Oztea's global41 setup pictures

  • '17 '16 '15

    this was on the triplea site

    http://www.mediafire.com/?dx34fx3qbsa86s3


  • That setup is inaccurate because there are supposed to be some facilities that start damaged.

    Malta - 5 damage on airbase
    UK - 10 damage on factory, 3 damage on port and airbase
    Southern Italy - 5 damage on port

  • '17 '16 '15

    yes  the triplea post said that needed to be edited

    hey i tried your setup and it’s a blast    played through three rounds then started another because the start is the most fun:)

    Initial impression I agree japan is probably too deep in china      I think Chahar and Anhwe being Chinese to start  would help, but I’m a low to intermediate player so I don’t necessarily see things others do

    It’s actually fun just setting it up:)


  • I’ve been talking with Ice on TripleA and have been helping him with a separate module of the game rather than having it be a Global 1940 savegame.

    What’s the word on those chinese infantry?


  • Remove 3 Japanese Infantry from Anhwe
    Add 3 Chinese Infantry to Sikang

    95% sure that should be an official change….and pretty much the last change necessary.


  • hey Oztea, have you ever considered making a 1942 scenario? I think your the perfect guy for the job seeing as your 1941 scenario is beyond perfection and is amazing. Plus it’d be awesome.

    ps i know its a lot of work, but Im sure the A&A.org community would love to help


  • I have tried time and again to get a 1942 scenario “just right” but there is always some kind of hiccup.

    The romance of the 1941 setup is you start with ALL the coolest battles being fought. Barbarossa, Rommel in Africa, the Blitz, Pearl Harbor, the invasion of Hong Kong, the Philippines and the DEI.

    It really puts you in the drivers seat. By the end of the first turn you have a real feel for the strategic situation each power faced now that the war has gone global.


  • I wish some day I could get Larry to put a rubber stamp on it, or at least play a game of it with Krieghund and tell us their thoughts.


  • @oztea:

    I have tried time and again to get a 1942 scenario “just right” but there is always some kind of hiccup.

    The romance of the 1941 setup is you start with ALL the coolest battles being fought. Barbarossa, Rommel in Africa, the Blitz, Pearl Harbor, the invasion of Hong Kong, the Philippines and the DEI.

    It really puts you in the drivers seat. By the end of the first turn you have a real feel for the strategic situation each power faced now that the war has gone global.

    That’s what really draws me to it; the Axis first turns are NUTS compared to 1940 and it is a ton of fun.

  • '17 '16 '15

    @vonLettowVorbeck1914:

    I’ve been talking with Ice on TripleA and have been helping him with a separate module of the game rather than having it be a Global 1940 savegame.

    What’s the word on those chinese infantry?

    what is the status of the module?


  • @barney:

    @vonLettowVorbeck1914:

    I’ve been talking with Ice on TripleA and have been helping him with a separate module of the game rather than having it be a Global 1940 savegame.

    What’s the word on those chinese infantry?

    what is the status of the module?

    Thanks for the reminder, I should have reported earlier.

    It looks like Global took a lot of back doors in programming because it is so different from the original rules TripleA was designed with. The triggers are far beyond what ice said he was comfortable in tackling. It would not be worth it to put all that effort forth it seems since the savegame suffices for everything except for the Chinese AA gun (which is brit in the game), but since they go consecutively and the unit cannot move in combat move, it hardly matters from a gameplay perspective, although I suppose it could move out of China.


  • I think the Russian pac destroyer is very annoying and unnecessary. All it’s ever used for is blocking Japanese ships on J1, which strikes me as a consequence we don’t want and one that is very ahistorical.

    Also, what are some counters for when USA buys all transports round 1 and then lands 10 transports on gib/morocco turn 2? 20 land units ready to go to West Germany, Norway, S. France, Normandy, or S italy without 2 blocks is not something I think the Axis can reasonably be ready for while still being expected to fight a Russia with easy access to the middle east on their first turn. There are just too many places USA can land and never be removed from, and it occurs way too early. I don’t see Japan winning fast enough in this scenario.


  • You buy 10 Atlantic transports as the US and you are going to lose Hawaii. If German airpower is coordinated well still those boats will be TOAST if they go anywhere in the north Atlantic. A good german player doesn’t cram his aircraft down russias throat, use them to keep allied boats away from your coasts.

    Italy does also start with a bomber, and germany starts with 2. Bomb the naval base at Gibraltar and those US transports can reach much less coastline.
    Not only that but the US can only buy 7 transports on US1 (not 10) so it will have a total of 8 transports, protected by 2 DD and a Cruiser, and whatever UK stuff has survived.
    Theoretically you could go for Norway like a cannonball with the US, but if you don’t play honest Japan has enough material that it will dominate the pacific at light speed without US intervention.

    The soviet pac destroyer can only block if the Soviets declare war on Japan (throwing away the Mongolia bonus) And where and how it can block are VERY limited on J1. It will be annihilated wherever it goes if it angers Japan. Its purpose is to prevent shore bombardments on Amur on Japans turns, which makes that battle just a little bit harder.


  • Maybe it was changed, but the declaration doesn’t throw away the mongolian bonus last I checked. Only movement into the specified territories does, DOW regardless. What the Soviet destroyer blocks is SZ 6 units from going to Pearl. It seems like the best way to prevent the US from getting 10 trns to gibraltar would be to take Hawaii, but the DD prevents that, not that it was a super move anyways.

    The combined US/UK fleets gave Germany 0 chance of attacking the American fleet. Gibraltar was stacked with ftrs, so bombing was not a realistic option either. Allies had 1 BB, 2 CA, 1 CV, 1 Ftr, 3 DD, 2 sub, +3 scrambles. They could have had more brit ships if they wanted.

    US moved 2 transports from the pac to 89 US 1, that’s how they got 10 by Gibraltar US 2.

    Maybe if Japan doesn’t head south, and then waits for the US to buy the trns, they can take hawaii, but Japan was not able to challenge Hawaii J2 or 3, even though the US moved 1 carrier to 89. That would then mean of course Japan can’t get rich as fast. However, Japan would need quite a lot to take hawaii anyways, since the US had 2 inf 1 mech 1 art 1 aa 2 ftr 3 tac (2 more ftr if ANZAC sends 2). Navally, they had 3 CA, 4 DD, 3 Sub, 1 CV, 2 ftr (including Anzac) and of course there are three scrambles on top of that, and USA can block instead/too. How, other than starting in Algeria, are German planes going to even get to 91?

    After US moves to 91,  they buy pretty much all Pac US 2 onward until their defense is golden. ANZAC starts out with a lot more than it seems, and buys defensively. Japan doesn’t have a prayer of winning before US defends the pac while it creates major headaches in Europe, delaying the success of Barbarossa and forcing Italy to go very defensive. If Japan is in a position to take Pearl J2 with this US buy, then it seems they are not at all in a position to do much of anything else, especially get income down South.

    IMO USA starts out with far, far too many land units.


  • The russian destroyer cant block on J1 because you have to declare war at the start of your turn (ussr). If it does declare war then it can’t move through sz 6 because those units become hostile.

    Stopping a US mega transport move involves leaving german airpower in Normandy/Bordeux and building some subs on G2. (are you bombing London on G1 and putting 20 damage on that factory?)

    If you see the US buy all transports germany could theoretically buy 9 subs and place them in multiple locations to hit 91 (if you kill the UK DDs on turn 1 they will have trouble blocking you.)
    3 subs at south france, 3 subs at normandy, 3 subs at west Germany.

    I know these arent the best options but i’ll think of more.
    I still feel a rush to war for the US in Europe jeopardizes a quick pacific win for japan.


  • Also, how did Gibraltar have 3 scrambles? It doesn’t start with an AB so if the UK is dropping 15 like that it is going to lose Egypt, or it is making itself ripe for a midgame sealion (if London has 20 damage on G2 get ballsy and build transports, uk will only be able to react with a few units during its build, like 3 or 4 infantry)


  • I see the problem now. Germany needs an airbase at Normandy (which I have long considered adding) so it can attack 91 with airpower and land in ALGERIA. Thats how you put the screws to the allied fleet in 91.


  • And I was wrong about the Soviet DD, it can get to 16 and be annoying. Either a house rule that if the DD moves Russia loses the Monglian bonus, or move one of the starting Japanese destroyers in sz6 or sz 25 to 16……which is under consideration.

  • '17 '16 '15

    what about limiting the russian destroyer to home waters no matter the war conditions?


  • It would be easier to just remove it.
    The no special rules route is just to move a japanese destroyer over to block.

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