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    Posts made by insaneHoshi

    • RE: How is the balance in Global War 1936 Version 3

      @Chris_Henry said in How is the balance in Global War 1936 Version 3:

      I’m seeing posts about only being able to build a few units in India. Well, don’t forget the US can Lend Lease a unit to the FEC every turn. Utilize this if you need to.

      I think this touches on a great point. While yes FEC only starts with one factory, you can really squeeze a lot of production out of them, on top of lend lease. For example in v3 you can as FEC build:

      • One unit from a factory
      • One militia per IIP value
      • One Colonial Infantry per land zone with an IPP
      • One Infantry upgraded from a militia.
      • Two Gurkhas (a very good unit for 4 IPP)

      As you can see, IPP permitting, you’ll have plenty of things to build.

      And when it comes to lend lease, sometimes you have to be a bit crafty with it. UK wants to send some units to FEC, well they cant lend lease them, but they can give money to France who can then lend lease to FEC. Or as USA, you want to rush some aid to FEC? Send them a plane and send the USSR a plane on the condition they send an equal to or lesser value plane to FEC.

      Regarding balance, from my limited experience it seems about fair, but there are always room for tweaking it either by the balance team or home rules to make it more fair. For example, if you feel some tech is OP, put a house rule that says add +1 to your rolls for each other nation who has completed that tech or something like that.

      posted in Global War 1936
      I
      insaneHoshi
    • RE: Global Wars Mega Game.

      I think it would be a difficult if not impossible task to directly link the results of one game to another and still make the following game enjoyable.

      However I would see the potential for alternate setups for GW36 based on an alternate history where the Central Powers were victorious akin to Kaiserreich. I think such an expansion would be very marketable and something HBG should do.

      posted in Global War 1936
      I
      insaneHoshi
    • RE: Who gets target select in cities?

      I think the infantry in a city would not get to target select an infantry or artillery class unit.

      Target Selection: Units that roll target selection hits assign casualties the opposing player must remove. Target Selection is a dice range. For example, a unit with an Attack of “7” and a Target Selection of “1-3” would choose which casualty it causes on a “1-3”. On a “4-7” the Defender would choose. When a player achieves a target selection with a double casualty situation, only one unit is subject to target selection. Target Selection may also be limited to a specific class or type of unit (air units, land units, vehicle-class units, etc…).

      I think the confusion stems from the fact that, the tactical bomber the most common unit with this ability, has target selection vs all land and sea units.

      posted in Global War 1936
      I
      insaneHoshi
    • RE: Two v3 rules questions

      @ArtilleryAficianado said in Two v3 rules questions:

      If Russia and Germany sign the pact, can the Germans use the northern sea route to trace a lend-lease supply path? My hunch is they can’t, but I’m still curious

      I would also say it would not. The “Northern Sea Route” isnt a route on the map, but more like a special ability that lets the USSR (and others with their permission) move a unit between non-adjacent sea zones.

      posted in Global War 1936
      I
      insaneHoshi
    • RE: Controlled Neutrals

      The Version 3 rules state

      5.2 Peacetime Income Increases: Some Nations cannot declare war until they reach their Wartime Income level (which is equal to the value of their starting land zones). Nations income can permanently increase due to the actions of other nations until they reach their Wartime Income (i.e. the full value of their starting land zones). Nations that get variable per turn increases roll for them at the start of each turn.

      Plus there is

      5.5 The Ability to Declare War: Each nation has different conditions under which it can declare war (i.e. initiate war) which are listed on each National Reference Sheet. In some cases, the nation only needs to reach its full Wartime Income level. In other cases, there are certain stipulations. Once you are able to declare war you may do so at any time, even during another player’s turn.

      So France would not be restricted.

      Futhemore I think when it comes to rules, the concept of the specific rule trumps the general rule is a good thing to follow.

      posted in Global War 1936
      I
      insaneHoshi
    • RE: Controlled Neutrals

      @Chris_Henry

      While the UK could be excluded, France has the ability to DoW on turn one (well once they have enough to pay the 10 IPP).

      I don’t think that controlling a neutral would prevent you from attacking it. While it would absolutely be gaming the system, if this was a restriction, France could DoW Poland day one and put that massive roadblock between the Germans and Russia. This wouldn’t be an issue if control escalates to aligned at some point, but from what i see that isn’t the case.

      posted in Global War 1936
      I
      insaneHoshi
    • RE: V3 Coastal Artillery

      From what I can read, Coastal Artillery dont prevent marines from attacking across naval crossings.

      "Each Coastal Artillery gets one Defense roll at “3” per Attacking ship Shore Bombarding and/or unloading units in the amphibious Assault up to a maximum of three shots. The amphibiously assaulting player chooses casualties as normal.

      At narrow crossings, Coastal Artillery may shoot at each enemy surface ship at “3” that passes through (up to a maximum of three shots per turn"

      Technically when marines combat move across a narrow crossing, this doesn’t count as an amphibious assault, and even if it did, the costal battery just gets to shoot at them.

      And in regards to ships crossing those narrow crossings, I would argue that the battery would take shots when a ship moves from one side of the zone to the opposite sea zone on the other side of the crossing and vice versa. For example, i would say that if the ship enters the english channel from the west, and ends its turn there, if on following turns it :

      • Returns west, it doesnt get fired upon
      • Continues east, it does.
      • Stays in the zone, nothing happens.
      posted in Global War 1936
      I
      insaneHoshi
    • RE: Controlled Neutrals

      If the commonwealth attacks the dutch, and they are at war with the axis, the dutch territories become aligned with the axis and Japan could no longer attack the dutch. According to the rules as written, they would be aligned with the germans which would deny Japan the wartime bonus for controlling them. It may also deny japan the ability to collect all their VPs from Raw Materials.

      If the commonwealth attacks the dutch, and they are not at war with the axis, they are merely controlled by the Axis In this state I see no rule stating that you can not attack a minor controlled by your faction, so Japan could then attack those units. In this case, the German player would have to make a recruitment roll for the netherlands as well. Also perhaps I am missing something, but I see no way that a controlled minor would escalate to an aligned minor without the allies attacking them again. In fact there might be a loophole in this case where they go from an axis controlled minor to an allied aligned minor if japan would declare war.

      posted in Global War 1936
      I
      insaneHoshi
    • RE: Retreat after Winning Combat

      @Maffezza said in Retreat after Winning Combat:

      axis europe & pacific 1940 2° edition.
      You find it at page 20 under Step 7. Conclude Combat

      Do you have the wrong subform?

      For Global 36 3rd edition

      9.4 Retreats from Combat: Attacking units may retreat at the end of any combat round. This retreat is in lieu of making their next round of Attack rolls. A player who choose to retreat must retreat with all their units in that battle. Retreated units cannot be moved again in non- combat movement.

      posted in Global War 1936
      I
      insaneHoshi
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