Boosting US income by 10 is too flexible. I find it makes for an interesting alternative to a bid to give the US a strat bomber in CUS every turn it’s at war.
Best posts made by hengst
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RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?
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RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?
oh & for the love of god include cardboard inserts for the boxes
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RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?
Bump the price up 10 bucks. Put a set of battle dice in (3 ones, 6 twos, 6 threes, and 3 fours should be enough). Drop the “time to play” by 2-3 hours. Boom.
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RE: League General Discussion Thread
@simon33 If you have questions about the implementation & balance of a combined ANZAC/UKP you should try the variant of the rules which accomplishes it. Try 3G40 on tripleA.
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[G40] Hengst's Simple Allied (Cassibile) Italy
Howdy folks. I’ve got a series of simple house rules that add a little bit of historicity & complexity to the game’s political situation without requiring new pieces, trackers, loads of exceptions & things to remember, etc. They’re intended to each be a module drop-in addition to a set of rules. I’ve playtested these roughly 3-5 times each & am looking for additional feedback. I make no claims to uniqueness or creativity–these were constructed with LOTS of taking from the community & as such, I’m offering them back to the community.
One of the least playtested of the rules, Simple Allied Italy:
- The Cassibile treaty occurs if, at the beginning of the Italian turn, either:
- Rome has fallen to the Allies
- Or:
Italy controls no territories in Africa, and either Sicily or N Italy are under Allied control.Sicily or N Italy are under Allied control AND Italy is unable to fulfill any National Objectives.
- The Italian nation discards all its IPCs and joins the Allied side at war with Germany, controlled by the UK Europe player.
- First: all Italian territories with German units on them become German. As many Italian units are converted to German units as there are already German units present; the rest are discarded (Germany chooses which).
All Italian territories controlled by the Allies stay controlled by the Allies, except for Sardinia, Sicily, S Italy, & N Italy. If the Allies control any of these, return them to the Italian player.- Next: If any of Sardinia, Sicily, S Italy, or N Italy are controlled by an Allied power, return them to Italy.
- Last: If Italy controls any territories which are originally-Allied, return them to their original owner.
- Whichever territories are controlled by Italy at the end of this process gain 1 Italian Inf each.
First off, note that this rule is best when paired with a starting airbase in Sardinia &–most importantly–a land bridge between Sicily & S Italy. These, for our group, are part of a small set of improvements to the Med that make it a much more interesting place to fight.
But what does this do to game balance? A savvy Germany has always managed to ensure that he gets control of the Italian stacks. How many units he actually secures off of this tends to depend on how good Fortress Europe is looking. If there’s stacks of German infantry standing around, he’ll get all the Italian units, bombers & cannon fodder alike.
Of course, having the units under Germany’s direct control is always a tremendous benefit when attacking. Does that matter when the Atlantic wall is collapsing & it’s all Germany can do to keep the West Germany factory from switching hands twice every turn? Not really.
As a result (disclaimer about limited playtesting here), this rule tends to make the fall of Rome more of a deciding factor in Germany’s fate, and causes the Allies to think twice before landing on the Italian peninsula. If Germany’s looking strong, the Balkans might be a wiser alternative. Otherwise, if he’s relying on Italian infantry to tie the defense of France together, landing in Sicily after a completed Operation Torch can hasten the collapse.
In practice, this rule tends to punish weak/thoughtless Allied players, and make a strong German player more effective after they consolidate control of the European Axis. This can and has bought time for Japan to secure the victory cities/tokens it needs in the Pacific.
On the other hand, against a weak Germany, usually one which has overextended itself struggling to take Moscow late, this rule tends to accelerate the end of the game, which is often a blessing at 1 in the morning. Playing as the Axis, it often feels extremely expensive/impossible to defend Italy if the Allies decide it needs to fall, since you’ll need to secure all three Italian Peninsula territories to prevent the treaty from kicking off.
Your mileage may vary on this one. I’m not going to recommend its use until I get several more games with it under my belt. Overall, to me, it seems like it strengthens the position of the Axis, probably by 5-10 IPCs worth of bidding.
In a group already with a massive Allies bid, you may not want to adopt this one without limiting Italian production, boosting US war income, and/or with the assistance of a Free French rule.
- The Cassibile treaty occurs if, at the beginning of the Italian turn, either:
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RE: League General Discussion Thread
@hengst Then, of course, the turn-it-into-a-AAA-module process begins… shouldn’t be too hard if the AAA devs are willing to listen to my desperate feature requests :)
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[G40] Hengst's Slightly Scarier China
Howdy folks. I’ve got a series of simple house rules that add a little bit of historicity & complexity to the game’s political situation without requiring new pieces, trackers, loads of exceptions & things to remember, etc. They’re intended to each be a module drop-in addition to a set of rules. I’ve playtested these roughly 3-5 times each & am looking for additional feedback. I make no claims to uniqueness or creativity–these were constructed with LOTS of taking from the community & as such, I’m offering them back to the community.
Here’s one of my favorite: Slightly Scarier China:
- China may place infantry on any originally Chinese territory which has no enemy land units on it.
- Only as many units may be placed in a territory as twice the IPC value of that territory.
- China never purchases Artillery, it is given by a modified Burma Road National Bonus:
- 3 IPCs & +1 Arty in Szechwan if Burma Road is open.
- Chinese units may go anywhere in China as well as:
Korea, Burma, Shan State, Siam, French Indochina, and Hong Kong.- They may never collect income from these additional territories, even if they control them.
First of all, to clarify for everybody: the Chinese Coast is originally-Chinese! Japan just starts with it; read the rules.
This is just like any of the million Chinese Guerilla rules out there. Japan’s got to keep an infantry on every territory or Chinese dudes pop up behind the lines. In practice, we found that to be actually too powerful for China, and made it impossible for Japan to hold any part of the continent for more than 5 turns if they wanted to adopt a Pacific strategy.
While it was fun with an aggressive Japan, and accurately represented the way you had you throw money into China to make any minor progress (you’d be surprised how much Chinese guerilla placement slows you down after 2-3 turns, if you haven’t played with it yet), it didn’t represent well the other way the pendulum swung–it was too easy for China to seize the initiative & end the forever war.
As a result, we’ve found that forcing China to distribute its builds hampers its ability to form doomstacks. Additionally, forcing offensive units to be shipped from the south really makes it hard for it to press the advantage in the north without Soviet help. We found this feels a lot better.
One note: we typically play with a “Coiled Japan” setup that gives Kiangsi and Kwangsi to China & moves the Japanese units there further north, representing a few months earlier than the OOB setup. This also really slows Japanese progress & makes a J1/J2 closure of the Burma road impossible, ruling a classic Calcutta crush out entirely. If you don’t do this, I’d recommend removing a Japanese infantry from each of the coastal territories (not Manchuria or Korea).
This rule pairs well with:
- 200th Division (swap a Yunnan Inf for an irreplaceable Chinese tank)
- Gobi Wasteland (Kansu, Tsinghai, and Sikang have no economic value)
- Can’t Send Tanks Over the Desert (the border between west China & the USSR may only be traversed by aircraft and infantry)
Overall, this is a big swing in the Allies’ favor, probably about 10-15 IPCs worth of bidding. The Gobi Wasteland rule might be required if the extra rounds of Burma income prove too much for your Japan player to overcome.
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RE: League General Discussion Thread
@gamerman01 Give me six more months of playtesting & I just might have G40+ ready for public release…
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[G40] Hengst's Standard Rule Simplifications
There’s a lot of complex rules out there, ones which are hard to teach to new players & ones which produce weird gamey behavior. While Indian fighters to Moscow and “let’s not liberate Paris; it’ll hurt our economy” have long been Axis and Allies classics, I like to do better. Presented mostly without comment:
Note: these rules are written assuming you’re using a Grasshopper-esque 3G40 merged UK Pacific/ANZAC economy known as the Pacific Commonwealth (Cmm).
Ally Exclusion
- Despite being allied, not all nations are cooperating. Germany and Italy are cooperating; USA, UKE, Cmm, and France are cooperating.
- China and all Allied nations at war in the Pacific are cooperating (Allied nations not at war in the Pacific are not cooperating with China).
- No units may end movement in a territory under control of or in which are units of a non-cooperating ally.
- Note: This does not apply to submarines.
- You may not take advantage of non-cooperating NavB for repairs or range.
- Bolshevization/Democratization: If non-cooperating allies liberate each others’ territory, they keep it for themselves.
Simple Declarations of War
- If Germany or Italy attacks the USSR, it automatically declares war on both of them.
- If a Western Ally (USA, UKE, Comm, or France) is attacked by Japan, or Japan occupies French, Dutch, or neutral Thai territory, the Western Allies immediately declare war on Japan.
- Otherwise, at the start of round 4:
- The USSR declares war on Germany & Italy.
- The USA declares war on all Axis powers (and immediately earns a 20 IPC bonus).
- The UKE, Commonwealth, and France declare war on Japan.
- Note: There is no US bonus if it is brought into the war by the Axis.
- Note: The Western Allies may never declare unprovoked war on Japan.
Simplification of Mongolia Rules
- If Russia attacks Mongolia or Japan, Mongolian troops will never become Russian.
- Otherwise, if Japan attacks Mongolia or the Soviet Union, Mongolian troops immediately become Russian.
Generic Capital Bonuses
- The first time a capital is liberated, place 4 infantry from the liberated nation on its capital
- The first time a capital is captured, give the conquering nation a 10 IPC bonus and all of the cash in the conquered nation’s bank.
- If the capital is conquered multiple times, the conquered nation’s bank is discarded.
Revised Economic Liberation Rules
- Liberating a territory does not give control of that territory to the liberating nation, even when the owner’s capital is occupied.
- If the owner’s capital is occupied & its economy inoperable, the liberated territory’s PUs are collected by nobody.
Cooperative Facilities
- You may build or repair facilities in any territory in which you have a land unit.
Clarified Dutch Territory Income
- Originally Dutch territories are each treated like that of a Pro-Allied neutral.
- They may not be captured or occupied by a nation unless it is at war on that board.
Clarified Peacetime Naval Restrictions
- A nation’s ships MUST end movement in a seazone adjacent to that nation’s own territory or the territory of a nation with which it is at war.
- If a nation is at war on a map, its ships may travel without restriction on that map.
- Note: Japan must be at war with the Western Allies (war with China or the USSR is insufficient) before it may travel unrestricted.
- Exception: the US may always venture out into sea zone 102 without restriction.
No Sneaky Carls
- Transports may load and unload units in hostile sea zones.
- Note: If there is a sea battle in a sea zone supporting an amphibious assault, it still must be won for the landing to continue (no change).
Someday we’ll come up with a streamlined strat bombing/escort/interceptor ruleset, but that day has yet to come…
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RE: Allied response if Taranto goes sideways & Ger threatens Sea Lion
IIRC it went something like this (lesson learned–log your solo games!):
G1 is a very good round. Takes all of France, kills the SZ97 Cruiser, kills 110 & 111, wins the dice flip with Nova Scotia. Loses basically the entire air force but takes out the full scrambles on the UK’s part.
UK1 buys Inf & a Fg, loses Taranto badly.
I1 lands in Syria, buys ground troops. I2 takes Egypt, buys transports. Japan’s just doing its think, about to go money islands.
R2 declares on Japan, takes Manchuria.
J3 money islands simultaneously, wipes Russia out of Manchaku. I3 clears North Africa & Malta, buys CV & fleet elements.
G4 attempts a Dover landing, fails. Knocks those Inf numbers down, kills a Fg or two. UK rebuys Inf but can’t rebuy Fg. Successfully lands Scotland. Takes first line of Russian territories, stacks up in E Poland.
I4 takes Gibraltar with overwhelming force, leaves a tall stack of Inf & a few AAA there, moves entire fleet off the Iberian coast.
J4 is completely focused on Calcutta & continues to be for the rest of the game.
R4 has massive stacks in Ukraine, Novograd, each independently weaker than the slowly massing Ger stack but together far stronger. Retakes everything but E Poland.
US buys Tr, an Atlantic fleet, etc. US4 stages in 103 for a London landing if Sea Lion works & Normandy if it doesn’t. (France is completely undefended). Takes Caroline Islands.
G5 lands London, takes E Ukraine with big stack. Goes 50/50 on the deadzone skirmishes.
I5 suicides into the American fleet in the Atlantic. Doesn’t kill it but does knock a destroyer or two off, kills the fighters, tips the BBs.
R5 cuts off the German stack. US5 retakes London.
G6 kills the US fleet (another one is building in Norfolk), falls back to E Poland.
I6 is a full fleet buy. J6 takes India.
By round 7, Ger is uncontested in W Europe & is maneuvering/stalling around the swamps to keep russia’s deathstacks from merging. The Soviets have Norway & the second largest airforce after Japan around Russia/Novograd. They’re skirmishing with Italy in the middle east & Japan in China. The Atlantic is virtually under Axis control. Japan is in India but is losing China. The US is marching around the pacific but isn’t strong enough to really contest a Japan without any major fleet losses.
The UK isn’t going to make it when Ger lands a third time & there’s no American fleet poised to save them a second time. Italy is all through Africa–the Allied african forces haven’t died yet but keep falling back. Italy’s got Gibraltar on lockdown & is starting a shuck shuck to the Middle East. They built an airbase in Albania last round & are working on a bomber fleet.
I called it in favor of the Axis, although I suppose with really good US/Ru plays it might resolve the other way in 6-8 more rounds.
I’m guessing if I had a failure it was playing too passively as Russia. I had a deadzone along the front the whole time & was not in a position to fight in Germany’s home territory (although I had a tank in position to blitz through an undefended Romania/Slovakia, it was killed by a ballsy Italian air attack. Germany would be able to build up & take Russia eventually if it wasn’t having to spend resources holding off the Americans in the Atlantic, but the US really needed to start spending in the Pacific with Japan knocking out the Commonwealth (3G40 rules). I might try running this one again but playing much more aggressively as Russia.
Latest posts made by hengst
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RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?
@the-janus COMPLETELY agree.
Most of these suggestions don’t even make a lick of sense of the scale of A&A. On the Renegade discord I’ve been vehemently arguing against this sentiment for a while.
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RE: 1962 Cuba Crisis Variant
@all-encompassing-goose Awesome! I always liked the idea of reducing actions per turn just because it does make turns go faster, so one player isn’t waiting forever for the other :)
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RE: 1962 Cuba Crisis Variant
@all-encompassing-goose You might want to consider Twilight Struggle-esque rules for influencing neutrals. Rather than each nation having to go to 0/40 (could it be 20/-20 instead?), each nation has a certain threshold for “successfully influenced” based on the stability of that nation–weaker gvmts are easier to influence.
Would also be interesting to have an asymmetry in how the powers influence nations. Perhaps the Warsaw Pact rolls at -1 but each successful influence by them adds a bonus influence to the track of each nation adjacent to it? Perhaps NATO gets an automatic +3 to each nation they try to influence, but the Warsaw Pact gets to choose one or two nearby nations to add an additional influence to.
I think given that it’s the Cold War, perhaps you could change the A&A system somewhat to reflect the less-than-total-war nature of the conflict. Perhaps you get 8 actions per turn, and must distribute them among any combination of combat, non-combat, and diplomacy rolls.
Do you play on playtesting the rules soon? Excited to see how it goes!
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RE: Goose's Axis & Allies 1940 House Rules Thread
Will be watching this thread.
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RE: Tucson G40Mk6 (Advanced Global 40, full ruleset & setup sheets)
@all-encompassing-goose Please try to adapt it & let me know how it goes! I have it balanced for global interactions, mostly with regards to the British & Russians.
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RE: Tucson G40Mk6 (Advanced Global 40, full ruleset & setup sheets)
GAME REPORT:
- Allies pursued a bold “big France” strategy. Broadly KGF.
- Axis pursued a rapid Middle East strategy combined with a slow Russia push. Sea Lion threat to roll up the Empire in defense.
ROUND ONE:
Germany builds a standard carrier+destroyer+sub. Doesn’t commit Bismark. All very standard Sea Lion threat stuff so far. Takes out 109 easily, no scramble. Scramble into 110. Great rolls from the UK, kills two (?) planes & loses none. Great success! Overall, an easy Paris. Some infantry left.Japan buys 3 transports.
UK is on the clock now; France goes Vichy at the start of her turn. UK has to decide what to save. Chooses to take the 105 battleship+transport (with a cruiser) & the 92 sub+cruiser (with the Gibraltar battleship). Leaves the 93 sub+destroyer for the Axis. With the crazy “big France” strategy, UK liberates Syria, Vietnam, Morocco & Madagascar, giving Free France an astonishing 8 income at the cost of a lot of UK transports. UK tries to keep the Med battleship alive by building an airbase in Gibraltar, hoping it’ll pay dividends for when the US arrives. Drops 3 fighters on it. Otherwise retreats into the Red Sea, killing the Italian destroyer+transport with planes & the sub. Blobs everything else in 109.
Italy takes Syria & Yugoslavia post-German-strafe/retreat. With no pressure from the UK in the Horn of Africa (UK went for Big France plays instead), expands to take all the Horn & claim that new national bonus. Currently making 19 IPCs after bonuses.
China concentrates in Yunnan & retreats in the north.
Russia retreats from both borders.
US buys into both seas.
~
ROUND TWO:
Germany buys 5 transports & postures in SZ 112. This clears the channel & 109 of subs, opening up strategic movement options to London for the first time. Germany captures the Vichy sub & destroyer.
Commonwealth goes into Persia. She sends 6 infantry (the max) in the UK, drawing from Calcutta, Malaya, and Australia.
Japan pushes along the coast & buys 3 more transports. Now they have 9!!
UK recalls all available planes & boats to the channel. Builds max infantry (6) & some ships for 109 (via Scotland). Recalls to London land units from Canada, Cairo (whoops), India, & S Africa. Can’t contain Italy on the Horn. Balls up in Cairo.
Italy takes Cairo! With land units to spare. Suez is sealed.
Russia returns to the Japanese border.
Free France attacks Vichy France, liberating Algeria.
US buys into both seas.
~
ROUND THREE:
Germany smashes her fleet into the channel; mutual annihilation & a few planes lost. Swings all transports loaded into Stalingrad along with a general offensive into Russia. Soviets take NW Persia, preparing to open the Caucasus lend-lease route next turn.
Commonwealth balls up around Malaya.
WAR DECLARED! Japan explodes over the map, taking all four money islands, Hong Kong, & the Philippines in one move. Attacks Russia AND IT GOES HORRIBLY. Full infantry wipe the first round! Only planes left. Mongolia activates.
London cleans up German subs in the North Atlantic, regaining its full economy. Starts shucking to Johannesburg, preparing to retake Africa.
Italy claims Iraq, gaining the pro-Axis infantry. Explodes over Africa. Is collecting all her bonuses–terrifying. Lands in Morocco, defeating the Free French.
Russia counterattacks in Manchuria with planes & infantry. Mutual annihilation. Many Japanese planes dead, only a few left. But Japan can rebuild & Russia cannot…
China pushes.
America goes to Morocco to support the French & British with what small fleet she has in the Atlantic. Nukes Italy easily.
France does France things. Builds a tank & infantry in French West Africa to try to stall Italian expansion.
~
ROUND FOUR:
Germany continues the war with Russia.
Commonwealth kills four Japanese transports & contests Java. Takes Iraq back from Italy.
Japan swings her loaded transports into the Chinese in Kwangsi, wiping the bulk of their army out with some difficulty. Only artillery & tanks are left. Japan severs the Pacific lend-lease route into Russia.
UK continues building in S Africa. She clears German subs blocking the Arctic Convoy route.
Italy continues to gobble up Africa. She recaptures Iraq, blitzes into Persia, shucks more units in Libya, takes Gibraltar, seizes Crete & Cyprus, and declares that the Axis have achieved their five stated war aims in Europe. The Allies have a single turn to reply. Italy is collecting 52 IPCs. This will be peak Italy. She has severed the Persian lend-lease route to Russia. It will never be collected upon.
China reinforces. Russia goes into China. Russia collects the Arctic Convoy lend-lease route, but no more. This will be the first and only lend-lease that reaches Russia.
America retakes Gibraltar and reinforces Morocco. Seizing upon mispositioned Japanese transports, they dodge into Sydney to threaten the Money Islands further. This is the first turn they buy only into the Atlantic.
The Free French make a semi-suicidal strafe on the combined Axis fleet waiting on the other side of the Strait. This is to soften it up for a British blow. France brings more Free French units to Morocco (from London), enough to take a victory token from the Axis. Disaster is averted for now.
~
ROUND FIVE:
Italian Middle Eastern oil continues to fuel the German advance into Russia. Germany buys a buttload of subs & closes the Arctic convoy route. She is trying to re-take Leningrad, and American-built mechanized infantry & tanks aren’t welcome in front of them.
Commonwealth takes Borneo. Japan retakes. Japan positions itself at Hawaii. Commonwealth prepares to contest Iraq again. Japan is rebuilding ground units. Commonwealth is still balled in Malaya.
Britain sends her subs & all her planes to wipe the remaining combined fleet out of the Med. The Med isn’t open yet, but it’s getting there, and is right now full of submarines. London retakes Kenya, denying that bonus to Italy.
Italy defeats France & blows open west Africa. Italy opens the Suez to herself. Italy makes some daring maneuvers to bomb Volgograd & deny recapture of the Caucasus to Russia.
China masses in Yunnan.
Russia retreats. She is receiving no lend-lease support.
US returns to Hawaii, ready to fight. Buys subs & destroyers in the Pacific & transports in the Atlantic. Sits off Gibraltar, knowing they’re safe from the Luftwaffe (which has been rebuilding surprisingly rapidly). Shucks another four tanks & four infantry to Morocco. She is ready to pounce.
France masses in North Africa.
~
ROUND SIX:
Germany savages the UK destroyer buy with combined subs & air force. Holes opened by the Russia retreat allow Germany to gobble up West Russia. The Kriegsmarine is re-arming, but it stops shy of buying transports. The threat, of course, is not missed on London, who has been shucking her defenders back across the globe & is again vulnerable. While the Axis hold only three tokens now, they are poised to take up to another three the next turn. The Allies panic.
Commonwealth retakes Iraq, again. The Commonwealth retakes Celebes & Sumatra.
Japan empties the Chinese coast & moves six transports to the Carolines, threatening Sydney.
The British pounce on Cairo in a narrow fight, retaking Egypt & destroying a just-built Italian barracks.
Italy masses to stop the French advance across North Africa. She is now playing defense–a sharp defense, but still defense.
Russia completely retreats to Moscow.
China retakes Hong Kong &, with Russia support, begins to retake the land around Beijing.
The US commits to hail maries to save London & save Sydney. If they can take Rome, the Italian war machine will fall to the Allies, at least partially. It doesn’t work. The fleet is protected by the capture of the Sardinian air field, but they haven’t even done enough to let the French finish the job. Rome holds. In the Pacific, they go to Iwo Jima, threatening the capture of Japan unless they turn around & destroy the American fleet.
France retakes West Africa.
~
ROUND SEVEN:
At this point, the game is all but over. While the Axis don’t yet win, Germany owns the North Atlantic, London is fearful of a late Sea Lion, America is two turns away from anything important & saves its fleet only because Italy judges it too worthless to bother killing. Japan destroys the Americans off Iwo Jima but does not take the island. The Commonwealth, protecting transports in the Dutch East Indies, is not poised to take advantage of the vulnerable unescorted carriers left over. Nevertheless, Japan has all but abandoned its goals in China, and instead pivots to seize nearly all of the east Pacific islands, making back a surprising amount of income in national objectives.
But the German war machine is unstoppable now. Powered by multiple turns of reliable oil bonuses & now with the majority of the USSR in its grasp, while it does not hold Moscow, it is making almost 90 IPCs. Russia, withered, is making ten. After dropping a casual three battleships in the North Sea & demonstrating the inevitability of a neutral crush on Turkey, Spain, and Norway (another two, soon three victory tokens), the Allies realize they have no counterplay against German hegemony over Europe and sue for peace. Axis win.
CONCLUSIONS:
Feels extremely balanced, finally, if slightly Allied-biased–albeit not enough to stave off Axis victory in this case. Seems ready to turn into a TripleA module. Game was on a razor’s edge turns three through five. Ultimately, Allied timidity and several minor but cumulative misplays lost them the middle east and all lend-lease routes into Russia. Once Russia was economically neutered, a perfectly timed German pivot back into the Atlantic sealed the Allied fate. America was never going to be able to make a difference against Germany in time, needing to fight through a massively wealthy Italy to get there.
Excellent game. Very exciting that the game, once a team pulled ahead, resolved so rapidly that we could finish in a day. Was expecting up to 20 hours of play, ended in 12. It’s not tournament ready yet, but we’re getting there.
This is group play test ~14 on this set of rules and our most successful yet. G40Mk7 will be in the works based on these results, but a few more playtests are needed to figure out what, if anything, needs major revision.
Will begin work on the TripleA module.
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Tucson G40Mk6 (Advanced Global 40, full ruleset & setup sheets)
Below is the compiled set of house rules our Tucson group will be using for the game this weekend. Will use this thread to report back on results. There’s been several playtesting sessions between Mk 5 & this finalized Mk 6–mostly focused on giving the UK more options during a Sea Lion threat–without completely removing the option as a viability.
Even so, more revisions expected!
↓↓ CLICK HERE FOR FULL RULES ↓↓
Rules: https://drive.google.com/file/d/1SHJzvVXV9-7etMl6xdhz1l2VJ8c-IXOJ/view?usp=share_link
↓↓CLICK HERE FOR FULL SETUP↓↓
Printable setup sheets: https://drive.google.com/file/d/1BwzH_x5rNaMsQv4XEbHLv2w7XtH5684G/view?usp=share_link
Some previews, should you choose not to click weird links:
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RE: League General Discussion Thread
Almost forgot the most important one. An option for unitAttachments to allow units of certain unitTypes to move from one unit to the other, in a given number, with given conditions.
Imagine a railroadStation unitType that lets railCar units move from one to the other, but only 2 per turn, provided no enemy sabetourInfantry units are adjacent to either railroadStation.
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RE: League General Discussion Thread
@simon33 I love you.
Starter list:
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An option for unitAttachments to have a max/min canProduceXUnits when canProduceXUnits = -1;
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Some way for a triggerAttachment to make all units of a given player convert to those of other players’, by some rule. (See this rule).
3, Allow naval bombardments to be declared without an amphibious assault (I’ve tried to implement this using a dummy “bombard” unit that’s produced by naval vessels each turn in a step between combat movement & combat but I’ve never been able to get it to work the way I want, & it’s horribly inelegant)
- Ideally, a token victory system that keeps track of how many triggerAttachments have been fulfilled, where the player can control which ones are active at a given time using a new step delegate (tokenManage?)
There’s some more things for edge cases but the majority of the important changes I think I can already do in triple a. It’s a really robust program (even if sometimes it seems the best documentation for writing xmls is just the parser source) :)
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RE: [G40] No New Industrial Complexes (Strategic Movement & Reasonable Industry)
@barnee Give the barracks/army base rules in this post a try. It’s similar, but you only get to move as many units as the IPC value of the territory; so less broken for the pacific.
Japan gets an exception, and can move +1 inf to any pacific island/coastline (w/ an army base). Maybe saves them a transport; I’ve hardly seen the exception used much less exploited in any playtest game thus far.