Where will this game be sold on release? Any online store with international shipping?
Latest posts made by Chicochico
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RE: The Great War 1914-1918: Clash of Empires
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RE: Global 2nd edition Q+A ( AAG40.2)
I have a question about mongolia, i think i’ve been playing ‘wrong’ this whole time.
I played about 8 global games so far, and in every game, the mongolian infantry was automatically turned into russian units at beginning of turn 4, even without japanese attack (i don’t know why, someone taught me the game this way i guess). Yesterday i played a G42 game, and before the match i asked the status of mongolia on LH forums, since the G42 game supposedly ‘starts at turn 4’, and i was surprised to find out, by reading the rulebook, that mongolia never automatically activates itself at turn 4, they will only turn russian “If Japan attacks a Russian controlled territory bordering Mongolia”.
So russia can declare war on japan at turn 4, but that doesn’t change mongolia neutrality, and if russia happens to attack manchuria or korea, mongolia will stay neutral forever. Is this right?
Man, talk about reading comprehension :D
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RE: HBG's Global War 1939 FAQ
I got a question, im about ot buy 1939, so i have to ask: do i need any extra colored sets of units? I have global 2nd and 1941, plus a set of baby-blue HBG minor axis (everything except tactical and battleships); do i need any more colors?
Also, the bigger map sounds sweet, but i cant find any photo of it, any1 got a link?
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RE: Cow guides polling
In my last game as axis, the USA player decided to give up the pacific and go for europe, so i played a defensive germany/italy, and used Cow’s guide for an agressive japan. I won in the pacific on turn 15, with Japan making 91 IPC/turn. I had 5 minor IC’s in asia, and 15+ long-range jet-fighters. Playing an unstoppable japan is so much fun : )
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RE: Who Wins
I played a very interesting game last week where i almost managed a sealion. the russians rebeled at turn 3. Basically at turn 12 or so, trenches everywhere, UK sent its fleet north to open a new front in russia, so i saw the opportunity and decided to take a big risk, i blockaded the path of the UK fleet (which had no subs) with a cruiser and bought 9 transports. UK spent its income to fill london with units and USA (which was ferrying troops into spain and then marching them to italy) landed on london with 5 transports; i sank the american ships and landed 18 units in london, but i rolled really bad. My fleet and my transports were then destroyed. So i lost 2+ entire turns worth of german income (in the form of transports plus the units that did the suicide amphibious assault), and as a result France pushed the frontline into german territory, but USA lost most of its transports, and without the american help, italy finally fell to the austrians. UK also lost momentum in middle east and the otommans finally managed to finish the indian stack. So i traded the Eastern Front for italy and india, a good deal, CP victory.
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RE: Global 2nd edition Q+A ( AAG40.2)
So all you have to do is move out then into the seazone, to get a retreat route?
I have 3 retreat questions that came up last game. 1) can ou retreat from a territory you just attacked and cleared all defenders, without invading it? 2) Can you retreat part of your army? ex, Im attacking with 20 units, after reducing the defenders to 1 single unit i retreat with everything except 2 units, which keep attacking? 3) I’ve read that you can retreat from land battles before the first turn of combat? We ruled that you need at least 1 round of combat before retreating, otherwise why not make every single possible combat move, every turn. Just get rid of the combat move turn, then, like in 1914.
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RE: Game length
I played 1 game, lasted 9 turns (6 hours), allied win.
Being our first game, we didn’t know what we were doing, but the central power player even less =D Germany split its forces into russia, france and italy, austria also went russia and italy, while the ottomans went for egypt, india and russia all at once. Italy fell on turn 7, but USA took it back on turn 9. UK spent all of its income during the entire game in india, and france, left pretty much alone after fighting back the first german stack, started moving into central europe and finished the game with an income of 50+, contesting berlin. The revolution almost happened 2 times, but the UK (huge) relief force saved russia both times.
So we learnt that this game is not europe 1940, and the central powers have to be really focused and cooperative on what they want to do. Still, several times during the game, especially early on, i looked at those large armies moving towards my capitals and felt really hopeless. It was the cp lack of focus that gave the allies time to stack up and survive.
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RE: How to balance out the game for the Allies in one easy step
Remove 19 IPC worth of french units from France, then let it go first :)
I think a french-first scenario would require a whole new board setup for all powers. In terms of gameplay speed, often (as the axis) i play a long german turn, then after a short russian turn i take my time with japan, then i dont play again for an HOUR. I would enjoy a setup where the axis powers are more spread out in the turn order.
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RE: Opening move thoughts.
Interesting, carrying cash from the second turn and spending on transports on turn 3. If UK reinforced his islands, blow on mechs and tanks, otherwise transports, i think i’ll be stealing this idea.
What ships do you usually build for a sealion germany? I often see 1 carrier, 1 destroyer and 1 sub (i think) on turn 1, grouped with the initial cruiser and maybe 1-2 surviving subs; is this enough to protect your transports from UK fighters/bombers?
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RE: Axis and Allies 1914 FAQ/Question and Answer Thread
I think units retreating from a contested territory can’t board transports.
Units leaving a contested territory can ONLY enter other contested territories or friendly territories (transports are neither)