Hey Credulous! Sorry, didn’t log in for a few days. I’ll PM you Doug and Will’s emails now. I’ll also post your questions to the Global War page!
7.0 Clarification
-
Ben D. When we played are first game Germany ( First time player for this game ) rolled for Vichy and only got a few ships and maybe 5 or 6 territories towards Vichy. He also had bad die rolls where he lost alot of navy on turns 1 and 2. Also German split his fronts where one went thru Turkey which was probably a mistake. Allies win. So alot rides on that and a very good German player is Key. No Offense to first time player for Germany.
Last 2 games Allies and Axis even for 1 game and 2nd game Axis won due to good play, some good dice and bad decisions by us the Allies. -
Agreed. If things go well for Germany via impulse attacks, wonderful. If things don’t go so great, catastrophe.
Note: A lot of it depends on your opponent(s). Mine are fanatical terrorists (I hope they’re reading) who take advantage of every little shred of bad luck, lapsed attention, and strategic weakness on my part. There was already a whole gaggle of underhanded schemes and tricks (and slanders!!!) viciously applied to me as the Axis before these rule changes. Now it’s going to be a monsoon of terrorism. I can say from experience that opportunism, skulduggery, scandalous campaigns, shameless posturing and downright scuzziness in general are the traits and activities of a dedicated Allied player :-P. All this while the unfairly handicapped, dignified and altruistic Axis player merely attempts to hold their own.
This being said, I never leave anything to chance when I slap France. I’ve seen too many times when my Axis opponent had poor rolls and/or did not apply overwhelming force, or relied on air power for hits (only to see a bunch of planes shot down), and had to deal with a whole mess of French forces–duly supported by British reinforcements–breathing down Germany’s neck on turn two. Combine this with UK activation of pro-allied armies of Yugoslavia and Greece and the Axis are having a lousy outing. Not even mentioning the fact that the Russians are yuck yucking it up while building the Red Army.
Germany needs that two impulse move in order to break out and have even half a chance of success. This is even more acute given the recent rule and set-up changes.
The two impulse attack could also be defended as it reflects the historical reality of Germany’s early lead in terms of organization and revolutionary tactics in warfare. Not to mention the political dissension (France, it could be argued, did almost as much as the Germans to bring on defeat in 1940) and military ineptitude of the western allies.
No offence Ben, I know we’ve had this discussion about balance before.
My allied opponents would just love you Ben–-I’m beginning to wonder if you’re not one of them :wink:, it certainly wouldn’t be beneath them to come on here and masquerade as someone generally concerned about fairness and balance (the swine)—.
They’re probably reading your post right now and slobbering over the proposition of an end to the two impulse (at least until it’s their turn to be the Axis—the side they are generally not interested in playing—even less interested now).
-
Well, I’m just looking at the law of averages here with what’s been given to me on the board. Yes, you can get diced, but over 95% of the time, Germany’s standard opening move will defeat France everytime providing the German player is aware of how to play properly. With the 2 impulse ability, you concentrate your newly created forces on Paris (you should not build navy or units that only move 1 for this to work properly). Sea Lion preparation can start on turn 2 if that’s what you like.
I sunk the British home fleet and took France without the impulse with 6.1 in 2 turns, it is possible. I will provide the math later if need be (I actually will this time if it’s requested) to show how Germany’s opening move can defeat France without a real risk of failure.
I stress here: I wish I could play a few sessions with you guys lol, it would make things much more convenient, and let me enjoy the game :). (And Koba, I believe you and I have yet to meet in person ;) ).
Anyway, the 2 impulse ability was what brought about Russia’s buff in 7.0, I truly believe, and what made the Axis overpowered in 6.1, as I’ve rhetorically stated before. If I could, I’d show you what I mean, I just don’t have room or ppl to play with anymore.
I’ll try to write it out here though. If I do get a chance, here is how I’ll do it (along with some minor house rules I’ve put in, which I can rehash if need be): obviously remove 2nd impulse and give Germany the ablilty to attack anything exactly like they do for the first surprise attack against Russia, except that it would be 5 battles or so (this also represents the upper hand Germany had at the start of the war); give Germany back their 2 U-Boats in the Baltic Sea from 6.1; start Germany with at least 40 IPC’s; setup Russia exactly as they were in 6.1; having Russia roll 1d12+1d6 for income instead of 2d12; restore Japan’s surprise attack to how it was in 6.1; and finally, keep everything else in 7.0.
I will admit that I do prefer to play the Commonwealth more than any other nation because I’m Canadian (can you tell? Lol) and controling almost 1/3rd of the board at the start is awesome (British Empire FTW haha). I will also state that I have played my share of the game as the Axis, which I would guess would be about 35% of the games I’ve played on that board. So I’m not ridiculously biased, I am trying to give you guys my best objectional view here.
-
It doesn’t matter where Germany starts its Vichy rolls for territorys’ correct? Because we roll in Africa where the Legion was forced to the west off the map in Africa do to no Free French territorys.
-
Its up to the german player what territory to roll for. By the rules if all units in africa are Vichy then place the Legionnare in the closest free French zone. If there is no FF the place in the nearest friendly zone……I will change this to read if there is a closer friendly zone than FF zone place them there.
-
So then the nearest freindly territory would of been the UK territory next to Liberia without looking at map right now.
-
Usually not every Territory in africa goes Vichy. But if it does the rule shiuld be go to the nearest friendlytterritory. …you are probably right.
-
I made a mistake. This would only happen to Naval units. If a Legionnare is in a Vichy zone and there is no adjacent FF territory then the unit is destroyed.
Sorry for any confusion. I was trying to help without actually looking at the rules.
-
Thats ok. Thats what happen then. They all died. So we played it right. Thanks Tigerman.
-
Played a game with the new rules that were 98% clear but close enough to get an idea. We stay away from optional rules.
Special units HAVE to be bought now, but clutter the board too much.
Except for 1 turn, I was only able to take territories that bordered Russia. However, this could have been due to play and it’s too early to say if Russia is too powerful or not. It seems like they are. I couldn’t even take Leningrad and was fighting to keep Finland capital on turn 3 even though Russia and Germany not at war yet. The 48 IPC every turn (which coming in 7.1) means Russia just dumped 48 IPC a turn into their northern 10 factory and Germany couldn’t keep up. Forts are much more powerful now. Too powerful maybe?
UK dumped all their money into Europe and not the Pacific. The loss of German ships on setup and bad die rolls cost Germany a few extra planes they would normally not lose in the very beginning of the game. The extra planes that UK has basically got rid of German navy 2nd turn. Excluding the Baltic. I bought a sub and a fighter every turn that I normally wouldn’t to keep the UK in check. Couple that with UK dumping IPC’s into London only and Germany had their hands pretty full. UK/US never did make a landing that lasted more than 1 round however. Even in Africa!
Italy basically tread water and took half of Africa but it took an extra 1 or 2 turns that it normally doesn’t. Italy climbed slower than normal but after 1 US landing in Africa Italy basically couldn’t go any further. Italy was kicking out US every turn though!
US basically let Japan go and dumped everything into Germany/Africa (and lend lease). Lend lease is very fun but very unpredictable! Japan did very good but couldn’t take India or Australia. It’s the first time I’ve ever seen China kicked out of the game ever. Japan also got 3 spaces away from the Russia IC in the East but got too busy to go further. Japan was getting more $ than Germany. They have a real hard time getting the Dutch East Indies national advantage though.
I was 2 short of victory cities for Axis. Axis start losing after turn 11 just like normal. It would be better if I was only 1 short. There was no way I could have got the required cities by how I played.
I was probably too worried about the Allies making a landing and dumped too much money into stopping it. Russia was so tough I couldn’t even get Leningrad so Spain could join up. It’s too early to say but Russia might be too much to deal with. Russia was a slaughterhouse but it was like hitting a brick wall. India almost fell but I was still would have been 1 city short. India fortress made the difference.
It was like old AA where you just gang up on Germany. It was a lot of fun but I not sure Axis can win. The extra Russian units at the beginning of the game are really noticed immediately, but the extra IPC every turn seems to be too much. I never felt like I stood a chance against Russia. However, it could have been the way we played.
-
Im wotking on the discrepancies right now. This is what im changing for the 7.1v
1 Russia starting cash will be 15. Russia will receive full production income every turn but still have to roll to get to 48 for a declaration of war.
So what Tigermans saying is 48 icp’s Russia gets after turn 1 and every turn and roll 2d12’s and the die roll is a 6 , 10. So that 16 goes toward the declaration of war total? Why not just have Russia roll 2 die for income until they get to 48 instead of gettin 48 icp’s every turn.
-
my gaming buddy brought this up. can the Japanese sneak attack be used on the country that it is already at war with? or is it only to attack a country like the US to bring them into the war?
-
They must not be at war with the country having the sneak attack used on them. Which kind of sucks as, if you want to use it on the Commonwealth, you have to do it by turn 3 as they are at war with Japan on that turn.
-
They must not be at war with the country having the sneak attack used on them. Which kind of sucks as, if you want to use it on the Commonwealth, you have to do it by turn 3 as they are at war with Japan on that turn.
I thought so. thanks
-
@SS:
Im wotking on the discrepancies right now. This is what im changing for the 7.1v
1 Russia starting cash will be 15. Russia will receive full production income every turn but still have to roll to get to 48 for a declaration of war.
So what Tigermans saying is 48 icp’s Russia gets after turn 1 and every turn and roll 2d12’s and the die roll is a 6 , 10. So that 16 goes toward the declaration of war total? Why not just have Russia roll 2 die for income until they get to 48 instead of gettin 48 icp’s every turn.
If it is too much income for Russia ill have to balance it another way.
Maybe starting cash 48 instead of 15. Then Russia tolls 2d12 for production and war entry.
-
What is the status of Eastern Poland and the Baltic states according to the Soviet-Nazi Non-Aggression pact?
Both of these areas should be occupied by Russia as part of this pact but neither put up much of a fight when the Soviets invaded. However in the game they are garrisoned by a handful of infantry which technically turn UK. We played that the pieces are eliminated at the end of any player turn where the Axis controls Warsaw. Control was transferred to the Russian.
How is the Russian half of the of the Non-aggression pact enforced?
-
When the Minor Factory in Calcutta is upgraded to a Major Factory does it just produce 5 units with capital ships or 8 units with no capital ships and with the first 3 pieces bought have to be infrantry?
-
“Maybe starting cash 48 instead of 15. Then Russia tolls 2d12 for production and war entry”.
I think this might be the way to go. 80 seemed too much for 1st turn, and 48 every turn until in the war is actually even more than that. It might be too soon for us to say that though because of our strategy. A minimum of a couple more games need to be played before we can say that with confidence.
-
Am I the only one playing 7.0 or 7.1? Has anyone else dealt with Russia yet?
-
HI Bill,
My group will not be playing until this weekend. I’ll make a report on this forum during/after that. We’ll be playing with the 7.1 rules as set out by tigerman and see how it goes with Russia