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    KINGDOMS & EMPIRES (WORKING TITLE)

    CATAPULT

    TYPE - MACHINE
    COST - 5
    MOVE - 1
    ATTACK - 1
    DEFEND - 1
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    BALLISTIC

    TYPE - MACHINE
    COST - 5
    MOVE - 1
    ATTACK - 1
    DEFEND - 1
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    HUMANS/SKELETONS

    TYPE - FIGHTER
    COST - 3
    MOVE - 1
    ATTACK - 1
    DEFEND - 1
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    DWARVES/GOBLINS

    TYPE - FIGHTER
    COST - 4
    MOVE - 1
    ATTACK - 2
    DEFEND - 2
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    ELVES/ORCS

    TYPE - CREATURE
    COST - 4
    MOVE - 1
    ATTACK - 2
    DEFEND - 2
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    GIANTS/TROLLS

    TYPE - TITAN
    COST - 6
    MOVE - 3
    ATTACK - 3
    DEFEND - 3
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    GRIFFONS/GARGOYLES

    TYPE - CREATURE
    COST - 10
    MOVE - 5
    ATTACK - 3
    DEFEND - 4
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    SPHINXES/HARPIES

    TYPE - CREATURE
    COST - 12
    MOVE - 5
    ATTACK - 4
    DEFEND - 3
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    WIZARDS/SORCERERS

    TYPE - TITAN
    COST - N/A
    MOVE - 6
    ATTACK - 3
    DEFEND - 3
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    FIRE DRAGONS/BONE DRAGONS

    TYPE - TITAN
    COST - 16
    MOVE - 6
    ATTACK - 4
    DEFEND - 4
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    PLAGUE/LOCUST

    TYPE - SWARM
    COST - 20
    MOVE - 7
    ATTACK - 4
    DEFEND - 4
    SPECIAL - Roll 2 dice each against swarm creatures
    ADVANTAGES - May move two spaces through fields
    LIMITATIONS - May not move through mountains

    YG’S BEST 100 GUY FLICKS OF ALL TIME

    1. The Good, The Bad, and The Ugly
    2. The God Father
    3. Pulp Fiction
    4. The Shawshank Reception
    5. Rocky
    6. Good Fellas
    7. Raiders of the Lost Ark
    8. Scarface
    9. The Dark Knight
    10. Wall Street
    11. Die Hard
    12. Good Will Hunting
    13. The Terminator
    14. The Road Warrior
    15. Star Wars II: The Empire Strikes Back
    16. No Country For Old Men
    17. The Deer Hunter
    18. Star Trek II: The Wrath of Khan
    19. Blade Runner
    20. Saving Private Ryan
    21. In The Name of the Father
    22. Predator
    23. Inception
    24. Star Wars I: A New Hope
    25. Full Metal Jacket
    26. Braveheart
    27. American History X
    28. Reservoir Dogs
    29. Apocalypse Now
    30. The Matrix
    31. Fargo
    32. Carlito’s Way
    33. Lord of the Rings (Saga)
    34. Lock, Stock, and Two Smoking Barrels
    35. Django Unchained
    36. The Silence of the Lambs
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    39. J.F.K
    40. Terminator II
    41. Platton
    42. Kill Bill (Saga)
    43. Alien
    44. Gladiator
    45. La Femme Nikita
    46. Rocky III
    47. There Will Be Blood
    48. Unforgiven
    49. Bull Durham
    50. Jaws
    51. Fight Club
    52. 300: Rise of an Empire
    53. The Godfather II
    54. The Big Short
    55. Cinderella Man
    56. The Big Lebowski
    57. Lethal Weapon
    58. Inside Man
    59. Raging Bull
    60. The Girl with the Dragon Tattoo
    61. An American Werewolf in London
    62. Smoking Aces
    63. Boyz in the Hood
    64. All the President’s Men
    65. Dances with Wolves
    66. The Count of Monte Cristo
    67. Unusual Suspects
    68. Legends of the Fall
    69. Minority Report
    70. Eastern Promises
    71. Momento
    72. Glory
    73. Donnie Baraso
    74. Total Recall
    75. The 5th Element
    76. Taxi Driver
    77. The Dark Knight Rises
    78. True Romance
    79. Friday Night Lights
    80. Red Dawn
    81. Taken
    82. First Blood
    83. Jacob’s Ladder
    84. The Prestige
    85. The Great Escape
    86. The Gangs of New York
    87. Young Guns
    88. 48 Hours
    89. Kick Ass
    90. Road House
    91. Seven
    92. Into The Furnace
    93. The Wolf of Wallstreet
    94. Mad Max: Fury Road
    95. Training Day
    96. Water World

    Honourable mentions
    Lost Boys
    The Manchurian Candidate
    Bad Boys
    Highlander
    Zodiac
    Children of Men
    Tremors


  • “The value of initiative cannot be overestimated.” -Karl Von Clausewitz.
    I try my best to always tweek what I do so that  my opponents do not get used to anything, but the common denominator is that the Germans must set the tone for war, and they must dictate to the British what their first moves will be, what their purchases will be, and what their overall strategy must be.
    Things to consider: attack the USSR as soon as there are sufficient infantry to protect the tanks.
    -threaten London with anphip so to make them spend 27 IPCs on inf turn 1.
    -re inforce italian airbase to protect italian fleet.
    -neutralize as much british navy as possible.
    -keep a submarine alive in the atlantic to deny a NO to the British.
    -standard conquests: france, normandy, yougoslavia, finland.


  • Thanks!

    Easy to understand and pretty useful lets hear more !


  • Well, from what I’ve been told, taking normandy AND neutralizing the majority of the Royal Navy is not standard. I was told that you can’t have Normandy, France, and a crippled Royal Navy G1 because your not attacking each place with enough units.


  • I would agree, its a close run thing to hit all 3.  I think skipping Normandy is the best option, even though that allows a ftr to retreat to UK.


  • @Trisdin:

    There has been a lot of talk about rules, but what I really want to know is; what do you do in turn #1 and with whom. I am new to global and wish to improve my strategies, so any talk about your skills will help.

    Well for Italy I tend to send almost everything to Alexandria (Egypt won’t be too hard after words,) and take whatever else is left of France and buy a fighter.

    Also with China I recommended just keep on putting your soldiers on the front line and making attacks even though you know you can’t hold it. (Reinforcements will come.)
    :-)


  • With Russia I usually build and wait to be attacked.


  • For the sake of trying to save the Italians a headache i take Normandy as the Germans. I generally leave sz111 alone so as to have enough forces to do that.

    As far as Japan, I push hard into china turn 1, 2. I then organize for assaults on DEI, Phillipines turn 4. I know I alone in my policy of leaving war till then, but I do it so as to push the US arrival in Europe back by 1 more turn. It is absolutely essential that the Germans have 1 extra turn to produce an army which can effectively repulse American or British Amphibious assaults. Without that extra turn the Germans have to cut short the resources they are sending into Russia to defend from the West, which it throws into question whether or not the Germans can take southern russian territories (Ukraine, Volgograd, Caucus, ect). The southern Russian territories represent the ability to produce 6 units, and as much as 18 IPCs for Germany and 8 fewer for the Russians a turn (the Germans get 5 for owning Volgograd, 5 for owning Caucus).

    After taking the DEI, Phillipines, and assuming good progress in China, the Japanese are normally sitting on 60-70 IPCs a turn. They need to start building forces to take away the US additional income. SO they need to take the Phillipines, either Hawaii or Alaska, ect. After this, prepare to attack the United States so as to force them to spend all their money fighting you, not the Germans or Italians where the main show is happening.

    What it comes down to is if the Germans defeat the Soviets, game over. The Japanese need to do everything to 1) make themselves a fighting force, and 2) use their fighting force to take the US out of the European theatre.


  • @ThomasJefferson:


    What it comes down to is if the Germans defeat the Soviets, game over. The Japanese need to do everything to 1) make themselves a fighting force, and 2) use their fighting force to take the US out of the European theatre.

    Ironically in your oppinion the best way of doing that is ignoring them for as long as possible. I’m not saying you are wrong; it’s just funny.  :-)

    Obviously the alternative is to attack them on turn one, but then the Japanse will not have the economy to match the US, AND the US will be able to engage in both Europe and the Pacific with enough troops to make a difference.


  • When I play Japan I try to leave the US alone for as long as I can.  I’ve tried different things but jumping in too early againd t the US can be deadly.  Next game I’m going to buy 2 Minor IC’s in the first turn and get them set up on the coast for a better land war capability against the UK and China.

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