- Aquitaine becomes German after the French surrender
2 . Yes on long range aircraft no on jet power you have to build them they are more expensive and better than regular fighters you just have to read the rules a bit more cheers
Best posts made by Linkler
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RE: Rules Cla
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RE: Latin America Expansion Heavily Favors The US?
@mike141500 they would be safe until Germany goes to war, at least. We had a game where Germany aligned Argentina super distracting for US kept them busy for 3 or 4 turns where they could’ve been using their stuff to fight in Europe
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RE: Can railroad, fortifications, and coastal artillery be built in friendly territory?
@hbg-gw-enthusiast interesting haven’t thought about that angle before but I’m pretty sure only building that’s allowed is in your own territory. 2nd question definitely Anzac has to pay (otherwise why would GB not be allowed to LL to them?)
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RE: Strategic Rockets (v3)
@delaja Any thoughts on this? Also I like your nebelwefer/katushka idea but we need units for each team to implement that right m?
Here’s where I’m at with this now:Vengeance Weapon Expansion (or amendment to present rules)
V-1
Requires Strategic Rockets
Cost $1 IPP
Vehicle Class
Range 2
Moves by rail/ naval transportCan build 1 rocket (of either kind) per factory at factory location per turn.
Can be targeted by tactical bombers for 1 round ignoring all other land units present with no defence roll (unless AA and/or fighters present to intercept)
Can be transported/launched from submarines (req. advanced submarine technology)
Can be transported/launched from medium, strategic and heavy bombers
Procedure:
- Attacker selects land zone and facility (if applicable) to target
- V-1 is subject to AA fire (if present) and fighter interception
(Not early war fighters) if fighter interceptor rolls a “12” rocket and fighter are immediately destroyed - If Rocket survives attacker rolls a D6
“1, 2, 3,” hits land zone defender immediately loses that amount of IPPs (cannot lose more that land zone IPP value per zone per calendar turn)
“4,5” miss (no effect)
“6” hit, roll defender facility AA (if applicable) if rocket survives roll D6 again for damage
V- 2
Same as V-1 except:
Also req. Advanced Construction
Cost $2
Moves 1
Cannot be intercepted or shot down by AAAny thoughts/ideas/questions ?
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RE: Airborne and fortifications?
@insanehoshi good idea never thought of that thanks
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RE: Diplomacy Expansion Rule Clarification
@bretters after the combat phase of the power that attacks it then right?
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RE: Diplomacy Expansion Rule Clarification
@noneshallpass interesting take it’s hard to pass over the “guaranteed support” just the wording of it maybe? Seems like a bit of a loaded phrase though
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RE: Diplomacy Expansion Rule Clarification
@broken-mortar we ran into this too. We ended up going with if someone attacks your aligned minor they must declare war on the controlling power. At first we did it the opposite way but it made a huge negative for Germany/ axis to influence any minors. Would be nice to know for sure what the designer had in mind
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RE: Diplomacy expansion VS Molotov-Ribbentrop pact
@theveteran ah got it. That makes sense! Thanks
Latest posts made by Linkler
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RE: Join the ABGB discord: Much more GW36 activity is found there.
@theveteran hey can you refresh the link?
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RE: The Netherlands Alignement
@timothy-gengarella I think you could as the rules stand it’s pretty gamey though we wouldn’t play stuff like that in our games just goes against the spirit of the game, at least for sure not in a 2 player game anyway. and remember Soviets can’t declare war before ‘39
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RE: Maginot Line
@timothy-gengarella all the forts and coastal guns in the zone are lost if you lose the territory
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Guards expansion
Do you get to still upgrade 2 units to guards status for taking over a zone if there are no enemy units present when you take it over ?
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RE: Turkey at war, wartime income
@insanehoshi I think your right on both counts, definitely no income till influenced I’d say again I don’t think it’s really spelled out anywhere but just sort of feels logical
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Turkey at war, wartime income
This might be an obvious one, but does a (minor power) player-controlled Turkey have to declare war or be attacked on/by a MAJOR power to move to wartime income? Or can turkey attack say Iraq and move to wartime income (since technically they would be at war) any opinions/ thoughts on this? I know kind of a gray ish area nothing in the rules I found specifically says
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RE: Blitzing and scrambling
@adalwolf I think as long as they haven’t been scrambled already for a different battle. Did you see that thread a while ago where they were talking about you can’t intercept a bombing run and fight a combat battle in the same turn? Same concept would apply I’m sure
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RE: Land Unit Adjustments
@rellhaiser 👌 @Adalwolf like that idea too someone might call you out on that though like what is that based on did Calvary units retreat a lot?
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RE: Land Unit Adjustments
@rellhaiser also I think motorized still not good enough think mech infantry cost the same and it’s way better. You can always use the railroads to move your artillery up 99% of the time. But a step in the right direction