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    GeneralT

    @GeneralT

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    Latest posts made by GeneralT

    • Rule Clarifications

      Hello all,

      So my copy of 1939 got in yesterday and I had my first game today.  Well, by game I mean my buddies and I spent damn near 3 hours just to get through one round of turns.  We’re all seasoned G40 players but this is a whole new beast.

      While we were playing, a few interesting questions came up, and to my knowledge they don’t seem to have clear answers in the 7.2 rulebook.  As far as I can tell, these rules are very comprehensive and clear to someone who has been following them from their inception, but alas I am a novice plunging straight into new rules and I feel like I’m missing some stuff.  Any answers/links to clarifications/things that will help are greatly appreciated!

      Anyway…

      1 - If Germany decides to make a Vichy French government and for a ship rolls a 1-2 (replace french ship with German ship), can that ship move on German noncombat move that very turn it was converted?

      2 - When the rulebook says that the minor axis powers of Finland, Hungary, Bulgaria, and Romania are only worth certain sums of money to Germany, does that mean that Germany collects this money once they activate them, while the countries themselves also collect and spend their small incomes?

      3 - If a ship, say a Norwegian Battleship, lives past the German capture of Oslo and flees to join the nearest British fleet/Port, does Britain gain control of said ship, or does the ship simply stay in the SZ/Port that it went to indefinitely?

      4 - If an allied power in the pacific walks into Dutch New Guinea, do they gain control of the Dutch fleet in the adjacent SZ along with the ground troops and IPC value of the territory? (Holland has fallen at this point)

      (EDIT) 5 - If Germany attacks Riems from both Holland AND Western Germany, is the Fortress bonus ignored outright, does it apply to the German units attacking from West Germany, or some weird mix of these?

      6 - Biggest one: If no clear ruling on any other rule exists in the 7.2 rulebook, is it safe to assume that said rule (generally governing unit movements/actions, weird idiosyncrasies with transports, etc…) is covered by Alpha 3+ rules of G40? Since (as far as my personal research has uncovered) Global War 1939 began as a mod of those rules, it seems that any holes would be covered by the old Alpha 3+ base rules, saying that no 7.2 rule supersedes it.

      If any others crop up I’ll post em.  Again, your input is greatly appreciated  :-D

      posted in Global War
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      GeneralT
    • RE: Which side does Global favor?

      Really? In every Global game i’ve played, OOB through 3.9, its been an allied victory.  Sometimes the axis came close, but america/britian always brought the hammer down too hard and the axis lost.

      posted in Axis & Allies Global 1940
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      GeneralT
    • RE: What do you guys think? Russia ideas…

      @Gargantua:

      This game will be the “for kids” option.

      MEN will still be playing Global.

      I Love it. And Agree.

      posted in Axis & Allies 1941
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      GeneralT
    • RE: Idea for a 3+ Balancing Factor

      Alright I understand what y’all are saying. But what my question is now- How is this game so balanced? Alpha 2+ seemed more balanced, even though it was less fun because super crazy strategies didn’t ever work. Alpha 3+ lets those, but gives the allies more advantages than axis IMO. The AA gun rule gives the allies a lotta hit sinks.

      posted in Axis & Allies Global 1940
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      GeneralT
    • RE: Painting Techniques for 15mm Infantry, 1/285 Micro Armor and 1/2400 Navy Metals/

      If I mess up horribly and botch the painjob, is there a good way to take all the paint off without dammaging the minuature?

      posted in Miniatures Painting & Modeling
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      GeneralT
    • RE: Sealion vs. Barbarossa

      Sealion- Determins the game in a few turns, risky as hell

      Barbarossa- More likely to suceed, allows for a long and fun game

      IMO Sealion takes the fun out of a long game, because if Germany holds out and keeps russia at bay while holding england, its game over.

      posted in Axis & Allies Global 1940
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      GeneralT
    • RE: Idea for a 3+ Balancing Factor

      Alright Well thanks for the feedback. Looking at the game, I can see how this would give the axis an advantage. I consulted with the other player, and we’ve agreed to let America put 30-40 IPCs worth of units down.

      You guys Think that’ll work?

      posted in Axis & Allies Global 1940
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      GeneralT
    • Idea for a 3+ Balancing Factor

      Currently I am playing a game of global with alpha 3+ set up. I am the Americans and chinese. and looking at the board and the war Germany rolled her first turn (long story short britan lost a 2 cruisers and a fighter, germany lost all but 1 sub, 1 tac 1 fighter and 1 bomber) the people I’m playing with and myself concluded that to balance (in our opinions alpha 3+ still has axis 40% allies 60%) this game which had swayed allied biased first round, we docked America her starting income. It seemed fair to everyone, including myself as america.

      Tl;Dr- America starts turn 1 with 0 IPCs, then collects as normal

      Any ideas/opinions/questions/comments?

      posted in Axis & Allies Global 1940
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      GeneralT
    • RE: Axis Strategy for OOB/Alpha 2 Set-Up (2 Discussions)

      Ok thanks guys!

      I was a little wearry of jumping straight to alpha 3, simply because the rule changes jump was larger from OOB to Alpha 3, so I decided to go alpha 2 instead. That and alpha 2 (to me) seems more balanced. Just my Op.

      posted in Axis & Allies Global 1940
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      GeneralT
    • Axis Strategy for OOB/Alpha 2 Set-Up (2 Discussions)

      Recently I was playing a game of axis and allies G-1940 with Out of Box rules and set-up, playing axis; here was the rundown-

      Germany did a black sea strategy, took caucases, traded rostov for 2 turns, plowed over Lenningrad, and got stopped at the gates of moscow. Little pressure from america, a major push from UK, traded holland and Normandy/Berduox for several turns. Average Germany.

      Italy boomed, taking tunesia out of boredom with the 2 inf in lybia, minor IC in egypt, locked down Med. and Northern africa, collecting 29-30 IPCs at the end of the game. Had a couple of mechs, 2 fighters, and a bomber in russia doing a can opener, navy made of 3 transports, 2 DD, both origonal cruisers and battleship, and a sub. Italy was kicking a**.

      Japan… Well I F***'d up with Japan. I built up, but weary of america being in the war too soon, waited till turn 3 to attack. Big mistake. Pacific UK was collecting 27 or so IPCs (due to taking all of the DEI), stack of infantry grew to 20+ in cacutta, didn’t take DEI until turn 3, when I doubled my economy, but america landed in korea and made a Major IC.

      America spent heavily in Pacific, which was Japan’s downfall. The fatal flaw (IMO) of Global. Overall however, I was very pleased with the balance of gameplay.

      In light of this, I found and set up global using Alpha 2 rules. Looking at the board, the balance of power really hasn’t changed too much in my opinion, the mediteranian was changed the most in my opinion, and Japan’s airpower, and all countries airpower for that matter were nerfed. Only Germany got more airpower. I haven’t played it yet, but plan to soon.

      Any help for a first time alpha 2 axis player? Any strategy/advice would be greatly appreciated.

      Thanks!

      posted in Axis & Allies Global 1940
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      GeneralT