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    Posts made by Rank Carcass

    • RE: Does anyone else feel that the whole Air War could be improved?

      @Andy6049:

      An intercepted is defending against bombers or fighter escorts. So you could give the interceptor only a defensive value.  The Me-163 is an example of this.

      http://www.historicalboardgaming.com/Me-163-Komet-Set-3d-Printed_p_1992.html

      True.
      My mistake. The  previous posted values would need to either be changed or allow this aircraft to escort also.
      Good catch.

      posted in Global War
      R
      Rank Carcass
    • RE: GW36 JX Mod

      Yeah Canada is a bit rediculous. Obviously the designer was in a hurry up here. Almost didn’t buy due to this, happy I did. Especially if I was from Quebec, Labrador or Newfoundland. All labeled wrong.

      Don’t say anything then, “No comment” until you get clear direction.

      posted in Global War
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      Rank Carcass
    • RE: Does anyone else feel that the whole Air War could be improved?

      Im with munck.
      However there are a few tweeks I have considered for a new interceptor. Not tested yet.

      The 1 round fighter air superiority is excellent. We tried it for more rounds once and only once, it was very expensive. And every one only bought fighters. If you change that you need to make air cheaper to buy. Possibly lower attack/defense value also. Or there will be fighters on CAP every where, making them cheaper or same cost as destroyers with more movement. This would eliminate most naval builds in our group by Cost vs ability. We consider this a game breaking change and decided to never try it again! All units would need a cost change resulting in an entirely different game.

      Also like the 1 round interception combat, it simulates the difficulty of intercepting a planed hit and run bombing raid.

      Currently the cost and values of all aircraft work very well. If you change one thing other things are affected in a chain reaction to maintain balance of purchase and prevent Over-Powered units.

      If I was to required to change something, I may try to incorporate a new unit like fighter-interceptor as example. That is designed only to attack air units and try that out.  Giving it a token A/D @1 versus ground or naval and increase its interception value to 5.
      A6(5)/D6(5)/M4/C10 ground/naval attacks @1. Just a specialized interceptor, similar to AA but limited enough not to replace existing units.

      Or simply do as tac bomber already is and give fighters target select @ 1-3 on air units and eliminate the air superiority round completely. This one appeals to me most with its simplicity.

      posted in Global War
      R
      Rank Carcass
    • RE: GW36 JX Mod

      Congratulations
      Congratulations
      Congratulations

      posted in Global War
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      Rank Carcass
    • RE: GW36 JX Mod

      Nice thats a pile of effort!
      I think I’d need a playthrough to fully realize some of your changes. Definitely worth a look.
      Motivation to swing up there and join your group. My work schedule is pretty annoyingly in the way so far.

      posted in Global War
      R
      Rank Carcass
    • RE: Global War 1936 Thoughts.

      @Royal:

      Ive found the best way to attack Russia as Germany over land routes is with mechanized,  tanks and tac bombers. Add fighters if Russians have some to match their fighters. These can move rather quickly, so the supply distance is minimized. Strategic rail 4 slower units to the Russian border.

      If you have leningrad. Or do same with Italy if you own turkey to reinforce the south in the black sea. Use naval transports to move slower/cheaper units directly from German factories, just like the US needs to do in combination with the tank, mech builds. These transports also keep UK builds a bit more defensive since they could reach there.

      To defend from Normandy type attacks at the same time. Cluster your defense on Paris and western germany and Munich. Use a stack that has a bunch of tanks, mech include AA to discourage carpet bombing and a pile of inf. These can reach any landings. Counter attack landings rather than speading your forces along the coast, I only use a few militia for this. Unless they attack with more than 10 transports you will easily remove each invasion before it is reinforced. I will build this up before moving on USSR so the German  back door is closed. If the Allies start moving large amounts of transports you will have time to build up these stacks and get them to consider making more, buying you time to beat Russia down. And only have 1 front fully engaged.

      For your ideas on strategic bombers I like it as it is, Infrastructure killers. They are good for preventing enemy to build units or at least waste money so they build weaker/less units. The medium and tac bombers fill the role of ground attack better already.

      Munck
      I like to play as Comintern. Especially if it is free to attack allies. Often gets underestimated and can get up there on victory points. Fun to be the guy both sides are worried about and hopefull about, Its all diplomacy till you start to attack.

      posted in Global War
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      Rank Carcass
    • RE: GW 1936 Clarifications

      http://www.globalwargame.com/www/question/please-explain-combat-air-patrol-in-more-detail/

      Good idea whitsadw!
      This explains it mostly for the rest of the question. From FAQ.

      If I read this correctly CAP only applies to naval attack/defense by aircraft. Simulating the air gap. Will definitely change how we use aircraft to attack naval ships.  And can be used instead of scramble for naval defense if no airbase is available.

      posted in Global War
      R
      Rank Carcass
    • RE: GW 1936 Clarifications

      @PanzerPenguin:

      I have this all nicely formatted in a g-doc so lets see what happens when I post it here.

      1)Capitals
      1a) Does Nationalist China have a Capital? There is a ‘star’ in Beijing, which is a Warlord until the modifiers are met that turn Shanxi into the KMT.
      1b) If the Japanese capture it, do they get Nationalist Bank?
      1c) When the CCP Territory is captured, does the Capturer take its Bank?

      Due to KMT or CCP surrender conditions requiring total elimination of the faction. We have assumed they dont have a capital and lose their money only with the loss of all their land and units. Until they are able to build a major factory and at that time select a capital where the major factory will be placed. This will then be the capital of China for either surviving faction and become possible to sack its money from here.

      2)Aircraft vs Submarines
      2a) Do all Aircraft �Spot� Submarines?
      2b) Does the presence of Aircraft in combat prevent Submarines from submerging?
      2c) Are lone Submarines (no friendly surface ships) insta-killed by Aircraft (CAP or Carried-based Aircraft)?

      I have the same question, wording is poor in rules.

      3)Combat Air Patrol
      3a) How exactly does Combat Air Patrol Work?
      3b) Does the presence of CAP instigate combat with fleet/submarine moving into its Sea Zone?
      3c) How does CAP work with Convoy raiding? Logic suggests you do not Convoy Raid a Sea Zone with CAP.
      Is there a limit to how many aircraft are on CAP in one zone (IE. One Ship on Patrol in each Sea Zone)

      I have the same question, wording is poor in rules.

      Ive been considering asking these questions of the group myself. Thanks for asking hope we get some answers. Even if they are different from each others.

      posted in Global War
      R
      Rank Carcass
    • RE: Global War 1936 Thoughts.

      @KingKuba:

      Quick question, are you guys as the Allies and/or Comintern ever able to actually capture either Rome, Berlin or both? For example, I would take great joy in being the Soviet Union and driving it home all the way to Berlin, but it just hasn’t happened yet due to the fact that an ungodly amount of infantry is thrown in the capital by the time I get to one of those two capitals. This usually happens as soon as either Germany or Italy sense that the game is over for them.

      Our games are 50/50 allies or axis

      Yes. Rome has fallen to russian amphibious assault, US twice and British. Free French almost lol 1bad roll away.

      Yes. Berlin has fallen by airborne 1 and only 1 time. Oops. But a few times otherwise to the allies.  If Germany goes after Russia I find its the best time for allies to attack Atlantic coast. Spam the whole coast. Until you can hit it hard and reinforce fast. Especially if london is allies. This tends to lead to the classic race for Berlin. Russia if able can use a combination of amphibious and land assault from poland to hit Germany. Germany has a hard time fighting in russia if new units are too far behind. Another way is through spain or medd. The more fronts the better. If Germany is forced to react you have the initiative now.

      Jinx dont have manchukuo expansion. Is it worth it?

      posted in Global War
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      Rank Carcass
    • RE: [HBG 1936] eliminating zero income land zones

      I have not finished the playthrough yet. Life in the way. So far no negative change to the speed. But income collection and checking for enemy bonus income has dropped off making it faster. It’s now more strategic by the map rather than fighting over artificial bonus income. We dont use victory points.

      Usa is island hopping on the way to japan, to cut Japanese income and increase its own. FEC is defending but Japan can afford to replace its losses better and will take it sooner.
      German and Italian troops are taking everything in the middle east and medditerainian no skiping valueless places like Saudi Arabia etc. Took 3 from British here at Aden etc. On the way towards sueze.

      Only militia builds on defense have increased disproportionately . Money is available for more militia builds on borders and capitals. Purely for absorption of hits.
      But attackers have more units. And are more aggressive on both attack and counter attack. Leading to faster battles, stacks grow faster but are used more often.

      Will need to play it through. Switch up players countries and try it again to get a real idea.  May just be different strategies being tried this time, we know each others play styles.

      posted in Global War
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      Rank Carcass
    • RE: Global War 1936 Thoughts.

      We have played 1936 for a year+ now. Played as every nation most more than once.

      Definitely worth it as Japan to completely eliminate the Chinese (both factions).
      Otherwise it becomes a constant drain of resources. Chinese units keep popping up and attacking Japanese controled china. Distracting from the other fights with the British, Anzac, US and possibly USSR. Every time Japan leaves some of china alive it becomes a pest in the background, and Japan tends to lose. Either leave China alone while you eliminate another nation or crush it totally first, depending upon your strategy. If China ever gets its civil war resolved and can leave its borders, Japan is in a bad spot. Japan also gets a tidy bit of cash from all china. This can be used to eliminate the other factions one at a time and grow too large for the US to match economically.

      posted in Global War
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      Rank Carcass
    • RE: Global War Variant

      Excellent work munck
      I may need to change mine again, the combination of nations on 1 card is ingenious. If  our new players need the notes on unit abilities I could just add an optional generic page for the new guys.

      posted in Global War
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      Rank Carcass
    • RE: Rule question : Creation of Vichy France

      MrHansy, welcome to the Forum!
      Didn’t want to clutter your answer so its easier to show your group if you were to print it.
      The writer of the rules focused too much on creating the theatrical feel of international diplomacy. Resulting in rules that read like a political speaker, full of flowery and wordy text. Its not in plain language so we have also had a few odd questions and strong disagreements on the rules.

      Hope this helps, feel free to ask for more details. Rank

      posted in Global War
      R
      Rank Carcass
    • RE: Rule question : Creation of Vichy France

      @MrHansy:

      Hello

      I had my 1st play thru (we ended at 1940, cause of time issues)

      I have a question about the creation of vichy france… in the rules it state that it will be created “Immediately after French surrender the german player may opt to create a new neutral country called Vichy France. British unit absence from Marseilles is a prerequisite…”

      Does that really mean that allies can block the creation of vichy and double their fleet by simply placing a single infantry in marseilles ?
      Yes only if the German and Italian players allow it. There are 2 ways to make the French surrender:

      1. Attack and occupy Paris directly, when Paris is lost French Surrender.
      2. Paris is not attacked but rather it is surrounded. Every french land zone that touches Paris is Axis controlled, causing the French to surrender without a fight in Paris.
        Axis Controls what order it attacks, so If there are British units in Marseilles and Germany and Italy both allow British to stay there and attack Paris instead. They have decided themselves not to allow Vichy to happen. Germany can surround Paris partially if it cant completely do this, then Italy can finish the job in Marseilles. Vichy is created when Paris falls it doesn’t need to be Germany’s turn.
        Usually Germany uses its double combat and noncombat turn to completely surround Paris and avoid a counter attack to break the siege. in our games anyway.
         
        Also in in the same rule section it is stated

      “… If vichy france isent or cant be created at this time…”
      “If Vichy France isn’t or can’t be created at this time then all French colonies and forces become Free French”
      There is only ONE chance to create Vichy. If Germany decides not to by simple decision or by leaving the British in Marseilles it will need to wait for the next game to do it again.
      in the first section i read it as there is only ONE opertunity to created vichy…. But in the second line it “airs” the oppertunity to created Vichy after you take marseil with that pesky british unit there ?

      posted in Global War
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      Rank Carcass
    • RE: Global War Variant

      Im redoing the reference sheets for every nation. Adding most units from expansions etc. Also removed all wartime bonus except for molotov ribbentrop pact. And increased all income as per eliminating zero income thread.
      Comintern is not Allies and is a true 3rd Alliance that can attack both or by both axis n allies anytime. The berlin must fall rule is removed.

      Wanted to get them done and polished before asking for feedback.

      Have not changed the setup units at all yet to reflect either errata or expansions don’t use them every time. But I got tired of waiting for HBG so im doing it myself. Its a real mess having all these different rule sheets stacked up.

      KingKuba:
      Pm me if you want a sneak peak may save you some time

      posted in Global War
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      Rank Carcass
    • RE: Global War Variant

      Dont :-o my house rule topic for 1936 was moved to here. That is only for official AnA games house rules.
      It will only be moved back as per moderator when I asked whats up.

      posted in Global War
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      Rank Carcass
    • RE: Global War Variant

      KingKuba
      I’m busy working on my own national sheet changes adding the units from extra sets and income changes, haven’t had time to read through it yet.
      But variety is the spice of life. Nice to see you also tweaking the game. I’ve found it better to test as we go on this. Lots of little surprises pop up in play testing. I’ve done most of mine alone first,  then get the group to try if interested after the obvious flaws are corrected. Usually best to make changes bit by bit to fully understand if it doesn’t work how to fix it. Then add them in a few at a time,  which can show conflicting issues you need to adjust.
      Don’t be discouraged if this happens, just talk it out with your group especially the goal of the changes. Everyone else will see it slightly different from you and either find fixes or breaks in you house rules. This has worked well for our group. This goes faster too!

      posted in Global War
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      Rank Carcass
    • RE: [HBG 1936] eliminating zero income land zones

      So far this is going very well. Realistically the same game in balance. But everyone has a lot more money, resulting in more varied purchasing. We have more strat bombing and intercepting. Definitely more varieties of units on the map, but way less infantry only stacks. And bonuses that caused scripted actions are gone, but play is still focused on strategic locations, such as controlling access to the Mediterranean etc.

      1941 july current incomes.
      Germany 89
      Italy 31
      Japan 70 not at war with a major power yet, but owns all of China.
      Vichy 12
      British 67
      FEC 27
      Anzac 17
      French 19
      Dutch 2 playable minor neutral
      US 93 just reached full income but not yet at war.
      USSR 81 of 103 plus 18 extra from conquest, total= 99
      KMT 0
      CCP 0

      All of china is Japanese controlled both factions eliminated. Facist victory in Spain. Italy has the Mediterranean, including Sueze canal and Gibraltar. German and Japanese pacts with Russia, molotov-ribbentrop pact bonus in effect. Germany still taking rest of Europe and moving into Turkey. Russia has Iran and Mongolia, and pact income but still short of full income by 22.

      posted in Global War
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      Rank Carcass
    • RE: [HBG 1936] eliminating zero income land zones

      Thanks to you both. Play testing a new one today.
      Figured id try the most basic change first. Definitely worth it to try those options seperately to find the best.
      One other thing we needed to change was initial income for allies. 5 french, 11 british and 8 ussr vs 20 german was ok. But with germany and japan starting double we agreed to double all allies starting income to match. We saw that otherwise axis was free to buildup and surprise attack most allies. possibly taking london paris and either moscow or us in the same 2 turns. Or japan taking out fec and anzac along with western us. The game would have been broken.

      posted in Global War
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      Rank Carcass
    • RE: Don't you think GW 1936 deserves a Kickstarter campaign?

      Its a mater of marketing. If people could try or see it out at conventions and buy a complete boxed game there, im sure it would move into the market. But its a highly detailed large game with a time commitment. So its not ever going to sell like clue. And thats a ton of advertising

      posted in Global War
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      Rank Carcass
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