0% for April

Redrum's and P@nther's battle thread

  • TripleA

    The capture of Moscow! Looking pretty grim for the Allies especially with Germany’s 72 PUs for next turn! (7 fighters sounds like a good way to neutralize those pesky navies)

    Anyways, I’m gonna be on vacation for about the next week. I’m guessing you’re probably going to resign this one. If so then go ahead and pick the next map!


  • You are right, I am going to resign again. That one felt lost from the early beginning…

    Enjoy your vacation  :-)


  • I will wait for your return - so that we can discuss how to continue then.

  • TripleA

    I’m back and ready to continue :)

    Let me know what map you’d like to play next.


  • Welcome back. I hope you enjoyed your vacation.

    Is 1941 (ww2v6) interesting enough for your project?

    It’s “only” Global1940 that will be left otherwise…

  • TripleA

    Let’s skip v6 as its really basic and doesn’t seem very popular. I think I’m ready to take the dive into Global!


  • OK, I’m fine with that. How familiar are you with the Global1940 2nd edition ruleset?

  • TripleA

    Not familiar at all (never played it). If you can outline any of the major differences and any tips that would be much appreciated.


  • Just in case…

    http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Europe-1940-Second-Edition.pdf
    http://www.axisandallies.org/wp-content/uploads/2011/12/Axis-Allies-Pacific-1940-Second-Edition.pdf

    http://www.wizards.com/AvalonHill/rules/AA_Europe_1940_2nd_Edition_FAQ.pdf
    http://www.wizards.com/AvalonHill/rules/AA_Pacific_1940_2nd_Edition_FAQ.pdf

    In brief the global rules are the close to those of 1942 2nd edition but with the following enhancements:

    • Many more playable nations
    • UK as one Power with two economies
    • More unit types, more combined arms, different factories (allowing different placements)
    • More canals/narrow straits
    • Facilities such as harbors and air bases
    • Convoy disruption
    • Polititcs
    • National Objectives
    • Strict neutrals, friendly neutrals, unfriendliy neutrals - and how to handle them
    • Kamikaze strikes
    • Scramble air units
    • Fighter escorts and interceptors
      (- optional: Research and Development)

    … just to name those that just came to my mind …

    Let me know how I can help.


  • @redrum:

    Not familiar at all (never played it). If you can outline any of the major differences and any tips that would be much appreciated.

    In this case I really recommend to read the rules and FAQ before playing. The complexity is huge compared to the other maps.

    I’m happy to guide you through the rules as much as you need. Just ask…


  • Also I should add, that Gamerman01 in this thread

    http://www.axisandallies.org/forums/index.php?topic=31667.0

    provides a list of currently unresolved issues when playing Global1940 with TripleA.

    Many of them are already part of the game notes provided with the map.

    It’s by far not a game breaker … but these are aspects to keep in mind.

  • TripleA

    Excellent! Thanks for all the resources! I’ll glance over them but let’s go ahead and get started. I definitely learn much better by making mistakes than reading the rule book :)

    I have a feeling our first G40 game will be pretty lopsided but I hope to be competitive in the second one.

  • TripleA

    Also, I’d prefer to play whichever side goes second if you don’t mind (so I can play more reactionary early on). Unless you feel one side is easier for beginners than the other.


  • Allright, I will start with G1 soon, but not before tomorrow or probably Tuesday. My last competitive game of Global1940 was around Autumn 2012, so I have to deal with it a bit more…

    As always, the Allies need a well coordinated play, but I have no doubt, that you will manage that perfectly.
    And I have learnt from our games so far that playing against you is a huge challenge for me.

    So I am curious about how this will work out …

    I recommend to use the option “Also post after combat move” in TripleA more often, as on this map the need of orders (scramble, OOL etc.) occurs more frequent than on other maps.


  • Some additional hints before we start:

    • Carriers are two hit units such as Battleships in this game

    • Damaged Battleships and Carriers don’t autorepair after the combat phase. They are repaired during the next Purchase and Repair Phase, but they need to be in a SZ adjacent to a friendly Naval Base in order to be repaired.

    • Tacs can land on carriers. Air units can’t land on damaged carriers. Cargo Air units cannot start from damaged carriers.

    • Naval and Air Bases enhance ships/air units movement points by 1 when starting from there. They are subject to damage (by bombing).

    • Fighters and Tacs may scramble from Air Bases (see “Scramble” in the rulebook")

    • Major ICs produce up to 10 units, minor ICs up to 3 - both regardless of the territory value. Minors can be built on territories with a value of two or more, Majors of three or more. Major industrial complexes can be built only in originally controlled (not captured) territories. You can’t build ICs on islands.

  • TripleA

    Thanks for the hints. The repairing and bombing are definitely pretty different. I’m pretty good on scrambling and bases since the AI already handles these to some extent.

    Think you’ll have your turn up today?


  • @redrum:

    Think you’ll have your turn up today?

    Yes, I’m optimistic to find some time this evening.  :-)


  • TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.9

    Game History

    Round: 1

    Purchase Units - Germans
                Germans buy 1 carrier, 1 destroyer and 1 submarine; Remaining resources: 0 PUs;

    Combat Move - Germans
                3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France
                1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France
                3 armour moved from Greater Southern Germany to France
                2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia
                1 armour moved from Poland to Yugoslavia
                1 armour and 2 infantry moved from Slovakia Hungary to Yugoslavia
                1 armour and 1 infantry moved from Romania to Yugoslavia
                1 tactical_bomber moved from Poland to Yugoslavia
                1 fighter moved from Slovakia Hungary to Yugoslavia
                1 fighter moved from Holland Belgium to 110 Sea Zone
                2 fighters and 3 tactical_bombers moved from Western Germany to 110 Sea Zone
                1 fighter moved from Norway to 111 Sea Zone
                1 tactical_bomber moved from Germany to 111 Sea Zone
                2 bombers moved from Germany to 111 Sea Zone
                1 submarine moved from 103 Sea Zone to 110 Sea Zone
                1 submarine moved from 108 Sea Zone to 110 Sea Zone
                1 submarine moved from 124 Sea Zone to 111 Sea Zone
                1 submarine moved from 118 Sea Zone to 111 Sea Zone
                      Germans take 119 Sea Zone from Neutral
                1 submarine moved from 117 Sea Zone to 106 Sea Zone
                1 battleship moved from 113 Sea Zone to 110 Sea Zone


  • Awaiting scramble orders for SZ 110 and 111…

  • TripleA

    Scramble 1 UK fighter to SZ111 and none to SZ110.

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