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    Best posts made by GeneralHandGrenade

    • RE: British attack on Belgium

      @Dran-Black The goal right now is get V-3 out to the community. Until that happens I doubt you will see any movement on new expansions. There will always be a video…except if there are zombies involved.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: New Special Unit Ideas?

      @Dran-Black Nothing I made myself. This is what I’m using for the American Heavy. It is a bit larger than the regular Battleships so it stands out like it should;
      https://www.shapeways.com/product/9SKN2PTPN/uss-iowa?optionId=62776190&li=ostatus

      Russian Advanced Artillery;
      https://www.shapeways.com/product/6LU7DHG6B/soviet-artillery-203mm-b-4-high-trajectory-x5?optionId=65217029&li=ostatus

      My regular American Battleships;
      https://www.shapeways.com/product/E82LF5CL5/colorado-class-1942?optionId=124007281&li=ostatus
      https://www.shapeways.com/product/YSXZEAB29/pennsylvania-class-1942?optionId=125887298&li=ostatus
      https://www.shapeways.com/product/UES8LQK6T/tennessee-class-battleship-1942?optionId=126095329&li=ostatus

      German Heavy carrier;
      https://www.shapeways.com/product/CL666S6H5/europa-german-aircraft-carrier-global-war-scale?optionId=61238949&li=ostatus

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: ANZAC Strategies

      I like to use them as a guerilla force. I try to isolate small groups of Japanese ships and attack them. As soon as USA is able to lend lease I send one unit down to Australia every turn. You combine that with one unit from ANZAC’s income and you get just enough to make a nuisance out of yourself. You need to build enough ground forces first so you don’t make too juicy a target for the Japanese. After that build subs with the ANZAC income and planes/escort carriers/destroyers/light cruisers with the American money. Don’t forget to hit the convoy lines with your subs if there are no targets of opportunity. The whole goal is to nickel and dime them as much as you can without incurring their full wrath in Sydney.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: KMT evolves to Major power as soon as Japan attacks!?

      @mrgoatcheese Oh I see what you mean now. I thought you were talking about some other bonus that I wasn’t aware of. I’m not so sure though if the 4 IPP they could gain by holding those territories is worth giving China a factory.

      However, at some point players have to consider the spirit of the rules. I contacted the guy writing the rules for V-3 to ask him about this. He replied that if a player pulled this BS at his table they would never be allowed to play there again. It’s obvious that there was no intention to create a loophole to allow the Japanese player to gain an unfair advantage and at some point players have to take some personal responsibility to play a fair game. It’s not about what you can exploit in the rules, it’s about not cheating your opponents. I know you will like to argue that you’re just following the rules and they need to be written better, but I still urge you to consider the spirit of the rules and play your opponents fairly. He is going to close this loophole for those who like to exploit them.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: KMT evolves to Major power as soon as Japan attacks!?

      @ADCGrey He’s referring to a specific unit in V-3 called a Coastal Defence Ship. It’s basically an old Battleship that still has some punch but also a limited range. Nations used them for coastal defence since they weren’t very useful on long journeys.

      I use the Nevada Class for most of my CDS’s.
      https://www.historicalboardgaming.com/Battle-Pieces--Allies--Nevada-Class-Battleship-x5_p_1340.html
      For Germany and Italy I use the Schleswig Holstein
      https://www.historicalboardgaming.com/Battle-Pieces--German-Exp--Schleswig-Holstein-Battleship-x5_p_1370.html
      For Japan it’s the Fuso Early war battleship;
      https://www.historicalboardgaming.com/Battle-Pieces--Japanese-Supp--Fuso-Early-War-Battleship-x5_p_1627.html

      Most of the CDS’s in the opening setup belong to the neutrals. If you’re using white for all of them then the Nevada Class has them in white. The only reason I have them for other nations is if they influence a neutral into joining them or they switch to Germany or UK because they were attacked by the other side.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: America First?

      They are allowed to. Try it out and let us know how it turns out.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Where is everyone located?

      @RellHaiser Rank Carcass is in St. Albert. He has a small group that plays Global War. I was supposed to go there in May but who knows if that will happen now.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: V3 Russian declaration of war.

      @Broken-Mortar Not anymore. We changed the rules so you couldn’t game the Americans. What hammertimepower said is correct though. You will pretty much guarantee a Russian loss if you hand the Allies the game like that. Global War is a 3-way game and an Allied victory is a Russian loss. If you’re only playing with 2 players and combining the 2 powers then you would already be at an advantage even without making gamey moves like that. I’ve played with only 2 players and it isn’t the same game at all. To get the full effect you absolutely need at least 3 players to have the rules work properly for you. The video will be out in a few hours and you can see the change.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Lend-Lease Clarification

      @JustLuthor You can send any units that the sender are allowed to build, including advanced units.
      One question that did come up though and the creator of the game answered;
      A person wanted to know if Germany could send a heavy battleship to Italy even though Italy didn’t have that technology. The answer was yes they could but you couldn’t send a ship along the railroad as lend lease because it wouldn’t be possible. In other words, Germany would have to have a lend lease path in the water that would have taken it through several British ships and the Strait of Gibraltar. Given the state of war that existed, delivery would not have been possible through Gibraltar.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: global war 36 V3. 42 setup?

      There is no official setup for 1942 Global War. There is an Axis and Allies 1942 unofficial setup…

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: D12 Battle, or Hit, Dice

      @CaptainNapalm We rectified that later when we also realized that he hadn’t flew his other fighter back from the previous turn.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: V3 capital ship repair questions

      The production slot refers to the shipyard, not the factory. In other words you could place 5 infantry AND 5 ships at a territory with a major shipyard and a major factory. The shipyard is a factory for ships but needs to be connected to the factory for supply purposes.

      If you had a major shipyard and wanted to repair 2 capital ships you would be left with only 3 slots in your shipyard to build ships. You must be connected to a major factory for your shipyard to be operable.

      You can’t have a major shipyard with only a minor factory. It requires a major factory to to have a major shipyard. My best guess if you were cut off from your major factory and were left with only a minor factory connected your shipyard you would have to downgrade it to a minor shipyard until they were reconnected again.

      Dockyards don’t have to be connected to factories. Repairing a capital ship at a dockyard doesn’t take a factory slot.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Who gets target select in cities?

      Some of the changes between V-2 and V-3 were simply clarifications to the rulebook. As you point out it looks like they say 2 different things but they actually mean exactly the same thing. There is no armour class units in V-3 because the name has been changed to vehicle class.

      What they both mean is that the Infantry are +1 and Infantry get target selection @1 against vehicle class (formerly armour class) units. In other words, you can’t choose an air unit as a casualty, you can only choose vehicle class or less. You can see why the wording has been clarified because it looks like it reads that the armour class had the target selection.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Who gets target select in cities?

      @CaptainNapalm I should explain it a little better. The best unit an infantry can target select is a vehicle class unit. They can also choose artillery and infantry class units . They can’t choose an air class unit and obviously not a naval unit.

      The point of my video was to show how infantry class units could be worth more if concentrated in cities. In a battle if you’re you’re exchanging your infantry and militia for the opposition’s more expensive units like tanks, mechs, and artillery you’re going to eventually wear them down.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: How fast does HBG restock

      I have a couple of these but they’re a bit more expensive. They are the right size for a heavy battleship on your board.
      https://www.shapeways.com/product/U28L5CCS2/a-150-super-yamato-japan-gw1936-scale?optionId=64692643&li=shops&url=login%2Fjson-shapeways&url=forward

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Victory citys and Abyssinia

      I had a long conversation recently with the guy that wrote the rules and I expressed to him that I didn’t think it was fair that each side started with a different number of victory cities. He explained that after years of extensive play testing that the Russian victory points were easier to obtain then the others and that it balanced the game to have it the way that it is. If you were to eliminate the victory points given for the cities it would skew the game in favour of the Comintern.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Requirements for facilities

      You can place a fortification in any territory that you own. Note that when building a minor factory outside of your Home Country, it has to be in a supply path to a major factory in the Home Country and not just a territory with an IPP value.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: UK/France Abyssinia strategy

      @KaiserSchmillhelm I like the idea of the railroad and of winning the war in Abyssinia for the same reasons that you stated. However there are some problems with your plans that run afoul with the rules.

      1. UK can’t lend lease until they are at war with a major power. (UK Reference sheet)
      2. UK and France don’t align until they are at war with the same major power. (4.4 Aligning)
      3. Because they aren’t aligned, UK and France can’t use each other’s railways, rivers, or ports. They can’t fly over and set foot in each other’s territories. (Table 4.2 Control and Alignment) (4.6 Neutrality)
      4. They can’t use the lend lease route you mapped out because France can’t use that path. (11.4 Lend Lease Delivery)

      I think that perhaps the best way to win the war in Abyssinia is to convince the Comintern to lend lease an infantry on turn one and France lend lease an infantry on turn 1 through their port in adjacent land zone. If it looks like Abyssinia has a chance to survive after the first Italian turn then upgrade the port to a major for 4 IPP on turn 2 while lend leasing another infantry from France. After that France can send any type of unit beginning on turn 3. Remember that if the Italian player doesn’t fortify Eritrea you can end the war there by owning both Eritrea and Abyssinia. Also, don’t forget to do your recruitment roll for Abyssinia each turn as that may mean the difference between keeping it or losing it to the Italians.

      As far as the British railway network, you could take more time to build it so that you have money to use elsewhere as well. You can’t use it to lend lease to Abyssinia anyway so there isn’t a big hurry to complete it.

      This is the reason that I made that video yesterday. In order to become a better player people have to fully understand the diplomacy rules. The game mechanics will come naturally and players will get better as they learn to use all of the units effectively, but until they master the the politics they won’t fully understand what moves will are possible and which ones aren’t. The key is learning control and alignment to the fullest extent and not just the simple explanations. Whenever I think I fully understand them I learn something new because there is so much more to consider. In this case it is the relationship between major powers and how control, alignment, and neutrality affect lend lease.

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

      @noneshallpass I was going by what it says on page 61 of the Rule Book. It doesn’t say anything about waiting until later to send them home. I would think that would be problematic because there could be some dispute over which ships came from the French navy and which didn’t later in the game, which in real time could be a day or 2 later.

      As far as sea zone 49 that refers to ships that rolled Vichy. The question asked here was about the ships that rolled German. Those stay where they are or go to their home country.

      Stating that they can send the ships home under the French flag just means that in real terms that this is the justification for moving them to your home country without being intercepted by the Allies (known as a Flag of Convenience), and that you’re not moving them with magic or something stupid like that. You don’t actually have to move them along the board until you get home while making little steamboat noises. You just pick them up and move them after replacing them with German ships. You can move all of the ships that rolled Axis, some of them, or none of them.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
    • RE: Commonwealth militia upgrade limits

      @sjelso If I was unclear I was saying that yes you can. It lists the things that have shared limits and those units are not included on that list.

      posted in Global War 1936
      GeneralHandGrenadeG
      GeneralHandGrenade
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