No. It must end its movement in the space in which it wants to land.
sneaky idea, though.
No. It must end its movement in the space in which it wants to land.
sneaky idea, though.
@Cow:
normal game, all allies rush europe. japan blows up, chucks tanks at russia with industrial complexes in india burma FIC and sometimes manchuria and borneo.
japan normally skips new guinea and australia and new zealand and hawaii (only 5 bucks collectively and you get bonuses elsewhere anyway) and japan just spams tanks and races russia while allies race berlin.
japan takes egypt and transjordan for italy to get +5. Some players will take the other islands including me when it seems like allies are stalling… like shuffling men to archangel… I may as well get the income edge.
Most games, germany will defend france italy and berlin… so you either have to do a double drop on northwestern europe or go back to back on france. UK can soften up france and usa can take italy or france right after (since italy goes between sometimes replaces lost men in france and at that point you go with the easier attack between france or italy).
I highly recommend russia gets a mix of infantry/artillery/tanks. 4 inf 2 art 2 tank or 5 inf 3 tank round 1. Sometimes a bomber buy in caucasus is good if germany took more than usual losses in his round 1 attack (so you can snipe a japan transport and land in australia or india)
~
as far as bids go. you can get an uk infantry in egypt (assume you play 1 unit per territory) a tank in eastern ukraine for russia… you can do sub in india (snipes japan transport). you can do fighter off bury (snipes japan transport and then flies home). you can do art in eastern ukraine and tank in belorussia (never a bad choice). Or artillery in bury and tank in soviet far east to attack manchuria round 1.In your first game I suggest roll 1d6 and add 3 ipc for the allies bid so allies get an infantry or artillery minimum.
Axis can get diced on their first round so yeah an infantry in egypt is all you really need (makes the egypt attack a 50/50).
I don’t like playing more than 1 unit per territory, because then you start seeing 3 inf in egypt and you are like “really dude?”
I did not think complexes could be built on original chinese territories, or on islands.
In the example given, the USSR could not do an amphibious assault in any case, as they can’t load and offload in the same turn using another power’s transports. However, if the Soviet units had already been loaded onto the transports in a prior turn, they could do an amphibious assault after clearing the sea zone.
you can not load transports in a hostile zone, but previously loaded transports can conduct amphibious assaults, that’s the way I thought it was, thanks.
I’ve been thinking about getting axs and Allies for a while but I am only interested in a “classic” style game, with the whole world represented ( not D-day and so forth). Is it possible to get this style of A and A for under say 150 dollars?
Amazon has 1942 for 23.00
Can I build an industrial complex in a territory and place reinforcements in that same territory on the same turn? I don’t see anything in the rule book that says that I can’t, but I thought it might make better sense to build the industrial complex on one turn and have to wait until the next turn to be able to place reinforcements. I appreciate any help. Thanks.
All the Axis and Allies games I have state in the rule book that you can only place new units at a complex you owned at the beginning of your turn, not newly captured ones.
The UK transports were not involved in combat, and the Soviet units may load onto them in noncombat movement.
If the Russians cleared the sea zone and then wanted to do an amphibious assault using there transports, would that be legal?
@Most:
Fair enough but if Pac wants 2 carriers and 3 subs and eur wants 7 destroyers that don’t work.
True but the actual argument is more likely to happen between the UK player and the US player than between two US players. It would be UK demanding the help on the Atlantic or Pacific side and the US player would be accommodating himself on each side respectively as the UK is also split with each player dealing with one board each. In a three player game only the Axis and the Soviets should be dealing with each board. .
In our game yesterday First round I gave Mugsy all the US money and Second round I took it. Whether you need 7 destroyers or not you’re going to have to decide if you get them by weighing your options and I feel that this decision process works better with two minds rather than one.
I play a lot of my Global games with a split USA.
I wanted to get some feedback on a house rule where players purchase all of their units and place as they wish prior to the start using the total IPC values from Alpha 2 setup, and still using all Alpha 2 rules and National Objectives.
RULES:
All Industrial Complexes and Naval/Air Bases Remain and are not cashed in
Additional Industrial Complexes and Naval/Air Bases may be purchased with the players cash, with the exception of China which may not build any of these
Each territory with an IPC value of 2 thru 5 must have Infantry (Mechanized or regular) in a quantity of at least one less than the IPC value of the territory
Territories with an IPC value higher than 6 must have at least 5 Infantry (see the United States mainland)
There will be four placement turns prior to the first actual turn of the game. Each player purchases and places their units in reverse order of the normal turn order. France first, Italy second, etc.
The Chinese player may only purchase (non-mechanized) Infantry and a single Fighter, but the Chinese player is not required to purchase a Fighter
A maximum of 2 IPCs can be carried over to the next turn, with the exception of turn 4 when up to 5 IPCs may be saved for the players first actual turn in the game
Players cannot place units in territories other than their own with the exception of Japanese controlled China, France and UK (London), ANZAC and UK (London or Calcutta). The UK player must keep his two sides separate and cannot share money or place units on the other side of the map.
CASH PER PLAYER PER TURN (in placement order):
FRANCE (Total 132): 33 per turn
ITALY (Total 223): 56 for the first three turns, 55 for turn four
ANZAC (Total 91): 23 per turn, 22 for turn four
UK (Calcutta) (Total 130): 33 for the first two turns, 32 for the last two turns
UK (London) (Total 318): 80 for the first two turns, 79 for the last two turns
China (Total 58): 15 for the first three turns, 13 for turn four
USA (Total 278): 70 for the first two turns, 69 for the last two turns
Japan (Total 570): 142 for the first two turns, 141 for the last two turns
Russia (Total 248): 62 per turn
Germany (Total 399): 100 for the first three turns, 99 for the last turn
Kinna introduce a Risk’s placement, I love it.
This sounds very interesting. I would allow Chian to build Art, as they have Burma road open. Also I would also gives NO that qualifies after last purhcase, ie. more money for first turn expense. I would try such game, in 1vs1 game.
I wonder if this format would work with AA50??
Calvin’s missed a KEY point.
If you are attacking, Only the fighters of the SAME NATION as the carrier can roll dice or take hits. Otherwise they are just diceless, hitless cargo that sinks with the carrier.
allied nations fighters can defend the carrier.
***EDIT: December 31st, 2011 - Updated NO Chart to reflect USA NO from November 17th. ***
Hello everyone, here are updated charts for the recently finalized Alpha +3 ruleset for Global 1940. These are similar to the Alpha +2 I previously posted.
I like a simplistic approach to the aids. I always disliked how to many things were jammed into one chart so I tried to keep it simple.
Lastly, all of these have been designed around a 8.5 x 11 (Letter) size so no funky paper needed. Any suggestions please post here
One more thing, don’t use the photobucket files, they are reduced and lower quality, use the mediafire links below.
Images:
:[url=http://www.mediafire.com/?omk8tqvhpp2f8]Alpha +3 PNG Files[/url]<br /><br />JPEGS (Good quality, smaller files): [url=http://www.mediafire.com/?xuo4n86e2dtd9]Alpha +3 JPEG Files[/url]<br /><br />Enjoy.where can I get some of those cards?!?<br />[/img][/img][/img][/img][/img][/img][/img][/img][/img])
another thing is dont let friends on your carrier unless they NEED to have a place otherwise its just a waste :mrgreen:
they could still help defend the carrier.
I wanted to get some feedback on a house rule where players purchase all of their units and place as they wish prior to the start using the total IPC values from Alpha 2 setup, and still using all Alpha 2 rules and National Objectives.
RULES:
All Industrial Complexes and Naval/Air Bases Remain and are not cashed in
Additional Industrial Complexes and Naval/Air Bases may be purchased with the players cash, with the exception of China which may not build any of these
Each territory with an IPC value of 2 thru 5 must have Infantry (Mechanized or regular) in a quantity of at least one less than the IPC value of the territory
Territories with an IPC value higher than 6 must have at least 5 Infantry (see the United States mainland)
There will be four placement turns prior to the first actual turn of the game. Each player purchases and places their units in reverse order of the normal turn order. France first, Italy second, etc.
The Chinese player may only purchase (non-mechanized) Infantry and a single Fighter, but the Chinese player is not required to purchase a Fighter
A maximum of 2 IPCs can be carried over to the next turn, with the exception of turn 4 when up to 5 IPCs may be saved for the players first actual turn in the game
Players cannot place units in territories other than their own with the exception of Japanese controlled China, France and UK (London), ANZAC and UK (London or Calcutta). The UK player must keep his two sides separate and cannot share money or place units on the other side of the map.
CASH PER PLAYER PER TURN (in placement order):
FRANCE (Total 132): 33 per turn
ITALY (Total 223): 56 for the first three turns, 55 for turn four
ANZAC (Total 91): 23 per turn, 22 for turn four
UK (Calcutta) (Total 130): 33 for the first two turns, 32 for the last two turns
UK (London) (Total 318): 80 for the first two turns, 79 for the last two turns
China (Total 58): 15 for the first three turns, 13 for turn four
USA (Total 278): 70 for the first two turns, 69 for the last two turns
Japan (Total 570): 142 for the first two turns, 141 for the last two turns
Russia (Total 248): 62 per turn
Germany (Total 399): 100 for the first three turns, 99 for the last turn
Kinna introduce a Risk’s placement, I love it.
This sounds very interesting. I would allow Chian to build Art, as they have Burma road open. Also I would also gives NO that qualifies after last purhcase, ie. more money for first turn expense. I would try such game, in 1vs1 game.
That a novel set up. has anyone tried it yet?
No.
thank you, that’s good to know.
in 1942 set up, is solomen Islands considered an original jap territory since they start the game controlling it?
does western canada touch sea zone 1?
“Can you fly over the Turkey straight while they are neutral? sz 100 to sz 99?”
You may not.
you may not, however, fly over Turkey.
the number of units shown is the number of units player violating neutrality has to fight. in any case all strict neutrals become pro-your enemy.
Clear to me. But not all these new “pro-enemy-units” are activated at once globally, right?
activated when whichever country it is pro to enters it on there non combat move.
In this example you would remove 1 UK fighter and then fire @2 with the remaining 5 fighters. The bombers then also get to fire at the interceptors @ 1. Remove casualties. Any surviving bombers get fired at by AAGuns then any surviving bombers after that get to roll to bomb IC NB or AB.
Note: the bombers and interceptors fire at the same time like any other battle. Escorts are like subs they get that first strike before anyone else. Also if UK got say 5 hits with their interceptors you would remove the 3 bombers first and the remaining 2 would be taken on the escorts.Grasshopper, this all looks exactly correct to me. See #8 of the Alpha2 rules.
can allied fighters intercept? I don’t have alpha rules, so I’m new to these changes.
What excatly happens to strict neutral territories when attacked?
- Strict neutrals become pro-axis/allies global
- are these new Troops activated for the opposing side immediatley and may they leave the territory next round?
- or are they activated when the pro-axis/allies force then takes control of the country only?
- if yes, do these activated troops stay neutral then (may not leave the country) or do they become troops of the country which took contol when moving in, able to leave the territory next round?
the number of units shown is the number of units player violating neutrality has to fight. in any case all strict neutrals become pro-your enemy.
@Cmdr:
I have always asked myself the following question:
Can units move into freshly conquered territories in NCM?
Namely, is it legal to bring in units to a zone that was just conquered, or do we need to move these units at the same time as the fighting units?
Infantry, Mech, Artillery, Armor and AA Guns can NCM into territory you just took from the enemy.
pretty much anything but air units? I have never done that.