@thrasher1 Our group plays China at War, Turkey at War, Fighting Railways, and Diplomacy. We have played others, but those 4 are our favorites. Diplomacy is starting to wear out it’s welcome a bit, as far as I’m concerned. It adds a lot of fun to the game, but it heavily favors the Allies. Some games it can really swing things.

Posts made by CaptainNapalm
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RE: Globar War Expansions: which are the best? And which do people play most?
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RE: USA income determined actions 50 ipp
@kmtnt Per the developer, “The short answer is that you can think of it as an extension to the “US-involvement” rule at 35IPP. It has nothing to do with threatening US mainland. I won’t go into more detail, but note that all of this has been changed for v4.”
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RE: USA income determined actions 50 ipp
@kmtnt said in USA income determined actions 50 ipp:
@kmtnt another question. After allies retake Paris does that become the free French capital, and return to regular France
No. Paris does not become the capital again, while the war still rages. It does turn Free France back to a major power, though. Tech roll(s), Strategic Naval Movement, Lend-Lease, etc.
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RE: USA income determined actions 50 ipp
@kmtnt Agreed, I’m not sure. I’ll ask on discord. But remember, below 50 IPP, nations can get even closer.
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RE: USA income determined actions 50 ipp
@kmtnt Looks like 3 sea zones away to me. So, I’d say, no. Not sure if that’s been clarified, elsewhere.
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RE: WW2 Path to Victory - Rules Discussion
Is there a complete rules, including objectives I can print out? OOB, built up to BM, built up to PTV, has me unsure where to look for the complete rules, without having to refer back to different rules/pages/links. Thanks! Playing F2F, tomorrow.
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RE: The FAQ Thread
@plasticknight It may make more sense to you if you rethink one part. The UK navy CAN attack the subs. The difference is the subs MAY submerge before the UK navy gets to fire. So, they aren’t moving into an empty zone, or doing a non-combat move. They are attacking…just likely to fail in their attack, as the subs are likely to submerge. But it’s still an attack. The subs might fight! Take on the whole navy! They have target select. Maybe they risk it all for a shot at a loaded transport, damaged battleship, etc.
There is also a note in the combat movement section that says, “Note that combat may not always occur as sometimes one or both players will be given the choice to engage in combat or not.” You may combat move anywhere combat MAY occur…no matter how unlikely.
PS. Shameless plug, but this confusion would all be eliminated if there was only one movement phase, rather than both a combat and non-combat movement phase.
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RE: Why can't movement be a single phase?
@trig Yes, and those are two things I don’t like, and would like to eliminate.
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Why can't movement be a single phase?
Why have a combat and non-combat movement phase? Axis & Allies: 1914 used this method, and I think it simplifies the game in many helpful ways, as well as eliminates many seemingly “gamey” maneuvers. This would be a big change, so I’d love to hear some feedback.
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RE: Comintern & Allies cooperation
@jbuckbuddy, from Rule 0.5, as stated above: “Major Powers that are not at war with each other may freely share sea zones and do not affect each other.”
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RE: The FAQ Thread
@robson Per the FAQ:
Q: Is the USA able to upgrade its existing facilities before reaching 35 IPP income?A: Yes
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How much can the CCP piss off the Allies?
Obviously the CCP is at war with the KMT, which is part of the Allies. This does nothing to agitate the Allies against the CCP or Comintern. What about beyond that? What about a major CCP?
Can the Allies declare war on the CCP, or greater Comintern, if CCP attacks Hong Kong, Burma, etc.? The reference sheets say specific ways the USSR can act to allow the Allies to declare war on them, but there is nothing about the CCP’s actions. So, I would take that to mean the CCP would/could be at war with the Commonwealth, only. The rest of the Allies could not DOW on the CCP, and the USSR would still not be eligible to be attacked by any of the Allies.
That doesn’t seem to make sense to me, but that’s what I read in the rules. What do you guys think?
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Blockading an island nation
I see the FAQ about damaged naval facilities not counting toward a blockade of Japan or the British Isles. What about captured facilities? For example, Germany would only have to blockade the facilities the British owned, right? If Germany conquered the northern territories of Britain, they would not also have to blockade them, correct?
This seems obvious, and how we’ve always played it, but the damage FAQ made me want to double check.
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RE: How do you play rail lines?
@rellhaiser Great! My brain hurt a little bit trying to read that rule, but I agree that it answers my question and simplifies the game! Thank you for pointing me back to it.
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RE: How do you play rail lines?
@trig Yes, there are several “jumping” territories. So, how do you play them?
Judging by your assumption that all ports connect to rail, I would guess that you allow the “jump”?
We play without the assumption that all ports connect to the rail, and do not allow you to jump rail, mid-turn. Basing that on map artwork.
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How do you play rail lines?
From my perspective, there are three ways to play rail movement.
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Strictly by the map artwork: follow the path of the specific rail line, and if it inconveniently diverts through another territory, so be it. You are on that rail line for the life of the unit, if playing armored trains and rail guns. And for the length of the movement, if using strategic rail movement, or tracing lend-lease/supply path.
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Any rail in or out of the territory counts as a path: so you could enter a territory on one rail line, and exit that territory on any rail line exiting that territory. Effectively, “jumping” lines inside a territory.
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We play something in the middle: you MUST follow the map artwork, but between turns, you may “jump” to another rail line in that territory. Effectively, the slate is wiped clean, and at the start of a turn, any rail line may be used to exit that territory.
There may be only two ways to see it, if you aren’t using rail units, as we do from the Fighting Railways expansion, but I’d like to hear how the rest of the community plays rail paths.
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RE: Special Fortification Zones
@trig said in Special Fortification Zones:
@noneshallpass
@JbuckBuddy
This isn’t exactly made clear, but I would go with the old A&A rule of, “if it has a land border, it isn’t and island.” Otherwise, what is an island. Is the UK? Is Australia? It goes on and on.Australia is a continent, not an island. The UK and Japan are listed as island nations, and I would play them as exceptions to the special fortification zones, but I don’t see that in the rules. The New Guineas, Borneo, Sarawak, Ireland, etc., would qualify as islands, and special fortification zones, in my opinion.
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RE: AA Clarification
@trig said in AA Clarification:
@linkler This is another subtle change from A&A. Unlike in Axis and Allies, there is no mention of a cap at the number of planes. (one shot per plane) There is only a mention of one shot per plane per gun
This means, that if 5 AAA were attacked by 3 fighters, each fighter would get a shot at 5 times. Just absorb that for a minute, and remember that AA can attack too. And that there is air superiority. And then you start wondering why you put planes on the front line.
It is certainly powerful, and make sure you know about it.What!?! Has this ever been confirmed by the developers? I agree that is what the rules say, and I have simply never noticed until now, but I think that is a huge difference that deserves a descriptive example in the rules, if that is the case.
So, 4 AAA would get 4 rolls against a single aircraft, 8 rolls against 2 aircraft, 12 rolls against 3 aircraft, and 12 rolls against 4 aircraft?
Game changing!