@Idi:
Try the Cone of Silence
As said in your other thread, most people seem to prefer actually talking to each other over making the game a little shorter.
@Idi:
Try the Cone of Silence
As said in your other thread, most people seem to prefer actually talking to each other over making the game a little shorter.
You have a point. Subs being able to go through the Danish straits or not (or the Kiel Canal) Germany probably has bigger things to worry about if Denmark falls.
I think the rule is mainly to help out Germany. Perhaps it could be modified to allow subs out, because of the Kiel Canal?
So you want to not allow the entire team to talk during each of their player’s turns, while they’re also distracted by the other team’s planning (because that’s the only time they can plan - during the other team’s turns)? I really don’t see what’s so bad with talking to someone during their turn.
Yes. These particular territories are not neutral. They are Dutch possessions under UK protection. Only UK or ANZAC may take possession of them peacefully, and an Axis power must be at war with UK/ANZAC in order to attack them.
Would other allied powers (mainly the US) be able to take control of them peacefully?
That’s a friendly neutral. A Blitz is basically an attack, so you can do it to strict neutrals (making them all pro-the other side) but you can’t attack friendly neutrals (since they’re already pro-your side).
Edit: I see your point, though. It does seem a bit weird.
@Idi:
@Idi:
The point here is: would the game speed up if you didn’t talk or get talked to during your turn?
Yes, it would. But I think a major part of the game is playing as a team, and this really diminishes that aspect of the game.
Your missing the point>>>>>>You can still talk to your allies before and after your turn.
No, I’m not. I realize that. But I don’t see a reason to not allow a player to talk to their allies during their turn just to speed up the game a tiny bit. And there are times where a player will want an ally’s opinion on something during their turn that they wouldn’t know to ask before and it would be too late to ask after (like the reasons I described above).
@Idi:
The point here is: would the game speed up if you didn’t talk or get talked to during your turn?
Yes, it would. But I think a major part of the game is playing as a team, and this really diminishes that aspect of the game.
@Idi:
But that doesn’t mean you shouldn’t be allowed to talk to allies during your turn. You could have viable reasons to talk to them, including asking their opinion on how you should respond to a failed attack (or whether to pull back there or not). If you do anything that could affect them, you have a reason to talk to them. And not all of that talking should be confined to before your turn starts.
Was Hitler on the phone asking Tojo for his opinion: should invade Russia?
No. But Hitler and Mussolini talked a lot. Churchill and FDR talked a lot, too (along with de Gaulle and Stalin at times). Really, Hitler and Tojo (or Mussolini and Tojo) is the only one you can make a case for the leaders not talking to each other much.
Unless people break the rule a lot I’d say no penalty is necessary. The point of it is to get people to move faster, and it should still do that. If one player has a particularly complex turn (like the USA’s first war turn or a German Barbarossa) I wouldn’t mind them going over a bit.
But that doesn’t mean you shouldn’t be allowed to talk to allies during your turn. You could have viable reasons to talk to them, including asking their opinion on how you should respond to a failed attack (or whether to pull back there or not). If you do anything that could affect them, you have a reason to talk to them. And not all of that talking should be confined to before your turn starts.
The original rulebook isn’t useless. The base rules still apply in every situation except where modified by the current alpha.
Taking advantage of mistakes isn’t just a good idea, it’s essential. With the people I play with, they take advantage of mine anyway, so there’s no incentive for me to help them out there. :-) The only exception is if they’re a new player. Global 1940 especially can be a tough game to learn and it’s hard for someone completely new to Axis & Allies to be able to watch out for that along with everything else they have to do. (Though that’s why I always try to make sure every team has at least one experienced player on it.)
If the group is experienced and knows what they’re going to do on their turn before it starts, 5-6 minutes could work. But otherwise you’ll need a lot more time.
They can try to land or they have to land?
They can try to land (though I would think the controlling player would want them to). If it’s a conflict between two nations as to who lands (2 airplanes need to land, only space for one) that those players can’t resolve I guess the attacking Japanese player would decide (because normally if the allied defenders can’t agree the attacker chooses casualties)?
To clarify what kcdzim said - any move that places it at the end of its move in a hostile territory is a combat move (though I believe submarines can do it as a non-combat move if there isn’t an enemy destroyer). That would include a move of 0.