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    Best posts made by GeneralHandGrenade

    • RE: Subs, Destroyers, MAP and other ships

      @sjelso Think of MAP this way;

      1. You would need your aircraft that have a MAP range of 1 to be within 1 space of the intended sub target when you begin your turn in order to attack him. Whether you move your plane 1 space or your carrier 1 space to attack him is irrelevant.
      2. Seaplanes and Medium Bombers with long range aircraft tech can move up to 2 spaces to attack the sub because they have a MAP of 2.
      3. The only thing you can pair 1:1 to attack the sub with is a destroyer.
      4. If you miss the sub he can submerge. If you hit him he might as well fire back since he’s already going to die anyway. He can hit the destroyer but he can’t hit the plane. If there’s no destroyer don’t bother rolling the sub.

      It’s always a good idea to have a destroyer present with an aircraft carrier when in open waters. If the sub attacks the carrier and gets a lucky hit then the planes will die if they have no legal landing space.

      In regular naval combat any naval unit with an attack value can hit a sub if he fires at your ships. He has chosen top be in the fight and is open to being hit. He can either roll or submerge in any round of combat, but once he submerges he can’t pop up later in the same battle to fight again. He’s done after he submerges.

      Advanced subs can only be hit by the planes on MAP. Destroyers have no ability to pair with the planes against them. If the Germans develop Advanced subs then you will be well advised to develop ASW.

      I don’t blame you for not doing any convoying in your first few games. I did the same thing. Once you start though you will realize the value of it and discover that it really is a game within a game. It takes awhile to learn how to incorporate all of the aspects of GW into your game effectively. I’m just now learning how to be more effective with Strategic Bombing.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Vichy rolls

      @caesar-seriona said in Vichy rolls:

      @hbg-gw-enthusiast But that’s the problem with the rules. The entire community is frustrated with the response we’re getting about the rules to the point that the solution has been house rules which is fine but the problem with that is if a game is reduce to house rules, then it isn’t the game that is intended. I want this game to be successful to the point that a tournament can happen but that means that the rules need to be purged and clarified. The rule book in the nicest way I can say is a complete and udder Charlie Foxtrot.

      We put the rules out to the community long before the rule book was written so that everyone could ask for clarifications and to point out any discrepancies. We understood as well that previous versions of the rules were hard to follow so we gave the entire community a say in what went into the rule book. For you to start whining after the fact that the whole rule set is wrong is beyond disingenuous. You had your opportunity to speak up then but you chose instead to wait until after the rule book was published so you could make yourself look like a crusading hero out to right all of the wrongs visited upon your community.

      We’re still listening to all of the feedback and making changes as we can. You can provide that feedback while at the same time being respectful of the people who volunteer to take this responsibility on (no, we don’t get paid we do it for the love of the game) or you can continue to act as though you alone have all of the answers and the entire community should bow to your brilliance. We take everyone’s comments into consideration and don’t put any more or less relevance on yours no matter how you conduct yourself.

      To everyone else who ask questions and seek clarifications, we thank you for your patience and your input. Your love of the game and passion is the same as ours and drives us to further the entire community’s efforts to create the best WW 2 game in the world. It takes years and a number of versions of any complex game to get it perfected. I’ve had a sneak peak at the next version coming out in a few years and I can attest to the fact that this game will get even better than it is now.

      I know I’ve been promising you all that I would create a video rule book to help clarify the game but I’m having some serious health issues and I’ve just found out that they won’t be resolved. It took me a whole week to make my last video when I used to do it in a few hours. I will start this week on that video series though and I hope that will help clear some things up in regards to the rules.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Militia Purchases?

      @sjelso Yes and no. Colonial Infantry can only be built on an originally controlled territory. Militia can be built on any territory you own. Also note that Militia upgrade requires you to be in an unbroken supply path to a factory in your Home Country. Both are limited (Colonial and upgrade) so it’s good to use both if you need to.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Soviet Surprise Attack Clarification

      @dran-black The wording seems ambiguous on the German Reference Sheet but it is clear on the Soviet Reference Sheet that it has to be used on the same turn you declare war on the Soviets. (If and when)
      11.2 states that you can upgrade a unit that has moved that turn. Remember though you had to make that purchase on the Production Phase so if that unit is lost or a supply path isn’t opened, then the upgrade remains on the build queue until you can use it.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Turkish Straits

      @adalwolf Italy did not declare war on Russia until after it had moved through the Turkish Straits. It was a legal move. We were playing with the optional rule where you couldn’t do that through a Canal, but this was a Strait.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Fortification without unit defending

      @didier_de_dax The correct answer is B. If the 2 first strikes doesn’t eliminate the attacking land units then the attacker captures the territory.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: The Alignment/Control of Finland

      @insanehoshi Yes. You don’t declare war on the Axis, you declare on individual nations. Think of the Dutch situation before war is declared between Germany and Britain if Japan attacks the Dutch while at peace with the Commonwealth. The rest of the Dutch that Japan hasn’t attacked remain a controlled minor until Japan and the Commonwealth go to war or if Germany and the Dutch go to war while a state of war exists between Germany and the Commonwealth… It’s no different with the other minor powers. Two nations, regardless of whether they are minor or major, don’t align until they are at war with the same major power. Since Mongolia aligns to Germany, they remain controlled until they are both at war with Russia in the example provided. Don’t forget to do the recruitment roll.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Chinese bug(not Covid)

      There will be a FAQ out in the next couple of minutes.
      First of all the FEC could not make a combat move through the Himalayas. After the Burma Road opens the road is only used for Lend Lease and non-combat movement.
      As was mentioned earlier, the FEC is governed by the British diplomacy rules and as such could not declare war on anyone until they reach their Wartime Income level.
      The Warlords are not minor powers. They are semi-autonomous regions of China which is part of the KMT. The only region that isn’t part of the KMT is the region controlled by the CCP. It is because of this that the Allies cannot attack a Warlord territory. Only the Comintern and the Axis can attack a Warlord territory. A Warlord would only side with the Comintern if the KMT attacked them.
      Thanks for pointing out that we omitted the connection between the Warlords and KMT, @CaptainNapalm.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Surrounded City

      @donham
      You’re correct in assuming that the scrambling happens at the end of the Combat Movement Phase (8.6). Given that fact the planes would have already moved before the rolling begins and thus the bombing of the airbase would have no effect on the scrambling ability. We have always played it that way as you have DonHam.

      As a sneak preview, in V4 of the game the Strategic Bombing aspect of the game will take on greater significance. This is one rule which will be adjusted so that the defenders will not scramble until the attacker has announced that combat will begin in that particular territory or sea zone. That means that the attacker will be able to disable an airbase adjacent to another place where they will attack afterwards, giving the defender no chance to scramble planes from that airbase. That will make the game more interesting and combat more thoughtful. I look forward to seeing that and all the other changes in the next version of the game.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Italy war declaration

      If you read the top of page 11 you will see there is a new rule for V3 where you cannot combat move through a canal as you proposed. The example they give is exactly what you were talking about. You can still choose to do it the old way but either way that is one of the things you should have all of the players to agree to before the game begins. We always play it the new way.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: The Return of Axis & Allies Anniversary Edition

      There is a new YouTuber who made a comparison video between the old and new versions. He compares the boxes, pieces, and rulebook. Check it out;
      https://www.youtube.com/watch?v=lCyZ_uAcsz8

      posted in News
      GeneralHandGrenadeG
      GeneralHandGrenade
    • Needed Units for Global War 36-45

      I get a lot of questions about what people should buy for Global War. I finally took the time to sit down and make out a list. You will find the 4 page document in the description box of this video;
      https://www.youtube.com/watch?v=TzQROvSaivU&t=1s

      posted in Global War
      GeneralHandGrenadeG
      GeneralHandGrenade
    • Breakdown of 1914 *Video*

      I had one of my subscribers from YouTube come to Prince George this past weekend for 3 days of A&A. The first 2 days we played Global 1940 and the last day we played 1914. With the game still set up at the end I made a video this morning breaking down the 1914 game and talking about the imbalance that exists in the game.

      This could be your first look at Imperious Leader’s 1914 map with the pieces on it. As you can see he did a great job creating this map file. I also show you the Zeppelins that I have introduced into the game to try and balance it out.

      If you think you have a winning strategy for the Central Powers, then by all means come to Prince George and teach it to me. I don’t believe that they can possibly win the game with the strategy that I display in this video;

      https://www.youtube.com/watch?v=48MDNqRFt1o&feature=youtu.be

      It’s a shame too because it is a fun game to play. It is just far too predictable.

      posted in Axis & Allies 1914
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Canada at War Expansion

      @Chris_Henry I can confirm that the Patricias ( Princess Patricia’s Light Infantry) are indeed located in the Alberta/Saskatchewan territory. I have been to their base and it’s located in Edmonton which is the capital of the province of Alberta.

      In Canada we refer to the Maritimes as any province east of Quebec. We also refer to it as Atlantic Canada. Not all of the provinces are shown on the map and some were still British colonies during the war so just place your naval base on Nova Scotia.

      The Queen’s Own Rifles unit should be the only one on Ottawa. Obviously with the home country under attack they wouldn’t station an infantry unit in Canada. The original setup would have that unit instead of a Canadian unit because there are no Canadians in the OOB setup.

      The starting income in 1936 is 2 IPP. I confirmed that with Doug before the final rule set was finished so I don’t know why the chart still says 3. Yes they would only go to 4 IPP’s during peacetime with bonuses. They would automatically go to 5 IPP’s when at war and they would lose their peacetime bonuses. At that point you would be trying to get the wartime bonuses.

      I’m certain of this information since the designer of the CAW set was here at my home to play while we were using it.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Global War 1936-1945 3rd Edition

      @CWO-Marc said in Global War 1936-1945 3rd Edition:

      Thanks for the supplementary info GHG. I didn’t really know very much about the context of the thread, since GW1936-1945 is a game with which I don’t have much familiarity, so I hadn’t realized that the sculpt choice was a deliberate one which was made for the reasons you described.

      By the way, as an amusing historical footnote: during the long design process for the German “H-class” battleships which were supposed to come after the Bismarck class (but which ultimately were never built), Hitler at one point suggested arming the class with 800mm (31.5-inch) guns, the same caliber as Germany’s Gustav and Dora railway guns. In a rare example of common sense prevailing over Hitler’s propensity for gigantism (the Maus tank being a case in point), a German admiral talked him out of the idea by telling him just how big a battleship would have to be to carry such an arsenal and by pointing out that no German port in existence could handle a ship that enormous. By contrast, the Super Yamato class would have looked modest.

      By comparison in the game, the H-44 is a larger piece than even the Super Yamato. And the numbers;

      H-44 A-10, D-10, M-3 C-6/6/6/6/6/6 It takes 4 hits to sink
      Super Yamato A-10, D-10, M-3, C-5/5/5/5/5/5 It takes 3 hits to sink

      You would love the wealth of pieces in this game, Marc, including the all of the weapons that were on the drawing table and never built. You have the option of developing and building them as the commander of your nation.

      The regular pieces in the game are interesting and numerous as well. The Japanese have the 2 classes of BB;

      Battleship A-8, D-8, M-2, C-5/5/5/5 2 hits to sink
      Yamato Class A-9, D-9, M-3, C-7/6/6/6 3 hits to sink

      Not all of the nations have the same stats for units. A German BB will cost 22 IPP compared to Japan’s 20 IPP. However, a German medium tank is 6 IPP while a Japanese one is 8 IPP. Each nation has a different type of specialized infantry to go along with their Militia, Regular Infantry, Mountain Infantry, Marines, and Airborne. Here’s an example of one of their cards;

      Japan card.png

      posted in Global War
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: How to defend against Strategic Bombing?

      The most effective tactic that I have used is do not repair the damage. Unless Germany is building an invasion fleet with transports and ground units, let him max out the damage while you use your money to build units in South Africa, Canada, or elsewhere that you may have built a complex. The other thing you can do is save your money for a few turns and then pay down the damage and build a ton of stuff all at once before he bombs you again. During that time where all of your facilities are maxed out he will get tired of sitting there and doing nothing with his planes. He flies to Russia and you spend your wack of cash. Why keep paying down the damage when all he is going to do is top up the damage again? Just don’t get caught saving a bunch of money and then lose your capital. Make sure you spend it all if there’s a chance he could take you out on his next turn.

      posted in Axis & Allies Global 1940
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Canada at War Expansion

      @GeneralHandGrenade This video has all of the correct information;
      https://www.youtube.com/watch?v=n8dTGMvJdMg&t=2s

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Global War 1936-1945 3rd Edition

      Light Cruiser A-5, D-5, M-3, C-10
      Heavy cruiser A-6, D-6, M-3, C-12
      Battlecruiser A-7, D-7, M-3, C-14

      As you can see the there is a slight difference between the 3 sizes of cruisers in terms of attack, defence, and cost. Some players may appreciate the added choice. Some of the nations have less income and can’t afford a cruiser but still want something more powerful than a destroyer. I’m thinking a nation like ANZAC would like to buy a Battlecruiser since they can’t possibly build a capital ship and this would give them a powerful alternative option.

      Those are just the cruisers and some of the reasons you might want some choice. You don’t have to add them to your game, you can just use the same units from V-2 and still have a good game.

      For the record here is a list of the new units that are being added;
      • Tank Destroyers
      • Self-Propelled Artillery
      • Heavy Battleships
      • Heavy Carriers
      • Coastal Defence Ships
      • Fast Battleships
      • Battlecruisers
      • Light Cruisers
      • FEC Gurkhas
      • Seaplanes
      • Attack Transports
      • French Foreign Legion

      Each one does something unique and some are upgrades as opposed to brand new. Again though, it’s up to you to decide which ones you want and which ones you don’t.

      I don’t think it makes a difference whether the game is on a strategic level or a smaller scale. There is a difference between a light cruiser and a battlecruiser just like there’s a difference between a tank and artillery. At one end of the scale is Risk, at the other end is Global War. Somewhere in the middle is Axis and Allies. People can choose which one suits their play group and level of commitment in terms of complexity and resources. The only thing that matters is that you have fun.

      posted in Global War
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Does "The sneaky Karl" lock down the fleet or prevent it from transporting units on ncm?

      As Simon says you can’t move any of your ships in that sea zone on NCM. There is a provision that allows you to move them to flee the sea zone on the Combat Movement phase without taking them into combat. The real purpose of the move though is to prevent any transports in the sea zone from loading ground units in that sea zone. You can still move to another sea zone on Combat Move and load ground units as long as it is a friendly sea zone. If you haven’t seen the video it explains everything;
      https://www.youtube.com/watch?v=Pkj_9K3lfQk&t=166s

      posted in Axis & Allies Global 1940
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Netherlands joins the Axis

      The Netherlands are on the Allies side. You’re not allowed to attack your allies even if your little sister is playing them and she picks her nose, hehe.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
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