@superbattleshipyamato123 said in Strategy Guide Global 1940:
How are things going in the Pacific map? Thank you!
He hasn’t got his Plane photos yet from Nagumo.
@superbattleshipyamato123 said in Strategy Guide Global 1940:
How are things going in the Pacific map? Thank you!
He hasn’t got his Plane photos yet from Nagumo.
@barnee said in Strategy Guide Global 1940:
@the-captain Bummer just read your previous post and was all jacked lol
Awe barn. Just attack with it all ! Use your Miller Elites !
@barnee said in Strategy Guide Global 1940:
@general-5-stars Heh heh more of a Busch Light guy :) had to make some concessions due to the aging process. : )
Personally I’m in favor of preemptive strike lol
Then bring on the Busch Wacker Elites !
Probably. barnee will let you know in a bit.
@barnee said in Global 1943 House Rules Expansion:
Let Manstein sucker em in for a counterattack lol
HEY ! I’m busy at the moment.
This is what I’m going to use for my G40 game.
Turn 1 Fall/Winter 39-40
Turn 2 Spring/Summer 40
Turn 3 Fall 40 Rasputitsa
Turn 4 Winter 40 Winter
Turn 5 Spring 41 Monsoon
Turn 6 Summer 41
Turn 7 Fall 41 Rasputitsa
Turn 8 Winter 41-42 Winter
Turn 9 Spring 42 Monsoon
Turn 10 Summer 42
Turn 11 Fall 42 Rasputitsa
Turn 12 Winter 42-43 Winter
Turn 13 Spring 43 Monsoon
Turn 14 Summer 43
Turn 15 Fall 43 Rasputitsa
Turn 16 Winter 43-44 Winter
Winter - Russia can declare 1 winter per game that matches chart date. All inf defend at
3 in all Russian territories for 1st round of combat only.
Rasputitsa - When date comes up on chart all motorized units for all countries move only
1 space in non combat.
Monsoon - When date comes up on chart all ground troops can’t move in non combat in
Yunnan, Burma, and Indochina.
I am also using Event cards. Each country gets like 8 good cards and 8 bad cards.
Those cards will have weather effects in the bad cards.
1 card will have no planes can fly do to fog or storms and 1 card for ships lose -1 movement.
Thats just 2 weather cards mixed in with 16 total cards. So you may never see a weather card.
Now all these events may be tweaked if to strong.
Still haven’t decided whether to use a D12 and on a roll of 4 or less the Rasputitsa and Monsoon goes in effect only.
Start with like index cards. Cut in half. Use a black sharpie or pen to just right on them so you can and you will make changes to them as you test them in play.
After 4 years I still tweak a card
I did test them for 2-3! Years
@general-5-stars said in [Global 1940] Funny How...:
We play Uk 1 inf or art can use the hump from Assam to Yunnan if China controls Yunnan.
You could have roll a 1 and it blocks the piece based on lost planes.
Or a 2 blocks it like all limits said. Think using a bomber plane is to much. Just lose the 6 icps.
Come on. Test test test.
I know how to contact siredblood. You looking for his map 4.1 ? Latest version
Use monopoly houses while u play test until your ready to buy 3D stuff.
You got a link to this vid ?
The daily lottery number there would be 1,3,6,9
1 rolled
3 red dice
6 white dice
9 dice total
@redrum said in Avoiding Infantry blobs. Change their Cost to 3.2!:
@Grinchveld FYI. There are many TripleA games and variants that change unit costs or revamp the unit roster all together. Some make infantry more expensive and some even make them cheaper. Generally its easier to keep units with pretty even costs so its easier to track so if you wanted less infantry then doing something like 2 inf for 7 IPC (3.5 per inf) would probably be reasonable and avoid all the side tracking.
This is correct. Inf are to strong with the d6 system. The 3.5 would at least be better if anything as mentioned. Also have it where you need 2 pieces to block instead of one.
With the d6 system you going to have 3 pieces that are just not right for C A and D.
Or make Inf A@1 and D@1 but an Art boosts 1 Inf on A and D +1.
Yes I was involved in that d8 game. Some guys weren’t happy with inf being to weak on defense @2.
Ok. Here’s d6 and d10 stats by what I go by.
I will post Janus d10 suggestions and then my adjustments.
G40 d6 stats
Inf A1/2 2.67/5.33 D2 5.33
Art A2 3.00 D2 3.00 boost inf, mech +1
Mech A1/2 1.50/3.00 D2 3.00
Tank A3 2.00 D3 2.00
Tac A3 .60 D3 .60
Fig A3 .72 D4 .96
Bomb A4 .67 D1 .17
BB A4 1.26 D4 1.26 2 hits
CR A3 .50 D3 .50
DD A2 .70 D2 .70
SS A2 1.33 D1 .67
AC A0 0.0 D2 .49 2 hits
TR AD0
D10 suggestions plus rest of g40 in d10
Inf A1/2 1.60/3.20 D3 4.80
Art A3 2.70 D3 2.70 boost inf,mech +1
Mech A1/2 .90/1.80 D3 2.70
Tank A5 2.00 D6 2.40
Tac A4 .48 D4 .48
Fig A5 .72 D6 .86
Bomb A7 .70 D1 .10
BB A7 1.33 D7 1.33 2 hits
CR A5 .50 D5 .50
DD A3 .68 D3 .68
SS A4 1.60 D3 1.20
AC A0 0.0 D4 .59 2 hits
TR A0 0.0 D1 .29
So I go by mostly the decimal number based on if I getting my money’s worth based on cost and AD values. Like as always in games the Cruiser Is weaker than the destroyer. Tacs are also weak.
If you look at the d10 values for inf + being boost 1 per art is pretty good for attacking. . Inf still a bit strong on defense. You could go to D2 and it goes down from 4.80 to 3.20.
So you would probably maybe need to buy more artillery in game.
Other suggestion to get your moneys worth is my suggestions.
Tac A5 .60 D4 .48
Bomb A7 same. D2 .20
CR C10 A5 .72 D5 .72
Sub pretty strong.
Maybe go with A3 1.20 D2 .80
Not a fan of sub being cheaper than destroyers since destroyers were the naval fodder. IMO
Janus. If u want can discuss this further in another thread and I can post what my d12 values and costs are and ideas. Other wise need to test inf changes. Most guys I know argue that inf is the main fodder and with numbers the defense stats are close based on 40000 to 60000 per Inf.
That is another topic.
@the-janus said in Avoiding Infantry blobs. Change their Cost to 3.2!:
@general-6-stars said in Avoiding Infantry blobs. Change their Cost to 3.2!:
Yes I was involved in that d8 game. Some guys weren’t happy with inf being to weak on defense @2.
If 25% is too weak when it’s “2 on a d8” then I have to imagine it’s still too weak when it’s “3 on a d12”… right?
That’d be my basic justification for going with “3 on a d10” – it’s a decrease from “2 on a d6” but not all the way down to that 25% mark.
You had mentioned that a d10 sub @ A4/D3 seemed “pretty strong”; did the rest seem ok at least?
Ya on your 3 for d12 is to weak.
Rest stuff was pretty good. Just my suggestions above were if playing with Tacs and cruisers.
The sub at a cost of 6 with A4 D3 May get spammed.
Down below is what I use in my game with d12
If your interested.
Yo’s, I started to look at this game awhile ago and redid a few things on Il’s 42 map and now I have some players that want to play game with some tweaks I have made.
Will be using oob rules and setups with the setups being changed per Larry Harris to remove the bid for allies.
I also have added some tac bombers to the game on setup plus can buy escort carriers in game now.
Looking at adding a another fig in Schezwan or taking an inf from Midway & West Canada inf to Schezwan.
I also tweaked the costs, attack and defend values for some pieces. If you click on map pdf it will show you these values in bottom right hand corner of IL’s 42 map.
I added a few more victory city’s to where axis needs 12 city’s now.
When I was working on this map plus for Baron’s game ideas we ended up changing a few sea zones around the Dutch Islands to promote hopefully more action. We will see how that goes. As always can alter the map ( have IL’s permission) if need be after some play.
Air Bases in game mostly around Capitals and a few victory city’s but think will keep them out for now.
Picking up map and start playing in a few weeks hopefully and in mean time I can set this up and take a look at it and if anybody wants to see pics of the setup with added tac bombers let me know.