Global War 1940 2nd ed.


  • Tac
    A6 roll of 3 or less no return shot first round only
    Dive
    A6 roll of 3 or less no return shot first round only
    N fig
    A5 roll of 2 or less no return shot first round only

  • '17 '16

    @SS:

    But now after 1 turn of play testing the Tac dice n fig to strong on first round shot. 6 naval planes could take out a fleet with no return shots

    Personnaly, I’m not a big fan of first shot, except for AAA or very special cases, like Barney and I developed for Destroyer patrol vs Subs.

    I once playtested Fg attacking first strike @1 vs plane first.
    I did not like it because it delayed the game everytime these Fg were attacking.

    So, what made you like it and saw it fitting for you planes?


  • @Baron:

    @SS:

    But now after 1 turn of play testing the Tac dice n fig to strong on first round shot. 6 naval planes could take out a fleet with no return shots

    Personnaly, I’m not a big fan of first shot, except for AAA or very special cases, like Barney and I developed for Destroyer patrol vs Subs.

    I once playtested Fg attacking first strike @1 vs plane first.
    I did not like it because it delayed the game everytime these Fg were attacking.

    So, what made you like it and saw it fitting for you planes?

    The reason why is for out of the stack of planes you are rewarded with a more accurate shot amongst a group of planes.
    Like some planes have torpedos some have clusters of bombs. Its for both.


  • Could take it away and make it roll of 3 or less can pick target with a return shot. But its more for if they get that accurate shot they can destroy the ship, Tank, General or AAA gun before it defends a shot. In another game its like that but with a return shot.


  • @SS:

    @SS:

    @SS:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1
    M6
    C10
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    M7
    C12
    Dog Fight @2
    SBR 1d10 +1 damage
    AA Gun D@1

    Tac Bomber  : Cannot land on Carriers.
    A7 Can pick target with a return shot. Ground only.
    D5 Can pick target with a return shot. Ground only.
    M5
    C11
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    AA Gun D@1

    Naval Dive Bomber  : Can land on Carriers and ground.
    A7 Roll 4 or less can pick target with a return shot
    D5
    M4
    C10
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    AA Gun D@1

    Naval Fighter  : Can land anywhere.
    A5
    D7
    M4
    C10
    Dog Fight @3
    AA Gun @2

    Fighter
    A6
    D7
    M5
    C11
    Dog Fight@3
    AA Gun D@2

    Japan doesnt receive H. Bombers.

    This has been updated.  March 26 2018

  • '17 '16

    @SS:

    @SS:

    @SS:

    @SS:

    Heres some idea stats for now. We can tweak.

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1 against ground only
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2
    C10

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    Dog Fight @2
    SBR 1d10 +1 damage
    AA gun D@1
    C12

    Tac Bomber
    A7 . Roll of 4 or less can pic target with a return shot.
    D 5
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C10
    AA gun D@1

    Naval Dive Bomber
    A7 A roll of 4 or less can pick target with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10

    Naval Fighter
    A5 A roll of 3 or less can pick target with a return shot.
    D5
    C10

    Fig
    A6
    D6
    M5
    C11
    or
    A6
    or just leave it alone.

    Japan doesnt receive H. Bombers.

    This has been updated

    You can put your suggestions inside quote box to the right of values on same lines if you want.
    But I would like to keep Stg., H. bombers where there at for now.
    Also destroyers cant really block no more.

    I pretty agree on the basics.
    Tac Bomber
    A7 . Roll of 4 or less can pic target with a return shot.
    D 5
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C10
    AA gun D@1

    Naval Dive Bomber
    A7 A roll of 4 or less can pick target with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10

    IMO, even Dive Bomber can attack AA, from Carrier base.
    What do you think about rising power of TcB like this?:

    Tac Bomber (cannot land on Carrier but can land on islands)
    A7  Can pick target with a return shot. But ground units only.
    D5   Can pick target with return shot. But ground units only.
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C11
    Move 5 or (6 with AB)
    AA gun D@2

    Naval Dive Bomber (Can land on both Carrier or land)
    A7 A roll of 4 or less can pick target (any) with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10
    Move 4 or (5 with AB)
    AA gun D@1

    Naval Fighter (Can land anywhere)
    A5
    D7
    M4 (5 with AB)
    C10

    Fighter (Cannot land on carriers but islands allowed.)
    A6
    D7
    M5 (6 with AB)
    C11


  • @Baron:

    I pretty agree on the basics.
    Tac Bomber
    A7 . Roll of 4 or less can pic target with a return shot.
    D 5
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C10
    AA gun D@1

    Naval Dive Bomber
    A7 A roll of 4 or less can pick target with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10

    IMO, even Dive Bomber can attack AA, from Carrier base.  Yes I agree. forgot to post.
    What do you think about rising power of TcB like this?:

    Tac Bomber (cannot land on Carrier but can land on islands)
    A7  Can pick target with a return shot. But ground units only.
    D5   Can pick target with return shot. But ground units only. Yes forgot also we had it for defense to
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C11
    Move 5 or (6 with AB)
    AA gun D@2

    Naval Dive Bomber (Can land on both Carrier or land)
    A7 A roll of 4 or less can pick target (any) with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10
    Move 4 or (5 with AB)
    AA gun D@1

    Im good with these changes.
    What about a naval fig. Can that land on land also ?

  • '17 '16

    Here is my shot at Fgs:
    Naval Fighter (Can land anywhere)
    A5
    D7
    Dog Fight @3
    M4 (5 with AB)
    C10

    Fighter (Cannot land on carriers but islands allowed.)
    A6
    D7
    Dog Fight @3
    M5 (6 with AB)
    C11


  • @Baron:

    Here is my shot at Fgs:
    Naval Fighter (Can land anywhere)
    A5
    D7
    M4 (5 with AB)
    C10

    Fighter (Cannot land on carriers but islands allowed.)
    A6
    D7
    M5 (6 with AB)
    C11

    Ok Im good with these. Ill try in game now.

    Thank you

  • '17 '16

    Hope you will like them.
    From my POV, there are more similar to a few comparative capacities.
    I think that land-based Fgs can load a bit more armaments or payloads and have an higher range because carrier-based Fgs are smaller so have less room for fuel and rockets and small bombs.

    Hence, I rise attack to 6 and range to 5 for land-based Fgs.

    The 11 IPCs cost is from a game POV, it is easier to pay an higher cost with a more specialized aircraft which cannot land everywhere.

    It is up to you to decide if a few or all aircrafts on TTs are considered land-based.
    IMO, a few setup Fgs should remain naval (even on TTs) to keep versatile play on round 1 and 2.

    I like these too:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1 against ground only
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2
    C10

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    Dog Fight @2
    SBR 1d10 +1 damage
    AA gun D@1
    C12


  • Ok. Will see. Ty
    Just trying to get to historical to a certain point.

  • '17 '16

    @SS:

    Ok. Will see. Ty
    Just trying to get to historical to a certain point.

    Yes. But with D12s and more units clearly improve the possibilities to be more historical.

  • '17 '16

    What do you think about this little change on Move:
    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1
    Move 6 (7 with AB)
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2
    C10

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    Move 7 (8 with AB)
    Dog Fight @2
    SBR 1d10 +1 damage
    AA gun D@1
    C12


  • @Baron:

    What do you think about this little change on Move:
    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1
    Move 6 (7 with AB)
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2
    C10

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    Move 7 (8 with AB)
    Dog Fight @2
    SBR 1d10 +1 damage
    AA gun D@1
    C12

    They already M 6 and 7.  Just didn’t post it.


  • Destroyer blocking always bothered me. Ever since I started playing games. I thought of that you cant block period. So I was thinking if u want to at least make a fleet attack and if u left 2-3 destroyers blocking and now the moving attacking fleet could just attack the 2-3 destroyers and then if they win battle can go and do there normal combat move.

    Then I talked to Leatherneck and asked him what his destroyer blocking rule was in his 38 game he is designing now and said he is using destroyer screening. Same idea as mine but if u have 3 destroyers screening {blocking} a fleet you have to assign from fleet what ships are going to attack the 3 destroyers only. If you kill the 3 destroyers then whats was left of the fleet can make a normal combat move. If you lose battle against destroyers then you cant move your fleet through that sz.

    I like this rule better because a fleet just cant walk over you. Planes can scramble from airbases if in same sz.

  • '17 '16

    I believe the main principle to follow is that a given unit cannot attack twice in different zones.

    Black Elk and I talked about giving Cruiser a special ability to get ride of blockers.
    You can commit any units against blocker and if at least one Cruiser is part of the attack, you can assume that another fleet with at least one Cruiser can CM 1 SZ pass over the blocker SZ. If all blockers are sunk, then you can resolve the other naval combat. Otherwise all ships remains in blocker’s SZ.


  • @Baron:

    I believe the main principle to follow is that a given unit cannot attack twice in different zones.

    Black Elk and I talked about giving Cruiser a special ability to get ride of blockers.
    You can commit any units against blocker and if at least one Cruiser is part of the attack, you can assume that another fleet with at least one Cruiser can CM 1 SZ pass over the blocker SZ. If all blockers are sunk, then you can resolve the other naval combat. Otherwise all ships remains in blocker’s SZ.

    I am going with what surviving ships from attacking blockers cannot move after they win the battle but rest of fleet can move through that sz +1 more move in combat.

  • '17 '16

    @CWO:

    If I understand correctly what YG is seeking, the requirements are for a special cruiser bonus that a) applies only to cruisers and to no other ship type; b) that does not involve a combined-arms pairing between a cruiser and another unit; c) that is historically accurate, both in terms of the technical features of WWII cruisers and their actual use in that war; and d) which does not involve an IPC price adjustment.
    Frankly, I can’t think of any historically accurate things about cruisers that would fit all those requirements. At best, there might be things that could be bent or stretched to partially fulfil what’s being looked for. One idea I’ve already mentioned is the concept of giving cruisers some kind of equivalent to the OOB blitzing ability of tanks, to reflect the combination of speed and long range which cruisers offered.

    As always, instructive and interesting dive into World War II in depth history.
    Thanks for both posts.

    The single ability specific to Cruiser and not too unbalancing seems to be linked to his extended range.
    1914 opens a window for an A&A M3 Cruiser.
    Giving a basic 3 Moves, but what kind of effect does +1M Naval Base bonus, is yet to determine.
    No bonus,
    NCM bonus only,
    both CM and NCM ,
    so Cruiser gets M4 in such last two situations when leaving a NB.
    I don’t know if any player ever play them that way.

    A certain kind of Blitz capacity for one’s own can-opener Cruiser was develop in this thread from Black Elk:
    Blitz units, Can Openers, and Turn Order
    http://www.axisandallies.org/forums/index.php?topic=34869.msg1350988#msg1350988

    This allows Cruisers to attack DDs blockers and once the SZ is conquered, let other Naval units attack another SZ behind the first line blocker or simply NCM into an unoccupied SZ further away.


  • @SS:

    @SS:

    @SS:

    @SS:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1
    M6
    C10
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    M7
    C12
    Dog Fight @2
    SBR 1d10 +1 damage
    AA Gun D@1

    Tac Bomber  : Cannot land on Carriers.
    A7 Can pick target with a return shot. Ground only.
    D5 Can pick target with a return shot. Ground only.
    M5
    C11
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    AA Gun D@1

    Naval Dive Bomber  : Can land on Carriers and ground.
    A7 Roll 4 or less can pick target with a return shot
    D5
    M4
    C10
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    AA Gun D@1

    Naval Fighter  : Can land anywhere.
    A5
    D7
    M4
    C10
    Dog Fight @3
    AA Gun @2

    Fighter
    A6
    D7
    M5
    C11
    Dog Fight@3
    AA Gun D@2

    Japan doesnt receive H. Bombers.

    This has been updated.  March 26 2018


  • @Baron:

    @CWO:

    If I understand correctly what YG is seeking, the requirements are for a special cruiser bonus that a) applies only to cruisers and to no other ship type; b) that does not involve a combined-arms pairing between a cruiser and another unit; c) that is historically accurate, both in terms of the technical features of WWII cruisers and their actual use in that war; and d) which does not involve an IPC price adjustment.
    Frankly, I can’t think of any historically accurate things about cruisers that would fit all those requirements. At best, there might be things that could be bent or stretched to partially fulfil what’s being looked for. One idea I’ve already mentioned is the concept of giving cruisers some kind of equivalent to the OOB blitzing ability of tanks, to reflect the combination of speed and long range which cruisers offered.

    As always, instructive and interesting dive into World War II in depth history.
    Thanks for both posts.

    The single ability specific to Cruiser and not too unbalancing seems to be linked to his extended range.
    1914 opens a window for an A&A M3 Cruiser.
    Giving a basic 3 Moves, but what kind of effect does +1M Naval Base bonus, is yet to determine.
    No bonus,
    NCM bonus only,
    both CM and NCM ,
    so Cruiser gets M4 in such last two situations when leaving a NB.
    I don’t know if any player ever play them that way.

    A certain kind of Blitz capacity for one’s own can-opener Cruiser was develop in this thread from Black Elk:
    Blitz units, Can Openers, and Turn Order
    http://www.axisandallies.org/forums/index.php?topic=34869.msg1350988#msg1350988

    This allows Cruisers to attack DDs blockers and once the SZ is conquered, let other Naval units attack another SZ behind the first line blocker or simply NCM into an unoccupied SZ further away.

    This is very interesting too. We have made the Cruiser more buyable in game.
    Cruiser
    A7
    D7
    M3
    C9
    I may be missing another option for Cruiser… Id have to go look.

    If you made the Cruiser M3  +1 from base M4 this would give you 2 options in game for taking out blockers. But in my game you can only move +1 from a naval base to a naval base in non combat. So I would give Cruisers a M3 and with a move of 4 in non combat N. Base to N. Base that cruiser still could get around. Anzac could finally do something away from home land.

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