Page 1, State of Nation
National Homeland, Surrender Conditions, Treaties and Alliances, including special treaties that come about if conditions are met.
Whether a Nation can declare war against another and under what conditions. Lend-Lease and to whom they can lend-lease too.
Lend-Lease works a little differently too, and can do things like turn a nation democratic or fascist by supporting rebels (hard to do).
Page 2, Important Rules and VP
This page talks about turn order, victory points, and the important new rules introduced into the game.
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Dynamic Air War
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Delayed Deployment
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Shipping Base Hopping
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Contested Territory
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Army/Air Units vs. Air Units
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Peacetime Naval Intent
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Withdrawing and Surrendering
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Partisans, Uprisings, & Civil War
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Dynamic Supply
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Generals & Admirals
Page 3, National Reference Sheet
Those first two pages can be read and placed aside, they are not used every turn. The following pages are your bread and butter.
Income, Oil, Oil Expense. Special National Advantages and also Events.
Events are activated via certain conditions being met; like the loss of a territory, or the presence of enemies or the lack thereof.
The special national advantages are things like; the North-West Passage, or the French building a Railroad through the Sahara (an actual plan in place).
Lastly, Unit Experience. The Germans, veterans of Case Red, launch into Barbarossa with a few units with an advantage of +1 to all values.
Units gain experience for each casualty sustained in its class, meaning that if I lost 2 infantry corps, the survivors are merged with other corps, and have a chance to increase the experience of the merged unit. This can be applicable to defenders as well, as under theses rules units can retreat.
Page 4, Industry, Infrastructure and Fortifications
That was the meat, this is the bones.
Reference sheet for building a multitude of structures, from factories to nuclear reactors to minefields and armored trains.
Ever wonder about playing a GW36 game using all the pieces HBG has to offer? This is it.
Scattered throughout this page are additional rules related to the things on the page, for instance; Minefields, Moving Supplies & Uranium, Naval Shipyard Guns and Submarine Pens.
Page 5, Land Units
A standard sheet of units and their capabilities
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Yellow Highlighter means things of significance, the key idea, the best feature.
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Green Highlighter means abilities or values unlocked by a technological research.
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Words in bold generally are another way of highlighting key points or ideas.
The icons heading the column vary from type to type. Some refer to anti-aircraft values, other shore bombardment, others hit points. Its mostly intuitive but I have heard some crazy suggestions.
In the top Militia unit first column left to right.
Hit Value against Aircraft, Ground Hit Value with Artillery Support, Ground Attack Value, Ground Defense Value, Move Points, and Cost.
As you can see, lots and lots of info with additional rules like Maximum Combat Rounds, Blitz, Flanking, Fade, Impact etc.
Page 6, Air & Sea
I would say I like this page the most, because if we just played with this page in GW36, forgetting all the rest, GW would be so much better in my opinion.
Fighter column icons left to right:
Hit Value against Air, Hit Value against Ground, Hit Value against Sea, Hit Value against Structures, CAP range, Movement Points, and Cost.
Key rules here too, Unsupported Airforce, Scramble, Night-Bombing, Combat Air Patrol.
Moving on to Ships.
Destroyers column icons left to right.
Hit Value against Air, Hit Value against Ground (Shore Bombardment), Hit Value against Sea, Hitpoints, Ship Operational Range Points, Movement Points, Cost.
Again the rules are written here that relate to these units.
Page 7, Technology
Alright so here we have a list of all available technology, I think each of them is unique in its way and desirable, without being ridiculously overpowered.
It also touches on research sharing and capturing research stations.
Page 8, Research Chart
Technology in JX36 works differently then in A&A and GW36.
It always bothers me that missed rolls are just a waste, when you’ve actually just discovered another way to NOT make a Atomic Bomb. Progress!!!
So in this version we just accumulate points to a certain value and achieve breakthrough.
The chart can be a little confusing, but essentially you pay 2 IPP to roll for research, the number you roll gets written into the appropriate line, and each additional roll gets written into the next column over.
Now keep in mind that this chart is based around three turns per the year, and technology can be begun to be researched even on turn 1 of the game.
Even then the cost is too high and i plan to reduce the cost slightly.
Example, Atomic technology it takes 80 points to achieve breakthrough, on a D12 an average roll is 6.5 points, thereby it will take roughly 12 turns to complete on average.
That’s where I’ve put the thick white line, of course, some people will be lucky and finish sooner, others later, so there is plenty of boxes to write in on the right side of the thick line. It functions as a guide so that people don’t complain about how the dice are against them and will see that on average they will get breakthrough roughly when they hit that line.
Once technology or the doctrine is achieved, you check the box and move on.
Page 9, Setup Chart
Nothing fancy here and generally not completed, I rigorously studied the military deployments of 1936 and jotted it down, but it never made it into digital form.
That is all Gentlemen, I hope you have a look and that it tickles your braincells.
I think that there is genuinely some fantastic work in this, with lots of research done and cool ideas.
I particularly like the National Bonuses and each nations Special Advantages and Special Units.
It was my baby for the longest time, but now I need to put it behind me and do my bit into making HBG into an more enjoyable and amazing game.
Take care all, and contact me if you have cool ideas for HBG.
Cheers!
Jinx