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    Posts made by builder_chris2

    • RE: The Japan Playbook

      yea, that 1st game didnt go well for seth.  his germans did thier job VERY well, his italians did ok, i wouldnt call them a flop but no great success either……but his Jap partner FLOPPED on him…BAD.

      i didnt see any of the 2nd game he played, but i understand his Japs won the day for him and his germans and his italians made good but didnt do as well as they did in the 1st game.

      i’m still on the ropes about a J1 DOW, but i am VERY VERY much becoming a G2  MAYBE a G1 Dow verse russia after having seen what seth pulled off with them and a few game days agao, i had two losses (back to back) against eh same egrman player that did a G2 DOW on russia!  very good for Germany to open up war ASAP…but again…japan? maybe.

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • RE: G40 A.39 builder_chris2(allies) vs seththenewb(axis)

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

      Game History

      Round :1

      Politics - French
                  Game Loaded
                      Japanese are now being played by: Human
                      Germans are now being played by: Human
                      French is now being played by: Human
                      British are now being played by: Human
                      Chinese are now being played by: Human
                      Dutch is now being played by: Human
                      Neutral_Axis are now being played by: Human
                      Neutral_Allies are now being played by: Human
                      ANZAC is now being played by: Human
                      Russians are now being played by: Human
                      Mongolians are now being played by: Human
                      UK_Pacific is now being played by: Human
                      Italians are now being played by: Human
                      Neutral_True is now being played by: Human
                      Americans are now being played by: Human

      Combat Move - French
                  Giving bonus movement to units

      Non Combat Move - French
                  1 fighter moved from United Kingdom to Normandy Bordeaux
                  1 destroyer moved from 72 Sea Zone to 80 Sea Zone
                  1 infantry moved from French West Africa to French Central Africa

      Turn Complete - French

      Territory Summary for French :

      United Kingdom : 2 infantry
          Morocco : 1 infantry
          Normandy Bordeaux : 1 artillery, 1 factory_minor, 1 fighter, 1 harbour and 1 infantry
          French Central Africa : 1 infantry
          Syria : 1 infantry
          80 Sea Zone : 1 destroyer

      Production/PUs Summary :

      Germans : 37 / 62
          Russians : 36 / 41
          Japanese : 36 / 37
          Americans : 52 / 72
          Chinese : 9 / 15
          British : 28 / 35
          UK_Pacific : 14 / 14
          Italians : 18 / 17
          ANZAC : 10 / 20
          French : 8 / 0
          Dutch : 11 / 0
          Mongolians : 0 / 0
          Neutral_Axis : 2 / 0
          Neutral_Allies : 4 / 0
          Neutral_True : 18 / 0

      posted in Play Boardgames
      builder_chris2B
      builder_chris2
    • RE: G40 A.39 builder_chris2(allies) vs seththenewb(axis)

      TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.6

      Game History

      Round :1

      Purchase Units - ANZAC
                  ANZAC buy 1 infantry and 1 transport; Remaining resources: 0 PUs;

      Combat Move - ANZAC
                  Giving bonus movement to units

      Non Combat Move - ANZAC
                  1 cruiser moved from 63 Sea Zone to 45 Sea Zone
                  1 destroyer moved from 62 Sea Zone to 34 Sea Zone
                  1 aaGun and 1 infantry moved from New South Wales to 62 Sea Zone
                  1 aaGun, 1 infantry and 1 transport moved from 62 Sea Zone to 45 Sea Zone
                  1 aaGun and 1 infantry moved from 45 Sea Zone to Dutch New Guinea
                  1 fighter moved from Queensland to Dutch New Guinea
                  2 fighters moved from New Zealand to Dutch New Guinea
                  1 artillery and 2 infantry moved from Queensland to South Australia
                  1 infantry moved from New South Wales to South Australia
                  1 aaGun moved from New South Wales to South Australia
                  2 infantry moved from Egypt to Trans-Jordan

      Place Units - ANZAC
                  1 transport placed in 62 Sea Zone
                  1 infantry placed in New South Wales

      Turn Complete - ANZAC
                  ANZAC collect 10 PUs; end with 10 PUs total
                  Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 15 PUs
                  Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 20 PUs

      Territory Summary for ANZAC :

      Malaya : 1 infantry
          Queensland : 1 airfield and 1 harbour
          New Zealand : 1 airfield, 1 harbour and 1 infantry
          New South Wales : 1 factory_minor, 1 harbour and 1 infantry
          South Australia : 1 aaGun, 1 artillery and 3 infantry
          Dutch New Guinea : 1 aaGun, 3 fighters and 1 infantry
          45 Sea Zone : 1 cruiser and 1 transport
          34 Sea Zone : 1 destroyer
          62 Sea Zone : 1 transport
          Trans-Jordan : 2 infantry

      Production/PUs Summary :

      Germans : 37 / 62
          Russians : 36 / 41
          Japanese : 36 / 37
          Americans : 52 / 72
          Chinese : 9 / 15
          British : 28 / 35
          UK_Pacific : 14 / 14
          Italians : 18 / 17
          ANZAC : 10 / 20
          French : 8 / 0
          Dutch : 11 / 0
          Mongolians : 0 / 0
          Neutral_Axis : 2 / 0
          Neutral_Allies : 4 / 0
          Neutral_True : 18 / 0

      posted in Play Boardgames
      builder_chris2B
      builder_chris2
    • RE: G40 A.39 builder_chris2(allies) vs seththenewb(axis)

      @Gargantua:

      I put you two together as a team for the tournament… unless you are planning otherwise? :P

      sounds good!

      posted in Play Boardgames
      builder_chris2B
      builder_chris2
    • RE: G40 A.39 builder_chris2(allies) vs seththenewb(axis)

      map back

      italyturn1.tsvg

      posted in Play Boardgames
      builder_chris2B
      builder_chris2
    • RE: G40 A.39 builder_chris2(allies) vs seththenewb(axis)

      Test summary from TripleA 12:38:59

      posted in Play Boardgames
      builder_chris2B
      builder_chris2
    • RE: Searching for a TripleA partner for Gargantua's tournament

      cool, see you tomorrow seth!

      posted in Tournaments
      builder_chris2B
      builder_chris2
    • RE: Searching for a TripleA partner for Gargantua's tournament

      yea. I’m in…But…again…I’m not sure how to do the PBF (or PBEmail).  We might want to try playing each other between now and tournament start; to understand how it works and to see how the other plays.  I may be addicted to this G40 game, but you may not like my play style…would hate to piss you off when cash is on the line.

      posted in Tournaments
      builder_chris2B
      builder_chris2
    • RE: Searching for a TripleA partner for Gargantua's tournament

      i’m interested too.

      addicted G40 A3 ftf player, will play face to face games till i get the shakes (or till i think i might be pissing my wife off by coming home at 5 am) and i’ve dinked around with tripleA when the AA50 was the game to play but i have never played by forum/email but did play online witht eh AA50 long ago…so…am i a noob in search of a tripleA vet or am i just like an E-2 or something?

      oh, yes, might need to have someone walk me through the play by email tab in the game…i had teh same reaction when the windo with all the email options and stuff popped up…i closed it cuzz i had no idea what to do with it (and was too lazy to read how to do it).

      also…something i have wondered about playingg by email…how do i know that my enemy doesnt reroll all the battels until he (she) ets the results they want and than emails me for my turn?

      posted in Tournaments
      builder_chris2B
      builder_chris2
    • RE: The Japan Playbook

      @Cow:

      do they do it the way I do it? objective or calcutta oriented.

      i dont know exactly what these players do; i just know it doenst look like a good idea to me.  i hope to feel the hurt from it first hand this weekend…or maybe i will be lucky and get a win against it and feel the pure joy of shutting it down.  we will see.

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • RE: The Japan Playbook

      @Spendo02:

      @Cow:

      damn I may as well post J2 and ruskie first openers about now… I might wait till summer to finish testing those.

      J1 results in faster games so it is much faster to test for results and it is obvious that it is a viable strategy from the games people have played including myself so far.

      Also my games have been so crazy and fun since I started doing J1 declaration of war, that I just prefer it overall.

      I agree, the sole J1 attack I conducted was fast and furious.  VERY exciting game compared to slogging through 2-3 rounds before anything exciting happens.

      there are two players in our ftf game group that love a J1 DOW; and no doubt its very fun and exciting…but they have gotten their **s beat everytime by doing this. granted, i’ve only seen a J1 DOW about 6 times now, but…its a poor strat (imo); no REAL chance of winning with it from what i’ve seen.

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • RE: Minor Threat's Alpha+3.9 (Global 1940) COMPLETE! Setup Charts

      no.  the french indo china thing from the OOB rule book doesnt apply anymore.  but…the 2 inf for the UK in egypt and the 1 fighter in western USA is still the latest and greatest rule set up.

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • RE: 94Canuck's Global 1940 Alpha +3 Setup Charts and Game Aids

      @94Canuck:

      ***EDIT:  December 31st, 2011 - Updated NO Chart to reflect USA NO from November 17th. ***

      Hello everyone, here are updated charts for the recently finalized Alpha +3 ruleset for Global 1940.  These are similar to the Alpha +2 I previously posted.

      I like a simplistic approach to the aids.  I always disliked how to many things were jammed into one chart so I tried to keep it simple. Â

      Lastly, all of these have been designed around a 8.5 x 11 (Letter) size so no funky paper needed.  Any suggestions please post here

      One more thing, don’t use the photobucket files, they are reduced and lower quality, use the mediafire links below.

      Images:

      ![](http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/UnitChart.jpg[/img]<br />[img]http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/G40NOs.jpg[/img]<br />[img]http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/G40IPCChart.jpg[/img]<br />[img]http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/G40CombatChart.jpg[/img]<br />[img]http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/G40Tech.jpg[/img]<br />[img]http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/Germany_USSRSetup.jpg[/img]<br />[img]http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/Japan_USASetup.jpg[/img]<br />[img]http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/China_UKSetup.jpg[/img]<br />[img]http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/Italy_AnzacSetup.jpg[/img]<br />[img]http://i481.photobucket.com/albums/rr171/94Canuck/AAA/G40 A3/FranceSetup.jpg[/img]<br /><br />Files:<br /><br />PNGS (Better quality, bigger files):[url=http://www.mediafire.com/?omk8tqvhpp2f8]Alpha +3 PNG Files[/url]<br /><br />JPEGS (Good quality, smaller files): [url=http://www.mediafire.com/?xuo4n86e2dtd9]Alpha +3 JPEG Files[/url]<br /><br />Enjoy.<br /><br /><br />any chance you might be updateing these sometime soon to match the latest A3 rules on this link:<br /><br />http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149[/img][/img][/img][/img][/img][/img][/img][/img][/img])

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • RE: Minor Threat's Alpha+3.9 (Global 1940) COMPLETE! Setup Charts

      @Minor:

      Update!
      -2/8/2012 Adjusted Japan’s income to 26 IPCs
      -2/11/2012 Updated to Alpha+3.9 (Final Version of the Charts)
      -2/12/2012 Fixed US Chart to display proper ‘Victory Conditions’. Download updated file (United States) with 2012-02-12 date
      -2/12/2012 Fixed spelling error with UK Chart under Canadian Income Relocation. Download updated file- United Kingdom 1.1
      -2/13/2012 Fixed Japanese Battleship size to a much more consistent size. Download (optional) updated file- Japan 1.1
      -2/15/2012 Updated all the charts to have more consistent unit sizes on the Unit Reference Chart. This will be the final cosmetic update! Download (optional) updated file - 1.1a [All charts]
      -2/15/2012 Fixed/updated Germany’s air units to 1 tac bomber & 2 strat Bombers (in the territory of Germany) download new file 1.1a Germany
      -2/16/2012 Fixed China’s “Captured Capital” paragraph. download updated file - China 1.2a

      I have been working on these for some time now, and they’re finally complete!
      Enjoy!  :-)

      http://www.mediafire.com/?7hif1zhorbz89

      Settings:
      Printer Color settings: I did these with RGB color setting, so they should print out slightly different with CMYK
      Paper to Print these on: Photo Glossy, or Photo Paper. (if done with regular paper, or cardstock they’ll look awful)
      Paper Size: Letter 8.5 x 11

      ![](http://i643.photobucket.com/albums/uu152/ProfessaTmoney/China12aAlpha39Global.png[/img]<br /><br />[img]http://i643.photobucket.com/albums/uu152/ProfessaTmoney/Germany11aAlpha39Global.png[/img]<br /><br />[img]http://i643.photobucket.com/albums/uu152/ProfessaTmoney/Japan11aAlpha39Global.png[/img]<br /><br />[img]http://i643.photobucket.com/albums/uu152/ProfessaTmoney/USSR11aAlpha39Global.png[/img]<br /><br />[img]http://i643.photobucket.com/albums/uu152/ProfessaTmoney/UnitedStates11aAlpha39Global.png[/img]<br /><br />[img]http://i643.photobucket.com/albums/uu152/ProfessaTmoney/UnitedKingdom11aAlpha39Global.png[/img]<br /><br />[img]http://i643.photobucket.com/albums/uu152/ProfessaTmoney/Italy11aAlpha39Global.png[/img]<br /><br />[img]http://i643.photobucket.com/albums/uu152/ProfessaTmoney/India11aAlpha39Global.png[/img]<br /><br />[img]http://i643.photobucket.com/albums/uu152/ProfessaTmoney/France11aAlpha39Global.png[/img]<br /><br />[img]http://i643.photobucket.com/albums/uu152/ProfessaTmoney/ANZAC11aAlpha39Global.png[/img]<br /><br /><br /><br /><br /><br />these are WAY COOL!..but…looks like you are missing 2 items still.<br /><br />this link:<br /><br />http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149&sid=c35849acc179424d0475a9b653e92df4<br /><br />is the latest A3 set up…it shows taht Egypt should have 2 infantry and the USA should have 1 fighter in Western USA.<br /><br />you might also want to verify if the OOB rule in the Pacific 1940 rule book that says :<br /><br />)land units to those territories, as long as those territories have not been captured by Japan. Doing this is not considered a
      provocative act against Japan. Once Britain and ANZAC are at war with Japan, they can take control of these territories in the
      same way, or by recapturing them from Japan."

      still applies to french indo china and maybe add that to the UK India chart and Anzc chart?

      i will go on linne at harris game design and check this rule with kreig and let you know asap.

      thanks for the work…these look WAY freaken cool! and clean![/img][/img][/img][/img][/img][/img][/img][/img][/img]" />

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • Rocky Mountain Axis and Allies Meetup Goup…DENVER, Colorado

      game group in denver dedicated to playing axis and allies…we are always looking for new members…check us out here…

      http://www.meetup.com/Rocky-Mountain-Axis-and-Allies-Meetup-Group/

      posted in Player Locator
      builder_chris2B
      builder_chris2
    • RE: Bob_A_Mickelson's AAG40 National Production/Objectives and Setup Charts

      these charts are so incedible and the fact that your doing this for free is mind numbing especcially when you look at how good these charts are done!

      so on one hand i feel bad for asking you this…BUT…did you happen to make a sheet of roundels for eachpower?  the ones that come with the games are always too thin and hard to picck up and worse, the onse that came in the AAP are printed on differnt materaial than the ones that came in my AAE (inconsistancey bugs me too).  i was hoping you had a sheet of roundels that i could print out and than mount onto somehting thicker and easier to pick up and that would be consistatn and enough of each power.

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • RE: Global Gaming Table

      You wouldn’t happen to have some drawing on that you would be willing to share?

      What’s the out to out dimensions?
      What’s it  standing on? is it a table that sits on anther table or is it a free standing table too?
      How deep is the board set down?…etc, etc?

      I’m working on some tables for the AA game group I run but we are tossing around the idea of elevating the table with a “lip” under it for trays and stuff rather than too the sides, the idea being this way the board stays as narrow as possible.

      any info you would be willing to share would be cool, if you share none, that’s cool too…just seeing it is help enough.  Thanks for sharing the pics, seeing your board is really inspiring!

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • RE: 20+ hours of gameplay: is this game too long?

      no offence taken.

      I too (as you can tell) like the long posts like just like I like the long games of A&A…BOTH show the kind of thought I like to put into things…but than again I’m a game geek as my wife so often and fondly calls me and something about the written word brings out the talker in me (I can’t’ figure that one out yet since I cant spell to save my life and if anything I’m under educated when compared to most people).  ANYWAY…

      The points you make (as well as several others that have been posted on this topic) about “flow control” of the game do help.  I’m not saying they don’t.  When you get in a check out line at any store, the line that has “the best checker” is always the faster line in comparison to the other lines regardless of how many persons are in line and how many items they have. in other words how well, the assembly line works is as important to how many parts need to be put on and how complicated it is to put each part on.

      The more Powers you have in a game, the more parts in the assembly line.  The minor powers are well…just that…minor parts in the assembly line and in the case of France they take seconds compared to the several minutes that the BIG powers take to do their turn.

      However, when you lay out the game in an assembly line with each power (no matter how small or BIG they are) in a line (as the turn order is “out of the box”) that makes the LONGEST critical path possible.

      If you can cut the game into two halves (Europe and Pacific) and make them into two separate critical paths, you can shorten the time it takes to play each round by half or more (depending on how many “BIG POWERS” there are in each assembly line). Its a the over lapping of critical path activities where ever possible that will save you the most time.

      Example:
      If Germany takes 15 minutes to do their turn
      And if Russia takes 10 minutes to do their turn
      And if Japan takes 15 minutes
      UK takes 10 minutes
      ANZAC takes 5
      Italy takes 5
      USA takes 10
      China takes 2
      France takes 1

      Because everyone has to wait in line for each other in one assembly line that’s a critical path of 73 minutes per round (give or take several minutes for slow play or fast play).  Now a good checker could clear that check out line in maybe 70 minutes just buy their skill, so having a banker, a task master and a chess clock to help keep everyone moving through the assembly line can obviously help. But it can only do so much.

      Now, multiply that by the number of rounds it takes to play the game of tug-o-war in the examples above at IF the shortest tug of war is 10 rounds, that’s a game that last…700 minutes or 11.66 hours.

      Now, break the critical path into two assembly lines and it would look more like this.

      Europe Pacific
      Germany, 15 Japan 15
      Russia, 10 UK, 5
      UK, 5 ANZAC, 5
      Italy, 5 USA, 5
      USA, 5 China, 2
      France, 1

      41 minutes 32 minutes

      You still have the 73 minutes to play “each round, but you did it in 41 minutes on one board and 32 minutes on another board.  You just shorted each round by 32 minutes (73 – 41 (the longest critical path) = 32 minutes).

      Now, multiply that by the number of rounds it takes to play the game of tug-o-war in the examples above at IF the shortest tug of war is 10 rounds, that’s a game that last…410 minutes 6.8 hours.

      Breaking the game into two critical paths IS more than possible in this EPIC game (IMO) because there really is that much of a separation between the two theaters of war in this game when compared to any games before it.

      Players on the pacific should probably wait till the round on the Europe board is finished before starting another round (this will probably help with any “overlaps”). But in short, by having the tow half played at the same time (overlapping critical paths) you just shaved an approximate 4.86 hours off the game compared to the 30 minutes that you could shave off by keeping them in one critical path chain and having a good “system” to get everyone through the check out line faster.

      BUT…while this idea has plenty of merit…like in construction, the more tasks you have running at the same time, the more crew you need. So having both half’s of the board being played at one time would require a minimum of 4 players compared to 2 players, so for some people, this idea just wont work because they don’t have the available players.

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • RE: 20+ hours of gameplay: is this game too long?

      I agree with you, but shy of changing something significant about the games core mechanics (and turn sequence is core) there is not much else that I see as being a viable option for “speeding things up”.

      I too like the long game that Axis and Allies has always been and hopefully always will be but unfortunately this game is TOO long to attempt to play it in one sitting.

      I personally wouldn’t have bothered even trying to think of a way to “shorten the game” because I really enjoy playing this game and I gladly devote what spare time I have every month to playing this game. But the reality of the matter is…unfortunately most people are not THAT addicted to playing A&A.  Its tuff enough to find players to play a 7 to 10 hour game and its even tougher to find players that will start a game one week and return in two or three weeks to finish it…ESPECAILLY if they feel like they are on the verge of loosing when they last played it.  That sounds about as much fun as playing the first 3 quarters of a football game and ending it being behind by 30 points and than knowing you need to return in two weeks to finish loosing it. What’s the point and more in importantly what’s the fun in that?

      I’m sure every player sits down to a game of A&A because they not only enjoy the game but because they have “the hope” they will win and they accept the chance they might loose.  But who wants to sit down to a game seeing that their going to loose (thus the constant debate over game balance). No one wants to start or restart in a week or two a game they are just losing. Hell, some players don’t even want to FINISH a game they are loosing thus the reason so many people post that players just “conceded” when they see the end in site.

      Chess, clocks and fast play can only do so much for the time it takes to play the game because players still have to wait in line for EACH POWER to take its turn when if you think about it, you could cut the time to play the game in half by playing both boards at the same time.  Think about it, why does Japan need to wait for Germany, and Italy and ANYTHING on the Europe half of the board to happen?  That’s like saying that if youre in line a the grocery store you need to not only wait in line fore the people that are in front of you in your line but you also have to wait for the people in the other line next to you to go be fore you can check out.

      This EPIC scale board TRULY divide’s the game into two distinct and separate halves (two check out lines…why wait for one check out line to clear out be fore you check out in the line your in)?

      Anything else is going to shave off seconds to each round; playing the two boards at the same time has the potential to cut 30 to 40 minutes off of each round.

      Every game we’ve played so far the first 3 rounds take about 2 hours each and each consecutive round takes just about 1.25 hours.  Theoretically you should be able to split that time in half for each board, players would be more engaged instead of waiting 45 minutes to an hour or more for their 15 minutes or less of fame (game time) and the game would/could possibly progress in the similar way as the global sequencing but in half the time.

      I know I’m going to give it a shot and I would be real interested in hearing if this works for other players.  But, like I also said I’ll bet the bummer is you need at least 4 players to pull it off and if players are having trouble finding one player to compete against its just going to make it that much more difficult to find three more players.

      posted in Axis & Allies Global 1940
      builder_chris2B
      builder_chris2
    • RE: 20+ hours of gameplay: is this game too long?

      The mechanics of the game, the size of the board and the victory conditions all combine to make this “EPIC game” a very long, long, LONG a** game no matter how experimented the players are, no matter if you have 2 players or the max number of players, no matter if you purchase your units before the previous players turn is over or even if you start conducting combat moves while the player before you is placing their units and or if your “play fast” and or if the dice are “crappy or good”.

      I’ll try to explain my reasoning…
      Let’s just say (hypothetically speaking) that the classic game of A&A had 10 territories and 0 sea zones. Yes, I know it has more than 10 and it has sea zones (that s not the point).  Remember this is a “hypothetical situation that is designed to help explain/understand why the “EPIC scale” of the game itself and the core mechanics of the game make it such a LONG A** game.

      Ok, so again…HYPOTHETICALLY SPEAKING…

      Imagine that the classic game had 0 sea zones and 10 territories and that the Axis started the game controlling half of those territories and the Allies started the game controlling the other half of them.

      Now imagine that the 10 territories are all in a straight line with the axis controlling half the line and the allies controlling the other half of the line (kind of like a game of tug-o-war).

      Now imagine the “victory condition” is to have one side control 7 of the 10 territories.

      Now, in every “global game” of axis and allies (from classic to the cool a** 40 shhhhtuff we have now) the core mechanic has always been and continues to be that only ground units can capture land, so due to that core mechanic we can eliminate the issues that sea units, sea zones, and air units present to the game because ultimately its ground units taking territories that ultimately determine victory.

      Ok so back to the example…

      So with our 10 territories lined up in a row like a tug-o-war game we begin the game.  if both sides were to also start with no units on the “board” their “first turn” would simply be building units in “territory one at either side of the board”. Becosue infantry have a move of one it would efectivly take 5 turns of play just to get both sides to the “center of the board”. Once there, the side that went first (like in chess) would have a slight advantage becosue they would be crossing the line “first”. If they wone that first battle and than player two countee attacked and lost, than those ground units would have “ganed ground”. In other words it would have taken them 6 turns to to move and control 6 terrtiroies.  If player one got lucky enough with the dice and managed to do the same thing on turn 7 and he managed to move and control the 7th territoriy at the end of the 7th turn.  It would have taken him 7 turns to win the game.

      Please for give me for being such a jurk about how I am trying to explain this (part of it is being done this way to help me rationalize my own thinking and part of it is becosue…well…all this “debate” seems pointless simply due to the sherar EPIC scale of he game and the core mechanics.)  Any way…

      Now imagine that this little tug of war game is only between two players, and each player (going as fast as they can through their turn sequence) takes 5 minutes to take their turn. One round of this game would take 10 minutes and this simple little 7 round game of tug-o-war game just became a 70 min game.

      Now compound that by adding another POWER to each side and the game length for each turn just increased. Notice I didn’t say add another PLAYER but I said add another POWER.  Because if each power has to stand in line and wait their turn to get on the roller coaster, it doesn’t matter if it’s the same two players taking turns or 4 players taking turns.  It’s the number of Powers that increase the length of each game turn. From the days of classic its been a 5 power game, than 50 made it a 6 power game and now this global 40 makes it a 9 power game.  Stand in line in the grocery store, if theirs only 2 people in front of you even if they have tons of junk in their cart or if they only have 1 item in their cart, you still have to wait in line (ok, maybe you don’t HAVE to, but most people do).

      Now compound the board by adding more territories and the number of turns to complete achieve victory just compounded, not because of crappy dice, but because if you only had to capture 2 territories before but now you have to capture 6, or 8 or 10 or 14, etc, etc, etc…You need more turns to do it because ground units can only move one territory at a time.  You can slightly off set that by using tanks since they have a movement of 2 but hypothetically speaking that’s only going to increase your move “behind the front line” because if both sides had tanks on the front line, blitzing would be a irrelevant. Now you look at the number of territories from board to board and it doesn’t take a genius to figure out that its going to increase how long it take to win the game.  hell, if the US want to take Egypt its going to take them 7 turns just to march across the top of Africa to get their and that’s just one VC (game of tug-o-war).  Every VC in the game is in essence a single and separate game of tug-o-war, so now you compound the games length even more when you make it that there are 14 VC that the Axis need to control and yes, the allies only need to control the Axis capitals (3 VC) but this IS a game of economics as well as a game of tug-o-war so now the game is compounded even further because even new players catch on to the capitalistic principle behind the game…the side the makes the most money the fastest for the longest will most likely win.

      ALL that said, so long as the game is played as its intended to be played “by the rules” this game will be a very long game.  From my assessment (and I’ve tracked every game our group has played so far…the longest being 16 hours non stop and it still was not finished “per the rules” and I also use a home made spread sheet to track games so I do know how long each game is taking, how long each round takes to play, etc, etc, etc… in other words, I’m not “guessing” how long we’ve played so far…YES…I”M A FREAK!!!).

      Anyway, all that said…I ran across a set of house rules for the revised game some time ago that had the Axis taking their turn at the same time and than the “allies taking their turn at the same time.  I thought this was a clean way to spread the game up IF you had a separate player playing each power so that they all “did their move at the exact same time”.  In other words, if you have a 6 power game and you have to wait in line for 6 people to take their turns you can shorten the time you wait in line a lot because if the Axis took their turn at once and the allies took their turn at once, each side is only waiting in line for 1 person rather than each single person waiting in line for 5 others to take their turn.

      I’ve never played a game like that but the idea makes good logical math…on the smaller boards like revised and maybe even 50 and 1942.

      Now…I might still try that with something like 50 but I don’t think that would work too well with a game like global 40.

      BUT…if two players playing a game of pacific would say take 10 rounds to end that game and if 2 players playing a game of Europe would take say 10 rounds to play Europe, if you combined the Europe and the pacific per the rules than players have to wait in line behind each other and so a global game of 40 still hypothetically takes 10 turns to play but you have to wait in line for 60 turns if there are just 6 powers because when a power on the pacific board is taking their turn, powers on the Europe side are just standing in line and vice verse so by combining the two games you’ve just doubled the time to play a global game.

      However, if you had a minimum of 4 players, 2 playing the Europe half of the board and 2 playing the pacific half of the board with each half being played “at the same time”, you should be able to play a “global 40” game in the amount of time that it takes to play just a pacific or just a Europe 40 game.

      The turn sequence would need to be paid a little closer attention to…for example…

      The Europe turn order is this…
      Germany, Soviet Union, United Kingdom, Italy, United States, France

      The Pacific turn order is this…
      Japan, United States, China, United Kingdom, ANZAC

      And the Global Turn order is this…
      Germany, Soviet Union, Japan, United Kingdom, ANZAC, Italy, United States, China, France.

      If you take the Global Turn and splits it up into Europe and Pacific but keep it in the same order, its like this…
      Europe Pacific
      Germany
      Soviet Union
      Japan
      United Kingdom United Kingdom
      ANZAC
      Italy
      United States United States
      China.
      France

      On the Europe board things would go like this:
      Germany would go 1st
      Soviet Union would go 2nd
      United kingdom would go 3rd… BUT before they take their turn they would need to see if Japan has units on the Europe board. If Japan has units on the Europe board, Japan gets to move them before UK takes their turn.
      Italy would go 4th…BUT before they take their turn they would need to see if ANZAC has units on the Europe board. If ANZAC has units on the Europe board, ANZAC gets to move them before Italy takes their turn.
      United States would go 5th
      France would go 6th…AND since China has no possible way of getting onto the Europe board, France would have nothing to check before they took their turn.

      On the Pacific Board things would go like this:
      Japan would go first…BUT before they take their turn they would need to see if Germany first had units on the pacific board followed by Russia.  If Germany had units on the pacific board they would get to move them followed by any Russian peaces that are on the pacific board before Japan would get to take their turn.
      UK would go 2nd
      ANZAC would go 3rd
      US would go 4th…BUT before they take their turn they would need to see if Italy has units on the Pacific board. If Italy has units on the Pacific board, Italy gets to move them before US takes their turn.
      China would go 5th…and before the next round started players would need to look to see if there are French units on the pacific half of the board, if there are, they move before starting a new round.

      It sounds simple enough; there are some minor things that would need to be taken into account, for example, the US player on the pacific half would need to “barter with” the US player on the Europe half since they share income but the UK would not need to do this since they already have “separate capitals”.

      And when units of any power “crossed the boarder line” between board halves they would move what they can on their respective half/turn and the player on the other half would take control of them and finish any move on their respective turn of the other boards half. In other words if Russia moved units from Europe into the pacific the Europe player would move them on his Europe turn but the units would not get onto the pacific half of the board until it was “Russia turn” on the pacific board.  Russia could most likely even be played by the same player on both boards since they really don’t have much invested in the pacific half like the UK and US do. And the same thing for the Germans and Japs on the “other half” of the world, one player should easily be able to handle the Japs and one player should easily be able to handle the germens since neither of them are really entrenched in the other halves of the globe.

      Everything else should work out like a standard global 40 game.

      One thing is for sure, you need a minimum of 4 players to do this easily, two players might be able to do it, but I can see how that would get too confusing especially since an axis power takes the “first turn” on both halves of the board and since you would still have to “wait in line” since one person can’t be in tow places at one.  For example I just don’t see how one player could play Germany and Japan for at the same time.  Heck, even in our global games, the UK and the US players “work the board” in separate halves, it’s just easier that way so having one player o the pacific half that plays the UK an don player on the Europe half that plays the UK should be no problem.

      Something like this would NOT work well on a 50 game or a revised game, the boards are not large enough and the units on Europe and pacific in those tow games are interdependent on each other, every one know s it’s a race to Russia for both Germany and Japan.  But in the global 40, Europe and pacific truly are two separate “theaters of war” and they are pretty much completely independent of each other.

      Well, one thing for sure is that I will be trying this with my game group in a few weeks.  The last time we got together, playing for 16 hours straight left me with the worst hang over I’ve had since my drinking days in the military…and I wasn’t even drunk…how could I be with the need to do so much freaking thinking.  Don’t get me wrong, it was way cool fun…BUT…it proved to be too long of a game even for an AA junky like myself. And most players don’t have that much time, they want to show up, play a game…FINISH IT…have some beer, and pizza and go home in time to kiss the wife and tatter tots good night (or at least kiss the wife good night).

      posted in Axis & Allies Global 1940
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