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    Posts made by seancb

    • RE: Aggressive Russian Strategy

      typically only the first round should take any considerable amount of time. J1 attack go or no go. G1 assault on UK fleet and France, then the NCM position for attacking russia. UK deciding on its position in Egypt, etc.

      As far as your friend who won’t do what YOU want him to do,
      we draw tokens to see who is who. France and China are omitted of course. Randomize the player assignments and then your buddy will have to do something else eventually and maybe he will see USSR played as you want it or even better by someone else.

      This is a positive way to make it work without alienating your friend. He is your friend and it is only a game not worth losing a buddy for.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: New player to Global

      Thanks for the compliment and yes there were many iterations before I “mastered the nuances”. It takes a solid commitment and a clear plan of attack.

      Pacific speaking:
      The best thing about it is if the bombers are directed at Japan, it forces his fleet to stay in a group therefore relieving the massive bounce on India that every Japan player wants. If he leaves one transport undefended, you attack it for free. That should always be the first look move before anything else. This cuts off supply saving the money islands. The only bad thing is that USSR has to stay in Amur or Buryatia. Amur is best because if you get a chance to strat bomb Japan, you do it, after transport duty of course. I like the mobility of the bomber. They can make a big naval battle for the USA much more palatable even when odds suck. The best is when you can catch Japan out of position (and it will happen). Attack his carriers and once you damage them, run. Planes go in the drink for free with no where to land. With good ANZAC behind, it won’t take long to demolish Japan’s income base. Any extra subs can just convoy. He builds a destroyer, you kill it. Generally, what happens is the IJN fleet is neutered back to SZ6 cause he’ll need to build navy. This allows ANZAC and any available US units to go retake islands or better, Philippines.

      One other fun thing is if he builds an industrial complex on the mainland, you smoke that too and now it’s an albatross. Ties down fighters to defend it.

      Europe speaking:
      If no DOW J1, go to Europe with everything you have. Instant pressure on Rome. This leaves Germany by theirself to fight USSR. No more can openers. If Italy leaves their fleet open, smoke it too.

      USA has all the money and can replace stuff quick. Bombers get their quick and, if needed, can die quickly in a can opener for UK invasions, particularly Norway/Denmark. Paired with a few fighters and destroyers, they can send Italy or any other fleet down in a hurry. Hell, I often just stack Gibraltar while adding a few loaded trannies each turn. You can send 2 or 3 waves into Italy and turn the Nazis around in a hurry. Libya makes a fun spot to land to smoke Italy into the stone age if Egypt is secured and can make it to Moscow from there with 6 moves.

      In a last ditch effort you can always send them to Moscow to soak hits and 5-7 extra PIPs can make the difference when it finally comes to fruition.

      In conclusion,
      We used to have a hard time winning with the Allies until we finally realized the full Jedi power of the US bomber paired with any other type of unit. We never used bids.

      It is a hard strategy to hold steady but when played effectively with a few land unit purchases is virtually unstoppable, less some $hitty dice roll comes up. Even then, just buy more.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: New player to Global

      Well seems as if your game is turning.

      To Harris:
      I might not have as many posts as you but I assure you I am no novice. We play with some very difficult house rules in our group that allow political events as well as weather events which require near expert play to gain a win for either side.

      The bomber purchase provides instant punch to the US navy in 26. Place 3 in zone 10 and one in EUS. Even if they need to redirect to England they can make it by way of the AB. They can also catch up to the SZ26 navy on the next turn including the 2 in EUS, mobilizing in Queensland for a USA3 blitz on Japan. This is a confusing move for any experienced Axis player as now the US has the option to redirect to Germany or Italy. But the having five A4 rolls combined with the existing airforce and navy in Hawaii, WUS, and navy in SZ26 allows for the US player to annihilate any pocket fleet that Japan leave hanging. These are combined in Queensland and with Anzac naval support can do some quick damage to any island force, particularly Caroline Islands is of interest to me always as a base of operations.

      This also predicates that on a DOW J1 you can build a massive fleet in the Pacific US2 because you will have full money. If no DOW J1, then move USA fleet from 26 to 64 and utilize in the European theater and replace on US2. All forces are in EUS - Atlantic theater and ready to go to Gibraltar, land ftrs/bombers in Morocco or Algeria  and leftover Frenchies from RD1 (threaten Rome/Denmark/Norway - you pick) and redirect any stupid German airforce that wants to play with your fleet, only helps Russia.

      Generally pacific builds consists of a 2 to 1 ratio of subs-destroyer. Following turn is 5-6 bombers. This forces Japan to start building fleet instead of troops for India/China crush.
      I say try it in your next game and let me know how it goes because the subs are great fodder with a massive bomber fleet. Anytime a battle goes south with the subs just retreat and wait for the next group to arrive. I can end up with 11 bombers attacking Japan by round 5. Japan will really begin to think about where there money goes.

      Enderel,
      Send bombers to Europe soon as you have the initiative it appears. Threaten the Italian navy and cut off supply to Egypt.
      Then build your US invasion force. Don’t forget to pick up the guys in Brazil. 2 transports loaded with one arty or tank.
      Build one destroyer or transport for UK in Canada along with one fighter in London and 3 infantry every other round. One mech or tank from South Africa each turn will retake Egypt once the US is in position. If he builds a factory in Egypt, bomb it and make him pay to use it.
      Have fun and welcome to the most frustrating game next to golf.
      Sean…

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: New player to Global

      I tend to disagree with Harris on this. 4 bombers are always my go to purchase USA1. This positions me to send a serious threat wherever I need it immediately (Japan DOW on turn 1) with the small invasion force that exists at the begininng. If the Axis defer to RD3 to DOW on USA, its lights out for the Axis. They can also be used against Japan when stationed in Amur or go straight for Germany/Italy. It’s not about the short game.

      Enderel, I suggest you try to build some bombers because the threat projection is enough to cause most Axis players to reconsider any attack plan. At this point in the game you need to get over there as fast as possible with Egypt down.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: New player to Global

      If you are already behind schedule with the Americans you might want to go with some bombers to strategic bomb Germany and they are also useful against Japan when he leaves a transport out or even if you want to eliminate a small fleet. The ANZAC airbase is useful for this as well as establishing a garrison on Midway or Wake. You most definitely need to bomb Germany to slow them down. It will force his airforce to turn around and if you can get Norway you can bomb Germany and West Germany. I use this in every game with nearly 100% effectiveness.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Houston area players

      Just post the proposed date and there are a few of us who can make it I’m sure. Weekends are best. Start early Saturday and finish mid afternoon Sunday.
      Sean…
      I’m in.

      posted in Player Locator
      seancbS
      seancb
    • RE: IS Kill Japan first viable

      Agree with Shadow. Don’t deviate from inf and fighter for UK1. You can go all infantry and one arty if you want. Usually the Sea Lion goes to Scotland first so make sure you move all units to London. You will have a good idea if Sea Lion is coming. If he doesn’t show it, I do Taranto. The only German open (just about every time now) is to not buy any units on the first turn. This can confuse and stifle just about any Allied player and leaves your options completely open.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: IS Kill Japan first viable

      Bombers tend to send the remainder of the Japanese fleet where it belongs on rd 2. Also if they run you can simply turn them around to Germany for the real fun party.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Simple 1939 setup variant for Global 1940?

      2nd play test conducted this weekend with our 39 setup published. Allies won. Japan did take India and Italy held Egypt for some time. Used the extra turn with USSR to position for the German onslaught. 2 final Axis surges in Eastern Europe were repelled… barely!  Japan finally got pushed out of India as did Italy. USA used some serious SBR action completely crippling Germany and before the surrender were about to finish off Japan industry as well. Super fun game.

      As far as we could tell it was very balanced and no bid was awarded.

      posted in House Rules
      seancbS
      seancb
    • RE: Submarine movement through Danish Straits?

      They don’t stay that way after G1, but the 2 starting subs in 113 would have liked to go attack the UK navy on G1 or G0 as we might call it with a 39 setup. Our timeline runs from Sept 39 to May 40 for the first turn. They are pro allies in the way that Yugo or Greece are. Can’t move off but can be activated by the Allies if Germany was to leave them be. I guess I should probably put this in the House rules area but I wanted to get a consensus if the Gibraltar sub exception would apply here. I am going to rule it doesn’t in case I’m the Allies, although if I’m the Axis player I wish it would.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Submarine movement through Danish Straits?

      Just to clarify why I asked. We play a 39 setup where Norway and Denmark are still under Allied control as a Pro-Allies territory. There are some German subs in the Baltic SZ 113 that I would like to use on a naval assault in SZ 111 for the first turn. We haven’t really clarified the rule on this and I thought I would see what the consensus would be from fellow gamers.
      I probably should have elaborated a bit but I thought maybe the rule would kind of be the same as Gib.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Simple 1939 setup variant for Global 1940?

      We found the standard USSR turn 1 was upgrading the moscow factory with one armor or 2 inf. Germany had a pretty specific playbook which included hammering france on turn 2. G1 was capturing Norway - Denmark (NO) , Holland, and Poland with NCM most vital for the final push on France. bombing of the UK AB and NB on turn 2 was also vital.

      posted in House Rules
      seancbS
      seancb
    • RE: Submarine movement through Danish Straits?

      Thanks for the help as well as an example.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • Submarine movement through Danish Straits?

      Need a rule clarification. Pg 9 of the AAE40 2ed reads that submarines can pass through the strait of Gib regardless of controller. It also says you must control Denmark to move through the Danish straits. Can submarines, particularly German subs, pass through if Denmark is enemy occupied as is with strait of Gib? Any help is appreciated.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Simple 1939 setup variant for Global 1940?

      DeGaulle,
      We made some adjustments to your setups based on our playtesting.
      France went down on G2 barely. UK Europe got a real blitz from G3. China was tough. USSR held for awhile but eventually got diced on a counterattack and German armor pierced the southern flank. Germany waited a few turns shoring up the Atlantic wall and shipping some arty/mech to the east. Once Japan poked through China into USSR it was all over.
      Fun game overall and we will try some new strategies in 2 weeks.

      Player Turn Order Starting Income
      Germany 14
      Soviet Union 26
      United States 20
      Italy 10
      UK
      Europe 27
      Pacific 17
      Japan 24
      China 14
      ANZAC 10
      France 17

      Anything not specified here is the same as 1940.

      Political situation changes:

      Russia: may declare war turn 5 if not yet attacked by the Axis.

      Soviet Aggression: On turn 1 only, Russia is given the option of attacking any of these territories: Vyborg, Baltic States, Eastern Poland, and Bessarabia. Germany may not take any of these as well as Finland on turn 1 without first declaring war on Russia. If Russia does not take some/all of these, Germany may take them and Russia may not move into them later, unless it is at war with Germany. Remember that Russia won’t be an Allied power at this point. Vyborg and Eastern Poland would both fight Russia, but Vyborg and Finland will join Germany (they are Finnish) and Eastern Poland will fight Germany or Russia.

      Pacific Dutch Territories may be occupied and subsequent income collected by United Kingdom and ANZAC only after the fall of Holland/Belgium to the Axis powers.

      Iceland and Belgian Congo don’t start as British anymore, they are needed for UK’s Maintenance of the the Empire national objective.

      Italy begins the game neutral. While neutral, Italy follows the normal restrictions of a neutral power such as the United States in addition to the following rules:
      1: Italy may not move into any territory without an Italian control marker.
      2: No powers may move or load on to Italian territories or transports.
      3: Italy may only move through straights/canals if the controlling power will allow Italy.
      4: Italy may declare on any Allied powers on turn 2 or later. The Allies (aside from the U.S. and Soviets) may declare war on Italy on turn 3 or later. Like Japan, Italy may load a transport which is in a hostile sea zone on the turn Italy declares war. If it is the Allies that declare war, they also may do this.

      United States may declare war on the Axis on collect income phase of turn 4. The special rule for the U.S. that states that when they declare war their minor ICs become majors no longer applies.  The U.S. gets a major IC in Eastern U.S. and minors on Western and Central US which they will have to upgrade on their Purchase Units phase.

      When collecting national objectives, treat the territories as the board represents them (e.g. the original controller as printed on the board).

      Pro-Allies:
      Poland: 6 infantry
      Denmark: 1 infantry
      Norway: 2 infantry
      Holland/Belgium: 3 infantry
      Iceland: nothing
      Greenland: nothing
      Belgian Congo: 1 infantry

      Pro-Axis:
      Slovakia/Hungary: 6 infantry
      Romania: 6 infantry
      Bessarabia: nothing
      Baltic States: nothing
      Vyborg: 2 infantry
      Northwest Persia: nothing
      Persia: 2 infantry
      Eastern Persia: nothing
      Finland after turn 1 is available to Germany

      Non Allied neutral fights all invaders Axis or Allied:
      Eastern Poland: 2 infantry

      Germany:
      Germany: 15 infantry, 4 artillery, 4 mechanized infantry, 4 AA guns, 4 tanks, major industrial complex

      Greater Southern Germany: 6 infantry, 2 artillery, 4 tanks, 1 AA gun

      Western Germany: 2 infantry, 1 AA gun, 4 fighters, 4 tactical bombers, 1 strategic bomber, air base, naval base, major industrial complex

      Sea Zone 112: 2 submarines, 1 cruiser

      Sea Zone 113: 2 submarines, 1 transport, 1 cruiser

      Sea Zone 114: 1 submarine, 1 transport, 1 battleship

      Soviet Union:
      Russia: 1 infantry, 1 mechanized infantry, 1 AA gun, 1 tank, 1 fighter, air base, minor industrial complex
      Tambov: 1 infantry
      Samara: 1 infantry
      Novosibirsk: 1 infantry
      Kazakhstan: 1 infantry
      Turkmenistan: 1 infantry
      Caucasus: 1 infantry, 1 artillery
      Volgograd: 1 mechanized infantry, 1 AA gun, minor industrial complex
      Rostov: 1 infantry
      Ukraine: 2 infantry, minor industrial complex
      Western Ukraine: 2 infantry, 1 artillery, 1 tactical bomber
      Bryansk: 1 infantry
      Smolensk: 1 infantry
      Belarus: 1 infantry, 1 mechanized infantry, 1 tank
      Archangel: 1 infantry
      Novgorod: 6 infantry, 1 artillery, 2 AA guns, 1 tank, 1 fighter, air base, naval base, minor industrial complex
      Karelia: 2 infantry
      Timguska: 1 infantry
      Yenisey: 1 infantry
      Yakut: 2 infantry
      Buryatia: 4 infantry
      Sakha: 2 infantry, 1 AA gun
      Amur: 6 infantry, 1 AA gun
      Siberia: 2 infantry
      Soviet Far East: 1 infantry

      Sea Zone 115: 1 submarine, 1 destroyer
      Sea Zone 127: 1 submarine

      United States:
      Eastern United States: 1 infantry, 1 artillery, 1 AA gun, 1 fighter, air base, naval base, major industrial complex
      Central United States: 1 infantry, 1 strategic bomber, minor industrial complex
      Western United States: 1 infantry, 1 fighter, air base, naval base, minor IC
      Hawaii: 1 infantry, 1 AA gun, 1 fighter, air base, naval base
      Midway: 1 infantry, air base
      Wake: 1 infantry, air base
      Guam: air base
      Philippines: 2 infantry, 1 fighter, air base, naval base
      Sea Zone 10: 1 transport, 1 destroyer, 1 cruiser, 1 battleship, 1 carrier
      Sea Zone 26: 1 submarine, 1 destroyer
      Sea Zone 35: 1 destroyer
      Sea Zone 101: 1 transport

      Italy:
      Southern Italy: 4 infantry, 1 artillery, 2 AA guns, 1 fighter, air base, naval base, major industrial complex
      Northern Italy: 4 infantry, 1 artillery, 1 tank, 1 AA gun, 1 fighter, 1 tactical bomber
      Sardinia: 1 infantry
      Sicily: 1 infantry
      Albania: 2 infantry, 1 tank
      Libya: 2 infantry, 1 artillery, 1 tank, 1 AA gun
      Tobruk: 1 infantry, 1 mechanized infantry
      Ethiopia: 2 infantry, 1 artillery
      Italian Somaliland: 1 infantry
      Sea Zone 95: 1 submarine, 1 destroyer, 1 transport, 1 cruiser
      Sea Zone 96: 1 destroyer, 1 transport
      Sea Zone 97: 1 transport, 1 cruiser, 1 battleship

      United Kingdom (Europe):
      United Kingdom: 1 infantry, 1 AA gun, 1 artillery, 1 tank, 1 fighter, air base, naval base, major industrial complex
      Scotland: 2 infantry, 1 AA gun, 1 fighter, air base
      Quebec: 1 infantry, 1 AA gun, 1 mechanized infantry, minor industrial complex
      Nova Scotia: naval base, air base
      Ontario: 1 infantry, 1 artillery, 1 tank, minor industrial complex
      Gibraltar: 1 infantry, 1 fighter, naval base
      Malta: 1 infantry, 1 fighter
      Alexandria: 2 infantry, 1 mechanized infantry, 1 tank
      Egypt: 1 infantry, 1 artillery, 1 AA gun, naval base
      Anglo-Egyptian Sudan: 1 infantry
      British Somaliland: 1 infantry
      Union of South Africa: 2 infantry, naval base, minor industrial complex
      West India: 2 infantry
      Sea Zone 106: 1 transport, 1 destroyer
      Sea Zone 109: 1 transport, 1 destroyer
      Sea Zone 110: 1 destroyer, 1 battleship, 1 cruiser
      Sea Zone 111: 1 destroyer, 1 battleship, 1 cruiser
      Sea Zone 91: 1 aircraft carrier (carrying 1 tactical bomber)
      Sea Zone 98: 1 destroyer, 1 cruiser, 1 transport
      Sea Zone 71: 1 destroyer

      United Kingdom (Pacific):
      India: 6 infantry, 1 artillery, 1 AA guns, 1 fighter, air base, naval base, major IC
      Malaya: 3 infantry, naval base
      Kwangtung: 2 infantry, naval base
      Samoa: naval base
      Sea Zone 39: 1 cruiser, 1 transport
      Sea Zone 37: 1 destroyer, 1 battleship

      France:
      France: 6 infantry, 3 AA guns, 4 artillery, 2 tanks, 1 fighter, air base, minor industrial complex
      Normandy/Bordeuaux: 1 infantry
      Southern France: 1 infantry, 1 artillery, naval base, minor industrial complex
      Tunisia: 1 infantry
      Algeria: 1 infantry, 1 mechanized infantry, 1 artillery
      Morocco: 1 infantry
      French West Africa: 1 infantry
      French Equatorial Africa: 1 infantry
      Syria: 1 infantry
      Sea Zone 105: 1 destroyer
      Sea Zone 93: 1 cruiser, 1 transport
      Sea Zone 94: 1 destroyer
      Sea Zone 110: 1 cruiser
      Sea Zone 82: 1 destroyer

      China:
      Suiyuan: 1 infantry
      Chahar: 1 infantry
      Anhwe: 1 infantry
      Kiangsi: 2 infantry
      Kwangsi: 2 infantry
      Hunan: 1 infantry
      Kweichow: 2 infantry, 1 artillery, 1 fighter
      Hopei: 1 infantry
      Shensi: 1 infantry
      Szechwan: 2 infantry
      Yunnan: 3 infantry, 1 artillery
      Sikang: 1 infantry
      Tsinshai: 1 infantry
      Kansu: 1 infantry

      Japan:
      Japan: 8 infantry, 1 mech., 2 artillery, 2 AA guns, 1 tank, 2 fighters, 2 tactical bombers, 2 strategic bombers, air base, naval base, major IC
      Korea: 3 infantry
      Manchuria: 6 infantry, 2 mech., 1 artillery, 1 tank, 2 fighters, 2 tactical bombers
      Jehol: 3 infantry, 2 artillery
      Shantung: 2 infantry, 2 artillery
      Kiangsu: 4 infantry, 1 artillery
      Okinawa: 1 infantry, 1 fighter
      Formosa: 1 infantry, 1 fighter
      Hainan: 1 infantry
      Palau: 1 infantry
      Caroline Islands: 2 infantry, 1 fighter, 1 tactical bomber, air base, naval base
      Marshall Islands: 1 infantry
      Marianas: 1 infantry
      Iwo Jima: 1 infantry
      Siam 2 infantry
      Sea Zone 6: 1 submarine, 2 transports, 1 destroyer, 1 cruiser, 1 battleship, 3 carriers with 3 fighters and 3 tactical bombers
      Sea Zone 19: 1 transport, 1 destroyer, 1 cruiser
      Sea Zone 20: 1 destroyer
      Sea Zone 36: 1 destroyer
      Sea Zone 34: 1 submarine
      Sea Zone 33: 1 cruiser, 1 battleship
      Sea Zone 32: 1 destroyer

      ANZAC:
      New South Wales: 1 infantry, 1 artillery, naval base, minor IC
      Queensland: 1 infantry, 1 AA gun, 1 artillery, 1 fighter, air base
      Northern Territory: 1 infantry, 1 AA gun
      Victoria: 1 infantry
      New Zealand: 2 infantry, 1 fighter, naval base, minor IC
      Malaya: 1 infantry
      Trans-Jordan: 1 infantry
      Egypt: 1 infantry

      Sea Zone 63: 1 destroyer
      Sea Zone 54: 1 cruiser
      Sea Zone 62: 1 transport

      posted in House Rules
      seancbS
      seancb
    • RE: Weather effect

      slow day here at the office no projects yet…
      The mechanic you describe is exactly how we wrote it. The “weather roller” is detemined for the rest of the game at the beginning. One set of players or player is in charge of the summer storms and one is in charge of the winter storms. The second roll determines where the storm is happening. It’s really only meant to introduce some randomness to the game and in essence make the game “harder to win… or lose”.

      The weather affects everyone which is why it is done at the beginning before Germany begins their turn in G40 games for us.
      It doesn’t totally cripple you as far as movement. Planes are grounded if they are in the zone. If you have planes in an unaffected zone, they can still attack or fly around the weather given they have sufficient movement range. It still allows for limited land movement. You just can’t count on a horse to drag your artillery now.

      We did look at sinking ships but felt that they would be safe but couldn’t move was a bit more fair. Kind of “riding the storm out”.

      We have playtested it, and in only 3 instances has it totally hosed a player. We kind of feel that’s just part of the deal when it comes to mother nature (Stalingrad, Moscow, etc)
      Given that all players know where the storms could occur, you have to be a bit saavy about where you put your stuff.

      We like it and just wanted to share. Try it out one time and you’ll see it isn’t as devastating as it would seem.

      posted in House Rules
      seancbS
      seancb
    • RE: Weather effect

      As you stated Marc, not many weather events were experienced. This is represented in that you have a 1 in 36 chance that this will even be an event at all. It simply adds a bit of excitement to the beginning of the round. And maybe, just maybe, if a player needed a little help from a higher power to hold off an invasion or attack or reinforcement, a storm may just be the answer!!!
      Sean…

      posted in House Rules
      seancbS
      seancb
    • RE: Weather effect

      The only reason this is complicated, which it really isn’t. You roll 2 dice. get a 2 roll another dice and look up the chart. If you don’t roll a 2, then continue on as usual. I think it seems complicated because of the length of the post. It’s no more complicated than a SBR. We had to make a way to determine where the storm was.

      posted in House Rules
      seancbS
      seancb
    • RE: Lend Lease

      We have a house rule that allows for a LL event to occur. During our “events” phase (before the German turn begins, we have world events that can occur, PM me and I can send you the setup) If USSR rolls a 10 they collect 10 IPC on collect income phase for LL. If not at war with Germany they collect 5 IPC for “peaceful trade with Germany”

      posted in House Rules
      seancbS
      seancb
    • Weather effect

      My friend and I have been working on a weather event that could occur prior to the turn beginning which would make the game a bit more realistic (don’t laugh).
      We put a lot of work into it and it makes a few assumption.
      First is that a turn is essentially a 6 month time frame. Start round 1 in June 40, Start turn 2 in December 40… on and on.
      The second assumption is that certain storms would observe the general time line.

      So please feel free to give opinions on the mechanics. If you don’t like them please don’t just say they suck. Let me know exactly what would or does suck and why.

      Thanks for feedback.

      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.

      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 developed.
      In even numbered turns (December turns) a winter storm has developed.

      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 and the second roll will be for the Pacific Ocean. 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 (turn).
      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 and islands, 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 conduct non combat movement and 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 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 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.
      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.
      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.
      5 – South Pacific Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 46, 47, 49, 53, and 54.
      6 – Philippine Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 20, 35, 36, 43, 44, and 45

      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 airbases 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
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