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    Moose11

    @Moose11

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    Latest posts made by Moose11

    • RE: HBG's Global War 1939 FAQ

      Convoy zones/raiding isn’t 100% clear either…
      The way im reading into it: You move your ships into a convoy zone during noncombat move (or combat if there are enemy ships).  Moving into a convoy zone is a combat move as you are interdicting supplies.

      Then that power must either destroy your ships during his turn or lose the extra income. A convoy is like any other seazone for movement purposes.  Correct.

      Anyways i found it i think…In this scenario USA does not go to full production but gets +25 to income along with dice rolls on their next turn.  Correct.
      So USA dow on japan but is still rolling dice for income ?  Sorry, I read this wrong.  USA cannot declare war until it is at full production.  Once the die roll plus bonuses from Axis war actions bring the income to 80, USA can declare war.  Not before.

      posted in Global War
      Moose11M
      Moose11
    • RE: FiC

      We play that Vichy-rolled French territories in the Pacific Theatre become Japanese.

      posted in Global War
      Moose11M
      Moose11
    • RE: HBG's Global War 1939 FAQ

      As soon as Japan declares war against the US, the US is at full production.

      posted in Global War
      Moose11M
      Moose11
    • RE: German Blitz

      The latest rules do not permit naval units to blitz.

      posted in Global War
      Moose11M
      Moose11
    • RE: Original territory question

      Japan can build an IC on any of its original territories.  Since Japan begins the game possessing much of North East China, it may build minor ICs on those territories which have a value of 2.

      posted in Global War
      Moose11M
      Moose11
    • RE: Fighting Tigers

      Our group plays that Chinese Nationalist troops can enter any territories along the Burma Road, including the flying tigers. We also play with optional airbase rules requiring an airbase to be present in order to land the tigers.

      posted in Global War
      Moose11M
      Moose11
    • RE: 6.1 RULE CLARIFICATIONS DATABASE

      I like Star of Africa’s suggestion.  Combined with the existing 6.1 rules, this would mean that if Germany does not take Holland round 1, Holland can immediately purchase up to 2 units, and the remaining unspent income is immediately useable by Great Britain.

      posted in Global War
      Moose11M
      Moose11
    • RE: Overpowered German Navy

      The German navy is strong and tanks and subs are cheap.  However, our games are balanced with wins going approximately 50% for either team.  Maybe Russia falls every game, but the Allies somehow manage to eke out a win about 50% of the time.  That suggests to me that the game is balanced.  Looking forward to the Global 1936 game!!! :lol:

      posted in Global War
      Moose11M
      Moose11
    • RE: Commandos attack at 3+1? or 2+1?

      U.S. Marines and Airborne cost 5 each.  The commando is a combination of the two.  For a cost of 5, this would mean that the Commando is more powerful than a U.S. marine?  I believe the intent was that all special forces attack like regular infantry until they perform their specialty (either a naval assault, or a parachute drop).  Then they obtain a +1.

      posted in Global War
      Moose11M
      Moose11
    • RE: Edit

      You would need a map with many more spaces to make the blitzing rules manageable.  Once the mechanized units break through enemy lines, it is a relatively simple matter of encirling the rest and destroying them.  In games like A&A Global 1939, the Germans, once they invade Russia, have a huge mech army.  In my opinion, this would destabilize the game.

      If you were to play with these rules, each nation had different mechanized capabilities.  The Americans and Commonwealth were very adept at piggybacking infantry on their mech units.  The Germans were not.  In the early war, the Russians were not either.

      posted in House Rules
      Moose11M
      Moose11