@chris_henry The nationalists have two major facilities at the start of the game.
Posts made by insaneHoshi
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RE: Do strat-bombed naval facilities are able to receive lend-lease through them?posted in Global War 1936
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RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideasposted in Global War 1936
@chris_henry said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:
I’m having a harder time grasping a small unit like this being able to destroy a whole in-game ship. Just realizing how many ships a destroyer or cruiser represents in the game makes me balk a bit. But on the flip side, the cost of this unit being 4 IPP and having a maximum of 1 on the board makes me think it’s also a bit of a cost for the Italians as well to buy it!
You may also wish to portray it as if it scores a hit the ship is damaged. Capital Ships with 2 hp are damaged as normal, otherwise the unit is crippled (Reduced to 2 movement, -2 to attack and defence). Can be repaired as normal.
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RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideasposted in Global War 1936
@david-06 said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:
How would they do so?
I would model them after the Devil’s Brigade in the Canada At War Expansion
Decima Flottiglia MAS
- A:2 D:2 M:1 C:3 or 4
- Counts as Marines
- Special Rule: Naval Saboteurs: May make raids against enemy naval units with a range of 1:
A Decima Flottiglia MAS may make a combat move against an enemy naval unit within range. A single round of combat occurs with the commandos having first strike. They make a single attack at [4-6] (Naval Target Selection @1). [1/2/3] defending units may return fire. If the commando survives, return it to an italian territory within range (1). - Special Rule: Commerce Raider: As a combat move, may raid convoy lines. Range 1. No modifier.
- Naval Assets: May make a non-combat move across seasons. Normal non-combat movement restrictions apply. +1 movement from major naval facilities as normal.
- Unit Limit: 1
Italian auxiliary ship Olterra
- The Olterra was an italian merchantman partial sunk while at anchor at Gibraltar at the outbreak of the war. It was later towed to the nearby spanish port of Algeciras for “repairs” and evental “sale,” in fact from that port it would serve as a midget submarine hanger and base of operations for Commando attacks against merchant ships anchored at Gibraltar.
- Once at war with the allies, Italy may pay 4IPP to activate this scheme.
- Once Active this unit may make an unmodified convoy raid roll against any convoy line in SZ [XX: I forget the number]
- No Defence Rolls are to be made by escorts or Adv. ASW representing these attacks occurring at port. However each time a convoy attack is made, the UK player rolls a d12. On a [1/2] the Olterra is identified and removed from the game
- May only Convoy Raid if Gibraltar is possessed by the Allies.
- Unit Limit per Game: 1
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RE: Italy at War & North Africa/Mediterranean at War "Expansion" Ideasposted in Global War 1936
@chris_henry said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:
ITALY AT WAR
Units
You have to include the Decima Flottiglia MAS: Italian Commando Frogmen who were responsible for sinking or damaging numerous Battleships, warships and merchant ships throughout the Mediterranean. My favourite scheme of theirs was to use a “neutral” merchant ship with a submarine pen built into its hull to launch midget subs at ships docked at Gibraltar.
Also infantry units that can sabotage naval units is a great and unexplored mechanic for GW36.
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RE: Is it best for Italy to stay Neutral?posted in Global War 1936
I think a good question to ask before going to war is “Can i take Gibraltar/Suez”
Taking one or both of these is incredibly useful strategically.
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RE: Is it best for Italy to stay Neutral?posted in Global War 1936
Since the allies can not ever declare on a neutral italy, it does seem a bit of a loophole that lets them stay neutral. It seems to me the meare threat of them being able to declare war, is more valuable than actually declaring war.
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RE: What is the best thing to do with strat bombers?posted in Global War 1936
Carpet Bomb when there is something of value to be lost (ie tanks or above), i feel that it isn’t of much value when at best only a couple of militia will be lost.
Strat Bomb Major Factories if undefended for pure economic damage, or facilities for tactical use ( A damaged air base cant scramble in subsequent combats, damaged naval facilities cant give an additional movement etc). Take note that repairing a facility takes a whole turn, so it will be out of action even if the opponent repairs it (though a repaired major factory still get a tech roll).
Damaging railways is also a good idea too since they dont get an AA shot to defend.
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RE: Nebelwerfer reference sheet (house rules)posted in Global War 1936
I don’t think the unit as described as described has any purpose.
It seems to me, building normal advanced artillery is superior in every situation.
IMO if you wanted to make rocket artillery a unit, you would want to consider such things as:
- Attacking twice every other round representing its high volume of fire.
- Dealing double casualties to infantry: forcing the other player into a tactical choice ( do I loose 2 infantry or an artillery)
- Cloning the stats of a katusha, sans the move and blitz.
- Having the unit as an upgrade to a mechanized infantry ( ie Stuka zu Fus)
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RE: The FAQ Threadposted in Global War 1936
Can the USSR Scorched Earth canals?
According to the FAQ:
Q: What are “facilities” ?
A: All man-made structures. See 1.4: “Land zones may have various man-made structures in them referred to henceforth as facilities.”
Canals are man made structures, ergo rules say they can be destroyed? I dont think this is intended, after all the USSR shouldn’t be able to take the Suez or Panama Canals and be able to fully destroy them in a couple turns, right?
I however find the idea of doing so hilarious.
Edit: The FAQ should be updated from “any man-made structures” to “any player made structures” or something like that.
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RE: Marines & Airborne Placementsposted in Global War 1936
@delaja said in Marines & Airborne Placements:
historical accuracy.
But historically neither Marines nor airborne units were mustered or trained at air bases or major ports (or whatever their real life equivalents would be).
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RE: The FAQ Threadposted in Global War 1936
This too is problematic. For one, their reference sheet says (IIRC) that upon liberating paris:
If Free French liberates Paris, it becomes a Major Power (effectively becomes France again)
The way I interpret this, is that Free France is still Free France, however its has all the bells and whistles of France. If my interpretation is incorrect however, and Free France becomes France, this leads to another issue/question: “If Free France becomes France, do they now regain all French conditions, in particular surrendering?”
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RE: Free France a Given?posted in Global War 1936
Yeah, re-reading the rules it appears to me (I dont know if the rule is new) that creating Vichy is completely optional.
While I imagine that the colonies and navy would automatically go to FF (or perhaps just the results where it goes Vichy are re-rolled), the rules in 14.4 don’t explicitly say what happens.
I like that they have the option. I’m sure there are a couple situations where not creating Vichy might be beneficial (perhaps predicated on the French navy being suicided into something or Germany really requiring southern France being able to be crossed by its aircraft.)
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RE: The FAQ Threadposted in Global War 1936
Another pedantic question I thought of:
If France obtains a tech before it surrenders does:
- Does Free France have access to that tech? Does Vichy France have access to that tech?
- When Free France evolves to a major power, do they gain any priorly unlocked French Tech and/or resume their tech rolls where France left off?
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RE: Invading the soviet union with lighting war continuedposted in Global War 1936
Two points:
- You should factor in bombers booming the airbases in Russian cities.
- The Japanese naval invasion of Vladivostok, should naval invade from the SZ above to avoid the coastal gun.
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RE: v4 Map Improvementsposted in Global War 1936
@captainnapalm The map. Its hard to see due to the mountains.
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RE: Tanks reflecting historical accuracyposted in Global War 1936
I think while it would be kinda cool to have differing values for different nations tanks, adding the rules to each adds too much complexity and stuff to balance/
At best what you would want to go for maybe one specific special rule to each nation’s armour unit, if that’s what you wanted to do.
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RE: Marines & Airborne Placementsposted in Global War 1936
@chris_henry I think he means that Airbourne and Marines need to be placed at an airfield or port in the home country.
While i think it may be a good idea to limit placing special forces to the home country (it would be an interesting change), limiting them again to a port or airbase has no gameplay value.
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RE: Canada at Warposted in Global War 1936
I do not have a map in front of me so someone will have to help me out:
The rules say that Canada gets a +2 bonus for the west atlantic and east atlantic lines are free of subs. If I recall Correctly, convoy lines are not specifically named, so this might be confusing.
Also one more update: I think the PDF is higher resolution too.
Also since the Devils Brigade can now use airbases to raid, it may come into question if you can raid a location 3 spaces away, when there is no valid retreat path from there, since that seems to have a range of 2. It would be good to know if a valid retreat path is required.
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RE: Version 4?posted in Global War 1936
@captainnapalm One example would be north australia. Depending on where you measure it from, an amphibious assault cosses mountains or it does not.
Im not sure if there are any others.
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RE: Escort shipsposted in Global War 1936
@jon-b said in Escort ships:
If i recall correctly, Yes and Yes.