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    Posts made by Rank Carcass

    • RE: Troops and easy identification painting the bases…

      @EBard:

      I’m currently painting my set, once done I plan to take photos of all the pieces and then create some little booklets (maybe index card sized?) for players to reference. Each page of the booklet will include small pictures of each nation’s copy of the unit plus its stats. I’m hoping to theme the booklets to look like those Office of Naval Intelligence (ONI) recognition manuals.

      Love this idea!

      posted in Global War 1936
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      Rank Carcass
    • RE: Taking the USA Peacetime Bonus Income too literally??

      @WoodyWanKenobi:

      Please help.

      Currently going through our first run through using 1939 scenario.
      The UK foolishly declared war on Japan and attacked them in Jan 1940.  Naturally Japan made combat moves against them on its turn in July 1940.

      On the USA chart it states a 5D12 income rise when JAPAN declares war on UK.  As this wasn’t the case, does the USA now sit back with the possibility of not being able to reach wartime income?? If not then surely it should read “Japan and the UK are at war” for a bonus 5D12?

      Thank you in advance community.

      Woody

      Yeah that bonus for the US only applies if Japan starts the war. If the British attacked/or verbally declared war first then the US are stuck sitting on their hands. US still roll each turn for increased income but not the bomus 5 D12. Japan’s favorite scenario! Hopefully for the US, Japan gets greedy and attacks the Dutch for a bonus income roll. Or takes a US island in the Pacific Ocean so they can get in earlier.

      This game is all about this kinda stuff. If the German player attacks too early it can screw Japan the same way by boosting all of the Commonwealth’s economies to full too early in the Pacific side. Especially when you play the 1936 version.

      posted in Global War
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      Rank Carcass
    • RE: Troops and easy identification painting the bases…

      This is an excellent idea! I use coloured chips for the same reasons. A missed sculpt in London can be an airborne landing in Berlin. It’s a cheesy way to lose the game.

      A legend of some type for all the players is perfect. We have it on a whiteboard next to the income and tech charts also.

      Thanks for showing your stuff off its great!

      posted in Global War 1936
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      Rank Carcass
    • RE: Infantry, Motorized Infantry….Artillery...pairing...

      I had the same questions before.
      Yes artillery pairs up with any type of infantry even militia if its possible.

      Looked it up again I’ll post a link with the designers answer for motorized (infantry with cargo trucks). We only count these as armour class regarding transport capacity, and allow it to pair with artillery in a house rule. As mentioned in the link below. Trucks take more room on ships

      http://www.globalwargame.com/www/question/can-artillery-support-motorized-infantry/

      As for mechanized infantry (infantry with armoured vehicles) question, they can not tow artillery or anti aircraft artillery. Rather they get to pair with tanks for a blitz instead.

      posted in Global War 1936
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      Rank Carcass
    • RE: Germany against the Netherlands; Japanese wiping the American navy

      https://www.axisandallies.org/forums/index.php?topic=39893.msg1663107#msg1663107
      This has a thread regarding Russia and allies DOW house rule options. We use it every game now.

      EDIT to remove failed quote attempt

      posted in Global War
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      Rank Carcass
    • RE: Vietnam war

      Nice hope it works out and sticks around.  :-D

      Way more my speed than reprints of old versions and zombies.  :|

      posted in The War in Vietnam
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      Rank Carcass
    • RE: Germany against the Netherlands; Japanese wiping the American navy

      @Chris_Henry:

      @KingKuba:

      That is a wild idea, Chris, in my opinion, Germany will have to be very weak on the western front to try that. If they move most of their units to fight the Soviets maybe that could be something to try. I’ll keep that idea in my back pocket though.

      Haha like I said, 100% hypothetical. It’s definitely in the realm of could happen, but not at all likely too. I like to flip the script on some of these and think “what’s even in the realm of possibility?”. I like to try and think what the opponent might do, or what I might do if I was in their shoes.

      I  love this kinda stuff. This type of play while rare, can be a really entertaining twist. CCP or KMT leaving China. It’s all situational like attacking Spain or Portugal for a US naval base, costs 10$ make the French pay most of that or share the cost. This isn’t really any different Chris good points.

      posted in Global War
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      Rank Carcass
    • RE: Germany against the Netherlands; Japanese wiping the American navy

      @KingKuba:

      Thanks for the suggestions Munck, I will definitely try these out next time I am playing as the Soviet Union and China. Do you guys pile up all your Chinese units, spread them out, or a little of both? I want to try and find a balance so I can pressure the Japanese without leaving my units to vulnerable to getting wiped out by Japanese troops.

      I was playing the KMT a few days ago KingKuba. With the air force and coastal bombardment Japan can bring in, its very difficult as China to hold them back. Unless Japan switches focus to somewhere else. To delay the inevitable slaughter of China I withdrew all forces but militia from the coast, into a defensive line both and sout through CCP. Except for the territory next to Hong Kong I like to keep that one also. Then after Japan landed in China, I counter attacked their week spots. Stacked the crap out of yunnan to keep the Burma road open. sent lend lease artillery and AAA  from CW, French  and US each turn, that China pairs with cavalry. This doesn’t stop Japan but it costs them some land units they can’t use on FEC or spend building a fleet. If Japan shows any weakness attack it, but retreat if its strong. Separate the Japanese by spreading your stacks, so they need to spread out and hold Chinese land with troops. Then when possible reinforce China with FEC troops, while harassing its fleet.

      China and FEC need to fight Japan like guerilla warfare, never fight even odds, keep moving back. Delay the Japanese until US can help you put.

      Hope this helps

      posted in Global War
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      Rank Carcass
    • RE: Germany against the Netherlands; Japanese wiping the American navy

      @Munck:

      @GeneralHandGrenade:

      I’m not sure if it’s a good plan or not but I’m piling up some American ships on the build chart without finishing their production (getting them to within one space from mobilizing). I have built some in the Pacific but I’m holding these ones back to save them from the Japanese first strike. Is this a good plan or have I been sniffing too much paint lately with my renovations and assembling/painting my armies?

      I don’t think the Japanese first strike capability is not a problem for the US fleet in San Francisco.
      Without telling to much, remember that the Japanese can only use it one time - to attack one territory.
      The Allied player need to move his fleet around taking this into consideration.

      Old A&A strategies like stacking a huge fleet as the US and protecting it with blockers takes a while to “un-learn”  :-)

      On the positive side, your strategy gives you another option. You can LL your ships to the UK with short notice. We usually do that to reenforce the UK fleet if Germany has been too aggressive in the Atlantic.

      This also gives the US fleet flexibility to place these ships at any of its shipyards. Can use them on both sides if needed.
      Japan surprise strike is only on its first attack. This may be only one of a land or sea zone. Often the US would move Japan out of position, so either the British fleet or Calcutta if possible are good alternatives for the surprise attack. Usually our winning Japanese games leave the US out of the war as long as possible, smacking down China and the FEC first, then turning on the US next.

      posted in Global War
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      Rank Carcass
    • RE: Germany against the Netherlands; Japanese wiping the American navy

      @KingKuba:

      How you said the Axis should handle the Dutch makes a lot of sense. Same thing for the Allied navy in the Pacific. Are we assuming that the CW navy has first dealt with the Italian navy? I figured once you take care of them, you can move a good portion of that fleet to the Pacific. I will try that out though because in most games, Japan is able to wipe out the American fleet and do just about whatever it wants in the Pacific. Makes for a very lopsided game in favor of the Axis.

      As for the Italian navy, I leave them trapped in the Mediterranean. Italy is small beans compared to Japan. Moving CW navy out to reinforce India or Africa combined with the FEC navy here, just remember to use blockers for the amphibious assault on Calcutta, in range of this fleet. Sometimes this draws the Japanese out and allows the US fleet to move at Japanese targets. From Aden they can use the naval base to attack in the Mediterranean or Calcutta area. Also use transport from South African factory to assist in either location as required. ANZAC/ US bait navy in the Marshall Islands etc. You may need to sacrifice CW or US navy so the other can pound it down.
      Can draw the Japanese navy out and the Aden navy in the back door. Either way navy must be matched with land attacks. If Japan loses its mainland income and/or DEI its not building all those ships.

      Munck has it right. This game is all about divide and conquer tactics, bait for counter attacks. Out maneuver and project threat to multiple locations. I enjoy the 1936 setup most, because this can be more influencing with unit build selection and placement.

      posted in Global War
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      Rank Carcass
    • RE: Germany against the Netherlands; Japanese wiping the American navy
      1. For the first part regarding the Netherlands.
        From the games we have played:
        Best practice is for Germany to leave the Netherlands alone, until Japan is ready. This way nothing goes to the commonwealth since Dutch are neutral. When Japan can take the DEI then together with Germany taking the Dutch capital. This way Netherlands income is only 1 from South America. Usually we do this after China is Japanese, when the US is almost or at full income already. The early game for the axis is to take as much as possible as fast as possible, while limiting allies income for as long as you can.

      2. This is a bit more difficult since the whole map can have many different setups. Typically we use the US and CW navies as canopeners for each other if possible. We also spread out the allied fleet so there are multiple targets that can counter attack each other, sometimes you can spread out the Japanese navy and destroy bits at a time. FEC and ANZAC should be pushing overland at the same time into China. Japan can’t compete for both the land and sea together. Give Japan 2 fronts so you can out spend them to defeat.

      If the British fleet is doing ok in the Atlantic, send the US fleet through Panama into the Pacific as the Counter Attack for your destroyed fleet.

      posted in Global War
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    • RE: [1936] New player quick index project.

      @sjelso:

      So all of these units are OOB or Expansions?  Like Italy Amphib Lt. Armor….is that a house rule or a rule from HBG?

      Amphibious light tank values are from american marine set, the only nation hbg made it for. But seriously any nation could or did make these.
      These were all added to allow for the selection of units already available. But you decide what extra stuff you add in and for what nations. These charts simply consolidated the many scattered sets and rules. This allows all players to see their value regarding combat values etc. Italy may fight these units and want their stats, or could be house ruled in if you wish as Italian unit.

      How will anyone ever keep that level of units straight.

      Coloured chips or unit markers, sculpts or dont use them at all.

      Thanks…SJ

      Not all of these units are available from HBG for all nations. Took the downloadable rules from HBG site. From the expansion sets etc.

      HBG is notoriously slow adding new pieces to all other nations so… We just threw them all together on 1 chart. Including the medium factory flack tower etc. The ones in purple were nation specific. If we liked any unit we tested it and bought it either from hbg or other stores. This is a game we tossed it all together but don’t use everything…

      Many rules in this game are optional extra rules. Including any units, mountains, riverrs etc. Essentially its a more balanced varient of global 40 with multiple available options built in if desired.
      Expansions units disrupt the balance unless available to everyone, or using different ones for each nation at the same time.

      posted in Global War
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      Rank Carcass
    • RE: Beyond 1945

      We have played on past the formal last turn several times. We only do this if the players agree that they both think they can still win. We have only continued the game as is, no switching sides or moving units.
      This adds some interesting flavour to the game. And can be fun in a what if senareo. Usually this requires players to wish to play for a total victory rather than point awarded victory.
      This has occurred when either the allies, comintern or axis, were if not totally at least technically eliminated. The important thing to remember is that if the economics are not close to even, this is not balanced. And will end by eventually out spending the other side. With the map setup as is a giant us presence mostly in the pacific has allowed Russia to fully remove the allies from Europe and uk, evening the economy in a few short turns.

      posted in Global War
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      Rank Carcass
    • RE: Armored Car vs. Cavalry Redundancy

      @Cornelius:

      1) Armored Car: Acts a a Scouting/Reconnaissance unit.

      a. **The presence of an armored car available in a battle negates 1 target selection from the enemy player, the first round of combat, allowing opposing player to select casualty: i:e: First round of combat, Attacker Attacks, Defender defends, Defender rolls a target select  roll, Attacker chooses casualty due to presence of armored car.

      The concept is that recon would be able to detect and report on formations, troop movements and concealed field guns and other entrenchments prior to battle. Once battle begins, all bets are off. Not sure whether the negation should be for the entire battle or just the first round. This benefit would not affect target selection from aircraft.

      Really like all of your points. Only change I would make is. Eliminate frirst strike instead of a target selection 1:1 versus enemy artillery. Recon would locate the artillery thus you would be able to strike back.

      Infantry class for cavalry would allow them frirst round attack in an amphibious assault attacking at 3 instead of 2, paired with artillery and infantry access to transport limits.

      These would all be clear benefits and differences between the two units.

      Nice work! Great idea on this thread.**

      posted in Global War
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      Rank Carcass
    • RE: Questions about AAZ

      My initial reaction first:
      If its cheap and full of new sculpts that I can use in my other games, maybe… very small maybe.
      :? Zombies  :?
      As previously mentioned would much rather have the same type of game mechanics in an alternate future senario, pre-industrial or ancient history angle. Even a sci-fi would work galactic version.
      Ill need to see the map, rules and units. Until then I reserve judgment with serious disbelief.

      But my kid (early 20’s) immediately said:
      That’s Awesome I’ll play the #$@! out of that!!!

      So if you’re looking to expand the game to new players this may be a great starting point. Since my kids friends would also join in on this too.

      posted in Axis & Allies & Zombies
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      Rank Carcass
    • RE: [1936] New player quick index project.

      Thanks!
      Anything you spot that needs an edit let me know. I’ll correct it and repost the file.
      If you have suggestions for extra stuff let me know.

      posted in Global War
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      Rank Carcass
    • RE: Global War 1936 - German Invasion of USSR Using Lightning War

      @Chris_Henry:

      Hmm, I think that’s mistaken re Poland. The UK reference sheet shows “Each time Germany (and/or Italy) initiate war with ANY OTHER nation” as a +2D12. Axis declares war on France is automatic full production for the UK though. Is this mentioned elsewhere that they go to war automatically once Poland is attacked?
      You are correct. I was mistaken regarding Poland, this only applies for 1939 senario. The Three are already aligned and at war with Germany in 1939 setup.
      This must have been where we went wrong with Poland. Thanks for pointing out that oops of ours!

      If you’re right on that, then this plan would definitely have to be reconsidered. It was a bit predicated on the hope that the UK and/or France would have some poor dice rolls once Poland was attacked and wouldn’t quite yet go to war.
      Realistically odds are close to 50/50 on this, definitely recommend a backup plan to deal with Western Europe.

      Also, are you sure that’s right regarding USSR’s money? Someone at the Global War site pointed out that even if Moscow falls, the USSR still keeps their money, given the special rule of moving the capital. Thoughts?
      page 48. 9.20 Capturing an Enemy Capital: A nation that losses all of its saved IPP’s (even if it does not technically surrender). Some nations can set up a second Capital.

      Again, if you’re right on that though, then I’d feel even more prepared to take the shot against the USSR. If they lose all their money for one turn (granted, it wouldn’t be much, seeing as war was just declared same turn in this scenario), then that’s a big set back. They’d have to wait a whole turn to build anything, and would have to be sure to focus money on new factories as well.

      I definitely get your strategy with Russian troops. I was just asking in a sense of countering the Lighting War strike being discussed here. I agree, front line is not good. But to prevent losing Moscow first turn of war, do you just stack on Moscow then?
      Yeah I would probably collapse back in northern Russia to Moscow giving a nearly undefended leningrad and smolensk to Germany. That way I keep all money and plan on a counter attack.

      This will work probably only one time against a player. However if the opportunity comes up depending upon Russian deployment, I will be trying it out.

      posted in Global War
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      Rank Carcass
    • RE: Global War 1936 - German Invasion of USSR Using Lightning War

      Thats a lot of different points to unpack. Ill do a few at a time.

      Poland is in an Alliance agreement with British and French. They all declare war if you attack any of the 3. So when you move to Warsaw they are already at full production.
      You would definitely be needing to get some troops by the French too.

      USSR will be at full income early with this attack. So it depends upon your individual games unit setup at the time. This first attack if going deep into Russia will probably be destroyed by counterattacks. The surprise attack is usually a motivator for me to hit the biggest stacks I can reach. But if its possible to get Moscow why not. Or instead take the cities of leningrad and smolensk together before the Russians move or destroy the facilities if possible.

      As for moving the Russian capital. They can move it, but they lose their money to the bank and build nothing the next turn.

      As Russia I leave my troops farther back from the front line. They always get picked of early in small stacks otherwise. Prefer to stack them in the cities or in locatons that can counter attack them.

      Russia has also prematurely declared on Germany to nullify the surprise attack!

      Buy fighters but especially tactical bombers every round from the start. At least 1. They can follow a blitz and move from one side of Europe to the other fast if needed. This way you can move rapidly from one front to the other. As Germany.

      I would prefer to eliminate france at the same time as Poland first. And usually build up for a few turns after as Russia increases its income. Before attacking Russia head on. This allows you to align romania hungary and Bulgaria too. Forcing Russia to split its defense or hang back a bit. But your idea I’ll need to try in the future.

      posted in Global War
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      Rank Carcass
    • RE: Global War 1936 - German Invasion of USSR Using Lightning War

      Wow this is brilliant!
      As per the sheets soviet surprise attack by Germany applies to the TURN.
      +1 German attack and -1 Soviet defense. So yeah it looks like this would apply to the entire turn including double move, LIGHTING WAR.

      Lightning War: Only specific upto or before July1940. And states the second round of attacks happens directly after noncombat phase. And blitz is possible for both rounds of combat.
      Since this happens before collect income and place units it is undeniably the same German Turn. And follows the rule for soviet surprise attack.

      This looks full legal and legitimate.

      If leaving france till later is problematic try this:
      Take France in 2 turns instead starting 1938. Next move it all to Poland and take it too.  Then double move to Moscow lol. I’ll be playing Soviets a lot more conservative if Germany saves its double move instead of using it for france and Poland.

      Just took France a few days back so it will be a little while before we can try this out! May be able to block it as USSR. I’ll need to try it a few times.

      Its so obvious, I don’t know why we never tried it out already!

      posted in Global War
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      Rank Carcass
    • RE: Is there an official HBG version of Global 40 rules set?

      divide attack and defence values by 2.
      Converts from D12 to D6 or half.
      There is more variety available for the 12 sided dice.
      3 is 1.5 on a D6 so you may need to fudge the numbers a bit
      Build cost in 1940 is all at once so 5/5/5/5= 20IPC rather than 4 turns each @$5

      In case they dont add the 1940 rules at the end. Not all have this included anymore.

      posted in House Rules
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