TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - British
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - British
TripleA Manual Gamesave Post for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 1
Purchase Units - Germans
I think YG made some very astute observations toward the end of his last video. Wizards may have abandoned the creator, thus the creator had to go somewhere else, do something slightly different, innovate and recreate. Just a theory . . . . I like to be sympathetic to the guy whose genius made a game, several in fact, that I very much enjoy. BTW, I will miss the little army guys and will probably come up with some house rule to put them back in.
Is most of the information in this stickey irrelevant?
What if you could retreat, as in Conquest of the Empire? Say, if you have superior air, you are completely safe. If not, choose a garrison force. They must roll dice that add up to six. If not, it’s disorderly and all art, air and tanks fire at all the retreating force without return fire (except air who can always fire back). The garrison force passes through a regular round of combat and then can retreat themselves. Want to be crazy. Add the scramble air rule to it for extra fun. Of course, all of these moves are the only moves they can make that turn or if they’ve already gone, the next turn.
Take Finland. Gather forces in Archangel. Let him take on a small band (3 inf) in Karellia, then you retake it. You can’t beat the blitz, but you can beat up the garrison. Aggressive in the East, but again beat up the garrison not defend against the bombardments or the swarm of Japanese fighters.
In this senario, you are in control. The Russians support both. Japan and Italy MUST follow your lead. You are in the driver’s seat. The US is somewhat free because Japan will have to bring his ACs and battleships down to defeat India. Can’t happen until T4 at the earliest. Probably T5, unless Japan plans on letting China grow out of control. By that time, USA must be ready to knock on GE’s door hard. Keep Russian tanks in Cau for a retake if Japan gets lucky. There are never enough Japanese inf to keep it for long. Haven’t figured out USA completely, but this is a solid start. Maybe not Egyptian complex T1, but as soon as possible. Transport guys in SA to Congo to expedite reinforcements.
I’m not sure I see a lot that’s new here. The Axis has always been easier to play because it’s more intuitive. No need to develop an infrastructure, just roll those tanks and march those men. (Japan less so, but drop a complex or two and you’re there)
The Allies require logistical thinking that would challenge a UPS transit engineer. And AA50 42 is that times 2. One of the keys to Allied success is the patience to build a fleet in the Atlantic that cannot be sunk and get it off the European coast by turn five and no later.
Ignore it and have enough in England to prevent an invasion.
how about none! 2 factories to be placed in India and Egypt.
You seem to be forsaking Asia for a naval fight with USA. I like to flood Asia with land units, lest the momentum be lost. I’m even considering a factory build in Fr Indochina in order to counter the Indian factory while I finish off the Chinese. I don’t plan on attacking Russia. Let them keep their tundra while I make take a shortcut to Novo
My build might be 2 transport, 3 tanks.
I’m in Beverly, Ma. I prefer 50, but revised is cool.
I don’t have a lot of time to wade through the mass of missives. Can someone direct me to a instructional post about play by forum. Sort of a “Play by Forum for Dummies.” Thanks.