating with England to put a large part of their overall navy into the pacific to really put a dent into their forces in order for the USA to finish them off well.
That’s what I’ve gotten to understand from the few games that I’ve played.
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Home Brewed Pacts/Treaties
Hello Everyone,
After playing Axis and Allies and Global War for a long time, I’ve gotten to the point where I Want to make some home treaties, or deals that can be signed (like Ribbentrop Pact). I was wondering if anyone has done this, or had any ideas?
One I was planning on doing was a deal between Germany and Italy, since Germany gave them a lot of their equipment when it became outdated to Germany. A limited amount of resources, while at the cost of Italy having to go to war with Germany.
Thanks
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RE: Future Expansions
I think that the Island hopping is a beautiful idea. I know that in Global war there’s victory objectives involved for the pacific, but it just feels like they’re not nearly as exciting as big wars/battles like the war between Japan and China. The ship idea isn’t bad either, considering ships don’t have an unlimited amount of fuel… Maybe what they could do is add a new unit in an expansion; the fuel tanker, or oil tanker. The oil wars expansion does an OK job of trying to show fuel usage, but each nation just makes too much oil for it to become important in the game. I’ve had to try to come up with ideas on how to make it more important.
I’d like to see an expansion for the Chinese civil war. Imagine in the inner territories, partisans fighting each other, and even minor amounts of units in one another’s territories making a huge difference! Communism didn’t just spread through liberated territories. I know that technically you can stay at war with KMT/CCP if you want, but it wasn’t all just direct conflict, so maybe that would be cool.
Another interesting expansion would be something to do with the French resistance, and more partisan work. In some cases, especially towards the end of the war, they became a huge problem for the germans. Something like that may not have a huge impact but could throw in some real effects.
Any thoughts?
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RE: Halo: Strategy Evolved
I just came across this forum, and decided to write a word in it to see if anyone was still interested in this idea.
I have the risk game as well, with halo pieces. I have two copies and I thought, “why not add flood to world war 2?” I have the global war varient map, and it’s fantastic. As a matter of fact, it could be really easy to start a random invasion of the world with the flood. If you’ve ever played memoir 44, there’s a system where you drop troops from a certain height, and that’s where the groups start. We could do the same type of thing with Axis and allies, but a little more “chances guaranteed.” Make a chart of different territories on different continents, and then make a concentration chart of the level of flood you’d want in the invasion. I’d make charts where I could roll D12’s, because it’s a lot better that way.
First thing is first, I would see how many territories it’s effecting (roll a 1D8 to see how many territories it effects.) Next, I would roll the territories with a D12, and the territories can’t overlap.
1. Hunan (China) 1. 15 9 small, 2 carriers
2. Brazil 2. 20 14 small, 2 carriers
3. Archangel 3. 25 16 small, 3 carriers
4. Central USA 4. 25 16 small, 3 carriers
5. Greater Southern Germany 5. 30 18 small, 4 carriers
6. Nigeria 6. 30 18 small, 4 carriers
7. Western Australia 7. 30 18 small, 4 carriers
8. Novibrisk 8. 35 20 small, 5 carriers
9. Japan 9. 35 20 small, 5 carriers
10. India 10. 40 22 small, 6 carriers
11. Egypt 11. 40 22 small, 6 carriers
12. Quebec 12. 50 20 small, 10 carrierssplitting it up would be the tricky part. I would just try to evenly split the amount of “units” there are in the group and then split them that way amongst the territories. For easier understanding, carriers are still “3”, just in a different way (I’ll get to that.) The more there is, the easier it would be. Once you split them up, get ready for the chaos!
Carriers are going to be pretty strong, but not ridiculously. The infection forms are going to be very important for the spread of the flood as it would in real life. Stats are below;
Infection- 1/1/1/1
Carrier- 2/2/1/3
Juggernaut- 4/4/2/6- can only have one
Base- 0/0/0/8Though they don’t use the official minerals of the earth, it still takes time and energy to make more flood. The flood don’t need the base to make more flood. The base will simply allow them to produce extra flood for free, making it more interesting. You can figure there are animals and plenty of people for them to infect in the territory themselves. If you want to take it a step further, you can make population counts using the UNSC troops throughout the map, according to what’s realistic. In this case, colors of population wouldn’t matter as much, but you could still make it interesting if you wanted to. Just a thought.
This is just an idea. Thoughts!!??
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RE: Global War 1936 Thoughts.
@Rank:
Quick question, are you guys as the Allies and/or Comintern ever able to actually capture either Rome, Berlin or both? For example, I would take great joy in being the Soviet Union and driving it home all the way to Berlin, but it just hasn’t happened yet due to the fact that an ungodly amount of infantry is thrown in the capital by the time I get to one of those two capitals. This usually happens as soon as either Germany or Italy sense that the game is over for them.
Our games are 50/50 allies or axis
Yes. Rome has fallen to russian amphibious assault, US twice and British. Free French almost lol 1bad roll away.
Yes. Berlin has fallen by airborne 1 and only 1 time. Oops. But a few times otherwise to the allies. If Germany goes after Russia I find its the best time for allies to attack Atlantic coast. Spam the whole coast. Until you can hit it hard and reinforce fast. Especially if london is allies. This tends to lead to the classic race for Berlin. Russia if able can use a combination of amphibious and land assault from poland to hit Germany. Germany has a hard time fighting in russia if new units are too far behind. Another way is through spain or medd. The more fronts the better. If Germany is forced to react you have the initiative now.
Jinx dont have manchukuo expansion. Is it worth it?
See now this is interesting, because I’m playing Germany, and I don’t have nearly enough troops to get through Russia. It’s 1942, and I’m basically trying to hold onto the, what I call, “Leningrad line.” I built a lot of infantry, which in the end caused tons of problems because They simply can’t get to the front line fast enough. Don’t get me wrong, I make about 80 IPP’s, but I don’t have the mechanized power to keep the Russians at bay. What they have done is basically let me have everything, and stacked artillery and Militia in Moscow and Stalingrad, making them unreasonable to even try to attack. I don’t know what to do! America is just about to enter the war and throw roughly 10 transports at my door. Italy is doing well owning all of Africa, but Japan never did well and China and is basically 3 years behind the ballpark. I could start buying strategic bombers, but it seems like carpet bombing is a waste, even with heavy bombers.
That brings me to a question that I would like to have input on for everyone who is reading this Forum (Thanks by the way, I really needed some feedback like this!) Carpet bombing only hits on a 2 or less, which is like hitting on a 1 for a D6, but worse because there’s more sides. (I know statistics are the same but they still never seem to hit!) I was thinking about increasing carpet bombing to a 3 or less, to give them the real firepower they had. I know that they were really good at simply destroying cities, but the only concept that can show that is by destroying factories. What do you guys think? Would it be too strong, or do you think it would be okay?
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RE: Rule question : Creation of Vichy France
Hello
I had my 1st play thru (we ended at 1940, cause of time issues)
I have a question about the creation of vichy france… in the rules it state that it will be created “Immediately after French surrender the german player may opt to create a new neutral country called Vichy France. British unit absence from Marseilles is a prerequisite…”
Does that really mean that allies can block the creation of vichy and double their fleet by simply placing a single infantry in marseilles ?
Also in in the same rule section it is stated
“… If vichy france isent or cant be created at this time…”
in the first section i read it as there is only ONE opertunity to created vichy… But in the second line it “airs” the oppertunity to created Vichy after you take marseil with that pesky british unit there ?
I am aware that you already got your answer, but in my opinion, getting all the free French to turn Vichi is a rare chance anyways, so I just say screw it and don’t bother trying to turn any of it Vichi, because then that’s more that you have to worry about. Sure, they fight for Germany, but they can’t move or do anything, so in my mind’s eye, there’s no point. I didn’t turn them Vichi as Germany when I played, and I wouldn’t worry about it. The only struggle you really have to deal with then, is the fleet in the Med. It gets hard, but Germany just has to get down there and help the Italians out, and it’ll be fine.
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Global War 1936 Thoughts.
This thread is for those who have played Global war 1936, and have thoughts/opinions on what’s worth it, how games have gone, or any ideas that come to be about the game. I know that a lot of people have played, but it’s just starting to become publicly popular, so I want to expand it’s popularity and get it out there.
I personally have played about 2/3 of a single 1936 scenario as Germany. I enjoy the game, and have opinions from friends on what they thought of the game based on their perspective. I did have a full 8 players to play the game, just for an idea of how many different angles were brought to my attention.
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RE: Axis and Allies Global 1940 house/custom rules
I am new to the forums, but have seen the posts and decided to put my ideas on as well. For a year and a half, my friends and I worked on making the game as real as possible. To do this, we had to look at the game based upon how it was already built, and what it revolves around. When you really think about it, every turn rotation is roughly 6 months (turn 3 is late 1941, so it makes sense.) Since each time period is 6 months, we added new capabilities, and a whole new research system with 36 research instead of just 12! It took us forever, but we have a system that finally works. Here are some of the things we did.
Bases and Industrial Complexes
We wanted to add more brutality to the game, so we thought, “maybe some more destruction could be good.” First off, each air, naval base, minor, and major industrial complex can be destroyed. This already was a huge deal. In the base game, the naval, air bases and minor could take 3 to be inoperable, and 6 to be capped. A major, 10 to be inoperable, and 20 to cap. We changed it to, when a minor or base takes 6, it can’t be used. However, it takes 20 points of damage to destroy it entirely. For a major industrial complex, 10 to make it inoperable, but 40 to destroy it. We did this because;
1. It’s really easy to make a minor or base not work
2. if it took 6 to destroy a base, it would be broken
3. The fact that it can be destroyed forces people to repair them, and try to keep them, rather than trying to replace them.Ever time we’ve done this, it’s a beautiful play of game.
I’ll post again later.
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RE: Lessons Learned Global 1940
I see a lot of different points that I can see people have done. Frankly though, as an Axis power, I’m more and more surprised to see how many people look at Calcutta as a primary target. Half the time, I actually ignore Calcutta, and focus on other targets. For example, on Japan turn 1, if they are not going to go to war with the US and the other allies right away, I only advance into china and don’t intervene with anything else. I leave a decent fleet outside of Japan, making all my groupings ready to engage wherever I need them. Japan builds a Minor IC and 2 transports turn 1. I think this should be the most common buy in order to fortify your position. Turn 2, I decide how to invade the big islands, and what to use against the United states. I will make 2 fleets; 1 that will fight the English and ANZAC resistance, and the other that will focus on securing their defense against America. I believe it’s almost better to be defensive with the Northern Japanese force, since at the end of turn 2, Japan is pretty thin. The last thing you want is United States focusing directly on Tokyo and you losing simply because you didn’t have enough to defend with.
The Money Islands are obviously important, but as some people play, they realize that the faster China is gone, the easier Asia becomes to take. As Japan, I constantly work on trying to shut China down as much as possible. I realized that Japan has much more success when trying to build units on the ground rather than at sea. IF China is eliminated, then They can redirect to Calcutta if the capital number hasn’t been reached. This forces them to step away from any kind of naval force they were going to originally build, and keep their forces on the ground.
I generally go for Sydney, because it holds a lot more strategic value (in my opinion.) When you take Sydney, you don’t have to worry about the southern forces at all, and reduces you from 3/4 fronts, to 2/3 fronts (Depending on the way you look at it.) Germany generally has an easier chance of winning, simply because they have the opportunity of throwing themselves at Russia without really thinking of what they’re going to protect themselves with IN COMPARISON. There is Immense thinking on both sides, but I find it much more difficult to keep the supply lines going with Japan, than I do with Germany.
All in all, I think that Calcutta is actually a waste of time. If you take the Philippines, Hong Kong, Sydney, and Honolulu, then you can win. This also allows you to focus more on navy, which poses a bigger threat to the US, which will stay off of Germany’s back. These are just things that I have discovered while playing the game.