@spartantom said in Terrains modifiers that affect land units movements:
@theveteran
I see, does that mean I also get the river penalty then ?
Yes, when going from Northern Italy to Southern France, you face the river penalty.
@spartantom said in Terrains modifiers that affect land units movements:
@theveteran
I see, does that mean I also get the river penalty then ?
Yes, when going from Northern Italy to Southern France, you face the river penalty.
@theveteran No problem.
Ok, now back to mountainous borders. I’m not saying terrain is magically flat if it is friendly. The way you can be certain that I don’t believe that is to scroll back and read where I said if the armor were in Northern Italy and moving through a friendly Southern France, it would not be allowed to continue on to Aquitaine the same turn.
I’m saying that when a land zone is friendly, then border terrain doesn’t start affecting you until the moment you cross the border. And the river rules give a hint that my perspective may be the correct one.
Sidenote on Game Design: There are two ways game designers can approach movement costs: walls or quicksand. With the walls approach, you are not permitted to move unless you have sufficient movement. If I understand Global War’s system, it is a quicksand one. You are allowed to go in, but then get penalized and stuck. This is the way I conceptualize it. I may be wrong, but I know Morten’s approach in general is to give the player choices with consequences. Other game designers forbid players from doing things.
Let’s say a lend-lease delivery passes through three sea zones which each contain submarines of a nation at war with the sending Major Power. Do you only roll one time for Interdiction, or three? My thought is three.
@trig Super helpful, as ever! BTW, did you see that Jinx wants to interview you on his podcast?!? He basically said you were on his list of his top three! I agree!!!
https://www.youtube.com/watch?v=JQC_h461nNE
At 11:42, “… and the big one, Trig…”
@theveteran said in Do the Chinese lose their money when you take their capitols?:
@hbg-gw-enthusiast Spain doesn’t matter as they don’t operate with cash. There is no need to add them in when talking about losing $ from your capitol.
True. I will withdraw my Spanish Civil War analogies and focus solely on China (and stick to OP).
@noneshallpass said in Do the Chinese lose their money when you take their capitols?:
@Chris_Henry raises a valid point that since CCP and KMT share the same Home Country, it would only be logical that they also share a capital in Nanking.
Another argument for Shensi not being a capital is that it is not a city like most capitals in the game (but there are exceptions like Northern Iran).
And I am still not convinced that the CCP roundel on the map is as bright as the one in Nanking, especially if you compare it to the HBG CCP roundels where the red is much brighter.
After all these posts, this would seem to be fairly straight forward questions for the FAQ :
Q. Is Shensi a capital for the CCP ?
A. Yes or NoQ. If Nanking is captured while occupied by the CCP, does the CCP lose its IPP to the bank ?
A. Yes or NoAnd I may add :
Q. If Nanking is captured by the CCP in the Chinese Civil War, does the KMT lose its IPP to the bank ?
A. Yes or No
Nonshallpass asks, and it seems he shall receive!
From the updated FAQ today:
**Q: Do CCP or KMT have a Capital? (e.g. able to lose their IPP to the bank if captured)
A: No.**
So it seems the answer to all three questions is NO!
In Operation Live and Let Die, Great Britain currently has achieved 1 point for “Contain Communism”, 1 point for “Maintain the Empire”, and could get 1 point for Mediterranean Security if they move a capital ship into the Med (which they can do). However, Great Britain has lost four Home Country territories. I know Page 16, 3.4 states, “A nation that has surrendered has a total score of zero Victory Points.” But that doesn’t apply since Great Britain still holds London.
Can a nation contribute a negative victory point total to its alliance?
By strict reading of the rules, I would hazard to guess that Great Britain contributes a -1 to its alliance’s overall victory points. Do you agree?
@trig said in 2.1 Variable End and CCP Possession of Nanking:
The KMT is not a major power. Case closed.
Unless it evolves. Then yes.
Definitive! How did I miss that? Thank you, Trig! 8 )
Page 13, 2.1 Variable End, “Add +1 per Major Power capital that is Enemy-possessed.”
If Japan held Nanking, that would add 1 to the game end roll.
If KMT held Nanking, that would not add 1 to the game end roll.
In Operation Live and Let Die, CCP possesses Nanking. The roundel for Nanking is KMT. This makes me feel that a +1 should be added to the game end roll for CCP possession of Nanking.
Do others concur?
@caesar-seriona said in Lend-leasing of a French Foreign Legion?:
“if it’s not declared illegal, it’s there for legal”.
This is the crux of your struggle. No wonder you are disappointed with the rules for any game! You and I play checkers. I use pieces from another set and start with all my pieces as kings. I use Caesar Seriona reasoning that doing so isn’t explicitly forbidden and win. The game designer edits the rules to make that illegal. I use a hair dryer to blow all my opponents pieces off the map and win. The game designer edits the rules to make that illegal. I am going 2nd. I superglue all the pieces to the board and invoke the “if you can’t move, you lose” rule to win. The game designer edits the rules to make that illegal. Do you get the idea?
@insanehoshi said in The FAQ Thread:
During German Lightning War, can they strategic rail move twice?
Page 46, 10.4 Strategic Rail Movement, “Regions of the map have different rail capacity defined as the number of units each player can strategic rail move each turn.”
I would say no, because the limits on strategic rail moves are not per phase, but per turn. The tricky question is, could you strategic rail move on the first non-combat phase? Looking over the rules, I guess you could!
There is a children’s card game called “War.” You and your opponent have a stack of facedown cards. You each flip up a card and the high card wins. It is 100% luck-based. There are no decisions. Then, there is Chess or Go. Other than determining who goes first, luck is uninvolved in the gameplay. The winner is determined by skill. Everyone knows that having a game determined by luck is less fun than having a game determined by skill. For very important game rolls, if we can diminish luck we will increase the fun.
I propose a house rule where all Peacetime Income Increases that utilize a D12, are replaced with a D6+3 instead. The average value of a D12 roll is 6.5. The average value of a D6+3 roll is 6.5. The difference is that instead of getting 1-12 results, you have 4-9 results. For people that have a hard time understanding what I am saying, it’s like using a D12, but if you roll a 1-3 or a 10-12, you reroll. If you want high rolls (say you are USA rolling your Peacetime Income Increase), then you are bummed when you roll a 10-12 and have to reroll it, but are elated when you roll a 1-3 and get to reroll.
The effect of this change is more fun will be injected into the game as we diminish the impact of luck. Anyone who opposes this, ask yourself, would you want MORE luck on Peacetime Income Increases? In other words, should we use a D20-4 to see how much USSR’s income increases or for USA response to Axis aggression? Would that be MORE fun or less? I argue firmly it would be less.
@noneshallpass said in Peacetime Income Increases via D6+3 Instead of D12:
Yes, and lets get rid of these very not fun games that also rely too much on luck like Poker, Twilight Struggle, Catan… 🤔
Do you support more luck in peacetime income increases then? Will that increase the fun for you? Or do you agree the fun would increase if the luck diminished.
To use your analogy, do you want more luck in your Poker games, or less? If more luck is fun to you, after a player decides to discard a certain number of cards, have them randomly discard an additional one to increase the involvement of luck.
My proposal still has luck, but less of it.
@linkler The factor that combats scripting in Global War '36 is the three-player nature of the game. The turn order of the nations is nothing compared with that because whoever is on the bottom needs to be persuading the 2nd place player to join them in overturning the top dog.
@noneshallpass said in Peacetime Income Increases via D6+3 Instead of D12:
@HBG-GW-Enthusiast
GW1936 has both a preset and random aspect in peacetime increases so that all games don’t turn out the same. I respect your choice to house rules your games. It’s just the pretention of a universal luck/fun ratio that I don’t buy at all.
Fair enough, Noneshallpass! I agree that GW1936 has both a preset and random aspect to peacetime income increases. Using D6 + 3 instead of D12 has exactly the same mathematical average, but increases the preset by 3 and decreases the random aspect by 45%. Thanks so much for your thoughtful and civil discussion, my friend! 8 )
Wait! The errata has been updated!
Great Britain Reference Sheet:
Page 1 - Wartime Bonus Income:
Replace “There are no Enemy submarines on any British Commonwealth convoy line” with:
“There are no raiding Enemy submarines on a British Commonwealth convoy line”
It turns out my perspective was correct!
@delaja said in Peacetime Income Increases via D6+3 Instead of D12:
The range is from 12 to 6 (not 11 to 5).
Sure it works well like this. Some people may want to play with less luck. Others want more randomness. Give the US player the choice which system he or she wants to use.
In mathematics, the definition of range is the difference between the highest and lowest possible values, and is a measure of dispersion. https://www.mathsisfun.com/definitions/range-statistics-.html
The high value is 12. The low value is 1. The difference is 11. And you can see the difference between 6 and 1 is 5. One way to find the average of a particular sided die is to take all the possible values (1+2+3+4+5+6=21) and then divide by the number of sides (21/6=3.5). But another possible way when the probability of each side is equal, is to take the range/2 and add that to the minimum value. So the average of a D6 is 5/2 + 1 = 3.5. The average of a D12 is 11/2 + 1 = 6.5.
@linkler Good point! Ok, that’s helpful!
@trig Excellent! I looked over the map for jumps and totally missed all these! TY, sir!