Are the Canadian units in the out of box rules also converted into American units?
World War II in Europe now at HBG
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You can now get a theatre level game of Europe that is more in line with Rise and Decline of the Third Reich Ais & Allies style.
Come see it here. Â HBG can sell the game mounted as well. Â Check HBG for details.
Cheers
http://www.historicalboardgaming.com/Europe-at-War-Vinyl-map-Electronic-Rules_p_1135.html
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Post here for rule clarifications, by the way.
Cheers
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Cool map!
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May I ask for a review copy :P…. And perhaps get one? I could bitch and moan all day why I don’t have $10 to spare at the moment… I have the capabilities to print this map, play with my children and friends and even post action shots! I’m not a bad reviewer ether… this intrigues me to the point of begging… So… Ahem PLEASE PLEASE PLEASE!!!
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:-)
It is distributed through HBG, so I have no contro there.
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As I get e-mailed rules questions, I’ll post the response here as well.
Feel free to ask here on the forum instead.
Question:
For initiative purposes, does attacking a space and taking control of it count towards initiative?
Answer:
Only attacks that involved ground units are counted towards initiative. You must have won more ground battles than the opposing side in order to retain initiative on that particular front. -
Pics for you to enjoy using FMG’s pieces.
The map from HBG is much higher resolution, by the way.
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1 more:
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The maps for those that are curious:

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The Europe half. These are meant to be joined.

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Question:
If units attack a space from another front, does winning combat there count towards the front the units came from?
No. For example:
All battles that occur in the Eastern Front count towards initiative on the Eastern Front only. Even if units came in from the Southern or Nerthern fronts to attack a space in Russia, the battle still occurs in the Eastern Front regardless of where the units came from.
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Question:
When will the Pacific half be available?
I have the map finalized, I just need to redraw in in higher resolution. It needs to be playtested more as well, and then it needs to be play tested as a combined game. I could use some playtesters.
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Question:
In the rules, you don’t state if ships can intercept when out at sea. Can they?
Ships (unless on convoy duty) will always begin and end the turn in a port. Your ships begin the turn in port. On your turn, you will decide if you want the ships to perfrom a mission or stay in port.
If the ships do perfrom a mission, they will have a movement allowance of 10 spaces, but they must return to the same port they originated from.
Ships can rebase to another port, but must do so in Redeployment phase.
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A peek at Pacific.
China is broken up into Nationalist (light green) and Communist (red). There are rules to simulate the friction between the 2.
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More:
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And finally:
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Start date is spring 1941. Working on this as well as a fall 1939 and spring 1943 set up.
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A Europe game in progress. Germany has advanced making a strong push through the center. Russia is holding a defensive line behind the Dnieper River in the south.
It is fall 1941. Winter is next - trouble for the Axis.
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UK is keeping all her convoy lanes filled. German subs and BB are waiting to hit one of these on the next turn.
Italy is facing off against the UK fleet that has managed to get a forward base for its fleet in North Africa.
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Italy has managed to land in Alexandria and cut off the UK forces in Egypt. The Italians are keeping themselves supplied via a convoy.





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












