wouldn’t ships have to go around the peninsula though? Not so sure sea zone 1 and 2 are adjacent since their is a large strip of land between them.
Posts made by Gravy
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RE: Important question??
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Important question??
can you move ships from sea zone 1 near alaska to sea zone 2. Is this a legal move or do you have to go around the so called peninsula? Thanks
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RE: Tank Purchases R.I.P.
In all our games Moscow has only been taken once. It is a tough nut to crack because it is so far away…we are finding that Russia is tough to take down…we have yet to even see Stalingrad fall. How can the Italians help in Russia when their hands are tied in the Med…if you lose the Med quickly Italy is done and hence game over.
Mind you we have played alot of Europe and only a few global games so maybe things are a little different with global.
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RE: Tank Purchases R.I.P.
I should clarify that we allow tanks to blitz into enemy territories that are unoccupied during the non-combat movement phase. We are testing it now…see what happens.
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RE: Tank Purchases R.I.P.
Our play group has added a new twist to tanks to make them a little more useful. Tanks are now allowed to BLITZ into unoccupied territoies during the NONCOMBAT MOVEMENT PHASE… As long as they did not move or attack during the combat phase.
We love what this new capability adds to the game. It allows the tanks to perform like they did in the actual war. It makes them even more dangerous if you dont keep an extra layer of defense. It allows them to get behind the front line and cause some real problems. Now they are worth every penny of the 6IPC’s and we find it just adds another demension to the game.
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RE: US Factory Norway???
We have a house rule where the allies can only produce minor industries in foreign soil. I believe someone else has mentioned this as well. We also don’t give the Russians the 2 free infantry every round when at war. The game is much more balanced with these rules in place. Without these rules there is no way the axis can win against a good player as the allies.
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RE: Anyone ever play with no luck Dice rules
We are currently using the 12 sided dice from battle of the Bulge game. Infantry, artilery, destroyers, subs hit on 5 or less. This gives them a 40% chance of hitting which bumps it up from 6 sided dice. This allows for slightly more hits so now your stack of 10 infantry will at the very least score a couple of hits. This makes it more realistic while still adding in the random swings, just not as dramatic which we like.
Also tanks, fighters and cruisers hit at 7 so they are close to 60%. Bombers hit at 8, no % change. But we feel that the 7 adds to the value of the more expensive tanks, more reason to buy them along with cruisers. I like the 12 sided dice alot more because they are more consistent but still leave the luck out there so an infantry can still kill say 3 tanks…its still possible but not as much.
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Anyone ever play with no luck Dice rules
Just curious as to how many on here use the no luck dice. We seem to think that some of the battles are almost too unlucky at times and large swings occur because of them. I mean you can have 10 infantry on Egypt and miss all your rolls at 2 and get smoked with minimal losses to the enemy…really make or break the games.
We had one game where the British player missed on all his rolls in a crucial Naval battle at the biggining of the game and he never could recover in the atlantic. A game changer and he kept getting terrible rolls all game…I know its part of the game but wondering if no luck might be the way to go. There is still some luck involved with the no luck but not as much random swings.
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RE: Rules question: What happens if axis capture Novosibirsk?
Actually we are playing without the 2 free russian infantry per turn tight now. We are finding it very tough for the axis to take moscow while still hoding Egypt, Rome and Paris. The game seems more balanced without them to us so far.
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RE: Are Bombers too powerful at 12 ipc's
This is what we are doing for our next game:
Bombers 15 ipc
Tac bombers 12ipc
Fighters stay at 10I think this has to be done too balance the game out even better. Otherwise, as the US player I would just keep bombing Egypt and the burma road all game long. Fighters need to stay at 10 in my opinion. I think these changes will make a huge differnece.
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Are Bombers too powerful at 12 ipc's
Really enjoying the new game, great looking map…alot of new options with global 1940 but are the bombers too powerful. Our play with the allies seems to focus around the purchase of 2 bombers a round with the US and sometimes 3 or 4. They have great range and when grouped together in Gibraltar or Britian than can raise havoc. Especially effective in QUEENSLAND on pacific side.
I had a huge armour column mixed with mech wiped out a few times just before my attack on leningrad. They can wipe out Egypt as well since the rolls at 4 give you great odds. We are thinking of making them 14 ipc’s or decreasing their movement to 5 (6 with air base).
Just curious as to what others think of them. You really need to roll well with your 2’s to hit them but 8 rolls at 4 are deadly even against tanks.
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Question regarding the capture of Paris
My friend and I had a our first game going today of Europe and we cant believe how awesome this game really is. But we have a few questions:
1)Does Germany get the 17 IPC from France once they take Paris (Central France)? Don’t think they do2)Can subs pass through the straits even if you don’t control Denmark, Gibraltar and Turkey?
3)If the German player has at least one sub or ship in sea zone 125, the Russians don’t get the 5ipc bonus.
Thanks in advance. Great Game!
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RE: Question about subs
intersting enough he always buys a destroyer in Hawaii and a mech infantry in Burma. The destroyer makes a huge difference since the Jap player cannot hit that transport with a sub from japan. When I play the allies next I’m going with an 8 bid only…i’ll buy the destroyer in Hawaii as well.
I’ve come very close to beating his J1 attck many times without a bid so the 8 might be all I need.
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RE: Question about subs
Thanks for the help Kaufs. By the way, I really think the global game will actually leave Japan a little weaker than the allies. The threat of Russia in Manchuria will make all the difference. Right now my buddy and I play with a 12 bid for the allies and the games are very close…just enough to balance the game…actually he has beaten mw twice now with the allies bid at 12.
As the allies I came really close to beating him as Japan a number of times, they were tight games that with a few more better roles in a few last battles…I would have won so we decided to just put a slight bid in for the allies.
The key with the allies is taking advantage of consecutive turns in a row with their planes. Take a DEI Island with the Americans and then sending in the British and ANZAC fighters to defend it…tough to take back for Japan and they lose their NO. Also, build American bombers every turn and put them in Queensland, they are deadly!! Anyway, rhanks for clarifying the sub question.
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Question about subs
Can battleships, cruisers and subs attack a stack of enemy subs. Does a destroyer have to be present to attack just enemy subsd with your ships.
Also, I’m attacking your lone sub with 2 of my own subs. Do we all get a “first strike” ability since there are no destroyers involved.
Sub rules get a little confusing at times. I know you need a destroyer in order for planes to attack them but you don’t need a destroyer for lets say your battleship to attack an enemy sub do you? -
RE: Idea for helping UK & Allies
I agree, we might use a house rule where Japan must keep 3 infantry in Manchuria at all times to account for the Russian front. But, the games we are playing right now with all J1 attacks are very close…almost balanced as we get better with the allies. I really didn’t think the allies had a chance but we are developing some better strats with the allies and it is close…comes down to really planning your purchases, especially with the Aussies.
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RE: Saving the UK if Japan goes all out to capture Calcutta
Well, I have tried going all out on Japan several times but I wasn’t able to break thru…mind you this gave Japan a free hand in the DEI but did slow down the push to Inida since he was forced to bring fighters home.
I will try this strat a few more times…maybe I’m doing a few things wrong, not making the right purchases,the Allies are a real challenge right now and I’m starting to think that maybe this is what they wanted in the game.
My friend and I had a real blast playing this game…very balanced until we came up with the J1 attack, hit the Philipines in J2, build minor IC in Asia, and the real killer…send two JAP subs to raid the India convoy. Man its tough to beat because now Japan can outnumber the Allies ship for ship…I’ll keep trying.
Sure you can take the Japanese fleets out, as I have many times but Japan can just keep pumping them out while slowly marching closer and closer to India…no need to rush it because the goal is to keep the US contained and man does it work well. Try it,maybe I’m wrong.
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RE: Does J1 Attack "Break" the games?
Fire Knight, I respect your opinion but there is no way a good Japanese player lets you take Korea…and if all your doing with ANZAC is buying ground troops, the DEI will be tough to retake and India’s in big trouble.
With just a minor IC in Asia after the J1 attack…Japan wins 90 percent of times because you will never be able to outnumber her fleet. I still enjoy playing these games and I think Larry Harris is a brilliant man for it…just a little disappointed that we need a few house rules.
Hey this is still a great game with not allowing JAPAN A j1 attack.
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RE: Does J1 Attack "Break" the games?
To make matters worse, the best US strategy that we found was to just buy a ton of bombers and send them to Queensland. They have great range from there and can hit Burma whenever Japan masses in that area. Only problem is that it is unrealistic and it costs the US alot of ships so the board looks quite bare, but it does keep the game going for a while before you eventually lose.
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RE: Does J1 Attack "Break" the games?
I’ve tried just about everything and I know one thing for sure…you cannot go all out on Japan…all Japan does is scramble fighters and the odds are against the US. With the J1 attack, it just seems like the allies are always one turn behind them all game, always being outnumbered.
I’m a little pissed that this got away from the play testing…not sure how this could be missed so easily.