Check the range of V weapons. Four spaces is too long of a distance. Also, the new tech units it needs to be clear: When you get say King Tigers do all your tanks go “Poof” and become Tigers , or from that point on are any tanks you build…Tigers. The later idea is much more realistic.
Global War 1940 2nd ed.
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The allies gave the victory to the axis. Stalingrad going down next turn and Germany will be able to hold till the end of there next turn. That gave the axis 30 points for a win. So as far as the axis not having to take Moscow and London they are still able to win the game.
UK US didn’t buy any destroyers really in the Atlantic to stop the Wolf Packs ! US spent to much in the Pacific. Seems like the game on the Atlantic side comes down to taking Stalingrad with Cairo or Sea Lion to get London thats worth 3 victory points and Germany holding all there victory city points. Now with a more buy in the Atlantic for allies may have changed things. We don’t know yet so we are starting a new test game next weekend. We have to see if 24 victory city’s with points is enough in game.We have to see if it just doesn’t come down to the same thing every game for Germany. With the NA’s and Tech with a bigger push by allies should change things up so I don’t need to add more victory city points to game.
I know Black Elk and Baron I believe are designing a new 40 OOB game with at least 40 victory city’s with points.
Funny thing is we only ended up with 4 techs for all the countries. Normally its about 8 to 12 in a game total.
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Japan basically just has to hold the Philliphines and there main land victory city’s. They also don’t need Calcutta to win as axis. Even though the FEC can build capital ships UK left the Med to go to India and that made the Italians navy come through the Canal and forced the FEC navy to attack but they should of just stayed in India with all there navy.
So on the Pacific side its most important to get all allies together as fast as possible and try to get the Islands back and the Philliphines.
I don’t know if making Calcutta worth 2 points instead of 1 makes a different as far as an easier load of Germany. But with Japan just kinda hanging out will make the Pacific better for more of an aggressive Allies ?I’ll probably add the attacking and defending AAA gun.
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One thing I can say is that multiple VCs with various victory points is quite uneasy to catch up on the fly.
Four months earlier I was far more focused on this kind of issue. But now, it is kind of relearning all of it to provide a pertinent advice.
This was one good reason for a 1 VC= 1 Victory point basis.
Once this said, do you bring some kind of bonus IPCs or else for capturing an enemy’s VC?
Your first impression is that your actual VC rule turned Axis into a more defensive stance?
If the case, it means you need to put more points into harder to get Allies VC, maybe?
Is that why you would increase Calcutta to 2 points?
@SS:
@SS:
PTO Allies
2 Hawaii
2 Manilla
1 L. A.
1 Hong Kong
1 Sydney
**1 Calcutta **PTO Axis
3 Tokyo
2 Shanghai
2 Peking
1 Changkhun
2 SaigonATO Allies
3 Moscow
3 London
2 Washington
2 Leningrad
2 Stalingrad
1 Cairo
1 JohannsburgATO Axis
3 Berlin
3 Rome
3 Paris
1 Oslo
1 Milan
1 WarsawBaron, These are the numbers I’m going with now. I just need to figure out if 28 points or 30 points will work for a win. Axis and Allies have a total of 22 points each at start of game.
Maybe this should be change to a 10 points win, to reach 32 VC points?
So, instead of Cairo, going London or Moscow would work for a 10 points win.
Or, if taking Cairo and Stalingrad, Japan needs to get Hawaii (2 pts) so Axis reach 32 points (+10 VC points).
You can still revise to lower Axis to 20 points and keep Allies to 22 points. Keeping 30 VC points as the target goal.
For example:
Axis: Paris may worth 2 points and Saigon 1 point. -
@Baron:
One thing I can say is that multiple VCs with various victory points is quite uneasy to catch up on the fly.
Four months earlier I was far more focused on this kind of issue. But now, it is kind of relearning all of it to provide a pertinent advice.
This was one good reason for a 1 VC= 1 Victory point basis.
Once this said, do you bring some kind of bonus IPCs or else for capturing an enemy’s VC?
NO
Your first impression is that your actual VC rule turned Axis into a more defensive stance?
YES
If the case, it means you need to put more points into harder to get Allies VC, maybe?
MAYBE
Is that why you would increase Calcutta to 2 points?
NO. Just a thought to force Japan to take it but I did want Axis not have to take it to win but that may change. Don’t know yet .
@SS:
@SS:
PTO Allies
2 Hawaii
2 Manilla
1 L. A.
1 Hong Kong
1 Sydney
**1 Calcutta **PTO Axis
3 Tokyo
2 Shanghai
2 Peking
1 Changkhun
2 SaigonATO Allies
3 Moscow
3 London
2 Washington
2 Lengingrad
2 Stalingrad
1 Cairo
1 JohannsburgATO Axis
3 Berlin
3 Rome
3 Paris
1 Oslo
1 Milan
1 WarsawBaron, These are the numbers I’m going with now. I just need to figure out if 28 points or 30 points will work for a win. Axis and Allies have a total of 22 points each at start of game.
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Maybe you have to write down the various combination of VCs you consider Axis must hold to win.
Then do the same for Allies, then you can revised numbers for VCs.If you find that Calcutta is too boring, boost Sydney instead.
I would give it 3 points since it is as important partner to Allies as Rome for Italy and Axis.
And, from logistic POV, it is much harder to capture than Calcutta.Maybe this can be incentive for Japan going all out in south Pacific?
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I changed 2 VC points. Have 2 options and am going with the 1st option.
1. Manilla from 2 to 1
Calcutta from 1 to 22. Lengingrad from 2 to 1
Calcutta from 1 to 2If Japan loses Manilla (1) then Italy would need to get Johannasburg (1) or Germany needs to get Moscow (3) or London (3) for win or if Japan loses Manilla (1) and Calcutta (2) then Germany would need Moscow (3) or London (3) for a win.
This will make the axis pretty much need to stay on offense and way less defense.
Granted Japan needs defense for Manilla but also offense for Calcutta and Germany would need the same thing for Milan and Moscow or London.Sydney has like 10 inf on setup so thats out of the question for changing from VCP1 to VCP2 or VCP3.
2 test games ago Japan didn’t get Calcutta so that will make things very interesting now for the axis. If allies get some king of landing in Normandy and VC Milon (1) that will make Italy abandon any thought of getting Johannsburg and have to help Germany defend in Europe and that will take a bunch of pressure off Russia.
Besides this game gives you also a good option of going for sea lion and maybe a early victory because if Germany gets London Japan would just need Calcutta. So I really like these changes now.
I think the 1st option change is best for now.
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Seems the simplest thing to do.
Does Sydney is often conquered in your game?
I thought it was harder to capture than Calcutta.
If I’m right, it means you scripting Japan toward India. An Australian South push would be much less interesting then.
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@Baron:
Seems the simplest thing to do.
YES
Does Sydney is often conquered in your game?
NEVER
I thought it was harder to capture than Calcutta.
Yes but I think Japan would be out of position to much and trying to take Sydney with 20 inf be impossible. FEC would get to huge on ground. But will keep it in mind. May have to reduce inf setup in Sydney.
If I’m right, it means you scripting Japan toward India. An Australian South push would be much less interesting then.
YES I believe Japan would lose the game going after Sydney.
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This makes me believe Sydney needs to be rewarding. High risk should bring high reward.
Instead of 22 points, Allies should rise to 24 points.
So, Sydney can rise to 3 points. (Minor Power Capital worth 3 points, same for Italy)
(Still keeping Calcutta switch with Manilla.)So, Sydney (3 points) would pay 1 more VC point than Calcutta (2 points)
Even if Allies rise to 24, probably you should keep a 30 VCs points to win.
IMO, if Axis is down to 22-6= 16 VCs points, they are probably loosing. -
OK Sydney changed from 1 to 3 in victory city points.
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Total VC points is now 46?
Axis 22?
Allies 24?First win to reach 30?
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Yes
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We are adding 6 things to a new test game this weekend. D12 die system
1. Germany and US can build Q-transports only. A1(ships only)D1(subs only) C8M2. All other transports A0D0C7M2
2. AAA gun can now attack and defend. A1 at plane first round only. D1 for each attacking plane. A1D1C5M1
3. Cruisers each get a AA shot first round only at a plane.
4. Tac bomber picks target on a 2 or less.
5. SBR’s we will be using d8 and d10 dice. Bomber - d8 H Bomber - d10
6. Sydney went from 1 point to 3 points. Manilla went from 2 points to 1 point. Calcutta went from 1 point to 2 points.
Allies start with 24 points and Axis start with 22 points. First one to 30 points and holds for a turn wins the game.Game now is the 23rd. I just updated this message. Emergency came up for a player.
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Waitin on group vote for transport rule.
Will see what they want.
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We decided to go with the transport getting a escape roll after a sub first strike and before rest of ship attacks per round.
I’ll be posting game results in a bit and with the 2 attacks with transports left alone results and how the escaping transport rule worked so far in game.
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Thanks,
I will like to read it. -
We started another test game last weekend. Got 2 turns in. Chart is for who has NA 's for this game. Germany not getting Sub interdiction is making the game a lot different for the allies big time.
With the victory city point adjustments gives the axis more options for a win.
Ichabod, The attacking AAA gun has not been used yet in game so far. We made all AAA guns in game on setup all A/D guns. Those
guns gave you Defense roll on SBR’s, Attacking planes, Naval and Air Ports. If there was a Navalport or Airport alone on a
territory then you have to buy the AAA gun to protect it on any SBR attacks only.Baron, The escaping transport rule every body liked a lot. Transports get a escape roll before attacker rolls for every round.
Except if subs have first strike it kills them first.3 German subs attacking UK 1 dest and 2 transports.
2 german subs (WP) attacking @5 FS Dice rolls 2 ger subs - rolled a 2, 11 1 hit
UK picks Dest as casualty. So now with the transports being alone on ships attacking ( 1 Ger Sub yet to attack )
lone transports they ea get a escape roll. 2 rolls = 2,12 1 transport gets to escape. Place on map.
1 Ger sub @5 rolls a 6 no hit 1 transport escapes and other has to stay for next round of combat.
3 Ger subs (WP) @5 FS roll a 4,9,12 1 hit 1 Transport casualty.4 German subs attacking UK fleet of 2 dest 2 transports
2 german subs (WP) @5 FS rolls a 6,7 miss
2 german subs @5 rolls a 2,12 1 hit
UK takes dest casualty
UK 2 dest roll a 3,4 2 hits
Ger removes 2 subs for casualties.
1 ger sub (WP) @5 FS rolls a 9 miss
1 ger sub @5 rolls a 2 1 hit
UK removes 1 dest left
UK dest rolls a 3 1 hit
Ger removes a sub.
1 ger sub @4 FS rolls a 2,10 1 hit
UK removes a transport
UK 1 left transport rolls a 8 for escape. Has to stay.
1 ger sub @4 FS rolls a 9 miss
UK transport rolls a 11 no escape
1 ger sub @4 FS rolls a 3 1 hit
UK removes transport for casualty.With a First strike sub the transport doesn’t get the escape roll until after sub rolls for FS attack. If no subs but ships only or planes only attacking lone transports then the transports get there escape roll before the attacker rolls. Gives 1 0r 2 transports at least surviving. So best to bring enough attacking pieces to wipe out the transports right away.
Will post all remaining transport battles if they happen during the game.
As far as the Stg Bomber rolling a d8 and a H Bomber rolling a d10 for SBR’s have not happened in game yet. But UK US licking there chops soon. Heard flak talk of getting close to Germany so they can bring escorts but use bombers for now on ground attacks and then all out air assault.
Other 2 pics of maps so far of game.
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Europe
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Pacific
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How did you manage to change your table aid for Victory points?
It is not a simple sheet of paper; it seems to depict Iwo Jima flag lifting combat in background.
It probably cost of few bucks when changing such rule?
I like this simple grid with cities name and number of points below.
There is a metallic sheet behind so magnet can but on these boxes, right?