Elkhart, so about 1.5 hours from Ft Wayne. I’ll send you a msg w/ my email info.
Latest posts made by crusaders1
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RE: NE Indiana
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RE: NE Indiana
Captain Walker, I’ve been playing global for a couple of years and would like to find other players in Norhern IN. Let me know if interested in setting up a game.
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RE: Grasshopper's Alternative R&D
I like the progressive tech approach - makes sense. I would be in favor of adding 4 more techs so you can just use 6 sided dice and go through 4 progressions. Some ideas for the extra 4 techs would be Heavy tanks, special forces, and a maybe a repair tech which allows you to repair damaged facilities for less IPC’s. I can’t think of a 4th right now.
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RE: How many players use house rules with regularity?
We always play with the following house rules:
Heavy transport planes ($10, same movement as bombers, carry 3 Inf-like troops, max 3)
Special Forces ($5, Atk 3, Dfd 1, max 5)
The last 2 games I’ve played we’ve used the following tech rule:
Each country starts w/ 1 research center, can buy another for $15. Each turn you roll a dice for each research center you own as they can be captured (ie France by Germ). They can also be strat bombed. I really, really like this house rule as tech was very rarely used in our games before. -
RE: Oldish strat
It’s nearly impossible in this game to support Russia with UK/US units going directly to Russia. Spend your resources landing in Western Europe - that’s the best way to support the Russians.
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RE: ALLIES HELP!!
Yeah, it’s too bad you had to end the game so early. It’s amazing how reslilient Germ and JPN can be if their Air Forces stay pretty much intact. I was in a game once playing the Allies and took a lightly defended Berlin fairly early in the game and the Axis player was so frustrated that he just conceded. He could have easlily retaken it the next round. 95% of his pieces were still in play so the game was far from being over.
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RE: Classic Strategies Die Hard
Field Marshall, your exactly right when you stated that the biggest mistake you can make w/ Jpn is trying to do to much. Last weekend I lost as the Axis this way when I tried to crush the Chinese while also taking Anzac. I succeeded in Anzac but failed on the mainland even with a minor IC. UKP became very strong and I could not take out the Chinese. By round 7-8 I had very few ground units and the USA was breathing down my neck. Your best strategy might be to close the Burma road and position your fleet and airforce as close to the DEI as possible. Use your Air to eliminate the Chinese and your fleet to keep UK in check. Then grab the money islands and the Phillipines on the same turn repositioning your fleet in the Phillipines. From there you protect what you’ve taken and guard against the USA/Anzac force that will soon come knocking.
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Siberian Minor IC
In all the games I’ve played over the years Russia has never taken Berlin. Russia is always on the defensive and rarely gets to show it’s true might, hence this rule proposal.
Minor IC in Yenisey
Build 1 tank per round (no IPC costs) until Germany declares war then build 2 tanks per round. These units can’t move until Germany declares war and the can only move west (one way train) so the Russian Inf on the Eastern border are on their own. It will still take you 2-4 turns to get these units into the fight “encouraging” Germany to end the fight early. The hope is that this make the Russian campaign more realistic to what actually happened in WW2. -
RE: RESEARCH FACILITIES - and Infrastructure - Simple rule additions
Just completed 3 rounds playing this rule and I like it - alot! Germany took France Rd1 so had two tech rolls starting RD2. US purchased a RF RD1 so also had 2 tech rolls RD2. Out of 22 rolls we only had three hits and 2 of the 3 ended up Radar hits (could possibly be helpful for Germ, not so much for the US) and of course I’m playing the allies! This is why I don’t believe you need to add any more costs, maintanence or otherwise, to this rule. It hasn’t had a major effect (yet!) on our game and it’s really cool to roll a tech dice for each country (especially Anzac!) each turn.
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RE: RESEARCH FACILITIES - and Infrastructure - Simple rule additions
I like the idea as proposed. Tech rarely is used in the games I’ve played and when it has it’s always been the U.S. that’s attempted a breakthrough. I like that even the smaller countries will have a shot at it and that you can steal it by capturing a capitol. Well thought out Gargantua!