My question for the German player is “why take picardia if you are still going to attack from Munich?” My thought is you take picardia to avoid the maginot line.
Posts made by Wildcat6305
RE: Partisan Expansion
On page 5, of the partisans rulebook there is a box that states what partisans are not. One of these is that they “are not counted as regular land units for any reason.” I interrupt that as meaning they do not receive a defense bonus, unless they are specifically mountain partisans.
As attacking penalties, infantry and cavalry are still subject to attacking penalties such as river rules. However, river rules apply when a unit combat moves into a zone. So a solution to avoid the penalty it to noncombat move into the zone and attack the partisan on the following turn. That is how I have been handling the terrain bonuses/penalties.
As for the resource disruption, the partisans only succeed on a 1-3. So you have multiple partisans in a territory to get above 3 IPP loss. I would think that you couldn’t lose more than the territory is worth though, similar to convoy raiding. It doesn’t state that in the rules.
As far as killing partisans, remember that all partisans actions have a failure value. If the partisan rolls that number they are eliminated. Cavalry and infantry can attack partisans, so you have to have several units to increase your odds of hitting them. They are not supposed to be easy to eliminate (between being attack by low % units and their fade ability.)
RE: Global war game 1936 version 3 playtesting
Here are some observations from watching this play test at GHG’s and the one in March at HBG.
Subjectively: (i.e. you may like the change or not)
The bases will be printed on the new map.
They seem to be tinkering with the “cities territories.”
E.g. London will be have the size it is now, but the UK will have 4 territories instead of 3 making up their home country.
Objectively: (i.e. things that will change gameplay)
They are adding new terrain such as jungle and desert.
I think they are tinkering with the rail gauges.
In the current version, terrain is technically an optional rule. So the question to ask yourself is “am I going to play with the new rule set?” If the answer is yes, then plan to get the new map. If the answer is no, then you may have to tweak expansions as they come out to fit your game.
I.e. if they came out with a jungle war expansion, you probably wouldn’t gain any game mechanical benefit from that expansion if you weren’t playing with jungle rules, but you would have new pieces. (Note: the jungle expansion is a hypothetical.)
RE: Maginot Line Defensive Bonus Clarification
Maginot Line: Any land attack from Munich into Lorraine crosses the Maginot line. Any land
attack across from Munich or Luxembourg into Lorraine gives all defending land units a +3 on
the first round of combat and gives France two first strike artillery attacks at 6.
I think what you are saying about designating your defenders is correct. I think the French should get to decide how many and which units defend the attacks from each land zone. The combat will have different bonuses and penalties for both sides, similar to if attackers from two different land zones cross different terrains. And conversely, the Germans will have to assign hits from the fortification to the Munich attackers.
RE: Russian Lend Lease
So unless you’re going to put at least 6 ICP’s worth of units, their is no point breaking that bonus.
Questionalble, would you allow a bomber to station there 1 round if it can take out 1-2 japan transports for free?
Sure the 5 NO is annoying but slowing japan down again is also good as more US stuff goes towards germany afterwards.
The issue here is that the USSR has to be at war in both theaters.
The Russians are allowed to be at war with German and Italy, but not Japan.
So if the Japanesse and Russians aren’t at war, the pacific USSR terriroties are neutral.
And you can’t land or fly over a neutral. So the bigger question you are purposing is do the Russians want to create a second front so, assumingly, the US can harass the Japanesse?
RE: The Cliffside Bunker Flightstand
Incase you need more help on assembling Flight Stands. The video goes over how I made my DIY dlight stands, but the concept would be useful when pitting togther your WarTorn set. I had a couple of mods that are different from GHG, and I gave a method to making sure you keep your polarity correct with the magnets. Hope this helps!
RE: This thread was hijacked and no longer holds relevance
Didn�t see this post yet.
Light Inf A1 D1 M1 C2
Reg Inf A1 D2 M1 C3
Elite Inf. A2 D2 M1 C4
Light/Reg Inf +1 A with Art
Elite Inf +1 A with Art first round only.
A1 for 2 IPCs makes it the best attacking units, period.
In D8 system,
Cost 2 units can be A1, for 1/8144/2^2= 36/8 or 4.50 attack strength.
Cost 3 units must be A2, for 2/8144/3^2 = 36/9 or 4.00 attack strength.
Cost 3 units with A1, will be 1/8144/3^2 = 18/9 or 2.00 attack strength.
Cost 4 units, even A3, will be weaker than C3 A2 unit:
3/8144/4^2 = 54/16 = 3.375 attack strength.
This means it will always be better for 6 IPCs to purchase 3 A1 C2 units over 2 A2 C3 units.
Still for 12 IPCs, 6 A1 C2 units (4.50) > 4 A2 C3 units (4.00) > 3 A3 C4 (3.375).
Where do you get 144 in your formula?
RE: Solution for tracking remaining air unit movement after combat
We use the army pieces from the 2008 RISK as movement trackers.
I have seen a lot of people use the cities from this game as Industrial complexes and such.
The army pieces are arrows with either 1 chevron or 3 chevrons. So when we move something we place the corresponding arrow piece. Once all the units movement points are spent we flip the arrow upside down.
This is from a thread earlier this year on this topic.