@WILD:
Order of Play
1. Germany
2. Soviet Union
3. United Kingdom
4. Italy
5. United States
6. FranceFrom djensens preview
Thank you very much. :D What’s the Global Turn Order?
@WILD:
Order of Play
1. Germany
2. Soviet Union
3. United Kingdom
4. Italy
5. United States
6. FranceFrom djensens preview
Thank you very much. :D What’s the Global Turn Order?
@Mysterious:
Italy goes first
UK goes first
OK, I know for a fact this is already somewhere on the forums, as I have seen it before, but I’ve completely forgotten. What’s the turn order?
I’m liking those NOs Bob. There is a bit of a problem with taking away 5 IPCs as well as all of Canada’s IPCs, because even with a non-split economy, either India or the British Isles will be subject to fall very easily. In fact, the best option might be to keep the economy split, keep all NOs and add one more, but have the option to spend NOs in either half. Changing the UK to more immediate NOs might help too. So these, for example, would work to help prevent a Sea Lion or J1 Crush, but also preventing easy IPCs later in the game.
-Gain 5 IPCs every turn that Canada and ANZAC control all original territories.
Will almost always have it at the beginning.
-Gain 5 IPCs every turn that the UK controls the Suez Canal and the Straight of Gibraltar.
Again, will almost always have it for the first few turns.
-Gain 5 IPCs every turn that at least one European French territory is controlled by the Allies.
Even shorter period of time here, but still useful for preventing a Sea Lion.
For Euro '40 I’d suggest immediate NOs too. Perhaps just the latter two previously suggested.
I do realize this slightly unfairly tips the scales to the Allies, but I still think it would be the best for keeping the UK at the level it’s at now. Any suggestions for balance?
I definitely like these neutral rules at least ten times more. Thank you very much, I may just have to incorporate it into my games.
Which political block does Mongolia fit into?
The Dutch roundels in the Dutch East Indies show that they are separate from the UK to start. They are not controlled by anybody. The Netherlands doesn’t have a Dutch roundel because there is no need to represent them as separate to the Nazis, as they weren’t. The Canadian roundels in Canada are meant to be representative of their contribution to and significance in the war, and that they were an independent nation at the time, not to show that they are a separate in the game itself.
As for the Belgian Congo, it does not have a roundel due to the fact that it does not need to be shown as separate to the UK.
Seems to me that some of the Japanese NAs are very powerful, like Yamato Class Battleships, Paper Planes and Banzai attacks. With this, Japan would be unstoppable, on the mainland and at sea. Even the extra 40 IPCs for the US wouldn’t be enough, and I would know since that’s how I play, and that’s how I’ve played from the beginning. Tone them down or replace them and/or give the Allies a bid (20-30 IPCs) and it’ll be more fair.
Nonetheless, I still love the ideas, even if I have seen them around the forums. I also love the ability to pick which ones you want to use.
I am in no way trying to convince other people to do this, in fact, this House Rule is entirely for my selfish use, but anyone else who wants to use it, can. I’m still developing, and it won’t be ready until I can playtest it. Very end of August is probably the soonest.
Could we see/hear about a playtest game djensen? That would be amazing.
Also, I’m so happy my local board game store allows for reservations! I reserved my copy today! I can’t wait!!
This has been discussed at GREAT length is several previously existing threads.
The general consensus is that it would weaken the European UK significantly as Canada is really its only source of stable income.However, do to the likelihood of a successful Sea Lion attack on UK shores, it may not be a bad idea to implement Canada as a seperate power this makes taking the UK less valuable to the axis and also keeps some of the IPC alive on the allies side.
But in all likelihood Canada as a seperate power leaves the UK with a mere 22 IPCs or so and they will lose territory in Africa and probably get convoy raided by the germans, so they might reliable have 15 IPCs a turn, which isnt really enough to defend themselves or take national objectives.
IF you wanted it to work, perhaps a good suggestion would be to give the UK a starting bid of about 20 IPC. This gives the UK a stronger starting position with which to build a defense around. This leaves Canada free to use its IPCs in whatever fashion, preferrably to assist the UK.
A 20 IPC bid for the UK, maybe a couple fighters, and an increased income for Canada (perhaps 10 IPCs per turn) would put the UK at a better starting position and allow Canada to be more powerful and fun to play as.
The main issue i see with this is that anything Canada would do, combat or spending IPCs would be to directly support British anyway.its only creating another step in the turn order and slowing the game down. i thought at first that it was great to have France separate from the British forces, but after Germany crushes France and takes their Capital, it isnt worth the time to try to play France as a seperate entity.
if you want to play Canada so you can take over a pacific island or something just paint a bunch of pieces a different color, separate Canacain IPC income from British, insert Canada into the turn order after Britian, and go nuts.
If income was increased by one for Canada in, let’s say, Ontario, Quebec and British Columbia, a Minor IC was placed in BC, and more initial units were placed for Canada, I think they’d be pretty fun to play as. To balance, of course, the Axis could get a few more units.
had an idea :-o
what about a Canadian cammando unit that really kicks butt and does spicialized missions?
Haha, I wish. :-P
Another idea to add to this tread is to play Pacific1940 with every nation having the “Improved Shipyards” technology. This technology will be included in the global game anyways, but by giving it to every nation in the Pacific only game it turns out to really help the allies. If you havn’t heard, this technology makes all subs, transports and destroyers -1 IPC, and all crusiers, Aircraft carriers and Battelships -2 IPCs. Since the allies generally will be building more ships to counter the Japs, it allows America to build up faster but at the same time also gives the same advantage to Japan if they choose to go for heavy naval builds.
I played a game testing this change and I as Japan still performed a massive Jap1 attack. America built destroyers and crusiers like they were going out of style and while Japan was mopping up the DEI and India America was threating the rest of the Pacific and Japan herself with massive fleets. ANZAC was also able to build 2 subs from turn 1 and they can become a real thorn in the DEI.
I really like this idea Cressman. While the OP’s idea could work if Allies weren’t allowed into the USSR, it’s simply too complicated for me, as I already fail to follow a rule or two. :roll:
However, Cressman’s idea could work, as the Allies have strength in what they BUILD, and Japan has strength in what it already HAS. A bid could work too, though.
Would it be feasible to make Canada it’s own nation as a house rule, for Europe and/or Global? I’m thinking of doing this, as I’m from Canada and many of my friends, as well as I, are very interested in playing as the Great White North. What changes will need to be made to make it both possible and fun to play as Canada, while keeping the game balanced?
I know that none of you can answer this indefinitely, since the game isn’t out yet and none of you have playtested it, but I’m still hoping for a general idea.
Short and sweet topic to cover, simply for the ease of my understanding of others’ posts. What do terms such as DD and CV mean? Could someone list all such terms and their meanings, to help me?
Also, what exactly does the average J1 attack entail? I have tried it many times, and I’ve failed. J2 and J3 have worked better for me. I play a slightly different game than most of you (US gets wartime economy bonus on the turn that war is declared, so with a J1 attack, the US starts their first turn with 57 IPCs, not 17).
Thanks in advance for your help! :-D
Perhaps it is broken, but it’s fairly easily fixed. Simply make the 40IPCs come into play as soon as the war starts. So, were there a J1 attack, the US would start with 57 IPCs, not 17. Though this isn’t playing by the rules, I’d think trying it might make the game more fun.
Aww… really? That totally ruins my plan. :P Well, you can still somewhat follow it, just picking away at Japan’s south Pacific possessions as the ANZAC.
@Panz3r:
yes! :-)
I disagree. Page 8 of the manual says: “Air units cannot fly over a neutral territory unless they are attacking it”. Japan starts the game as neutral towards all the Allied powers with the exception of China (FAQ), thus it should not be possible to overfly Japanese territories.
Regarding movement to Chinese territories, the Manual states on page 8: “If Britain and/or ANZAC […] move units into China this will immediately result in a state of war between Japan and those 2 powers”. The rule doesn’t appear to be limited to combat moves and/or move can be interpreted as either landing or simply overflying those territories.
It’s better to wait for the guru (Krieghund) to give a proper answer though.
The excerpt you are talking about Hobbes comes from the Neutral Territories section of the page, which is talking entirely about Mongolia. While Japan is neutral with the Allies, this section isn’t talking about the Allies.
Dang, Calvin, you’re right. I reread the FAQ. I sincerely apologize for my mistake!
I finally realize why it’s been SO HARD to win as Japan for me. Unfortunately, now the scales may tip completely the other way… >_>
America, if you declare war on J1, will have 57 IPCs US1. The 40 IPCs from being at war with Japan come in as soon as war starts. I too was unsure of this, but I read the FAQ, which clarified the matter.
I have a few thoughts to share on the subject of the J1 attack.
First off, I have never noticed anyone mention a J1 attack on Hawaii. Is there something in the errata that prevents this? In my most recent game, I, as Japan, took Hawaii and the Philippines first turn, and they were unable to take it back US1. Here’s how:
-Fleet in Carolines + SZ19 head over to Philippines
-Fleet in SZ6 all head to Hawaii and take it
-On US1 the attacking fleet have a roughly 50/50 chance of taking Hawaii back, and they lost
That gave me time to reinforce Hawaii with fighters, and fairly easily hold it for the game. The US1 attack, since it failed, meant six extra IPCs for the rest of the game, and left the US fairly useless for quite some time. The UK, since my fleet went east rather than west, survived a couple turns longer than usual, but they fell like always, eventually. The ANZAC were also left stronger than usual, but that didn’t matter since I no longer needed Sydney. However, there may have been a rule I failed to follow in my J1 taking of Honolulu, since me and my brothers are still somewhat hazy about the world of rules.
Thought #2: My game previous to the one above, pitted me against my brothers, one brother as ANZAC/UK and the other as US/China. At this point I had discovered the beauty of the J1 attack, though not perfected it. Still, almost any half-way decent J1 attack packs a pretty powerful punch. Since I had told my brothers about it previously (a rather stupid move), they basically left the UK to die. ANZAC’s initial force, thus, was put to other uses. After taking the Philippines I went straight for India, taking the Dutch islands and Borneo on the way. As I assume most people do, I left these islands rather weakly defended, but with a couple ships to fend off the ANZAC. However, since I was used to the ANZAC fighters being in SE Asia, they came as a rude awaking, retaking these islands and putting pressure on the Philippines. Let me detail the movements in the South Pacific.
J1: Take Philippines and Celebes. Wipe out British battleship/transports with bombers.
UK1: Move destroyer/cruiser to Malaya.
AN1: Move all fighters to Queensland, and both ships to SZ54. Transport picks up the New Zealand infantry on the way over. Build a transport and another infantry.
J2: Attack Malaya with part of fleet originally in SZ6. Take Java and Dutch New Guinea. Put a destroyer in SZ45 and another in SZ42.
UK2: Out of the South Pacific picture.
AN2: Destroy both destroyers with planes, use original transport/destroyer to take Java, and on the way, Dutch New Guinea. 54>46>45>42 Move second transport and submarine to SZ46. Build another destroyer.
J3: Use almost all force to take India. Bomb SZ42, only take out the destroyer. Move minor fleet towards ANZAC fleet, take Borneo on the way.
AN3: Take Celebes/Sumatra. Use all fighters to take out Japanese fleet heading towards Java, land them in Java. Build an airbase in Java, land all planes there. Fight to the death for Java ensued.
You get the idea. While I did eventually take back the East Indies (only to lose it again to the US), on J3 it was either East Indies or India. I chose India, but if I hadn’t, the UK would have fought longer and harder, thus taking more of my military to take them out. Because I chose India, the East Indies poured gold into Australian coffers, not Japanese. Either way, this all out charge initially by my brother caused my defeat, as I had fewer IPCs than usual, and it took quite a bit longer to take the major cities that I needed to. I think that this is a valid strategy for the ANZAC, if a bit risky. Whether or not to use it should depend on what Japan does on it’s initial turn. If it seems to be looking towards a full-out-ish India crush, this will be perfect. If it’s a more cautious J1 attack, you might want to move for India, or wait it out until Japan decides what to do. Also, I fully accept that there might be a rule breakage involved in my plan. Please tell me if there is one, and if the strategy could adapt to allow for this.
Final thought: I came to realize, while looking at the board before a game, that if someone was RIDICULOUSLY lucky, they could win the game in one turn as Japan. The navy at the Caroline islands goes for Sydney, most of the fleet in SZ6 goes for Honolulu (except for 1 transport), that extra transport goes for the Philippines with the help of some planes, and the troops on the mainland go for Kwangtung. A bunch of ones for Japan and a bunch of sixes for the Allies = 1 turn win!
Sorry for causing all that confusion, but evidently, I thought my plan would work. That J2 attack is now practically void, because the whole point was to take India J2 and prevent the UK from using any IPCs after UK1. It seems I’ll need to stick to J1.
Hmm… I wish there was a general discussion thread in the AAP40 forum. I keep cluttering up this forum with my new threads. Would anyone mind if I made yet another one? I’ve come up with an unhistorical scenario revolving around the rebellion of the Dutch and ANZAC against the British empire, and it would only take up the bottom third of the map. It still needs a lot of work, but so far I think it’s pretty cool. Please tell me whether or not you would mind if I made yet another thread!