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    Posts made by Aldrahill

    • RE: Oil Wars Expansion

      @adalwolf Would love a reply to this, but I’m assuming it’s the actual rules, not the quick reference guide that take precedence here.

      posted in Global War 1936
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      Aldrahill
    • RE: Is it best for Italy to stay Neutral?

      If Italy stays Neutral, the best Germany can ever hope to do in the Mediterranean is build a factory in Yugoslavia / Greece , right? Doesn’t that kind of scupper their plans and give the UK too much leeway?

      posted in Global War 1936
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      Aldrahill
    • RE: Tech problems

      @vondox Assuming Germany upgrades their Medium to a Major straight away, Germany gets a total of 54 tech rolls by the end of 1941.

      They’d have to have literally succeeded on 52/54 rolls to end up with 13 out of 16 techs :P If they manage to defy probability like that, I say kudos to those German scientists.

      Are you sure they weren’t accidentally adding the French Major to their tech rolls, giving them a total of 6 rolls?

      posted in Global War 1936
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      Aldrahill
    • RE: Tech problems

      @vondox No, you can switch between techs as you like, you don’t HAVE to stick to a tech each time.

      The idea is that you spend 36-39 getting to Step 2 on as many different techs that you consider useful, and then you work on completing them.

      You can easily get to STep 3 on one tech, but then want to spend your dice elsewhere. Think of it like assigning scientists to working on specific weapon specs and technologies - their notes don’t just get deleted if they get sidetracked and start investigating advanced artillery instead!

      Germany and the US are indeed meant to be pretty tech heavy, yes. But that’s the point! The US will peel ahead and be able to lend lease units to Britain and USSR once they’re able to, which helps keep them strong.

      The rolls themselves come from your major factories - every Major gives you 1 dice roll, plus Germany gets an extra one for free. USSR also gets one if they sign the Molotov-Ribbontrop pact.

      A common move for Germany and USA is to immediately upgrade one factory on turn 1 to get access to an extra roll, as Germany is sitting on a medium factory in their home country.

      Also, something I tripped up on, remember that captured Major factories act as a Minor factory, so after taking Paris’s Major, Germany does NOT get an extra tech roll.

      posted in Global War 1936
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      Aldrahill
    • RE: Tech problems

      @vondox definitely think you’re over complicating tech.

      You need four successful rolls to complete a tech - Stage 1, 2, 3 and then complete. You leave the token in the ‘complete’ section to remind all players what you have.

      You can roll only one dice per turn per tech. Meaning one roll for advanced arty, one for advanced mech, etc.

      You can only get to stage 2 before July 1939, which slows everyone down nicely.

      Techs take effect immediately on receiving them, as the rules state. If you got long range aircraft, all planes immediately receive the bonus.

      New units unlocked by tech, however, such as advanced arty or heavy tanks, require building separately from the units already present on the board, but can definitely be done on that same turn.

      posted in Global War 1936
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      Aldrahill
    • RE: A list of terrains on some of the harder-to-see land zones?

      @noneshallpass kickass, thanks buddy for clarifying that <3 appreciate the effort.

      posted in Global War 1936
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      Aldrahill
    • RE: A list of terrains on some of the harder-to-see land zones?

      @ghetty looks like the first version though, so no other terrains made yet.

      In THAT nap, Hawaii looks like not mountains, but Philippines is… weird.

      Also, London is not a city? Weird.

      posted in Global War 1936
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      Aldrahill
    • RE: The FAQ Thread

      Does Spain continue to receive recruitment rolls after the conclusion of the Spainish Civil War? Or are they stuck with only the units they had at the end of the war?

      And, if they DO get to have recruitment rolls, are their colonies now counted for the recruitment roll? I’d imagine no, as that’s an almost guaranteed recruit every turn.

      If Spain doesn’t recruit at all, feels like they just eaten by the USA for free once they get going into the war.

      posted in Global War 1936
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      Aldrahill
    • A list of terrains on some of the harder-to-see land zones?

      I am sadly playing in the floor, so had to get the 3x6 map, meaning some of the land zones are woefully too small to see what they are.

      Anyone with a bigger map able to tel me what terrains certain areas are?

      For example, Hawaii - I’m guessing it’s a mountain? What about the Philippines?

      A little list would be amazing for those with smaller maps :)

      posted in Global War 1936
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      Aldrahill
    • RE: Slowly house ruling GW36 into a G40/BBR/GW36 hybrid for 2-players

      @sjelso Would love to see a concrete VP list for your game, as I’m confused by what you’ve written - Juneau isn’t on the BBR VP points/

      I’m definitely finding 2-player GW36 a little bit lacking, and also don’t really like the seemingly random enforcement of certain technologies for VPs in the OOB rules.

      How many points do you actually need to win the game in your adapted rule set? BBR rules base it on the number of rounds to be played, by GW36 is obviously a lot longer.

      Do you still use the World Oil points, assuming you use the Oil expansion set?

      What about the resources one?

      posted in Global War 1936
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      Aldrahill
    • RE: Slowly house ruling GW36 into a G40/BBR/GW36 hybrid for 2-players

      @gen-manstein Finding this card confusing - so this is to roll for the ability to influence neutrals and turn them to your side?

      Why not just do it so that 1-6 = pay bank for loses, 7 = pay 1 extra, 8 = pay 2 extra, 9-10 joins your side, 11-12 = joins your side plus reserves called up.

      What are the numbers in the brackets on some of the countries mean?

      posted in Global War 1936
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      Aldrahill
    • RE: Carpet Bombing

      @barnee doesn’t that just make Britain’s first several turns absolutely awful in the war, just getting bombed mercilessly :P I guess they need to get some fighters asap, huh?

      My big problem with the bombers is that you always have a 25% chance to just instantly lose them, and you need at a minimum one successful factory bombing to make them worth their cost :/

      posted in Global War 1936
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      Aldrahill
    • RE: Carpet Bombing

      Was just deliberating about that today - it feels like strat bombers are somewhat useless, or at least highly specialised and only worth building to replace specific losses.

      They’re just used to hit facilities, or to hopefully hit something ina low chance carpet bombing, but they can’t actually fight in combat? Feels very… crappy, honestly.

      posted in Global War 1936
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      Aldrahill
    • RE: What on earth are the pieces that you need to play Global War 1936?! Like, just an actual list of useful pieces please.

      @trig That’s really helpful, thanks very much.

      I’ve been doing a similar thing as you, though I hadn’t had the thought to use the Risk arty as coastal guns! Nice idea, I’ve been using upside Cavalry tokens with a blue chip underneath them!!

      We decided to try and use varying chip colors to denote differences. Anything “Heavy” or a stronger version gets a black chip, anything “Light” or a shitter version gets a white chip.

      This does mean that all tanks at game start have white chips, as no one can build Med tanks, but we figured light tanks stop getting used eventually anyway.

      The ships are a bit of a trouble - Heavy Cruisers we’ve been using regular cruisers, Light cruisers get White and Battlecruisers get black and so on and so on :P

      It’s a bit intense, but still worth it!

      I think we still like the idea of using a Vichy France set, so will buy it. We have to make another order anyway, because our original marker set was the wrong one, so we got a refund to buy it again properly.

      Starting to wish we had the 4x8 board but then I couldn’t walk in my living room :P

      posted in Global War 1936
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      Aldrahill
    • What on earth are the pieces that you need to play Global War 1936?! Like, just an actual list of useful pieces please.

      I’ve got A&A Global40, as well as A&AEurope, as well as a Risk set, so I have a decent amount of pieces.

      however, I feel like you need an almost endless number of extra pieces :P We are using the white from Risk for the neutrals, but there’s nothing for Vichy France, so I guess I need a Vichy set? But what about CCP and KMT?

      Just wish there was a useful bundle of actual pieces needed for the game :P Really enjoying it thus far, despite the endless struggle to fit stuff on the 3x6 board (no room for bigger :/)

      posted in Global War 1936
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      Aldrahill
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