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    Best posts made by seancb

    • RE: Tyler Texas area

      How was your last game group? Wish you guys were closer to Houston.

      posted in Player Locator
      seancbS
      seancb
    • RE: 2nd Individual Play Test- it's still so much.

      come to TripleA when you’re ready to play online. Welcome to the big leagues dude!

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Oztea's 1939 Global Setup

      here is latest test using new setup.
      Interesting developments. I am Axis. Ignored Belgium and have not agitated the Pacific. I wanted to smash the Chinese as they had built a large force in Yunan and i had the firepower to knock them out. Got very lucky as far as casualties. It is UK turn and i believe they will now want to stem the tide in Burma.

      Germany got counter attacked in W Ukraine and USSR got very lucky rolls. I will likely have to pull back and wait for reinforcements but the plan is to continue to attack along the Archangel- Belarus-Bryansk line.

      We found a few bugs.
      Somehow the Mediterranean Power objective is linked to Italy only holding the territories. I think the coding needs to be reverted back to any Axis power. We simply edited the income.

      Burma likely needs to start under UK India control. I am exploiting this and we both agreed its probably cheeze that could be fixed.

      The Russian navy in SZ100 is unneccessary. The battleship in 115 should probably be reduced to a cruiser because Italy had to use all their airpower to hit it to open for Germany.

      So far not too bad other than a few bugs.
      Also Game notes need to reflect when USA can enter the war. It’s not clearly stated and my opponent and had to kind of back calculate to figure it out. Might help with planning of USA.

      France was difficult on G2 but if you take everything you got and plan it right you can get it.

      I did however get very good dice so sustained minimal losses.

      We would maybe like to see the Vichy rule in effect on the turn France does go down. This would give Italy a bit more of a chance because now i’m in certain danger with all that UK navy. Would eliminate the ability of UK to land fighters.

      dscallies.tsvg

      posted in House Rules
      seancbS
      seancb
    • RE: East Texas Division 07-10-16

      When is your game? Might be able to make it up from Houston. Your group is in Tyler right?
      sean

      posted in Player Locator
      seancbS
      seancb
    • RE: The cheezy retreat from Yugoslavia to Romania on G2

      to everyone here. I was simply asking for opinions. I think its BS and wondering how you all handle this. Our method is you retreat the direction you came from. maybe this is house rule crap. I dont know. I’m not some rules expert.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Oztea's 1939 Global Setup

      @barnee Italy should be able to attack Greece due to its proximity to Albania.

      posted in House Rules
      seancbS
      seancb
    • RE: D/FW 1940 Global or 1942 Revised

      Just send me a message and I’ll give you his phone number. He’s a teacher so he’s pretty easy to get a game on weekends.

      posted in Player Locator
      seancbS
      seancb
    • RE: Oztea's 1939 Global Setup

      i have a few playtests going right now. will update when done. So far not so bad. i think China should lose 1 of those AA guns.

      posted in House Rules
      seancbS
      seancb
    • RE: D/FW 1940 Global or 1942 Revised

      My best friend Jeremy lives in Denton. I’ll send you his number just message me. He also owns Bulge and DDay.

      posted in Player Locator
      seancbS
      seancb
    • RE: Weather

      This is our system for 1940 Global A&A. It could be modified to fit Global War or other systems i’m sure.
      This takes place before the German player begins play and affects are for the duration of the turn for until the France turn has ended.

      Weather Events
      At the beginning of round 1, a coin is flipped and the winning player has the weather initiative and can choose to roll the seaborne weather events or defer to roll the winter storm events. This order is not changed for the duration of the game.
      Before Events and Espionage is rolled, the weather event is determined. 2 dice are rolled.
      When a roll of 2 occurs, a major storm event is now developing and has begun to affect combat and non-combat movement.
      In odd numbered turns (June turns) a seaborne storm has potential to develop.
      In even numbered turns (December turns) a winter storm has potential to develop.

      Seaborne storms – These storms are considered to be 100 year storms which would cause massive loss of life and material in addition to economic damage to factories and facilities.
      Two rolls will be conducted. The first roll will be for the Atlantic Ocean sectors and the second roll will be for the Pacific Ocean sectors. These rolls are independent of each other and will be rolled separately. If a 2 is not rolled, there is no developed storm this battle cycle.
      In both theaters of war the following rules apply:
      No naval movement is allowed in or out of the affected zones during combat movement or noncombat movement phase.
      In affected coastal zones, limited land movement is permitted. All land unit movement is reduced by one movement point except for infantry. Artillery without a paired mechanized infantry unit may not move. Land movements (combat or non-combat) into affected zones must immediately stop in the affected zone. No additional movement is permitted.
      Air units originating from a non-affected zone may not conduct combat movement into an affected zone. They may, however, fly through the affected zone en route to land in a non-affected zone by way of flying around the storm.
      Air units in affected coastal or island zones are assumed to be grounded in place and are not permitted to move in either the combat or non-combat phase. If attacked during a storm, defending fighters and bombers will only defend at a roll of 1 to represent armed ground crews defending airfields. Only one selected air unit originating from non-affected zones may land in affected coastal zones during non-combat movement due to the damage sustained to airfields.
      Affected airbases and naval bases tiles will receive 3 points of damage each. Affected factories will sustain 1 dice of damage rolled by the affected factory owner.
      Roll one die to determine the location of the storm.
      Atlantic storms
      1/2 – Major Category 5 South Atlantic hurricane has developed and will strike Central America. Path will affect naval movement and air movement the following sea zones 87, 88, 89, and 90. Hurricane will strike the following islands and coastal areas: Central America, Southeast Mexico, and West Indies. Panama Canal is now closed this turn.
      3/4 – Major Category 5 Central Atlantic hurricane has developed and will strike Central or Eastern United States seaboard. Path will affect naval movement and air movement the following sea zones 88, 90, 101, and 102. USA player will roll one additional die to determine where hurricane makes landfall. 1-3 strikes Eastern USA, 4-6 strikes Central USA.
      5/6 – Major North Sea storm has developed. This storm only affects naval movement in the following zones: 106, 107, 108, 109, 110, 111, 116, 117, 118 119, 122, 123, and 124. No damage is sustained to English airbases, naval bases or factories.

      Pacific storms
      1 – Far North Pacific Storm has developed. This storm only affects naval movement in the following zones: 1, 2, 3, 4, 5, 7, and 8.
      2 –Japanese Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 6, 16, 17, 18. Naval movement and air movement affected.
      3 – Central Pacific Hurricane has developed and strikes islands and coastal zones adjacent to the following sea zones: 12, 13, 24, 25, 26, 27, 30, and 31. Naval movement and air movement affected.
      4 – West Central Pacific Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 21, 22, 23, 32, 33, 34, 47 and 48. Naval movement and air movement affected.
      5 – South Pacific Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 46, 47, 49, 53, and 54. Naval movement and air movement affected.
      6 – Philippine Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 20, 35, 36, 43, 44, and 45 Naval movement and air movement affected.

      Winter storms – These storms are large snowstorms that create snow and ice with sub-freezing temperatures that create conditions in which war plans cannot be carried out as planned. Food stores can become useless and fuel stores gel. Weapons malfunction and motorized weapons lose the ability to run properly. Frostbite and hypothermia reduce army readiness.
      All land unit movement is reduced by one movement point except for infantry. Artillery without a paired mechanized infantry unit may not move. Movements (combat or non-combat) into affected zones must immediately stop in the affected zone. No additional movement is permitted. Loading and unloading of transports from or into affected zones is not permitted.
      Air units in affected zones are assumed to be grounded in place and are not permitted to move in either the combat or non-combat phase. If attacked during a storm, defending fighters and bombers will only defend at a roll of 1 to represent armed ground crews defending airfields.
      Air units originating from non-affected zones may not land in any affected zones during non-combat. However, they may fly through on non-combat or conduct a combat in any affected zones but must land in a non-affected zone.
      Naval bases and airbases in affected zones do not sustain damage. Naval bases and air bases in affected zones are to be considered inoperable for this turn.

      Roll one die to determine the location of the storm.
      1 – Arctic Circle blizzard develops and affects the following territories: Norway, Finland, Vyborg, Karelia, Novgorod, Archangel, and Nenetsia
      2 – Central Russia blizzard develops and affects the following territories: Belarus, Smolensk, Vologda, Russia, Bryansk, and Western Ukraine.
      3 – Southern Russia blizzard develops and affects the following territories: Bryansk, Ukraine, Rostov, Tambov, and Volgograd.
      4 – Eastern Europe blizzard develops and affects the following territories: Baltic States, Poland, East Poland, Slovakia-Hungary, Romania, and Bessarabia
      5 – English blizzard develops and affects the following territories: United Kingdom and Scotland.
      6 – North American blizzard develops and affects the following territories: Alberta, Ontario, Quebec, Newfoundland, Nova Scotia, Eastern USA, Central USA.

      posted in House Rules
      seancbS
      seancb
    • RE: Dallas Tx: Looking for players

      If you want to come to Houston we have a pretty reliable group.
      PM me if interested.

      posted in Player Locator
      seancbS
      seancb
    • RE: Weather

      its pretty simple. Roll 2 D6 dice. if you get a 2 then weather happens. Roll another dice to locate the area.
      If not continue on as usual.
      We use blue plastic chips to denote affected zones.

      posted in House Rules
      seancbS
      seancb
    • RE: Dallas Tx: Looking for players

      I am in Houston and would like to know more. I’ve got a bud in Denton who could be interested as well. I’m on TripleA as well. Same screen name.

      posted in Player Locator
      seancbS
      seancb
    • RE: Updated South Texas Global '40 House rules

      Here they are. Events are rolled then Espionage.
      Events
      Germany
      5-9 no events
      2 – Hitler assassinated Germany worth 8 IPC
      Generals now direct the war efforts.
      3 – Western Germany worth 10 IPC
      Industrial output from the Ruhr region increased for war production
      4 – Finland quits the war and declares complete neutrality.
      All German or Allied units must now leave Finland. No resources are to be traded with either side. Neither side may enter Finland during the rest of the game.
      10 – Franco joins the Axis powers.
      Spain can no longer remain neutral due to increasing pressure from Hitler.
      Place German units consisting of 4 INF, 1 armor, 1 mobile infantry, 1 artillery, 1 fighter, 1 naval base, 1 airbase, 1 Minor Industrial complex in Spain. Place 1 Italian transport and 1 Italian destroyer in SZ 92. Morocco place 1 Italian INF
      11 – French revolt.
      French partisans are disrupting supplies from France. While Germans occupy France value is reduced to 1 IPC
      12 – “Total War” mobilization of homeland army.
      Infantry cost 2 IPC’s this turn.
      USSR
      5-9 No events
      2 – Stalin purges the army.
      No combat movement can be conducted this turn. An immediate roll by the Russian player of 5 or 6 will negate this effect and allow the generals to conduct combat.
      3 – Mongolian uprising.
      Mongolia has agreed to join the Japanese. Japan player roll one die for each Mongolian territory with marked standing armies. For a roll of 2 or less place that many troops in each territory.

      4 – Peasant resistance forces disrupt German supply.
      Germany cannot conduct non-combat movement in any Russian territory due to rail and partisan disruption damage. Only land units are disrupted. Air units are not affected.

      10 – Extra reinforcements from the East
      Place 4 free infantry in Novosibirsk.
      11 - Allied supply lines open. At collect income phase of Russian turn any Allied units in Russian territories may become Russian units. Sea units not eligible.
      12 – “Total War” mobilization of homeland army.
      Infantry cost 2 IPC’s this turn.
      Japan
      5-9 No events
      2 – Increased resource extraction. Japan worth 14 IPC
      Mining and factory development optimized in Korea and mainland Japan.
      3 – Port and airbase maintenance needed. 1 damage applied to each port and airbase under Japanese control.
      Japan has neglected the naval and air bases and they now require repair.
      4 – Chinese supply disruptions. No combat movement in China
      Chinese partisans attack supply lines. Air units not affected.
      10 - Advanced naval engineering and cargo ships. Japan value increased by +4 IPC
      Deeper ports and larger transports allow for larger cargos to be delivered to industrial zones.
      11 – Mongolian treaty. Mongolians join Japan.
      By virtue of bribing the tribes of Mongolia with promised riches and the “promise” of ability to self-govern, the Mongolian tribes have agreed to join the Japanese. All neutral Mongolian territories are converted to Japanese rule. Place printed number of troops in each territory. No dice roll needed.
      12 – “Total War” mobilization of army.
      Infantry cost 2 IPC’s this turn.

      USA
      5-9 No events
      2 – No combat movement this turn. Collect half income. Negated by a roll of 5 or 6. Applies only if USA is at war.
      Anti-war sentiment has turned Congress, the Senate, and a new president is elected. Peace movement takes hold developing in social unrest. Protests against the war erupt everywhere in the country. Labor strikes nationwide cripple industrial centers and racial equality is demanded by minorities.
      3 – If USA is at war, collect only half income this turn.
      Anti-war sentiment is growing. Members of Congress and Senate begin to question America’s involvement in the war. The American citizens are tired of rationing. US government diverts resources to civilian population to dissolve social unrest among homeland.
      4 – Increased industrial production Eastern United States worth 25 IPC.
      10 – Naval reallocation. One free destroyer placed adjacent to any mainland USA industrial complex of USA player’s choosing.
      Naval yards convert civilian workboats to destroyers this turn.
      11 – Increased resource contributions from South and Central America. USA receives +5 IPC this turn only.
      12 – “Total War” mobilization of army. USA does not need to be at war for this event to apply.
      Infantry cost 2 IPC’s this turn.
      England
      5-9 No events
      2 – Churchill has been toppled. No combat movement across the empire. Collect only half of total income from African and Asian territories. Negated by a roll of 5 or 6
      Anti-war sentiment increases across the empire and chaos erupts in Parliament. Mainland England begins to question the war, and the colonies, including Indian territories, temporarily disavow loyalty to the crown resulting in half the total income derived from African and Asian territories.
      3 – Indian mobilization.
      Indian people mobilize for defense of capital. Place 4 free infantry in India. Ceases/reverses effects of Event 4 if currently in revolt.
      4 – India revolts.
      Gandhi and anti-war sentiment swells within the masses in India. Due to increased desertion by conscripted troops, India is now worth 1 IPC
      10 - India +5 IPC’s
      Increased industrial output for war production
      11 – England +5 IPC’s
      Increased industrial output for war production
      12 – “Total War” mobilization of army.
      Infantry cost 2 IPC’s this turn.
      Italy
      5-9 No events
      2 – Mussolini toppled. No combat movement. Negated by 5 or 6.
      Italian people tire of war and question their involvement in a particularly German affair.
      3 – Industrial technology is implemented. Factory in Southern Italy is upgraded to a major facility at no cost.
      4 – British special forces disrupt Italian ports with sabotage and increased mining of waters by submarine crews.
      On this turn, African supplies are cut off due to increased mining of the Mediterranean. Half of African income is collected this turn. Half of any other European territories without a rail line (continuous friendly land route to Rome) is also denied.
      10 – Increased African support.
      On this turn, Ethiopian tribes enlist to help Italy. Place 2 infantry in Ethiopia. If under enemy control, units must engage any occupiers. If no enemy units present, Ethiopia is returned to Italian control
      11 – Increased war production. Southern Italy +8 IPC’s
      12 – “Total War” mobilization of army.
      Infantry cost 2 IPC’s this turn.

      Australia
      5-9 No events
      2 – Massive typhoon strikes Australia
      100 year storm devastates Australia. Flooding and destruction unprecedented. Half money returned to bank to repair damage sustained from storm. Factories, ports and airbases in New Zealand and New South Wales sustain 1 damage each. (Can happen more than once in a game.)
      3 – Prime minister toppled. No combat movement this turn. Negated by roll of 5 or 6.
      Anti-war sentiment grows. Civilian population is tired of rationing. Social unrest increasing among Aboriginal tribes.
      4 – British supply arrives. 6 extra IPC’s this turn.
      England sends supplies.
      10 - Aircraft conversion.
      Civilian seaplanes converted to coastal military patrol craft. Place one free fighter on each undamaged Australian controlled airbase, one per base.
      11 – Increased war production New South Wales +6 IPC’s
      12 – “Total War” mobilization of army.
      Infantry cost 2 IPC’s this turn.

      Espionage order - Germany USSR Japan USA England Italy Australia (China cannot conduct espionage but is subject to adverse effects from the Axis.)
      Espionage
      5-9 No espionage. If a power is not yet at war, this phase is not conducted for that power.

      2 –Military leader assassinations.
      Result is limited combat movement. Combat can be conducted in only 2 zones of power’s choice. After a 2 is rolled (successful placement of assassin behind enemy lines) target (country) of assassination attempt is determined, assassin will roll 2nd dice to determine attempt success. Successful hit on a 3 or less. Defender has chance to negate (thwart attempt) by roll of 5 or 6
      Germany – 1/2 USSR, 3/4 United Kingdom – England only, 5/6 USA
      Japan – 1/2 USSR, 3/4 United Kingdom – India only, 5/6 USA
      Italy – 1/2 USSR, 3/4 United Kingdom – England only, 5/6 USA
      USSR – If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
      England – If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
      Australia – Japan only.
      USA – 1/2 Germany, 3/4 Italy, 5/6 Japan
      3 – Technical espionage. Technology succeeds on a 5 or 6 this turn. Spy networks infiltrate and send back secrets about enemy weapons programs currently being developed.
      4 – Deception – Negates movement detected. All enemy units defend at -1 this turn for the first round of combat. Does not apply to AAA or AA guns.
      10 – Movement detected – negates deception. All units defend at +1 for the first round of combat. Does not apply to AAA or AA guns.
      11 – Spy networks sabotage industrial facilities and rail lines. Roll one die of industrial attack for the next two turns
      Germany – 1/2 USSR, 3/4 United Kingdom – England only, 5/6 USA
      Japan – 1/2 USSR, 3/4 United Kingdom – India only, 5/6 USA
      Italy – 1/2 USSR, 3/4 United Kingdom – England only, 5/6 USA
      USSR – If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
      England – If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
      Australia – Japan only.
      USA – 1/2 Germany, 3/4 Italy, 5/6 Japan
      12 – Counter espionage. Negates all adverse espionage from any enemy spy network.

      Germany
      2 – The jet age begins and the ME-262 takes to the skies. Fighters defend at a 5 during ground attacks and scrambles and defend at 3 during strategic and tactical bombing.
      3 – King Tiger tank is developed and rolls off the assembly line. Armor now attacks on a 4.
      4 – Type IX U-boat is unleashed upon the Atlantic. Submarines attack at 3 and defend at 2.
      5 – Nebelwerfer rocket packs delivered to the front. All artillery can support 2 infantry or mechanized infantry.
      6 – Waffen SS divisions now attached to regular army divisions. “4+1” For every 5 infantry in a combat or defense. One attacks and defends at +1. With an attached artillery the attack value is increased to 3.
      7 – V-2 Rocket is developed. Airbases may now conduct one industrial attack on a zone within 4 spaces. One die of damage is rolled per base.
      8 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      9 – Advanced radar. AA guns hit at 2 during strategic and tactical bombing raids.
      10 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
      11 - Improved aviation engineering and manufacturing. Fighters now cost 8 IPC.

      12 – Atomic weapons. A new age of terror begins as the Nazis harness the power of the atom.
      Atomic bombs cost 24 IPC to build. Only two may be built per turn. May not be built on same turn as breakthrough turn.
      Move as infantry by land or sea. If loaded on a strategic bomber, it can move the current range of the bomber
      Due to a lack of trained technicians and engineers, a nation may possess no more than 2 weapons at one time.
      Due to the size and nature of the airburst associated with the nuclear warhead, no attack roll is required to score a successful hit.
      No air defense, such as fighter scramble, is allowed due to the altitude of the strike plane and surprise of the attack. Only upgraded fighters may intercept. Long range aircraft or jet power technology must have been researched.
      An atomic weapon is treated as an AAA gun if the territory in which it is stored is attacked. 
      No AAA guns are to be fired due to the altitude of the strike plane and surprise of the attack only normal AA gun with factory can fire. Airbase and naval base do not fire AA.
      Any industrial complex is attacked with 4 dice disabled to maximum value of 20 for major and 2 dice disabled to maximum value of 6 for minor complexes.
      Any airbases or naval bases are attacked by one dice of value.
      One dice is rolled and that number of units of defenders choice eliminated. AAA guns may be chosen.

      If used on a naval assault:
      The nuclear strike cannot be combined with surface vessels.
      Due to the altitude of the strike plane and surprise of the strike, aircraft on carriers and loaded troops on transports are considered to be cargo and provide no defense. The 5 hits are assessed and the attacking bomber returns to base. No 2nd attack is permitted.
      Transports chosen last.

      USSR
      1 – IL-2 Sturmovik rolls off the line. All fighters now attack at 4.
      2 – T-36 rolls off the line. Tanks now attack at 4.
      3 – Katyusha rocket packs to the front. Artillery can support 2 infantry.
      4 – Russian home guard. “4+1”, for every 5 infantry on defense one defends at 3.
      5 – 6 Roll again
      Japan
      1 – Kaiten submarine is unleashed upon the Pacific. Submarines attack at 3 and defend at 2.
      2 – Improved ship building. Battleships cost 17 and carriers cost 13.
      3 – Ship radar. Battleships now hit and defend at 5.
      4 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      5 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      6 – Improved aviation engineering and manufacturing. Fighters now cost 8 IPC

      USA is not permitted to develop weapons until they are in a state of war.
      2 – B-29 is developed by Boeing. Roll 2 dice for each strategic bomber in a combat or strategic raid. Range is increased to 8.
      3 – Improved factories and manufacturing methods. Cost of all units except infantry, reduced by 1 IPC.
      4 – Ship radar. Battleships now hit and defend at 5.
      5 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      6 – Improved ship building. Battleships cost 17 and carriers cost 13.
      7 – P-51 Mustang rolls off line. Fighters now have a range of 6
      8 – Rocket barges developed. Destroyers may now conduct shore bombardment at a 2.
      9 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
      10 – Long range aircraft. All aircraft flight range is increased by 1 movement. P-51 is not increased.
      11 – Jet power developed. Fighters defend at 5 during defense and scramble and 3 during strategic and tactical bombing raids.
      12 – Atomic weapons. See German section.

      United Kingdom
      1 – Sterling bombers developed. Roll 2 dice for each strategic bomber in a combat or strategic raid.
      2 – Ship radar. Battleships now hit and defend at 5.
      3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      4 – SAS Commandos. On first round only, of an amphibious assault infantry hit on a 2. Matching artillery boost to a 3.
      5 – Anti-aircraft radar improvements. AA guns hit on 2 during strategic and tactical bombing.
      6 – Spitfire III rolls off the line. Fighters now defend at 5 during defense and scrambles and 2 during strategic and tactical bombing raids.

      Italy
      1 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      2 - Improved aviation engineering and manufacturing. Fighters now cost 8 IPC
      3 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
      4 – Mobile artillery. Artillery may now move 2.
      5 – Frogmen commandos. On the first round of combat only, 2 extra dice are rolled prior to a naval attack. A roll of 2 or less is a hit. Hits are assessed prior to the main attack.
      6 – Roll again.
      Australia – due to lack of industry and supplies are limited to naval improvements only
      1 – Improved ship building.
      Cost table
      Battleship 17
      Aircraft Carrier 13
      Cruiser 9
      Destroyer 7
      Transport 6
      Submarine 5
      2 – Ship radar. Battleships now hit and defend at 5.
      3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      4 – 6 – Roll again.

      posted in House Rules
      seancbS
      seancb
    • RE: Updated South Texas Global '40 House rules

      Do you like it YG? We worked on this for about 4 months and then playtested for about 6. Made some tweaks due to some things being too strong or causing major imbalance. The peace movement in the US pretty much gave the germans some serious breathing room and caused the game to last another 3 rounds when it happened. Try it out and if you have any questions or need clarification on the system let me know.  It’s pretty fun and yes I think we did redesign the game. We found the game got too linear for us and tried to find something that would mesh with OOB 2nd edition. We don’t like the bid system because we believe if your good enough you can find a way to make it happen. Often our games come down to one or two simple screwups and then the opponent exploits it. If you ever get down to Texas, shoot me an email and we can make a weekend of it. We usually start on Thursday night and finish Saturday night. Much beer is consumed and a steak dinner cooked on Saturday is usually the “last meal” before somebody is deemed “executed by firing squad” off the board (victory achieved).

      posted in House Rules
      seancbS
      seancb
    • RE: Players Wanted (Houston TX)

      i am in Sugar Land. 1940, Guadalcanal, Battle of France, Dday. message me

      posted in Player Locator
      seancbS
      seancb
    • RE: Updated South Texas Global '40 House rules

      Main differences in Events were applying a no combat type event for each country. Also granting ability to negate the event of no combating. We decided to give it a 50/50 chance. We decided that the worst event for any power would be a 1/36 chance and then apply a 50/50 chance to stop it.

      This ability to negate it really balances. We also change the atomic weapons a bit due to the one game they were developed they were just too powerful.

      Try espionage on every turn. I think you will like it.

      In our games tech costs 5 IPC per roll. One and done. You miss, too bad.

      posted in House Rules
      seancbS
      seancb
    • RE: Houston Area Players

      whats a good game that can be finished in one setting for 5 players? I’ve got AA1940 (too long), DDay, 3 players max, battle of France 3 players max, so it would have to be either play 2 days of 1940 which can be done in someones garage or where we can set it up, or one of the other games like 42

      posted in Player Locator
      seancbS
      seancb
    • RE: Updated South Texas Global '40 House rules

      Been one year since we started this project. Made revisions and decided to make some additions and some other revisions again. If you would like to review or critique I will send you the file via email. Thanks guys.

      posted in House Rules
      seancbS
      seancb
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