Gibraltar looks great. Another vote for option 3!

Posts made by sjlr1
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RE: Tjoek's 1940 Global Map file and setup charts (Updated May 30th 2018)
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RE: Tjoek's 1940 Global Map file and setup charts (Updated May 30th 2018)
Preview looks beautiful!
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RE: Tjoek's 1940 Global Map file and setup charts (Updated May 30th 2018)
That looks great. My eyes aren’t sensitive enough to pick up a 1 pixel difference… haha :-D
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RE: Tjoek's 1940 Global Map file and setup charts (Updated May 30th 2018)
Looks great! Yeah, moving the northern Italy a tad more back to the right would be perfect. The ‘4’ looks fine to me
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RE: Sired's Map project - Updated- 4/16 - files available see first post
This looks awesome!
Seeing how you were adding cities to make it look more like a real ‘map’, I would personally add a couple more cities, like Darwin (In northern Territory), Johannesburg or Cape Town in South Africa, Olso in Norway, Novosibirsk in Novosibirsk (lol) and maybe Vladivostok in Amur (although geographically it might be in Korea). But this is just me.
Map looks amazing, again :-D
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RE: Poor mans battle dice
That’s a cool way of making battle dice. I made my own with inspiration from siredblood, just simply putting one hole in each side that was supposed to be a hit. But those look really cool
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RE: AA50 Can Planes on islands defend in Sea Battles
Yeah, the fighter is on the island, and therefore can’t participate in any sea battle.
If it was AAG40 and you had an airfield there, you could choose to scramble. But AA50 is a different game so I won’t confuse you too much…
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RE: Global War 1940/41
@SS:
@Deaths:
This map was designed with the original releases of pacific and europe.
Use those rulebooks,
Anniversary edition ruleset also works as well.
Thanks, for some reason I had Global war stuck in my head
Is it possible to modify Australia so that you could include Anzac as a playable nation? Eg. make all the U.K. starting territories on Mainland Australia and New zealand and units Anzac owned, plus give them somne surrounding islands (New Guinea, Solomons, New britain etc.). Would that work or would it break the balance?Go to house rules. Go to global 40 second edition top of page started by Deathheads. Ive UK split economys. UK London 42 FEC 27 Anzac 8
@Deaths:
Anything is possible.
Play test ur ideas and let us know how it went.
Uk was designed to be a 1 economy nation and figuring out what and where to buy is up to the player and it is half the battle. Logistics baby
Thank you :-)
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RE: New Player Questions
Thanks for the feedback sjlr1! In terms of tech, are rockets particularly great in europe/africa? For one game I’ve had is that with a German-Russo Stalemate with Italy trying to contest Africa with America, (With an Italian Industrial Complex on Egypt), and both the Soviets and Americans had developed rockets. So they kept on around the clock strategic bombing and rocket strikes on the Industrial Complex in Germany and the Italian Industrial Complex in Egypt, forcing the two Axis powers to constantly repair their factories. On turn 5, three bombers from U.S. all got a six during a strategic bombing on Italy’s Egypt Industrial Complex, completely shattering Italy’s already fragile economy. By turn 7, the around the clock bombing forced Italy to withdraw from Africa completely and Germany, being bogged down by U.S., U.K. and USSR bombings and rockets, were purchasing less and less units. By turn nine, Japan also got kicked out of the Asian mainland, and was stuck with the home isles and an IC in the East Indies. At the same time, Italy only retained the boot as the Russians and a few British mechanized infantry took the Balkans. By Turn nine, Italy had capitulated, with Germany only retaining Germany and Norway. After Germany fell, the Allies won with a total of 15 Victory Cities. The combination of Strategic Bombings and Rockets forced Italy and Germany back when they seemed to have an initial advantage. So are Rockets a tech that the European Powers should aim for?
Rockets are a great tech for the USSR and UK, as the UK can reach either Italy or Germany with its AA in the British mainland, and if the Japanese or italians have built an IC then the one in india can do harm as well. The USSR starts of with 3 AA guns, and all can reach Italy or Germany, which can be devastating. Most of the time, USSR needs most of its money buying infantry and tanks to fight the Germans but can afford a few tech tokens early in the game. It’s a little less useful for the US unless they put their AA guns on a transport and shuffle them somewhere (Okinawa or Iwo Jima against Japan, B United Kingdom against Germany or Italy), which can be a bit tedious. And if the US and UK spam bombers like you said, the Axis will be hurting badly! You could try playing with the Escorts/Interceptors optional official rule if you wish.
Hope this helps -
RE: Global War 1940/41
@Deaths:
This map was designed with the original releases of pacific and europe.
Use those rulebooks,
Anniversary edition ruleset also works as well.
Thanks, for some reason I had Global war stuck in my head
Is it possible to modify Australia so that you could include Anzac as a playable nation? Eg. make all the U.K. starting territories on Mainland Australia and New zealand and units Anzac owned, plus give them somne surrounding islands (New Guinea, Solomons, New britain etc.). Would that work or would it break the balance? -
RE: New Player Questions
A. I’ve played as an overly aggressive Germany, committing all my reserves towards either Stalingrad or Leningrad, and it always ends up the same; U.K. starts storing up units in transports, while USSR keeps on stalling me until a Normandy or Fall of Berlin happens with the U.K. destroying me.
To answer your first question, in the 1941 scenario the USSR is very weak at the beginning. IIRC, they only have 3 offensive units at the start of the game (2 arty, 1 tank) and if you pile most of your units in East Poland, there is a total of 3 infantry and a tank (if you took out Ukraine and Baltic states G1) that can counter attack. Once there, you can move up to Leningrad and take the factory with the help of your transport, or head towards Eastern Ukraine. E. Ukraine is an important territory, as it borders Caucasus and Moscow. If you can pile up there, with Italy as a can opener, you should be able to take out Russia eventually. A good USSR player can counter this after a number of turns, so make sure you haven’t left yourself open. To defend against the U.K. (which starts with a lot of money in 1941) you should buy mostly infantry G1 and stack up in France. Make sure to take out as many U.K. transports as you can in G1 also. For example, you can send one sub from sz7 to sink the DD and Trans in sz9, if you’re lucky. Send the other sub, fighter from norway, and bomber from germany to take out the BB and trans in sz2. That’s just an example, but if you can remove those ships you’re safe for a turn or two. Make sure your luftwaffe is a threat to the UK fleet, that way they need to build warships to defend their transports, buying you more time.
@Comical_Sans:B. When I play as U.K., I’m spread too thinly, so how do I combat an all-aggressive Axis team?
As mentioned before, the U.K. starts with a lot of IPCs in 1941, but loses them rather quickly to Japan (money islands). Use this money to build a fleet to land troops in france (with US help) or norway, or even Germany itself if it is left lightly defended for some reason. With the UK, hold Egypt as long as you can (to retain N.O.) by moving your men from Trans-Jordan into Egypt… it helps if USSR moved a couple inf from Kazakh SSR into Persia. If Japan appears to be going for India, move some stuff from Australia into India using the Transport in sz41 (i think thats the right sea zone). Once India and Egypt fall, the USSR is vulnerable to attack from persia. You could move everything you can into persia, but that means losing africa and is a questionable move. Building a factory in India is probably a lost cause, as Japan can take it easily, so that is not recommended. You could build an IC in Australia, where it can’t be utilized by Japan that well, but needs to be used in conjunction with USA. Simply put: Keep pressure on Germany; the more units the Germans have to take away from attacking the USSR, the better. Don’t focus too much on keeping Egypt and India; if the Axis want them badly, the Axis will get them, and you can only do so much to stop them.
@Comical_Sans:C. Best Strategy for Italy?
Italy’s role is relatively simple. Make sure you work towards collecting your N.O.s. Grab Gibraltar, Trans-Jordan, Egypt and sink any enemy ships with your strong fleet in the Med. They are important if Italy is to play a big part in the Axis. You can do one of two main things as italy: firstly, you can go all out for Egypt and Africa. With Germany’s help, you can take Egypt by I1 or I2 at the latest, and then Africa is yours. You can then move into the USSR from the south. Send a trickle of units to the Eastern front to help can-open for Germany. The other strategy is to go all out for the USSR and ignore Africa. If you play with the Dardanelles open (which I don’t recommend), use your fleet to land troops in Caucasus and overall just help Germany smash the USSR. This is a very simple breakdown, as this game has many possibilities, but hopefully you get the idea. Italy is really Germany’s little helper.
@Comical_Sans:D. What tech should I try to aim for with Italy, U.K., and Germany?
For technology, you can break the charts down into two sections; chart 1 is ground unit and production improvements, chart 2 is sea and air improvements. As Germany, just about all of the tech can help except for improved shipyards. I recommend rolling for chart 1 before attempting chart 2, unless you particulalry want something in chart 2 (e.g. super subs, jet fighters). It isn’t really worth getting tech for Italy early in the game, as they need the IPCs to buy units. Once they have a steady income, they could start buying tech rolls. Anything from the two charts can help for Italy. With the U.K, I recommend going for chart 2. Improved shipyards is a MASSIVE help, and heavy bombers can put the hurt on Germany (Heavy bombers roll two dice and select the best result). chart 1 can also be useful, like advanced artillery or paratroopers is good for landing in france.
Hope this helps… I am by no means experienced with this game, but have played it a number of times and read a lot on these forums. The axis has an advantage in the 1941 setup, so a bid is recommended to go to the allies. If anyone has any constructive criticisms with this, please correct me :-)
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RE: Tjoek's 1940 Global Map file and setup charts (Updated May 30th 2018)
Looks great! :-)
Those colour corrections make a real difference -
RE: [Anniversary] Revised National Objectives
We diminished the NO’s impact by making them only worth $4 each.
For the UK NO, our thought was Japan gets away with a 4 of 6 territories, why can’t the UK NO be like that as well:
“Gain 4 IPCs if Allied powers control at least four of the following territories: Eastern Canada, Western Canada, Gibraltar, Egypt, Australia, and Union of South Africa.”
Ah yes, that is also a good idea. Thanks for the feedback. I’ll edit my original post :-)
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[Anniversary] Revised National Objectives
Since the NOs in AA50 are easy to attain for the axis and harder for the allies, I’ve thought up a few changes which might make this a little more balanced. Let me know what you think.
Japan
OOB: Gain 5 IPCs if Axis control at least one of the following territories: Hawaiian Islands, Australia, and/or India.
I suggest changing this so that the Axis must control at least two of these: if japan wants the money, it would force them to not simply do a calcutta crush, it will make them go east or south as well.
The rest seem ok
Russia
These ones aren’t so bad, although russia never collects the 10 IPC one very often, for good reason.
Germany
OOB: Gain 5 IPCs if Axis powers control all of the following territories: France, Northwestern Europe, Germany, Czechoslovakia/Hungary, Bulgaria/Romania, and Poland.
Could add Norway or Finland onto this, but it might make it too hard to achieve for Germany in 1941 setup, when the Karelia factory isn’t guaranteed to be German controlled by G1/2. If changing might want to remove France for balance, although historically france should be there. Plus, there are 4 objectives involved with the french territory!
OOB: Gain 5 IPCs if Axis powers control at least three of the following territories: Baltic States, East Poland, Ukraine, Eastern Ukraine, and/or Belorussia.
Could change it so that if Axis powers control at least four or maybe even all of these territories.
The other one can stay the same if using these changes.
U.K.
OOB: Collect 5 IPCs if Allied powers control all of the following territories: Eastern Canada, Western Canada, Gibraltar, Egypt, Australia, and Union of South
Africa.Change out Egypt for New Zealand instead, as once Egypt falls R2 (almost every time) UK will unlikely have any objectives to collect for a while.
Another option (credit to axis_roll) is to say the the U.K. needs only four of the above territories to collect its NO.OOB: Gain 5 IPCs if Allied powers control at least one of the following territories: France and/or Balkans.
So much attention is centered around France in this game, but it is a bit hard to change this one. Could change it to Norway instead of France, but that would be too easy, so maybe modify it so that:
-Gain 5 IPCs if Allied powers control at least two of the following territories: Norway, Northwestern Europe, and/or Balkans.
If you’re not worried about france being the center of so many IPCs, then don’t worry about this one. The other UK NO is ok, encourages combat in the pacific, which is always a good thing.Italy
Not really any need to change these ones.
USA
These ones are alright as well.
If wanting to boost China, you could have an objective for the burma road. It probably wouldn’t be open very often, though, considering Japan’s monstrous forces!
-If Allied powers control all of India, Burma and Yunnan, China is allowed to get one artillery unit instead of an infantry unit on its turn.Let me know what you think about these. I havent got the time to test these, as a year 12 student. I might print these out on my custom cards if they are okay.
Moderator’s Edit: Added tag [Anniversary] to title.
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RE: Bid for 1942 scenario?
Fair enough. Thanks for the feedback.
Did a bit more research, i think 6 is about the minimum
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RE: Bid for 1942 scenario?
Haven’t played this scenario too much myself but I’ve heard that it’s a bid of 9-12 or 6-9 for the allies still, though I may be wrong
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RE: Tjoek's 1940 Global Map file and setup charts (Updated May 30th 2018)
You’re very welcome for the spot… it’s what happens when you have a bored guy staring at a game board :lol:
If you are ever bored again, please do stare at the board again and share your finding :-)
:-D
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RE: Tjoek's 1940 Global Map file and setup charts (Updated May 30th 2018)
This map looks great! Looking forward to completion :-)
Looking at the 1st edition pacific board, I’ve also noticed that Sydney and Calcutta have the round victory city symbols rather than the square capitals symbols… at least that is what the first edition board looks like, maybe it’s rectified in the 2nd ed. Calcutta mightn’t need one since it’s part of the UK, but it is essentially a capital. I corrected this myself on YG’s board but you might want to do it on your own board.
Checked my 2nd edition OOB boards, and indeed they still have the round VC symbols. Great spot!
This map looks great! Looking forward to completion :-)
Thanks!
I’ve also noticed that Sydney and Calcutta have the round victory city symbols rather than the square capitals symbols…
Wow never noticed this before! Thanks for sharing this with the community. I will definitely address this.
You’re very welcome for the spot… it’s what happens when you have a bored guy staring at a game board :lol: