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    Posts made by Chris_Henry

    • RE: Invading the soviet union with lighting war continued

      @david-06 Yeah, let me know how it goes!

      posted in Global War 1936
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      Chris_Henry
    • RE: Best Players?

      @delaja To me, it really shouldn’t be that hard to have a great time playing a game, and leave it there when you’re done! Sure, I’m competitive as hell. But it’s just a game at the end of the day, sucks to have people be jerks about it! It’s fun to have some backstabbing in game and what not, but that largely depends on your group I suppose.

      @David-06 I think to get back to your actual question though, I’m not sure how much anyone can really know that? I only say that because of how many different ways people play. How many people play the games specifically as the OOB rules say to? You have guys with modified maps, tournament rules people play with, bidding at the beginning of games, and obviously countless house rules! I’m not so sure it’s so easy as saying “X, Y, and Z” are the best players, when everyone seems to play a tab bit differently!

      posted in Global War 1936
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      Chris_Henry
    • RE: Invading the soviet union with lighting war continued

      @david-06 Gotcha. I think about it as more of a little balance, but lean more to stronger land power. I like to have subs out there to reek havoc, but don’t like to dump vast amounts of IPP into naval units for the Germans! Heavy navy is always interesting to see from the Germans. I think of that as a high risk/high reward situation! Could go south real quick, but if it works out, the Allies could really be stymied to the point where you won’t need to worry about them too much!

      Yeah, I guess I’d need to see the whole strategy play out. I still think this leaves the Allies with enough build up to overpower the Axis in the end, but certainly could be wrong! I’m just thinking of all the units the Axis will lose in combat and have to replace, while the Allies sit untouched. Though true the build up might be slower as they have to work up to wartime economies!

      posted in Global War 1936
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      Chris_Henry
    • RE: Do strat-bombed naval facilities are able to receive lend-lease through them?

      @insanehoshi said in Do strat-bombed naval facilities are able to receive lend-lease through them?:

      @chris_henry The nationalists have two major facilities at the start of the game.

      Thanks, I couldn’t remember and don’t have it close by at the moment!

      @delaja said in Do strat-bombed naval facilities are able to receive lend-lease through them?:

      @chris_henry
      All correct except the facilities are damaged and not destroyed. 😉

      That’s what I meant haha. I guess I used the term destroyed too loosely there, as that could certainly mean something more permanent than how I meant it!

      @David-06 So yeah, I’d say being able to thwart lend lease early on is a possible option! I only asked about facilities because if the Nationalists have airbases, they could use lend-leased fighters to help scramble against SBR’s, or just generally deter the Republicans from wanting to risk their planes getting shot down. If the Nationalists have more than one harbor with which to have Lend-Lease arrive, might not be quite as urgent for them to have an air unit sent immediately!

      posted in Global War 1936
      C
      Chris_Henry
    • RE: Do strat-bombed naval facilities are able to receive lend-lease through them?

      @david-06 Correct! They certainly have an early advantage by having planes available to do so. I can’t remember off the top of my head what territories in Spain have airbases and/or naval facilities or not, but depending on how many there are for the Nationalists sending a fighter via Lend-Lease right away may not be a terrible idea in order to help protect said facilities early on! Likewise, as I think you’re alluding to, the Republicans might be able to stymie Nationalist Lend-Lease reinforcements if they can destroy enough facilities and/or blockage ports!

      posted in Global War 1936
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      Chris_Henry
    • RE: Do strat-bombed naval facilities are able to receive lend-lease through them?

      @david-06 I don’t believe so. The rules say that shipyards/dockyards/ports cannot be used when damaged.

      Rule 11.4 specifically states: “Lend-lease may be moved across any number of sea zones; No Naval Transport is required. Such movement must leave and enter land zones where there is an undamaged Naval Facility.”

      Hope that helps!

      posted in Global War 1936
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      Chris_Henry
    • RE: Invading the soviet union with lighting war continued

      @david-06 I guess that’s possible. From my perspective, I can’t even fathom an Axis player going for the USA/North America without having first conquered the USSR! I guess I was assuming a practicality point of view, but I suppose something like this could happen!

      posted in Global War 1936
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      Chris_Henry
    • RE: 2025 Meltdown

      @monsieurmurdoch Hello!

      I’m not a definitive source on this, so don’t take what I say as absolute truth haha.

      I thought I saw in one of their videos recently that the plan for the 2025 game was for later this year, or early next year. I will say, historically speaking, the dates HBG usually give for the rollout of something are typically a bit ambitious, and you usually end up waiting a few months longer. But you never know!

      As for the game itself, I’ve understood it to be basically the same concept as the 1936 game. By that I mean, it’s not a boxed game. You’ll get the game map, battle board, tech chart, etc. in your purchase, but that’s about it. Everything else you need to buy yourself. So all units, facilities, dice, money, etc. are all things you need to buy. At least as it pertains to the 1936 game, I think it’s always been assumed that customers have previously existing A&A games, which can make up larger amounts of your forces needed for their game.

      All that said, I know the units for the 2025 are modern day forces, and they don’t have a ton of that available on their page. So it’s maybe possible they do have units included in the game-price. Either that, or you’ll start seeing units available for purchase on their site!

      So not a lot of concrete info here, but wanted to pass on what I believe I’ve heard re timing, and what my belief is of the game itself based on their previous 1936 game!

      posted in Global War 2025 Meltdown
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      Chris_Henry
    • RE: Invading the soviet union with lighting war continued

      @david-06 That would be a neat one haha. I have to imagine though nothing like that exists because if they were possibly happening, the game is probably already decided, you know what I mean? Like, if someone is completely conquering the USA, that player is obviously already winning the whole game with the VP’s that are already at hand!

      posted in Global War 1936
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      Chris_Henry
    • RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideas

      @delaja Thanks! Yeah, I thought it had a decent base to it. Just as you said, I was trying to think specifically in terms of an HBG expansion. I wanted it to stay localized to the area at hand.

      My thought for requiring the planes on the islands was to force the player to have to do something to get the bonus convoy raid other than just possessing the territory. True, the overall goal is to bring those islands into the conflict in some way, and by eliminating the need to have a fighter present on either Malta or Sicily you’d still want to defend the islands with troops. But I figured this way either side would have to “give” something to “get” something. You want the convoy raid? Place a fighter in these spots, even if not optimal for potential offensive operations!

      I’m certainly happy to chat more about it if you’d like as well! Will and Doug both implied they liked it. But like I said, they said it looked great, and asked if I play tested, and I didn’t hear anything after that. Not saying they had to or anything, but I don’t know how much stock they may have really put in it in the end!

      posted in Global War 1936
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      Chris_Henry
    • RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideas

      @insanehoshi That’s really cool! I especially like the idea of them being able to convoy raid, I think that’s a great way to simulate their raids.

      I’m having a harder time grasping a small unit like this being able to destroy a whole in-game ship. Just realizing how many ships a destroyer or cruiser represents in the game makes me balk a bit. But on the flip side, the cost of this unit being 4 IPP and having a maximum of 1 on the board makes me think it’s also a bit of a cost for the Italians as well to buy it!

      posted in Global War 1936
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      Chris_Henry
    • RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideas

      @david-06 said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:

      @chris_henry How do you send in proposals? Of Expansions to HGB?

      I just emailed them haha. I emailed Doug and just their general email address. They say they like getting emails with ideas, but who knows how much they really do hahaha.

      They have said in some of their videos in the past that they don’t like when people send them things that they themselves haven’t play tested in some capacity. I think they get a lot of things sent their way, and I’m sure it’s hard to parse through every idea to see if something that hasn’t even been tried is viable! That’s why I didn’t send the Italy rules in, as I really haven’t attempted that in any real way. The Africa/Med rules though I have. Sometimes in parts, or I solo’d a game with only units in that region or something. Just to get an idea of how they played.

      Even that might have been too little for them, who knows. They said they thought it was cool looking, but I didn’t really hear back after that haha.

      posted in Global War 1936
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      Chris_Henry
    • RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideas

      @david-06 said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:

      @chris_henry OH, I didn’t see that. I think this is a great expansion. The invisible thing is when you click your profile and you have a couple of circles Green-Online, Orange-away, Red-do not disturb, and gray-which is invisible. Gray is also when you’re are offline, basically not on AxisandAllies.org.

      Thanks! Yeah, I just thought it might be a fun little optional rule if Italy is in some serious dire straights. Will prolong them a bit more. They run the risk of losing troops in the D12 roll, but that would be the risk to surviving a bit longer!

      Ha, I actually forgot about that invisible thing. I think I set it that way years ago and frankly forgot about it! I’ll change it now!

      @insanehoshi said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:

      @chris_henry said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:

      ITALY AT WAR

      Units

      You have to include the Decima Flottiglia MAS: Italian Commando Frogmen who were responsible for sinking or damaging numerous Battleships, warships and merchant ships throughout the Mediterranean. My favourite scheme of theirs was to use a “neutral” merchant ship with a submarine pen built into its hull to launch midget subs at ships docked at Gibraltar.

      Also infantry units that can sabotage naval units is a great and unexplored mechanic for GW36.

      Interesting. I hadn’t consider that at all! I do also wonder, like @David-06 how this might be implemented? My gut reaction is it would be too powerful for a small unit to straight up destroy an enemy ship, right?

      What if they operated similar to my ruleset for the LRDG in the North Africa portion? What about this:

      -Have it be an infantry class unit that can operate behind enemy lines.
      -Cost 2, Defend 1-2, Attack 0, Move 1.
      -Maximum of 1 on the board at a time, but can be rebuilt.
      -It would serve similar to a partisan in that it can fade away instead of making a defensive roll.
      -Only infantry class units can attack it.
      -It can move one, and can move freely in enemy possessed territories, but cannot ever capture a territory.
      -It can move one on coastal water territories, and doesn’t require a transport to do so, like they have their own build in boats.
      -Maybe the rule is if they’re in a territory with an enemy dockyard/shipyard/etc. they get to roll 1D6 of damage to the facility? Something like that?

      While this wouldn’t hit ships themselves directly, it would affect them by damaging shipping facilities. What do you think?

      posted in Global War 1936
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      Chris_Henry
    • RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideas

      @david-06 said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:

      @chris_henry I think that the invasion of southern Italy would give too much of an advantage to the Allies. they will only have to invade southern Italy

      That’s funny, I think of this in the exact opposite context. I think this is a negative for the Allies. Remember, I say the Germans may enact this. Not that it automatically happens when Italy is invaded. The Germans have the choice. But by doing this, they’re making it harder for the Allies to take out Italy’s capital by moving it north. Also, if this scenario is playing out, clearly Italy is close to defeated anyways. This now allows for the possibility of some Italian units to convert to German control, and gets some Partisans in there for the Italians too. But if the Axis think they’re better off keeping Italy as is, they have the option of doing that!

      @david-06 said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:

      @david-06 Also, why do you do the “invisible” thing.

      Sorry if I’m offending you in any way.

      I don’t follow what the “invisible thing” is?

      posted in Global War 1936
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      Chris_Henry
    • RE: Invading the soviet union with lighting war continued

      @david-06 Okay, so I see a bit more now. You’re plan is to have the USSR defeated in like 2 turns then? Sorry, I saw your cool map graphics, but maybe didn’t really understand the context.

      I just don’t see how the Axis take out the USSR in two turns, and then have the strength to somehow counter the Allies in the West who will be waiting to pounce the moment they can. I just can’t imagine a Comintern player or Allied player(s) making enough terrible decisions to really kill themselves like this!

      I think you’d have to leave more men in the USSR than you’re thinking too. Depending on how deep you push, the USSR might still have about 15 IPP a turn (maybe less depending on Japan), and the Allies and Comintern would almost assuredly work together to get a Lend-Lease path, even if that means working together to take out Iran and get a port and rail line connecting to the USSR. With the Allies untouched to this point, I think you see 3-4 lend-leased units to the USSR in this way every single turn!

      But let’s turn the defense is better thing against the Axis. The Allies can also get a lot of their Victory Objectives in this Scenario. Add in the Victory Cities stay in their favor, it might be a close game. What’s to stop the Allies from building up and staying on the defensive, and now forcing the Germans to attack them, and have the worse go of it fighting defending units?

      Here’s a thought I keep having: this game would be considered broken if the USSR could so easily be taken out in two turns, and then the Allies would be helpless to do anything themselves, wouldn’t it? This implies it’s really easy for the Axis to win the whole game I’d have to think!

      Well, I think we might fundamentally disagree on what’s realistic then haha. I think we’re just talking over each other on what we both think is realistically possible to happen!

      I think it’s really ambitious, and like I said, I’d love to hear how it works for you!

      I think this conversation is part of what makes this game so fun though. There’s a ton of options out there to be considered, and all individual players will try and do things differently!

      posted in Global War 1936
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      Chris_Henry
    • RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideas

      ITALY AT WAR

      • Units

      o Black Shirt Militia – I know these were removed from the V2 base game, but I thought they’d be a great unit to add back into this “Italy Expansion”.
       A:2 D:2 M:1 C:2
      • Black Shirt Militia can move outside of Italian Home Country.
      • Maximum of 2 can be built per turn.
      • Must be built in Home Country.

      o Bersaglieri – Debated making this mountain infantry but didn’t want to make them too strong.
       A:3 D:5 M:1 C:4
      • Elite Italian Infantry.
      • Maximum of 2 can be built per turn. Only 6 can be on the board at any given time. Can be rebuilt if destroyed.
      • Must be built in Home Country.
      •

      • Abilities

      o The Italian 8th Army (Italian Army in Russia (ARMIR))
       At the beginning of their turn, the Italian player may decide to send up to 3 Italian land units to make up the Italian 8th Army. – Similar to what HBG has for a rule for the CEF in the China at War Expansion. Thought this would be a good way to show Italian efforts on the Eastern Front.
      • These units would move and fight with the German player as if German units in USSR Home Country, and Germany would choose what casualties are taken in combat.
      • On the Italians’ non-combat movement phase, they may decide to take control of their units again. The units could not move in that non-combat movement phase but would be retained under Italian control for the next player turn.
      • This rule can happen any time during the game.
      • This ability cannot be used outside of USSR Home Country. If the units leave USSR Home Country at any point, they automatically revert to Italian control.

      • Campaigns
        o France
         Italian Intervention in France
        • Italy may build a submarine base in Bordeaux and may build one submarine a turn, separate from Germany’s factory per turn limits.

       Corp Aereo Italiano (CAI)
      • After the fall of France, Italy may lend Germany the use of one Fighter, Tactical Bomber, or Medium Bomber.
      o This unit is controlled by Germany and attacks/defends with German units as if German owned.
      o The plane must always end its movement within originally French Home Country territories, Belgium, or the Netherlands.
      o The Italian player may recall the plane at any time during his Non-Combat Movement Phase.

      o The Balkan Campaign – I thought making an Italy Expansion have a heavy focus on the Balkans region was a good idea. This brings Yugoslavia and Greece into the game a bit more. I worked in some negative affects for Italian units, while also some bonuses to Axis units as well. I didn’t want to overpower the Axis abilities too much. So, while Italy gains a couple units, and the Germans can get a free blitzing maneuver in here, there’s also a handicap to the first Italian combat phase, and the Allied chance to send some immediate reinforcements to Greece.
       Background: Italy decided to attack Greece in haste and started the Greco-Italian War. Angry with Hitler for not informing him of German plans, Mussolini wanted to show that he was an equal partner and decided to attack Greece without forward warning to Germany that it was doing so. The Italians attacked from Albania and were ill-prepared with not enough men or supplies available for rugged mountain fighting. In the first couple months, with Bulgaria having declared neutrality in the war, the Greek forces were able to concentrate on the Italians and pushed them back and even occupied Albanian territory. At this point Germany launched Operation Marita, the dual assault on Yugoslavia and Greece. Greek resistance soon collapsed under threat of being flanked from German forces moving from Bulgaria, and proper resistance was not able to be restored with the retreat south.

       Implementation:
      • After the fall of France, and on Italy’s turn, the European Axis powers have the option to pay 10 IPP to the bank. Italy is required to pay at least 4 IPP.
      • Place 2 Italian Mountain Infantry in Albania.
      • On the first turn Italy attacks Greece, all Italian land units that attack in originally Greek territory suffer a -1-attacker penalty.
      • Germany may blitz through Yugoslavia to Greece and ignores the terrain features that ordinarily limit blitzing. This blitz ability must begin in Yugoslavia and end in Macedonia.
      o If the German attack is successful on this first turn, Bulgaria will automatically align with the Axis. This replaces the base-game rules for Bulgarian alignment and does not count towards the per-turn limit to activating Romania or Hungary. – Not 100% sold on this being something that can happen.
      • Immediately upon implementation, the Commonwealth (including ANZAC) has the option of paying 3 IPP to the bank. This allows for 2 Commonwealth infantry class units stationed in originally Commonwealth controlled territories bordering SZ 53 or SZ 81 to be immediately placed in Peloponnese territory without need to transport, as part of the British Expeditionary Force (Force “W”).

      • The Fall of Italy

      o Italian Surrender to the Allies – Simulating the Italian surrender and the ensuing German takeover seemed like a good place to go here too. Tried to get some fun parts to make this worth it to Germany to implement, while still giving an Italian player, who by now would have been close to defeat, a chance to play on a bit longer with a new capital and some partisans.
       Italian Social Republic (Operation Axis)
      • Background: After the invasion of Sicily (Operation Husky) in July 1943, the Italian Government arrested Benito Mussolini, and soon after entered negotiations in September with the Allies to end the war. After the Allies landed in Southern Italy, the Italian Government formally surrendered to the Allies. At the same time, Hitler had been planning Operation Axis, the German takeover of Italy.
      • On the turn the Allies invade Southern Italy, the Italian Government surrenders to the Allies. The German player may choose to create the puppet state of the Italian Social Republic. This costs 8 IPP to do.
      o Northern Italy becomes the new Italian Capital. Italy does not lose it’s IPP when Rome is taken. Italy Surrenders when Northern Italy falls.
      o All other Italian Home Country territories not under Allied control are moved to German control. Germany collects the IPP for these territories.
      o Italy gets 2 Black Shirt Militia, 1 infantry, 1 artillery and 1 Mountain Infantry on Northern Italy for free.
      o Place 1 Italian Partisan in each Allied occupied Italian Home Country territory, and 2 Partisans in Rome once it falls.
      o Roll a D12 for every remaining Italian unit in Italian Home Country. Italian units in other non-Home Country territories surrender like normal and are removed from the board.
       On a roll of 1-3 that unit joins the new Italian Social Republic.
       On a roll of 4-6 that unit is converted to a German unit.
       On a roll of 7-10 that unit is removed from the board.
       On a roll of 11-12 that unit is removed from the board and replaced with a US Partisan (representing Italian guerilla forces against Germany).
      o Roll a D12 for each Italian naval unit that borders an Axis occupied land zone.
       On a roll of 1-4 that unit joins Germany and is converted to the German equivalent piece.
       On a roll of 5-8 that unit is sunk by Germany planes.
       On a roll of 9-12 that unit escapes to Allied territory and is converted to the US equivalent piece.
       All Italian naval units that do not border an Axis occupied land territory are converted to US naval units.

      posted in Global War 1936
      C
      Chris_Henry
    • RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideas

      North Africa/Mediterranean War Expansion

      Mediterranean Warfare

      • Mediterranean Islands – All of my thoughts in this section essentially have to do with bringing some of those Mediterranean islands into the fighting. Obviously, each game is different, but it’s conceivable that Sicily and Crete see no action in a game without any reason to go there. Malta is already part of one of Italy’s victory objectives, but it seemed like a good opportunity to spice up the importance of Malta in this “Expansion” scenario.

      o Crete (Operation Mercury)

       Background – The German invasion of Crete in May 1941 was a high cost victory for the Germans, and effectively ended paratrooper operations within the German military. While nothing more transpired in the wake of the invasion, there were two effects.
      • 1) The Allies were sure that the occupation of Crete was a prelude to amphibious assaults in Egypt, as the island would be needed for forward airbases to cover any type of assault. Though none ever came, Allied command was on high alert from there on.
      • 2) As it turned out, the occupation of Crete, for the Germans, was no more than a shoring up of its southern defenses in preparation for Operation Barbarossa, to begin just over a month later.
       Rule – Axis forces must be in possession of Crete to attempt any amphibious assault directly on originally controlled British territory in Sea Zone 81. – My only thought on this one was to bring Crete into the game somehow. It has such an interesting place in the war as the only true German airborne operation that it seemed like a way to force conflict there. While the assaults south never happened in real life, this rule might force the Axis to want to attack Crete, and likewise the Allies to defend it.

      o Malta (Operation Herkules)

       Background – While ultimately never attempted, the German and Italy armies had plans to invade Malta in mid-1942. Malta proved a massive thorn in the side of Axis shipping in the Mediterranean throughout the war, as air forces from the island were able to disrupt convoys heading from Europe to Africa, and also proved vital to supplying the British in Egypt. While hardly defended early in the war (a missed Axis opportunity for occupation), the Allies were slowing able to build up defense there to maintain a hold on the island to continue.
       Rule – As long as there is at least one Fighter, Tactical Bomber, or Medium Bomber stationed on Malta, the British get a “free” convoy raiding roll on the Italian convoy with a modifier of +1 (does not stack for multiple planes). The plane has to take off on its Combat Movement Phase to conduct the convoy raid, it’s just inherently given the convoy raid if a plane started the turn on Malta. The Axis powers cannot attempt interdiction or supply modifiers of their own. It comes down to the standard D6 roll with the Allied +1 modifier, giving them a slight advantage. – My thinking here is that, while a disadvantage to the Axis, this will force the Axis to want to rid itself of the threat since the Axis don’t have any other way to interdict the convoy raiding, and/or cause the Allies to attempt a stronger defense of the island than they may have otherwise. I know Malta is already needed for Italy’s Mediterranean Victory Objective (assuming they go for the three territories needed and not the capital ships aspect of it), but thought this might bring Malta more into the game. I didn’t want to force the British to have to use said plane in the convoy raid, but it might make sense to do that, otherwise they could almost “double-dip” and start the turn on Malta for the convoy raid, but then also use that plane elsewhere in their Combat Movement Phase.

      o Sicily (Operation Husky)

       Background – The Allies invaded Sicily in July 1943. This served as an initial launching point to the larger invasion of Italy, but was also largely important to protect Allied shipping in the Mediterranean. Allied shipping had been closed for the early parts of the war, due largely to Axis air power stationed on Sicily. The Allies wanted to be rid of this threat to help ensure safe shipping.
       Rule - As long as there is at least one Fighter, Tactical Bomber, or Medium Bomber stationed on Sicily, the Italians/Germans get a “free” convoy raiding roll on the British convoy with a modifier of +1 (does not stack for multiple planes). The plane has to take off on its Combat Movement Phase to conduct the convoy raid, it’s just inherently given the convoy raid if a plane started the turn on Sicily. The Allied powers cannot attempt interdiction or supply modifiers of their own. It comes down to the standard D6 roll with the Axis +1 modifier, giving them a slight advantage. – Basically, the same thoughts/ideas as the Malta rule above. Again, I didn’t want to overpower the ability by allowing the plane the free convoy raid, but to then also conduct another Combat Movement. I again just thought this might be a neat way to bring Sicily into the game. Unlike Malta, there is not specific rule already in place (unless I’m misremembering) that would really cause the Allies to invade Sicily and not just bypass. This might force conflict in Sicily on the part of the Allies since they don’t have any other way to interdict the convoy raiding, while also giving the Axis more a reason to want to defend it. I debated for this one allowing a +1 modifier per plane, given the overall stronger Allied convoy line in the Mediterranean, but that seemed too strong given no one can interdict.

      North African Warfare

      • Nation Specific Rules – I thought finding a way to add North African unique flavor would be fun. I think your new Desert Rules go a long way in that regard in the base game for sure! This is all obviously thought of in the context of an expansion to “spice” up another region. But I wanted to try and color each of the realistic players in the area as having something fun to do in this expansion. France is glaringly omitted, but I think that’s probably to be expected from a historical standpoint!

      o Germany

       Background – The German Afrika Korps proved largely effective at times against stronger opposition and despite logistical issues under the command of Rommel.
       Rule
      • The Germans may build Afrika Korps land units for an extra +1 IPP per unit. Only 8 Afrika Korps Units can be on the board at any given time. Destroyed units may be rebuilt.
      • While in Africa, units with an Afrika Korps roundel do not suffer the Desert attacking penalty of -1 Attack, and vehicle class units with an Afrika Korps roundel do not suffer the Desert attacking penalty of retreating on a roll of “12”. – My thoughts here largely encompass your existing Afrika Korps Expansion. I obviously didn’t want to list your own rules back to you, but I assume the Afrika Korps rules here of the whole scheme intended. This might be one of those where you’d add your “If using the Afrika Korps Expansion all rules apply here”. And if not using that expansion maybe you just use what I said above re max of 8 units on the board at a time.
      o Italy

       Background – The Italian Army had overall command of the North Africa theater of war, given that Axis possessions in Africa were all Italian. A precarious hierarchy of command existed between the Germans and Italians.
       Rule
      • The Italians may build the Littorio & Ariete Divisions at +1 IPP the existing cost, or by upgrading an existing unit at +1 IPP. The divisions much be vehicle class, and only two can be on the board at any given time. Destroyed units may be rebuilt.
      o While in Africa, units with the Littorio and Ariete roundels do not suffer the Desert attacking penalty of -1 Attack, and vehicle class units with the Littorio and Ariete roundels do not suffer the Desert attacking penalty of retreating on a roll of “12”.
      • At the beginning of their turn, the Italian player may decide to take command of up to 3 German Afrika Korps units in Africa. These units would move and fight with the Italian player as if Italian units, and choses what casualties are taken in combat. On the Germans’ non-combat movement phase, they may decide to take control of their units again. The units could not move in that non-combat movement phase, but would be retained under German control for the next player turn. This rule can happen any time during the game. This ability cannot be used outside of Africa. – Direct inspiration from your Chinese Expeditionary Force rule in the China at War Expansion. Thought it could be a fun way to show joint operations in Africa, while giving a little juice to the Italian player.
      • Italian infantry units surrendered in large numbers over the course of the North African campaign, with many not seeing fighting and dying for colonial Libya worth it. On a attack or defense roll of “12”, Italian regular infantry (i.e. not Airborne, Mountain, etc.) units “surrender” and are removed from play as if taken casualty. – I’m not sold on this. But ultimately, I wanted to try and balance out the rules here a bit more and thought this might help the Allies a bit more.
      o British

       8th Army

      • Background – The British Empire held their North Africa territories in high strategic regard, particularly in defending the Suez Canal for convoy purposes. A multi-national force of Commonwealth nations of English, Australian, New Zealand, Indian, Canadian, and South African units made up units largely made up the British 8th Army (as well as Greek, French, Czech, and Polish units), formed in the Fall of 1941.
      • Rule – On the next British turn after being at war with Germany and/or Italy, the British player may option to form the 8th Army in Eastern Egypt.
      o The British Empire pays 12 IPP for the formation of the 8th Army. This cost can be split between the Commonwealth Nations any way they see fit, but the FEC and ANZAC have to pay at least 1 IPP each (If playing with the Canada at War Expansion they may also pay towards this cost, but is not forced to like FEC and ANZAC).
       Place one each ANZAC (2nd New Zealand Division Roundel), FEC (4th Indian Division Roundel), and South African (1st South African Division Roundel) infantry units in Eastern Egypt. These units are placed “for free” with the scheme, and are not taken from existing units.
       Place three other 8th Army roundels (7th British Armored Division, 1st Army Tank Brigade, 4th Armored Brigade) under three existing British units in Eastern Egypt. – I’m obviously implying a set of your great roundels here. I think you actually 5 of 6 of these already, with only a 4th Indian Division roundel missing.
       Only six 8th Army units may be on the board at any given time. If an existing 8th Army unit is destroyed, it may be rebuilt at +1 IPP unit cost.
       8th Army units have a +1 defense in originally British Territory in Africa.

       Long Range Desert Group (LRDG)/Long Range Patrol (LRP)

      • Background – The LRDG/LRP were British reconnaissance and raiding units in North Africa formed in mid-1940. These units often operated behind enemy lines and were considered experts in desert navigation. – This ruleset is obviously largely inspired by your Partisans Expansion, and I suppose partly your Special Operations Forces Expansion. Probably would add a line of “If using the Special Operations Forces Expansion, use those rules instead”.
      • Rule
      o At the cost of 2 IPP the British player can build the LRDG. If the unit is destroyed it may be rebuilt, but only one may exist on the board at any given time. Can only be used in Africa. It has a movement of 1, attack of 2*, and a defense of 2.
       *This attack value can be used to attack IPP instead as defined below.
      o The LRDG unit serves as a hybrid Partisan unit, except it can move and has an attack value.
      o The LRDG is not affected by Desert Rule combat weaknesses.
      o The LRDG may move into an enemy territory on its Combat Movement Phase without making an actual attack and instead moving behind enemy lines and staying there like a Partisan unit would. This unit is able to move even deeper into enemy territory on its next turn if it so desires, regardless of enemy troops stationed in the same territory. It may move towards its own alliances’ territory and any point during its non-combat movement phase.
      o The LRDG has the choice of either using its combat value in a standard attack, or it may attempt to attack the territories IPP value instead.
       If attacking a territories IPP value, roll a D12. On a roll of “2” or less, the enemy nation must give up IPP to the bank.
      o When behind enemy lines, the LRDG may only be attacked by infantry class units. It may, in lieu of a defense roll, fade away, at which point combat ends and the LRDG unit stays in the territory.
      o The LRDG disrupts a line of supply and rail movement.

      • U.S./Allied Invasion of North Africa (Operation Torch)

      o Tunisia

       Background – The U.S. led Operation Torch had an overall goal of reaching Tunis, and its desired proximity to Sicily. Landings in Morocco and Algeria were only possible, and not further east due to Axis air superiority from Sardinia and Sicily. The Allied objective was to land in those western countries and move east as quickly as possible. Due to uncertainty of what local Vichy forces would do, the Allies ultimately moved too slowly to reach Tunis before the Axis. Alternatively, the Axis forces moved much more quickly than anticipated and dug in around Tunis before the Allies got there, with massive airlifts delivering quick reinforcements to the city, beginning a 6-month defense of the city before evacuating.
       Rule
      • Allied forces cannot amphibiously invade the Tunisia territory. Any landings from the west would have to take place at either Morocco or Northern Algeria.
      • On the turn an Allied nation (including Free France) attacks one or both of Morocco/Northern Algeria, the German and/or Italian players may opt to take control of Tunisia regardless of Vichy France’s status.
      o Important to note the difference of Free French and other Allied attacks. If other Allies attack Vichy, Vichy would Align with Germany immediately, making this a non-issue. But if only Free France attacks, Vichy would not Align per the rules. This enables the Axis powers to secure the vital port of Tunis regardless of Vichy status.
      • The turn an Axis nation takes control of Tunisia (if previously Vichy possessed), place one free fortification. This fortification defends all Tunisia, and not just one particular border (similar to an island or city fortification). If the Axis already possessed Tunisia (i.e. Tunisia turned Free French and was subsequently attacked earlier), then place the fortification as soon as Morocco and/or Northern Algeria are attacked by the Allies.
      • The German player also places one free infantry in Tunisia to signify the rapid airlift of force to the city after occupation.

      posted in Global War 1936
      C
      Chris_Henry
    • Italy at War & North Africa/Mediterranean at War "Expansion" Ideas

      ITALY AT WAR.pdf
      North Africa-Mediterranean Expansion.pdf

      Hey all,

      I’ve been working on the two linked docs a bunch for a while now. I had parental leave for 12 weeks earlier this year with no work other than watching my son. So between his naps in that time frame, and the wider pandemic overall, I had taken the time to work out these two “expansion” ideas. I have PDF’s uploaded to the top of the link here for anyone interested, but I’ll response with two subsequent posts with everything copied here as well for potential ease for everyone.

      I thought about making this two separate posts, but the more I thought about, the more the two can possibly have some overlap to them.

      I thought about these strictly in terms of existing Global War 1936 game play, and in ways that seemed to mirror already existing Expansions HBG has for sale currently to play. As in, I tried to not deviate to largely unknown realms of GW game play here, but wanted some ideas to spice up these theaters of the war a bit more.

      For both, I like to think of expansion ideas of being “internally balanced”. As in, I didn’t want to create something that was very obviously pro-Axis or Pro-Allied. I wanted to make something where, if one side was given a bonus, I wanted to either give the other a somewhat corresponding bonus, or a negative effect to the existing side balance it out. Giving Italy special units, but making their Infantry retreat on a +10 D12 roll is kind of an example of that.

      The North Africa/Med “Expansion” is one that I’ve play tested a decent amount. I wouldn’t say it’s a ton of playtesting, but enough that I’d felt comfortable passing on to HBG to see if it’s something they wanted to use either in full or in part. Here I wanted to give localized bonuses that wouldn’t directly affect other theaters. For example, the Afrika Korps, Italian Divisions, and 8th Army can only use their special abilities in Africa, and couldn’t then also be used later against the USSR, Asia, etc. Something that directly affected this area is what I was shooting for. I wanted to bring the Med Islands into the game a bit more, namely Malta and it’s real-war significance. But also wanted to get other ground forces in Africa to make it more diverse.

      The Italy “Expansion” has not been play tested by me in the same way. I’ve implemented some parts of it in games at times, but not to the extent I’ve written out. HBG seems somewhat receptive to the North Africa/Med rules that I figured I’d get Italy ones written down too. I did not send the Italy one to them, so don’t have any idea of any reception to it from their point of view. If I’d play tested at all I think I would have. For this one, I really wanted to explore two main realms of potential Italy game play: 1) The Balkans/Greece; 2) The Italian surrender to the Allies and subsequent take over from Germany. I thought the Balkans/Greece theater would be fun to give the Italians/Axis some abilities there. I also wanted to explore the Italian surrender so as to give the Axis some opportunity to potentially prolong Italian gameplay a bit if they see the writing on the wall.

      I’m largely curious what you all think of these. Any and all feedback welcome! I’d be curious to hear what you think does or doesn’t work, or if you had any other ideas to add or supplement! No criticism is too harsh haha.

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

      @david-06 said in Is it best for Italy to stay Neutral?:

      @chris_henry I do remember one game when I played as Italy and the Axis got basically naval supremacy (for 1 turn) after a naval defeat by the Americans and the Italian counter attack destroyed their naval fleet which was supposed to attack Rome and Italy basically took by the end of the game most of africa, but the USSR came and took Iraq.

      Haha that sounds like a crazy turn of events in that game!

      Yeah, I mean, this is probably a situation that depends greatly on how your Italian and Allied players are playing the game. While you won’t need to leave much to defend as the Allies, you do want to make sure you place them in the strategically important spots, and that could flow based on a neutral Italy’s movements as well!

      Frankly, I’m having a hard time contemplating how a game design for Italy has it in their best interest to do nothing all game long. To me, this might be an “easier said than done” situation, but I do think would be fun to play!

      I know if I’m the Allies I’m leaving skeleton forces in the Med to defend against whatever Italy might eventually do, and focusing a ton more towards Western Europe to pressure an ally-less Germany. If there’s nothing Italy is doing to make me keep a bunch of stuff in the Med, I’m simply just going to go around them with the majority of my forces, especially if I’m seeing Italy lend-leasing battleships. That’s a turn-plus worth of Italy’s money. Then I know they aren’t even building up their own units any more than I am to surprise me in a devastating fashion later on! If I just place 8 IPP worth of units to defend, that’s already one more step ahead of Italy who is countering with 0 IPP of it’s own units.

      @insanehoshi said in Is it best for Italy to stay Neutral?:

      I think a good question to ask before going to war is “Can i take Gibraltar/Suez”

      Taking one or both of these is incredibly useful strategically.

      Definitely. If you’re playing this wait and see strategy with Italy, I think the best thing you do is see if any opportunity arises to nab either one of those, otherwise I’d definitely say you’re better off sitting neutral for a while longer!

      posted in Global War 1936
      C
      Chris_Henry
    • RE: Invading the soviet union with lighting war continued

      @david-06 How do you figure neither one would be able to declare war? If you’re invasion of the USSR starts in 1939, there’s a strong chance both the UK and France are at wartime income by 1940. Assuming other peacetime income increases have kicked in (annexation of Bohemia, Austria, Slovakia each give +1; invasion of Poland will have both a +2D12 roll; invasion of USSR gives +5 to France and a +D12 to the UK). Unless those D12 rolls hit on snake eyes, France declares war right as the USSR is attacked in 1940, right? A bit more chance for the UK to miss, but they too have a very strong chance, especially if Japan has triggered more increases by invading China at this point.

      Like I said, I just can’t picture the Axis man power being available to ignore the west like that, while maintaining a strong enough offense force against the USSR as well! But I’d be curious to see how it plays out for you!

      posted in Global War 1936
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      Chris_Henry
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