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    Posts made by Noneshallpass

    • RE: First strike questions

      @timjim2 The Destroyer question is easy. According to rule 9.10 in version 3.0 of the Rules, “Submarines have first strike unless the Enemy has a Destroyer present”, so clearly one Destroyer is enough to prevent all first strikes. No rule suggests that you have to match each submarine with a destroyer.

      To your first question, the “steps 3-7” reference seems to exclude repeating first strikes in step one, but I must confess that I have been playing with first strike on each round. Thinking about it, once the battle has started, the surprise effect would be lost after the first shot is fired…

      If this is correct, the same would apply to artillery in land combat, as per Table 9-2. We have also been repeating the artillery first strike on each round of combat…

      So, you ask a good question. I would like to know also if there is only one first strike round, as the rules suggest.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Spanish civil war

      If you play with the Spanish Civil War Expansion, the rules are very clear on this issue:

      SCW “1.2 Attacking Spain: No nation may declare war on Spain until the Spanish Civil War is over.”

      So the Victory Objective is awarded to either Germany or Comintern at the end of the conflit and a British attack is not allowed before and will not change the result of the finished Civil War. Note that there are also special rules for “full intervention” from some powers in the Expansion and according to SCW 4.1 the British may declare full intervention in the Spanish Civil War on the side of the Nationalists.

      I don’t see a clear equivalent to rule SCW 1.2 in the Spanish Civil War section (13.1) of the Global 1936 v3 Rules, preventing an attack before the end of the Civil War. However, Table 4-3 does say that Republican Spain aligns with the Comintern if either the Axis or the Allies declares War on it and Table 4-6 reiterates that a neutral Republican Spain will align with the USSR if attacked.

      Furthermore, Table 4-5 defines Nationalist Spain as “If the Nationalist have won the Spanish Civil War…”.

      Therefore, my understanding is that you only will know at the end of the Civil War if you have a Republican Spain or a Nationalist Spain, so the other countries should not be allowed to directly attack Spain while still in Civil War.

      I hope this helps.

      posted in Global War 1936
      N
      Noneshallpass
    • Updated Rules-10-20

      Hello,

      HBG has posted updated Reference sheets on their website in October 2020.
      https://www.historicalboardgaming.com/Global-War-1936v3-Downloads_c_1462.html

      Since I had most of them already printed out in color, I was trying to figure out what pages need to be corrected or should be reprinted.

      This is a work in progress, but if it can be useful to anyone else, I am posting what I can figure out so far. Please feel free to point out if I missed something.

      Quick Reference Sheets:
      Facility Reference Sheet v3.1 (updated 10/20/20) - Changes to page 3 (Upgrade costs for factories)
      Vichy France Reference Sheet v3.1 (updated 10/20/20) - no visible changes from v3.0
      Technology Reference Sheet v3.0 (updated 5/5/20) - no recent changes
      Quick Reference Sheet (posted 10/23/20) - New document

      Nation Reference Sheets:
      ANZAC v3.2 (updated 10/20/20) - Changes to page 2 (Def. value of Seaplane) and 3 (Att. value of Coastal Defense Ship)
      Great Britain v3.4 (updated 10/20/20) - Changes to page 3 (Def. value of Seaplane) and 4 (Att. value of Coastal Defense Ship)
      China CCP v3.3 (updated 10/20/20) - Changes to page 2 (location of “Hainan” in Warlords section)
      China KMT v3.3 (updated 10/20/20) - Changes to page 2 (location of “Hainan” in Warlords section)
      Far East Command v3.3 (updated 10/20/20) - Changes to page 2 (Att. value of Coastal Defense Ship) and 3 (Def. value of Seaplane & “Malay” corrected to “British Malaya” in Set-up section)
      France v3.4 (updated 10/20/20) - Changes to page 3 (Def. value of Seaplane) and 4 (Att. value of Coastal Defense Ship)
      Free France v3.2 (updated 4/17/20)- no recent changes
      Germany v3.3 (updated 10/20/20) - Changes to page 1 (“Bessarabia” corrected to “Southern Ukraine” in Victory Objectives section) page 3 (Def. value of Seaplane), and 4 (Att. value of Coastal Defense Ship)
      Italy v3.3 (updated 10/20/20) - Changes to page 2 (Def. value of Seaplane) and 3 (Att. value of Coastal Defense Ship)
      Japan v3.4 (updated 10/20/20) - Changes to page 1 (“Malay” corrected to “British Malaya” in Wartime Bonus Income section, “Guam” corrected to “Marinara Islands” in Victory Objectives section), page 3 (Def. value of Seaplane) and page 4 (Att. value of Coastal Defense Ship)
      Neutrals v3.4 (updated 10/20/20)- no visible changes from v3.3
      USSR v3.3 (updated 10/20/20) - **Changes to page 3 (Def. value of Seaplane), page 4 (Att. value of Coastal Defense Ship) and 5 (Northern Caucasia" corrected to “North Caucasia” in Set-up section)
      United States v3.3 (updated 10/20/20) - Changes to page 3 (Def. value of Seaplane) and 4 (Att. value of Coastal Defense Ship)

      Expansion Reference Sheets:
      Canada v3.1 (For “Canada at War Expansion”) updated 10/20/20 - Changes to page 1 (5 to 6 in Income and Production section), page 2 (placement of German subs in Set-up section), page 3 (Def. value of Seaplane) and 4 (Att. value of Coastal Defense Ship) - Note that there are still incorrect references to ANZAC in the Build Tables section
      Netherlands v3.1 (For “Netherlands Fight Back” Expansion) updated 10/20/20 - no visible changes from v3.0 - Note that the Build Tables section is still not adapted to v.3 rules with four-steps builds and no Seaplane stats
      Turkey v3.1 (For “Turkey at War” Expansion) updated 10/20/20 - Changes to page 2 (Def. value of Seaplane) and 3 (Att. value of Coastal Defense Ship) - Note that there are still incorrect references to ANZAC in the Build Tables section

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Victory citys and Abyssinia

      Hello,

      The rules seem clear enough.

      In section 3.2 of the Rules (v3.0) it lists all the Victory Cities (VC) : “Each Objective City is worth one Victory Point. These cities are; Berlin, Tokyo, Rome, London, Calcutta, Sydney, Paris, Washington D.C., Nanking and Moscow”. So you get a point for either capturing or keeping them.

      According to section 3.1 these VCs must be added to the national objectives found in 3.4. So it’s one point per VC that you alliance owns at the end, even if you had it at the start of the game. Yes, the Allies start with more cities than the Comintern, but this is supposed to be balanced with the possibility of losing territoiries in your Home Country (3.3.) and the difficulty of the other national objectives (3.4).

      The Italian victory in Abyssinia courts towards the Expand the Empire objective but you must still possess it at the end of the game : “Score 1 victory objective for each new land zone Italy Possesses at end of game that Italy did not Possess at start of game (regardless of value).” (v3.3 National Reference Sheet or Table 3-1 of the Rules). Therefore, it’s not enough for Italy to win this conflict (easy enough), you must still own it at the end (not so easy).

      posted in Global War 1936
      N
      Noneshallpass
    • Netherlands Fight Back

      In the Netherlands Fight Back expansion, the (v 3.) rules mention that :

      (NFB 4.5) “The Dutch may build Colonial Infantry in territories with a point value just like the British. A maximum of one unit per turn may be built. It must be placed in a territory with a point value.”

      First question : The cost for Colonial Infantry is not listed in the (v.3.0) Netherlands Reference Sheet. Do they cost 4 IPP “just like the British”?

      It also mentions that :

      (NFB 3.2) “You may build 1 commando per turn at a factory location. The Dutch may build 1 commando on Sumatra as if it were a militia.”

      This seems to limit the Dutch West Indies builds to either Militia, 1 Colonial Infantry per turn and a sigle commando unit on Sumatra “without a factory location”.

      However, the game rules only allow building a minor factory “in any land zone with a IPP-value and in Supply Path to Major Factory in Home Country” (as per Table 12-2 of the 1936 v3 Rules).

      Since the Dutch Home Country is limited to the Netherlands (as per the Reference Sheet), this would be the only possible location to build a Major factory (as per Table 12-2 of the 1936 v3 Rules).

      If Germany and Japan both leave the Dutch alone, this will never happen. With a peacetime IPP of 1, it would take 9 full years just to build the Major Factory (at a cost of 6/6/6) and 4 more to build one minor factory in the Dutch East Indies (at a cost of 8).

      Even with most part of the 12 IPP Wartime Economy available, any sensible player probably will have more urgent priorities than to build a shiny new Major Factory right on the German Border…

      Taking all of this into consideration, aside from having distinct orange battle pieces for the Dutch, this expansion only seems to divert much needed IPP from the British Economy, since it now keeps the Wartime Economy as a separate income (NFB 4.2).

      In light of the above, the full build table on the reference sheet seems very theorical and an impossible achievement.

      For those who play with the NFB expansion, how does it affect your game?

      I also notice that the (v 3.0) Reference Sheet is not adapted to the v.3 Rules, with 4-turn builds for example. It also does not list the turn order for the Dutch, but I saw this issue mentionned in an older post also.

      Bedankt!

      posted in Global War 1936
      N
      Noneshallpass
    • RE: The Elite of the Third Reich

      @Chris_Henry Thanks for your reply.

      The extra roundels answer makes sense, since they do provide a full set in numerical order, but they did go to the trouble of printing the individual insigna for each unit, so it seems a waste not to have a rule for all of them. Maybe they are useful for house rules or other wargames.

      Regarding the 10th & 12th SS Panzer Divisions, your explanation also makes sense, but then the July 1943 placement should read “Place the 10th/12th SS marker beneath any Medium Armor unit in a supply path” instead of using “Upgrade the 10th and 12th SS Divisions to a Medium Armor”, which implies that these specific SS units are already on the board.

      I guess that’s the best way to play it pending further clarification.

      posted in Global War 1936
      N
      Noneshallpass
    • The Elite of the Third Reich

      We have started including The Elite of the Third Reich expansion in our game.

      There are markers for SS Units that are not mentionned in the exapansion rulebook (32th, 34th, 35th & 37th). Is this an oversight or are they just extra roundels?

      I also noticed that the 31st SS is mentioned as a unit to be created in both Yugoslavia (page 6) and Hungary (page 8). Historically, the latter seems more accurate. Is this a typo (maybe one of the unused units goes in Yugoslavia?) or do you have to choose where you will use this unit?

      There also seems to be some discrepancies in the Advanced Rules of the expansion. For instance:

      January 1943 : 10th SS Panzer Division: Place the 10th SS marker beneath a medium armor in Berlin.
      12th SS Panzer Division: Place the 12th SS marker beneath a medium armor in Berlin.

      July 1943 : 10th & 12th SS: Upgrade the 10th and 12th SS Divisions to a Medium Armor if they are in a supply path.

      If the units are created as SS Medium Armor in January, what are we supposed to upgrade them to in July?

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

      Personally, I don’t understand how a serious judgement could be made on the balance of such a complex game after playing just a couple of runs. I have started only about ten games since I got Global 1936 v3 (most aborted before 1945), but there are so many options and possible strategies that the outcome is never predictable, especially starting in 1936.

      This feels much different from A&A where, as you keep playing, you just improve on what you consider to be the optimal strategy for the Axis or the Allies and then it comes down to the luck of the dice in a few key battles. Either Germany takes Moscow or the American overwhelming spending power prevails in good time…

      Another factor to consider is that there are so many rules and exceptions in Global 1936, that the first games will inevitably be riddled with errors on the part of the players. Each time we play, we realize that we forgot about some rule or other (i.e. minor ports don’t give a movement bonus, you can’t upgrade your factory in India, KMT militia cannot move in home country unless it becomes a major power, you need to damage the airfield before a city is considered to be encircled, and many, many more).

      Everyone is free to tweak the game with home rules, but I think you need to master all the basic rules first. To me it’s like saying, having played a few games of Chess, “Humm, the Queen seems really OP, so let’s replace a pawn with a third Knight”!

      Yes, the chance aspect of tech rolls is a part of the unpredictable outcome. For instance, playing Germany with early access to Panzergrenadiers and Wartime income makes for a much different game that when you miss out on these important rolls. The many expansions and optional rules available can also affect how your game plays out.

      Finally, due to the pandemic, I have only played the game with 2 players so far, so the Allies and Comintern are always coordinated, but I know this game was designed to be a 3 player game and I can’t wait to try with this very different dynamic.

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Pros and cons of the game

      On the logistcs/budget aspect :

      • War Room: One game to buy. Everything you need is in the box unless you want the Jumbo pack expansion. You need a large round table for the map and another medium to large table for cards, pieces, battle boards and to roll dice. One game can be played in a single day once you have a good grasp of the rules.

      • G40: You have to buy both AA Pacific and AA Europe games to combine them. You can play with what’s in the box, but there are a lot of nice third-party (i.e. HBG) upgrades to customize your game, make everything look better and replace the out-of-box cardboard pieces (plastic factories, ports and airbases, damage markers, etc.). You need a large rectangle table to play. Can be played in a long day with experienced players who know when to give up.

      • GM36: No two boards are alike. You buy the map from HBG and then customize everything, from units to facilites, according to your own taste. It helps if you have a lot of other AA games to scavenge for pieces, chips and markers, but buying everthing will get expensive. Obsessive-compulsive types beware! Not all models and colors of units are available so painting pieces seems inevitable. Depending on the size of the map you buy (there are three, going up to 5x10) you will need a large room and and a very large table. The setup alone takes at least an hour and needs to stay in place for a long time since you can’t finish a game in a single day, so this is not a game for the kitchen table… But once you graduate from G40 to this, you will not go back.

      posted in War Room
      N
      Noneshallpass
    • RE: How is the balance in Global War 1936 Version 3

      Kudos on going for the largest 5x10 map. I have it and it is H-U-G-E. You still get some very crowded territories and knock off pieces accidentally, so I don’t know how players manage with the smaller versions. The quest for pieces is fun but expensive. Not all country-specific pieces are available, so painting pieces seems inevitable. It helps if you already own other versions of Axis & Allies too. Enjoy!

      posted in Global War 1936
      N
      Noneshallpass
    • RE: Global Wars Mega Game.

      Straight from the HBG website " The Great War has a number of planned expansions that will connect it to our Global War 1936-1945 and will be ultimately playable as one complete game."

      https://www.historicalboardgaming.com/Global-War-1914_p_4028.html

      posted in Global War 1936
      N
      Noneshallpass
    • RE: China and Peacetime Income Increases v.3

      @GeneralHandGrenade

      Thank you for the reply. And by GeneralHandGrenade no less.

      I got hooked on this game from your videos.

      Keep up the good work.

      posted in Global War 1936
      N
      Noneshallpass
    • China and Peacetime Income Increases v.3

      Japan attacking China, triggers a Peactime IPP increase for Great Britain, France and the USA (among others).

      On the G-B (v.3.3) National Reference Sheet, it says « Japan declares war on neutral (including China) +2 each time »

      On France’s (v.3.3) it says « Japan declares war on neutral nation or China +1 (each time) ».

      On USA’s (v.3.2) it says « Japan declares war on China (1936 only) +5

      Finally, the rules (Beta 2.0) state :

      (0.9) China: When the rules refer to China, (without a specific reference to KMT or CCP) they refer to all Chinese land zones with a KMT, CCP or Warlord roundel printed on the map.

      (4.9) An attack by a foreign nation on a Warlord, CCP, or KMT, is considered an attack on all of China and causes all Warlords to Align to KMT.

      My question is if Japan attacks a Warlord before attacking the KMT or the CCP, do G-B and France get only one IPP increase for all these attacks against China or one « each time » a different Chinese faction is attacked for the first time?

      The same question goes for KMT and CCP. Does the attack against each faction cause an new IPP increases or only the first one?

      Since it does not say « each time » for the USA, my understanding is that there can be only one +5 IPP increase in the game, but I am not so sure what to do about G-B and France.

      posted in Global War 1936
      N
      Noneshallpass
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