• '17 '16 '15

    yea I’d just stick with what you got for now. While using different means with the global game, having Germany and even Italy a chance to battle in the Atlantic is a good option imo.

    What I haven’t done yet is try and steamroll Russia. That’ll be next test. : )

    Good action SS and Karl as well for doing the drive : )


  • Ya Man ! The battle begins again this Saturday ! Made a bunch of chart updates and got new NA and Tech cards to use for guys and will see with different players playing for US Japan and see if my Japan partner can hold Midway T2 and on and hoping the US player counters and holds Midway to deny Japan 2 island group NO of 5 icps each end of T2 for Japan. Japan from start has to also make a decision on what 4 things they want to go for from the Carolina’s but can only do two things,. Best to kill Line Island US fleet and take Dutch New G to deny Anzac a second 3 island NO for 5 icps. and leave Manilla and Dutch Island for another turn.

    Game report on Sunday if I’m alive.

  • '17 '16

    @SS-GEN said in Balanced Mod [Anniversary 41]:

    3island groups.png

    I removed the Anzac NO Black Chip group. Gave US a new NO 3 island group.
    Solomon
    Gilbert
    Johnston

    Not in this pic. After play testing

    I did not want to derail Argo’s thread.
    Does these three islands are all south of Hawaii on your map?

    Why did you remove the first Black NO group?

    After thinking on AA50, I wonder if South New Guinea (Port Moresby), Solomons and New Hebrides would have made a better thematic for an ANZAC NOs linked to trading with US and receiving Lend-lease from USA.


  • @SS-GEN said in Global War 1940 2nd ed.:

    @Baron:

    I played a few times with Cruiser and TP moving 3 SZs.

    Clearly, on wide map with a lot of SZs, it increase the pace of invasion and add more smaller fleet battles because other warships moving only M2 cannot follow as much as they wish.

    The issue to incentive more amphib landing is to give a bit of escort to Transport, Cruiser get this more specialized role without being able to protect against Subs.
    The lust for gain to conquer an Island may outweigh the risk of placing a few ships in vulnerable SZ (which can be in a deadzone from a few enemy’s units).

    Another possibility, is to give a complete defense  @1 out of 12 per Transport with M3.
    This will generate more amphib with TPs being use as expendable unit to grab land.
    Of course, cost should be increase compared to defenseless.

    Yes Japan did sacrifice 2 transports to take Midway. I believe the transports missed there plane defense shots. But it kept them at home for a extra turn. So without seeing Europe side outcome yet dont know if it hurt US. But they didnt seem to have a problem getting down to New Guinea. I can see in future games now Japan needs to stay at Carolinas and then get Manilla at a later turn instead of moving away as the case in the pics in above posts.

    Also those M4 Cruisers in non combat can support small fleets or big fleets coming from Toyko to Carolinas and US from LA to Australia and New Guinea islands.

    But Cruisers  can only move 3 in combat so its not a total crush.
    I can see where the Transport would be nice also to M3 in combat and 4 in non combat in my game.
    Transport now in game which I think I didnt change in list is if you take a transport as a casualty you do not get the D@1 against a plane. If no attacking planes then they get the escape roll.
    If the transport went to a M3 would that be to strong on the Europe side for US ? I think it depends because if you spend to much in the Atlantic as US then Japan with M3 Transports in combat and M4 in non combat will be all over the islands. So this would keep both sides in Pacific honest to protect other side from total island control.
    Im trying to get also a more of a 50-50 60-40 US spending in game.
    Transport
    A0
    D1 At 1 plane only if taken as casualty
    M3
    C8

    The M3 Transport would have to be tested later do to testing the island group campaign that is being tested now and in a game coming up but aways off yet. But will play test where will just do like a 3-4 turn test games before group game. Could test transport in those 3-4 test turn games also.

    Did such TP unbalanced ATO?
    You have numerous SZs on your Atlantic map, even a 4 NCM move from Florida SZ is not able to land units on Continental Europe.


  • @baron-Münchhausen said in Global War 1940 2nd ed.:

    @SS-GEN said in Balanced Mod [Anniversary 41]:

    3island groups.png

    I removed the Anzac NO Black Chip group. Gave US a new NO 3 island group.
    Solomon
    Gilbert
    Johnston

    Not in this pic. After play testing

    I did not want to derail Argo’s thread.
    Does these three islands are all south of Hawaii on your map?

    Why did you remove the first Black NO group?

    After thinking on AA50, I wonder if South New Guinea (Port Moresby), Solomons and New Hebrides would have made a better thematic for an ANZAC NOs linked to trading with US and receiving Lend-lease from USA.

    No. Midway is involved in 2 of island groups north and west of Hawaii. There is major action at Midway from start of game.
    I removed the Black colored chips island group because Anzac was making to much money. They can get there first NO island group on T1. They start with 12 icps then go to 17. Plus getting Java and maybe 1 other Dutch Island can get to 25 icps.

    I also redesigned Australia with giving Anzac more money on home territories and a option to buy a second Minor IC. Just made some territories worth 2 icps. We will test this the following Sunday.

    These are the Island Groups. If you take Midway, Carolina and Solomon islands worth 3 icps and have all 3 islands involved in 2 NO Island groups it is making the pacific have more naval battles. You can take 1 of the Islands to block 2 NO but also it makes you defend it more other wise you the other side could gain 2 NO worth 10 icps. All Island groups have been contested so far in games.
    The Island to the south are contested at start of game too.
    Now with US getting the new island group NO ( Solomon, Gilbert, Johnston ) gives Japan another option to take on turn 1. At least 1 island anyway. Look at map. Japan fleet in Carolinas has like 6-8 different options to do just with that fleet at start of game.

    I gave US the new Island group due to US may need more money in game and Japan starts with 1 3 Island Group NO.

    J or US ------ J or US
    Midway ------ Midway
    Bonin ------ Wake
    Iwo Jima ------ Marinias

    J or US ------ J or US
    Marshall ------ Carolina’s
    Carolina’s ------ New Britian
    Palan ------- Solomon

    J or US ------ Anzac
    Solomon ------ New Britian
    Gilbert ------ Palau
    Johnston ------ D. New Guinia

    In the Med

    UK or Italy ------ UK or Italy
    Gibraltor ------ Malta
    Malta ------ Crete
    Cyprus ------ Cyprus

    UK start with 1 NO. but Germany or Italy can take away on T1.
    It does take Italy awhile to get both these NOs.


  • @SS-GEN said in Global War 1940 2nd ed.:

    @baron-Münchhausen said in Global War 1940 2nd ed.:

    @SS-GEN said in Balanced Mod [Anniversary 41]:

    3island groups.png

    I removed the Anzac NO Black Chip group. Gave US a new NO 3 island group.
    Solomon
    Gilbert
    Johnston

    Not in this pic. After play testing

    I did not want to derail Argo’s thread.
    Does these three islands are all south of Hawaii on your map?

    Why did you remove the first Black NO group?

    After thinking on AA50, I wonder if South New Guinea (Port Moresby), Solomons and New Hebrides would have made a better thematic for an ANZAC NOs linked to trading with US and receiving Lend-lease from USA.

    No. Midway is involved in 2 of island groups north and west of Hawaii. There is major action at Midway from start of game.
    I removed the Black colored chips island group because Anzac was making to much money. They can get there first NO island group on T1. They start with 12 icps then go to 17. Plus getting Java and maybe 1 other Dutch Island can get to 25 icps.

    I also redesigned Australia with giving Anzac more money on home territories and a option to buy a second Minor IC. Just made some territories worth 2 icps. We will test this the following Sunday.

    These are the Island Groups. If you take Midway, Carolina and Solomon islands worth 3 icps and have all 3 islands involved in 2 NO Island groups it is making the pacific have more naval battles. You can take 1 of the Islands to block 2 NO but also it makes you defend it more other wise you the other side could gain 2 NO worth 10 icps. All Island groups have been contested so far in games.
    The Island to the south are contested at start of game too.
    Now with US getting the new island group NO ( Solomon, Gilbert, Johnston ) gives Japan another option to take on turn 1. At least 1 island anyway. Look at map. Japan fleet in Carolinas has like 6-8 different options to do just with that fleet at start of game.

    I gave US the new Island group due to US may need more money in game and Japan starts with 1 3 Island Group NO.

    J or US J or US
    Midway Midway
    Bonin Wake
    Iwo Jima Marinias

    J or US J or US
    Marshall Carolina’s
    Carolina’s New Britian
    Palan Solomon

    J or US Anzac
    Solomon New Britian
    Gilbert Palau
    Johnston D. New Guinia

    In the Med

    UK or Italy UK or Italy
    Gibraltor Malta
    Malta Crete
    Cyprus Cyprus

    UK start with 1 NO. but Germany or Italy can take away on T1.
    It does take Italy awhile to get both these NOs.

    WTF For some reason it wont space out island groups. WTF


  • @baron-Münchhausen said in Global War 1940 2nd ed.:

    @SS-GEN said in Global War 1940 2nd ed.:

    @Baron:

    I played a few times with Cruiser and TP moving 3 SZs.

    Clearly, on wide map with a lot of SZs, it increase the pace of invasion and add more smaller fleet battles because other warships moving only M2 cannot follow as much as they wish.

    The issue to incentive more amphib landing is to give a bit of escort to Transport, Cruiser get this more specialized role without being able to protect against Subs.
    The lust for gain to conquer an Island may outweigh the risk of placing a few ships in vulnerable SZ (which can be in a deadzone from a few enemy’s units).

    Another possibility, is to give a complete defense  @1 out of 12 per Transport with M3.
    This will generate more amphib with TPs being use as expendable unit to grab land.
    Of course, cost should be increase compared to defenseless.

    Yes Japan did sacrifice 2 transports to take Midway. I believe the transports missed there plane defense shots. But it kept them at home for a extra turn. So without seeing Europe side outcome yet dont know if it hurt US. But they didnt seem to have a problem getting down to New Guinea. I can see in future games now Japan needs to stay at Carolinas and then get Manilla at a later turn instead of moving away as the case in the pics in above posts.

    Also those M4 Cruisers in non combat can support small fleets or big fleets coming from Toyko to Carolinas and US from LA to Australia and New Guinea islands.

    But Cruisers  can only move 3 in combat so its not a total crush.
    I can see where the Transport would be nice also to M3 in combat and 4 in non combat in my game.
    Transport now in game which I think I didnt change in list is if you take a transport as a casualty you do not get the D@1 against a plane. If no attacking planes then they get the escape roll.
    If the transport went to a M3 would that be to strong on the Europe side for US ? I think it depends because if you spend to much in the Atlantic as US then Japan with M3 Transports in combat and M4 in non combat will be all over the islands. So this would keep both sides in Pacific honest to protect other side from total island control.
    Im trying to get also a more of a 50-50 60-40 US spending in game.
    Transport
    A0
    D1 At 1 plane only if taken as casualty
    M3
    C8

    The M3 Transport would have to be tested later do to testing the island group campaign that is being tested now and in a game coming up but aways off yet. But will play test where will just do like a 3-4 turn test games before group game. Could test transport in those 3-4 test turn games also.

    Did such TP unbalanced ATO?
    You have numerous SZs on your Atlantic map, even a 4 NCM move from Florida SZ is not able to land units on Continental Europe.

    Have not tested the transport M3. Don’t think its needed. It maybe to strong at start in pacific for Japan.
    Plus I don’t want Allies able to land in Europe in 1 turn. Each turn comes out to like 3 months. Every 4 turns = 1 year about.


  • Got another game this Sat Jan 19. Hope to get 4 to show. Under a winter storm warning. Have played a game already with some new changes. Didn’t post a report after last game. Axis did win. Russia was bogged down with weather issues and never did get a chance to counter an attack on Germany. Germany did Sea Lion but failed. US figs killed planes in a dog fight and in the defend rounds.
    But Germany was able to stay in game because UK E didn’t buy right again and US went mostly Pacific which did hurt Japan but Germany able to win with Italy.
    Japan was able to get there income up to 90. So even with the restrictions on them and movement in Asia and Siberia I am adding 3 Cruisers to the setup. 1 in India Ocean SZ, 1 in Malaya SZ and 1 in San Fran. SZ. This tweak is for US so they can buy a few more units in Atlantic. Last game they went all Pacific first 3 turns and just was enough to give Japan Headaches. Getting closer to fixing the Pacific campaign. Took away an Anzac 3 Island group NO and gave one to US for Solomon, Gilbert and Johnston islands.
    The Japan starting Fleet in Carolina’s can now take away a US and Anzac NO if they want. But Japan has to decide if its worth it to lose 2 transports. Plus Japan has to make 8 different combat moves at start of game but can only do 4. So they need to decide the way to go. HA

    Changes now are Stg. 4 @3 and 3 @4 Heavy Bombers get 1 round of attack only now. Naval both 2 @2.
    Shore Bombard now. Battleships @4, Cruisers @3 and Destroyers @2. with a return shot. Batt. Damg. no SH shot.
    Added Rubber resource Tokens.
    Added Uranium resource Tokens. Can’t build bomb in game. Makes Belgium Congo a huge Territory now for Italy to get or UK.
    Added a Strict Neutral influence Chart. Spain or Turkey C10. Roll a d20. Any 4 or less get territory and half army.
    Rest of Neutrals C3. Same rule as above but receive territory and army. Not all countries can roll for the same Neutrals.

    Cruisers are now considered capital ships. Can only build at Capitals.

    Changed a few more Event Cards. Added a Doolittle Raid card. Roll 1d8 +1 for Toyko IC Damage. But Japan can block SBR
    attack with a roll of 1 d12 @4 or less blocks it. With the Raid happening early in War, I had to offset the Raid with Japan counter if card comes up in later turns. Either numbers for both sides maybe tweaked.
    Added a Russian Sniper Card.

    Hopefully a game report coming Sunday.


  • This post is deleted!

  • This post is deleted!

  • Well looks like I forgot to post picks of game. Germany went full out for Moscow and was defeated on turn 6 from doing it. Then in mean time Allies took West Germany and next would be Berlin.
    So now we have a game Sunday with major changes to game. I post a list here and hope I get them all.

    1. No Allies in Russia period.
    2. Russia has a lend Lease Chart now.
    3. Adding another Russian IC to setup and being used as Tankograd.
    4. Russian Shock troops in Siberia now.
    5. Cruisers a capital ship now. Can only be built at Capitals.
    6. Stg. Bombers cannot hit Navy ships now.
    7. Added 2 US Carriers and 4 figs to the pacific for more historical attacks at
      Midway or Soloman Islands or return to Europe side.
    8. Some tweaks to NA’s and Event Cards.
      I will post a report Monday.
      After 2 years of play testing I finally got my new event cards printed up.
      There pretty much set. I’m sure there will be a tweaked card here or there down the road which is very normal when you are using event cards.
      Here’s a pic of them and I’ll post a pic of US cards that are in game.

    image1(2).png


  • @SS-GEN Good action as always. I use a minus 10 bucks if any allies in Russia to Russia, Bombers can’t hit ships and CAs have to be built at starting major factories.

    So pretty similar to what you got going on. I know G40 is a little different, but I like those changes and have used them for a while.

    Always enjoy your game reports.


  • The Axis surrendered in Sundays game. Germany couldn’t get Moscow and was having trouble holding Stalingrad with Russian troops coming out of Moscow to counter. So probably most VC points with Bonus ( Middle East Oil ) was going to be 28 maybe 29. Need 30 and hold a turn for the win.
    Germany Wolf packs just totally wiped out UK’s navy with FS and had like 8 or 9 subs left after naval assaults in the Atlantic. Then the Wolf Packs went on a convoy tear. Was hitting UK 9 icps a turn and Russia 4 icps a turn. The sub in the Russian convoy box is still there. Amazing how UK and US combined 7 Tac Bombers with a bunch of destroyers could not stop the Wolfies until like turn 3-5. UK if doing good makes like ave 45 -50 income but was down for a few turns in like the upper 20’s. So the Battle of the Atlantic happened great again in game.
    According to the guys on Europe side they said there was a ton of SBRing going on and only 1 or 2 bombers got shot down.
    Germany got there V-2 Rocket Event Card on T3 or 4 and was able to SBR London for a few times before UK said enough and came in with Tac Bombers for a single attack on V-2 Rocket. Popped that Bitch.
    Italy was a power house in game as always. They got a free Battleship for 1 of there NA’s. But Italy spent a bit to much in Africa and lost there navy with taking Cairo to fast. The can openers in Russia didn’t really do anything. They did get the Mideast Oil and also for desperation at end of game influenced Turkey but even the Turkish troops they received won’t be enough to get Stalingrad. So with Germany going weak on reinforcements in Paris and Italy not Garrison enough to Paris early, the US did there Joint strike together with UK NA and took Paris on T7. So with Germany and Italy having to buy mostly at home will weaken the Eastern front and make Russia counter now with a few more Attacks.
    Russia got there Guard Tank NA in game. With the new Russian stuff and LL chart with Tankograd it made Moscow hold its own.
    New Stuff for Russia in game now.

    1. 1 factory can move per turn.
    2. 1 Tank per turn gets promoted to a Guard. +1 on A D Russia had this NA this game.
    3. Tankograd factory. 1 free tank and buy 1 for 4 icps. Cannot move factory period for game.
    4. Adjusted weather chart.
      The Tankograd factory fell to German Paratroopers and planes. I will move this factory location 1 territory further south where it should of been originally. This is what I have on weather chart now.
      T1) 41 Winter for Germany. All Russian Inf +1 on defense.
      T1) 42 Monsoon/Good This for rest of country’s except Germany. Monsoon - No motorized movement in Burma area. Norway too.
      T2) 42 Raspituta - All motorized units move 1 only in Red Territories.
      T3) 42 Winter - Russian Inf D +1 in all red territories. Motorized units can cross marshes.
      T4) 43 Monsoon
      T5) 43 Raspituta
      T6) 43 Winter and so on.
      This does slow down the German Blitz but its still only 1 time every 3rd turn.
      The key is to hold off Germany if you can to T6 so you can get your 50 inf to D +1 in winter season.
      The rest of weather affects in game are in the event cards for Air and water.
      Like 1 turn Russia couldn’t fly planes out of Moscow due to fog. Hurt them a bit to take out German blockers, But Russia had 3 Generals on front lines for rerolls if Inf missed for first round only. Then Generals can retreat. So Russia was able to not use more Inf than they wanted to to retake back territories to block German Blitz.
      Also Russia got there Sniper Event Card amazing at the right time where they could pick any 2 Ger Inf from any Red territory.
      So they picked 2 single blockers and saved them selves 4 inf. to use to retake and block out Germany.
      So I may also found the way to slow down Germany and help Moscow live. Besides making the Pacific campaign even better also.
      Japan took Midway turn 1. Forced the 4 US carriers ( 2 added to setup now ) to take back Midway with Elites landing in Midway to take back Territories to deny Japan there 10 icps for 2 3Island Group NO’s. So with time frame perfect for game I can also be on right time frame track in the Pacific. Time frame is Dec 8 right after pearl Harbor. I’ll post pic of new setup in pacific and explain why the 2 US carriers were added.
      Japan did there normal thing but with US fleet sittin in Midway Japan carrier fleet with support just stayed where ever the US fleet moved to. Then US went all out in Europe on T3 and got Paris on T7.
      FEC with no Calcutta pressure from Japan was able to send out like 18 tanks ready to hit Italy in the Mideast Oil fields. This may need a change. We may go with only 1 tank Build restriction per factory now to FEC but have to play it more. Usually the tanks don’t leave Calcutta and stay for defense for the best cost the whole game.

    Well I’m sure I missed somethings but it was another great game. Games are taking longer but will soeed up once all guys get on board with new changes. No more changes coming but a tweak here or there.
    I’ll post map pics this aft and explain a few things. Oh ya the change will be each Oil derrick now will give you 2 icps income more but only 2 Derricks per country in game. Don’t want over load of them. There more also for refineries because some are in Capitals and city’s.

    SS OUT !


  • Here’s the convoy pic.image1(4).png


  • End of turn 7. De Paris is alive again !image2(1).png


  • Japan and US. Where you going ?image1(3).png


  • Also going to add refineries now to game with the Oil Derricks I have and change that rule for Derricks. Going to add for now refineries to
    Berlin
    Romania
    N. Italy
    Toyko
    Deep South
    Caucasus
    Venezuela
    Sumatra
    Borneo

    Can damage up to 5 Icps. If Damaged cost for Planes and Ships +1 Icp each in cost.
    Can convoy raid the sea zones next to a territory with a Refinery up to 3.
    Now the Venezuela Refinery is for UK. It had the 2 Largest Refineries in the war.
    It was a huge supplier for UK in war.
    German Wolf Packs did sink oil tankers off coast of Aruba. Technically the refineries where on Aruba Island but Venezuela
    will do. If convoy raided just place a Oil Tanker token under ship so you can keep it there for all to see.

    Now the 2 refineries in the Dutch Islands maybe my final fix for Japan in the Pacific campaign.
    This will give FEC and Anzac an option to bomb the oil refineries if Japan controls them and forcing them to defend the Islands more in game now. Or either side can buy subs and convoy raid the refineries from the seas.
    Now the Oil derricks will be worth 1 or 2 Icps each if you control them towards your income. Oil Derricks can be bombed to. Up to 5 damage and you just loose the 1 or 2 Icps towards your income only.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Yo Barney I’ll let you know how this combined Cruiser works in game. Cruiser A4 D4 C9 M3 SHS 3 can take a hit on a plane for every round of combat. I have also in game, its Mandatory to have 1 round of Dog Fight in every battle. But Planes can retreat after 1 round of Dog Fight and or 1 round of combat for both the attacker and defender. I did some naval play testing battles and with the Cruiser getting the AA shot now makes battles a whole lot more interesting. Do my planes stay ? Attacker or Defender. How many cruisers does he still have ? Can I land my planes on retreat ? My planes are trapped ! SH. Can I still kill his fleet without my planes still with him having a Cruiser ? and so on.
    Also Stg. Bombers cannot hit Naval units in game so now your Fig/Tac B /N Fig/N Dive B planes are even more important.

    Will also see if I need to lower Cruiser to a A3 D3 and or raise cost. I have that option yet.

  • 2023 '22 '21 '20 '19 '18

    @SS-GEN

    Right on. I like having naval AA as well. As you said above, it can impact your decisions.
    I think it helps promote smaller fleets as well. They’re probably more expensive to take out, even if the AA misses with a cruiser defending. If you do whack a plane you could end up winning the battle or have a more favorable trade if you don’t.

    So does he send more power to guarrantee victory, which means those resources can’t be used elsewhere or risk losing the fight ?

    Obviously it boosts the defensive power of a fleet so some sort of offensive boost may be in order, especially with strats not being able to hit, which I don’t use either.

    The sub rules I use seem to have countered it fairly well and with this new boost to the cruiser on attack, should help as well.

    I’ll see if I can upload a file of the rules I’ve been using. Some you can use buy themselves, others seem to tie together. Anyway…: )

    Option Redesign Notes.txt

    ( sorry little hard to read but wasn’t able to figure out the editor. I’ll see if I can come up with a better one)

    Oh yea after some back and forth I ended up going back to 2 AA shots for the CA and reduce BB to 1. Gonna roll with that for now and see what happens


  • OK. Will see how both our test results come out.

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