1.What technology is in the game? be specific. Be specific? What if I’m not specific? I don’t feel like being “specific”. I will tell you this, however: There is nothing unusual or totally new here. Only the Global game uses Weapons Development and that’s optional. The purist I am, I don’t much like Weapons Development when playing the game, that’s neither here nor there…
R&D Sequence
1. Buy research dice
2. Roll research dice
3. Roll breakthrough die
4. Mark developments
There are 12 Developments available:
Advanced Artillery
Rockets
Paratroopers
Increased Factory Production
War Bonds
Improved Mechanized Infantry
Radar
L-R Aircraft
Heavy Bombers.
2. What are the political rules? Who can attack who and when? what advantages do the pro-axis/allies neutrals give you?
The opening paragraph from the rule book:
As the game begins, only France and the United Kingdom are at war with Germany and Italy. The two other great powers- The United States and the Soviet Union- are not yet at war with the Axis powers. Many other countries also tried to remain neutral, but as the war became global, many of them were forced to join one side or the other.
3. More information on the structure of the game board. What other ways is it different from the original A&A Europe? What new territories or reshaping of old territories do you think will increase strategy and diversity in gameplay aswell historical realism? Allow me to give a broad brush answer to this question - Neutrals are going to play a big new part in this game. They come alive and even provide infantry if occupied by a friendly power. They become alive if invaded by an unfriendly power. Their generated infantry proves to be not too receptive to the incursion, however.
The territory layouts have been totally beefed up – there are more of them. The sea zones are arranged somewhat differently. The use of naval bases and their impact on the sea zones will also influence how you will look at this new strategic situation. The Med and Africa are sweet! OH… and so is the Eastern Front. The Middle East has both IPC and strategic values, the likes of which have never been experienced before.
Oztea…
1. What techs did you have to change (textualy) Paratroopers for sure. and what replaced Mech Infantry Nothing… they can be improved, however.
2. How did you keep Russia in check, preventing it from becoming too strong early, so that germany can eventualy attack it? is it super weak to start, or does it have limited cash (like the US) Russia kept in check…? Found the balance. Studied the math. Made the country feel bigger, more vast, if you will.
3. some other neato nation/territory specific rules (+4 inf for france, Non-Agression Pact, How to Straits work?) Straits – There are 3 of them. The Turkish Straits, Gibraltar and the Danish Straits. If your side (but not necessarily your power) controlled a canal or narrow strait at the start of your turn, you may move sea units through it. If not… then they can’t. Unfriendly Subs can however pass through the Strait of Gibraltar
Questioneer
1. Reveal all the global tech and how this works.
2. NOs for Europe and Global
3. Any special rules in Europe… You mean like Kamikazes in Pacific… no. Well maybe one or two… for example if Paris is Liberated the French power immediately can place 4 infantry units in France.
There are fewer NOs in the Global game than in the Europe game. Some of them are the same in both games.
Here are a couple of examples from the Global game:
Germany – 5 IPCs representing trade of wheat and oil from the Soviet Union. This bonus ends in the event of war between the two powers.
Soviet Union – 6 IPCs for each original German territory the Soviet Union controls as long as the Soviet Union controls all of its own original territories.