@imperious-leader said in Advanced Technology Models Requirements By Country:
@hbg-gw-enthusiast Another benefit is the planes and ships can have names.
Yeah, like this:
@imperious-leader said in Advanced Technology Models Requirements By Country:
@hbg-gw-enthusiast Another benefit is the planes and ships can have names.
Yeah, like this:
@imperious-leader My favorite WWII game using counters is ADG’s World in Flames: https://www.a-d-g.com.au/collections/super-products/products/world-in-flames-collectors-edition-deluxe-game
Consider using their excellent counters as a role-model, my friend!
@imperious-leader I know! As someone who has never played the game, but has spent a month working towards collecting enough models to have a complete game, it’s frustrating. I can see the potential, but I was disheartened today to see HBG raised the price of 5 models from $3.45 to $3.95. I know it’s only 10 cents more per model, but when there are 5 powers (US, CW, USSR, Ger, Jap) that need up to 40 different models, with a minimum of five models for each unit, that’s 5 * 40 * 5 * 79 cents = $790. Then, there’s the cost of kitting out the other countries, getting yourself a map, facilities, etc. It’s a heavy lift.
@noneshallpass said in Advanced Technology Models Requirements By Country:
Hello @GeneralHandGrenade. I watched the video and you asked if advanced artillery can move and make an attrition attack and the answer was no. I am fine with that answer, but there is absolutely nothing in the rules to suggest this. Do you think this will be added to the Errata or FAQ?
I had the same reaction initially, but then I reread the rules, page 26.
6.2 Phases of a Turn:
2. Combat Movement Phase
Move units that are moving into combat (including convoy-raiding, strategic bombing)
3. Combat Phase
Resolve combats
4. Non-Combat Movement Phase
Move units that are not entering combat
So, Morten was correct. You can’t do non-combat movement of the advanced artillery before resolving attrition combat. It makes advanced artillery less useful, but that’s the way the rules are currently written, no?
@noneshallpass said in How Many Magnets/Markers for the Technology Board?:
Your estimates are way, way too high. CCP and KMT have no major factory, so no research. France has one but will get wiped out before it reaches level four with one tech. Japan and Italy start with only one major factory.
Here’s what I was using as a guide: https://www.youtube.com/watch?v=0-d5NRvzq-w
If you pause at 12:00, you can see in RC’s GW36 v3 game that he has massive amounts of tech researched. Perhaps they had a house rule or did something to increase the speed of researched technology.
@noneshallpass You are so helpful, NoneShallPass! Thanks for saving me $$$!
I love how everyone who posts videos about GW 36 uses markers with magnets to track their technological progress. I think a 15" by 30" surface will allow sufficient space for both the technology chart and the IPP production tracker.
Here are my updated estimates:
China CCP: 0-1
China KMT: 0-1
France: 2
German: 12
Japan: 8
Italy: 5
UK: 8
USA: 12
USSR: 10
China CCP/KMT would need to become a Major Power, then purchase a Major Factory. This is unlikely.
@generalhandgrenade Another phenomenal video, my friend! Kudos!
Aha! Found it! Was searching the rules and the National Reference Sheets. It’s in the Technology Reference Sheet.
“You cannot research beyond stage II before July 1939.”
I may be developing dementia. I thought I had read or heard that researching technology was limited to level 2 prior to a certain point (perhaps Germany going to war with the Allies?) I can’t find this rule. Does it exist? Am I losing it?
@insanehoshi said in Advanced Technology Models Requirements By Country:
Also if you want to get technical, strategic rockets are kinda units right?
Whoops! Great catch, Insane! 8 )
@generalhandgrenade said in Advanced Technology Models Requirements By Country:
As far as advanced units go, attack transports are one of the most powerful pieces you can buy. I wouldn’t go out of my way to develop them for any nation other than the US, Japan, and to a lesser extent the UK. For only 2 IPP more than a regular transport you get a unit that can drop any of your units off on the first round of combat and you don’t suffer double casualties. That means you can purchase a regular infantry instead of a marine for 1 IPP cheaper as an equal unit thereby lowering the cost of your attack to compensate for the higher cost boat. More importantly, you can attack with artillery, tanks, mechs, or any other ground unit on the first round like in A&A. Huge advantage.
The US would greatly benefit from a heavy Carrier too because it can carry 3 planes across the Pacific for 18 IPP. It would cost you 23 IPP to purchase a fleet carrier and an escort carrier to carry the same amount of planes.
Advanced Submarines are a favourite of mine for the US, Japan, Germany, and ANZAC. They’re harder to kill than regulars subs and they have the same punch as a Destroyer. ANZAC can’t afford a big navy so they are very effective working as hunters against Japanese navy stragglers. Japan really has to think twice about splitting small groups of boats off for amphibious assaults and such. Carriers are especially vulnerable because if you nail one with first strike you may sink their planes if they don’t have a landing spot available. Lend leasing them from the Americans is a great idea because you won’t need to develop the tech with the UK. Two birds one stone.
I really loved your ideas about attack transports and advanced submarines!
@noneshallpass said in Advanced Technology Models Requirements By Country:
Considering that some players may adopt different tech strategies and that lend-lease allows the lending nation to give its advanced units to the receiving nation, in theory, all combinations are possible.
Oh, God! You just pushed me over to striving to get just about everything for everyone! Ha!
@insanehoshi Really good point. I have edited my post to reflect your suggestions!
Here are the advanced technologies which require models:
Advanced Artillery
Advanced SP Artillery
Advanced Mechanized Infantry
Heavy Armor
Jet Fighter
Heavy Strategic Bomber
Advanced Submarines
Strategic Rockets
Heavy Battleship
Heavy Carrier
Attack Transport
Here are my thoughts on which countries need which advanced technology models:
British Commonwealth – Needs all except advanced submarines
China CCP – Only advanced technology model needed might be advanced artillery
China KMT – Only advanced technology model needed might be advanced artillery
France – Might utilize advanced artillery, advanced mechanized infantry, heavy armor, and jets
Germany – Needs all except heavy carriers, plus an extra mech for the SS panzer grenadiers
Italy – Needs all except heavy carriers or heavy strategic bomber
Japan – Needs All
Soviet Union – Needs all except advanced submarines, heavy carriers, heavy battleships, or attack transports; plus an extra SP Art for the Katyushas
United States – Needs All
Please let me know if you have seen games where a country developed and purchased an advanced technology model that I have excluded. For example, perhaps someone has seen a game where Italy had heavy strategic bombers.
Here is another excellent option from EBard:
https://www.shapeways.com/product/2AFS8AXLT/type-viic-u-boat-x10?optionId=42684635
It has a wide base and you can get it in white, black, or translucent.
Where is the legend for the map that demonstrates the various terrain types (i.e. Marsh, Desert, etc.)?
And is Eritrea desert?
@noneshallpass Thanks, NoneShallPass!
Which one are you, None? Aesop Rock or Monty Python?
https://www.youtube.com/watch?v=88haV1v5Z84
https://www.youtube.com/watch?v=N9kk1OQgmTs
Let’s say I have a battlecruiser, 2 light cruisers, and 6 transports, which are carrying a total of one infantry and one Arm. Because I have excess transport capacity, I elect to specify the infantry is carried by one transport and the Arm is carried by another (even though they could both fit on one transport). I am attacked by 3 tactical bombers which achieve two total hits, one of which is in the range of 1-3 (target selection). My opponent chooses to hit the transport carrying the Arm. As my 2nd hit, I choose to lose one of my light cruisers. It doesn’t matter that I have “extra” transports, correct? Target selection allows my opponent to pick the one carrying the Arm. Just want to make sure I have a solid understanding.
@midnight_reaper Super helpful, Midnight!