HBG's Global War 1939 FAQ

  • '14

    Sorry about the wait guys!  The rules are done and will be posted soon. If you find any ‘bugs’ in the rules please post the rule in question and a possible fix. There is also some setup changes that should help balance the game out more. Again sorry for the delay.

  • '14

    Ok guys, variable has the 6.0 rules and they should be up on BGG soon. Ill post a downloadable file on this post to get you guys by this weekend.


  • OK looked over the new rules.

    • I like the color changes to show the rule changes (thumbs up)

    • Finland-was this a rule change or just clarification? Because that is how we always played it

    My only real complaint is still the rules for the DEI, but I like the rules I came up with for how to handle them and will continue to use my own in this case.

    • Interesting rule for neutral countries that lose there capital territory, the other territories can’t do anything but defend?  Am I reading that right?
      I assume this is only for neutral nations with more then one territory.  But I guess I am confused that if the capital is captured all remaining units join the opposing side, they why these new units that just joined your side not be able to try to retake their own capital? Also not sure I like the rules for neutral navies.

    I haven’t get to setup the board with the new setup so I can’t comment on that yet.


  • Thanks for the new rules Variable and Tigerman!  You put a lot of work into this so that we can enjoy ourselves immensely!

    A few comments for now.  I found the axis difficult to play before.  Now with FEC in a stronger position, and with Japan and Italy starting with reduced strength, the axis will see fewer victories.  The British Isles UK fleet can no longer be taken out by Germany in the first round.  The German submarine fleet is now marooned in the Altantic, and to survive at all, must attack the London fleet or be annihilated on the UK’s first round.  The new set-up effectively forces Germany to take Norway, Holland, and Denmark in round one instead of focussing on the UK fleet.  Italy has a reduced fleet, and the new FEC fleet off of India can reinforce the existing UK fleet by Cairo effectively neutralizing Italy in the Mediteranean.

    The UK starting production is still wrong.  It reads 35 IPCs, including South Africa.  It should read 33.  This error has unfortunately carried over from 5.1 to 6.0.

    It appears that if a ship can fire upon another ship, it can hit detected submarines now.  This renders submarines much less effective than before.

    Two questions:

    Can the UK build capital ships in Sidney and Calcutta (even though ANZAC and FEC cannot)?
    If Germany takes Holland, do the pro or strict neutral rules regarding ships apply to the ships in the DEI (page 30)?  I am assuming yes.


  • @Moose11:

    A few comments for now.  I found the axis difficult to play before.  Now with FEC in a stronger position, and with Japan and Italy starting with reduced strength, the axis will see fewer victories.  The British Isles UK fleet can no longer be taken out by Germany in the first round.  The German submarine fleet is now marooned in the Altantic, and to survive at all, must attack the London fleet or be annihilated on the UK’s first round.  The new set-up effectively forces Germany to take Norway, Holland, and Denmark in round one instead of focussing on the UK fleet.  Italy has a reduced fleet, and the new FEC fleet off of India can reinforce the existing UK fleet by Cairo effectively neutralizing Italy in the Mediterranean.

    I finally looked at and compared the setups.  I agree it appears the main axis powers have been weakened while the Allies have been strengthened.
    I am also not a fan of AA guns in China or the airbase.  That really makes China a little too powerful now considering Japans best offense against them was to use planes.

    Italy never really had anything going for it expect it’s navy and now that is smaller and that will make it just that much harder for Italy to control the Mediterranean sea for their bonus money.

    I also don’t understand the reasoning behind taking away half of Japan’s veteran forces.  It was not like these units could ever be replaced and these pieces where mostly used to fight China.  So now Japan’s starting army is weaker (not in unit count but overall combat power) yet the main force this starting army will be fighting (China) is stronger both in number of units and with the added AA guns and air base.

    I agree with Moose this setup makes it even harder for the Axis.


  • Hi,

    One Question about fortresses, can you build more than one per country?

    And what about coastel ships? If e.g. the norway battleships can escape and get british, where can they move? Only at the Great Britain coast? Or have they to stay by Norway coast?

  • Liaison TripleA '11 '10

    Hmm…

    Clearly I need to see the latest setup.


  • Looking forward to trying the new 6.0 rules.  One quick question though.  I noticed there are no longer any maximum build restrictions on the special units for each nation like there were in the previous rules.  Just wanted to verify if those restrictions have been lifted and you can build as many as you like or if the restrictions were omitted accidentally.  Thanks in the advance.  Awesome game!  Thanks for all the hard work as my group really enjoys it.

  • '14

    Hey guys,

    All the changes that were made were to address concerns of game balance. For example making the Italian navy a bit smaller and putting the Brits navy outside of a G1 attack. All the changes that were made are not mine solely but from multiple Playtests with other groups. Play a few games first and see what happens. I’m sure there will be a v7.0 in about 6 moths to a year.

  • '14

    @Eville:

    Looking forward to trying the new 6.0 rules.  One quick question though.  I noticed there are no longer any maximum build restrictions on the special units for each nation like there were in the previous rules.  Just wanted to verify if those restrictions have been lifted and you can build as many as you like or if the restrictions were omitted accidentally.  Thanks in the advance.  Awesome game!  Thanks for all the hard work as my group really enjoys it.

    All special units have no production limits now except for how many can be produced per turn.

  • '14

    All other questions will be answered after I get back from vacation next week!


  • Some Questions about Setup 6.0!

    What is the change in setup 6.0 in London/Fighter? It is red, but there are the same two figters then in setup 5.0!
    And is there now any reason to buy german “SS Panzer Grenadiers”? They cost the same IPC`s than a german armor! I think the armor should cost 6 IPC!

  • '20 '19 '18 '16 '15 '11 '10

    I noticed the changes for the SS as well, though I would not like to see the panzer price change. It does mention in the rules that SS can board transports one for one with tanks, artillery like regular infantry (though it does mention that mechanized cannot). I consider that a loophole to be exploited and perhaps worth the 5 IPC in certain circumstances.

    I’m still looking forward to seeing rules regarding coastal batteries, heavy industrial complexes and U-boat pens.

    We’re scheduled to play next weekend and will be trying out the new rules. I’ll probably have more questions after that.


  • On Turn 1, can Germany move units into Italian territories?

  • '14

    @Moose11:

    On Turn 1, can Germany move units into Italian territories?

    No, Italy is considered neutral until either Paris falls, Germany invades Russia or they are attacked by an allied country.


  • Hi Tigerman,

    Can you built more than 3 german ships in seazone 18 (Stettin)? Because of the adjacent industriel complex of western Germany, which is also connected to seazone 18 and the harbor in Stettin!

    If you can, the new Position of the UK Home Fleet in seazone 14 is not save against german attacks in second Impulse of turn 1.
    If you cannot, UK e.g. can only built ships in seazone 47 (if built an Minor IC in Cairo) but not in seazone 64 (Red Sea). Is that correct???

  • '14

    @Star:

    Hi Tigerman,

    Can you built more than 3 german ships in seazone 18 (Stettin)? Because of the adjacent industriel complex of western Germany, which is also connected to seazone 18 and the harbor in Stettin!

    If you can, the new Position of the UK Home Fleet in seazone 14 is not save against german attacks in second Impulse of turn 1.
    If you cannot, UK e.g. can only built ships in seazone 47 (if built an Minor IC in Cairo) but not in seazone 64 (Red Sea). Is that correct???

    Hey Star, give me a day or two and ill give you an answer.


  • Some Questions about the optional Airbase rule!

    1. Lets say you make an strategic bombing raid on an airbase and the defender scrambles with his fighters. The SBR is successfully and the airbase is destroyed. Is there the same rule as if an aircraft carrier is destroyed or damaged, the fighters have one space for landing?

    2. The airbases have now no defends value, so can an Anti Aircraft gun in the same country defend against the SBR and what happens if both the AA-gun and the airbase are under attack by SBR?

    3. Can airplanes defend if there is an ground attack on the country they are inside (they haven’t scrambled before) but the airbase was destroyed before in the same turn by SBR

    4. Can you built airplanes in countries that have no airbase, or does it work the same way like ships (you must have both, factory + naval base; factory + air base)?

    5. For Landing at the end of the turn, must you have an air base since the beginning of the round, or can you land on a newly built airbase (built in the same turn the airplane takes off)? Because if you built a new carrier, you can land on them

    One Question about fortresses, can you build more than one per country?

    And what about coastel ships? If e.g. the norway battleships can escape and get british, where can they move? Only at the Great Britain coast? Or have they to stay by Norway coast?

  • '14

    @Star:

    Hi Tigerman,

    Can you built more than 3 german ships in seazone 18 (Stettin)? Because of the adjacent industriel complex of western Germany, which is also connected to seazone 18 and the harbor in Stettin!

    The IC in Stettin is connected to SZ 18 not the IC in Western Germany

    If you can, the new Position of the UK Home Fleet in seazone 14 is not save against german attacks in second Impulse of turn 1.
    If you cannot, UK e.g. can only built ships in seazone 47 (if built an Minor IC in Cairo) but not in seazone 64 (Red Sea). Is that correct???

    IC in Cairo is connected to SZ 47

  • '14

    @Star:

    Some Questions about the optional Airbase rule!

    1. Lets say you make an strategic bombing raid on an airbase and the defender scrambles with his fighters. The SBR is successfully and the airbase is destroyed. Is there the same rule as if an aircraft carrier is destroyed or damaged, the fighters have one space for landing?

    Give them 1 movement to find an airbase like the carrier rule

    2. The airbases have now no defends value, so can an Anti Aircraft gun in the same country defend against the SBR and what happens if both the AA-gun and the airbase are under attack by SBR?

    During any SBR, if that zone has an AA gun it gets to fire on all aircraft.

    3. Can airplanes defend if there is an ground attack on the country they are inside (they haven’t scrambled before) but the airbase was destroyed before in the same turn by SBR

    If the SBR attack destroyed the airbaseall aircraft must find another airbase to be placed up to 1 zone away.

    4. Can you built airplanes in countries that have no airbase, or does it work the same way like ships (you must have both, factory + naval base; factory + air base)?

    must have an Airbase

    5. For Landing at the end of the turn, must you have an air base since the beginning of the round, or can you land on a newly built airbase (built in the same turn the airplane takes off)? Because if you built a new carrier, you can land on them

    Newly built or even captured airbases can be landed on.

    I know this restricts the role of all aircraft a little but that is why the Airbase cost is so much lower with these optional rules. One cool perk to these rules are if you capture an airbase your planes can land in that zone immediatly!

    One Question about fortresses, can you build more than one per country?

    And what about coastel ships? If e.g. the norway battleships can escape and get british, where can they move? Only at the Great Britain coast? Or have they to stay by Norway coast?

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