Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. seancb
    3. Posts
    • Profile
    • Following 0
    • Followers 2
    • Topics 27
    • Posts 324
    • Best 45
    • Controversial 0
    • Groups 3

    Posts made by seancb

    • RE: Cheating or just bad at game.

      Taamvan has very valid points that exist in our group as well. Especially “not in the box doesnt count”. Also we play similar to casino craps tables that all dice must be thrown in a way that attempts to hit the short side of the box lid.

      If cheating is of such a concern, maybe remind everyone at the beginning that you aren’t playing for money, just pride! Unless you are playing for money? Wouldn’t that be cool? A real paying league…

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Deterrent to Egypt mIC on UK1 -"Ram-rod" play

      Although I don’t particularly agree with all of MeinHerr’s ideas. I won’t bash them until I’ve tried them. You bring up some pretty solid points about stuff but it is hard to predicate future moves when you don’t really know what the other guy is doing. I do like the idea of sending more German air force to Africa, either for coastal patrol (targets of opportunity) or just helping defend advancing Italians. I’ve personally not experimented with it due to the fact that I prefer to bomb England strategically and tactically on round 2 as well as round 3. I want to thank you MeinHerr for opening up the discussion and giving me some new Axis ideas for our South Texas game next week.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Bidding

      We don’t bid. We just pull a marker out of Crown Royal Bag until all players are initially determined. This consists of the major powers first, USSR, Germ, Japan, UK, USA. Unless we have a large group then Anzac and Italy are added. China is always assigned.

      The bid balances the game some would say, but we have found we don’t need it. Maybe we just aren’t that good or maybe the lack of the bid created our house rules.

      The lack of a bid has certainly increased the skill of Allied play though.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Why axis and allies?

      I have a few responses in no particular order of importance.

      Ease of play. If you can count to 6 your good.

      Easily customizable. You can customize the gameplay model or even paint the sculpts and make your own game boards. We have our developed our own set of rules that engage political and technological events. This was done to simulate some outside effect on the battleplans. Plus we are dorks who used to play a lot of AD&D and we like extra paperwork!!

      For those of us born in the late 70’s (my demographic) it is a familiar game with way more options than we originally had in the 1984 MB release. I started playing in 1990. Global more or less addresses all the wants we every talked about with the original and even the later editions from the 2000’s (AAE, AAP, AArevised).

      The sheer size of the game when set up is amazing and somewhat overwhelming when you get all the pieces on the board.

      It takes time to play this game but the game mechanics don’t bog down like some more advanced simulators (ASL, World in Flames, etc).

      Just my opinions.
      Sean…

      posted in General Discussion
      seancbS
      seancb
    • RE: Global Gaming Table Threads and Pictures

      What kind of material did you use for the map? Also is it a solid board or can it be rolled or folded?

      posted in Customizations
      seancbS
      seancb
    • RE: Leaving France for Italy

      It would be easier but it would also reduce the amount of money UK can spend if they are paying for damages. So it is perfect for Germany this way. I usually strike all the bases as well this eliminates any opportunity to scramble or at least makes UK pay for the ability to scramble. The interceptors have to make a choice at that point and if you bring enough fighters they won’t intercept at all.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Global Gaming Table Threads and Pictures

      That is one awesome table. We are still trying to determine the best way to print the map. So not much progress for us yet.

      posted in Customizations
      seancbS
      seancb
    • RE: Leaving France for Italy

      You should always take France with Germany. Germany needs the IPC’s to get the Barbarossa army purchased on the next turn. You can usually bank at least 70 IPC for next turn with Denmark NO, no attack USSR NO, France, Normandy, Bulgaria, Finland, Yugoslavia and France IPC capture.
      I usually on G2 buy 10 art in Germany and 7 mechs that catch up on turn 3 when the party starts in Russia. Sometimes I do get 3 ftrs or 2 bombers and a tank just depends on how much air power UK has left. I like to strategic bomb UK so they are forced to buy everything in South Africa or Quebec or build a mIC in Persia.
      This is how I like to do it and you can do it anyway you want.

      The main point is that Germany needs the money to get as ready as possible for a long slog to Moscow. Italy will never be in charge of anything but can opener moves in USSR, defense of France/Normandy and the African campaign if they can get one going.

      posted in Axis & Allies Global 1940
      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: Updated South Texas Global '40 House rules

      Please add any comments we would like to hear what people think

      We have made some updates to these rules for balance and playability since we’ve had some time to playtest. Not sure if anyone cares but if you do here you go.
      Events are rolled first. Then espionage is rolled. These rolls are conducted at the beginning of the turn before the German player begins.
      Technology is rolled during Purchase Units phase of course. 5 IPC per die roll.

      Events  - Event 2 can only happen one time for each power in a game whether negated or not.
      Germany
      5-9 no events
      2 – Hitler assassinated Germany worth +5 IPC. Power struggle between the SS and the Wehrmacht ensues throughout Germany. No combat movement.
      SS succeeds General staff in war direction (event negated) by a roll of 3 or less. +5 applies no matter outcome

      3 – 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.
      4 – Industrial output from the Ruhr region increased for war production. Western Germany +5 IPC
      10 – French revolt. French partisans are disrupting supplies from France. While Germans occupy France value is reduced to 1 IPC
      11 – 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 (This event is negated if Spain is under Allied control.)
      12 – “Total War” mobilization of homeland army. Infantry cost 2 IPC’s this turn.

      USSR
      5-9 No events
      2 – Stalin dies. USSR worth +5 IPC. Power struggle between Red Army and Communist Party ensues throughout USSR. No combat movement.  USSR does not have to be at war for this event to occur. If not at war USSR is awarded +5 IPC only.
      Generals establish military government (event negated) by a roll of 3 or less. +5 applies no matter outcome

      3 – Mongolian uprising. Mongolia has agreed to join the Japanese. Japan player roll one die for each Mongolian territory with standing armies. For a roll of 2 or less indicated number of troops printed in each territory. (This event is negated if Mongolia is under Allied control)
      4 – Peasant resistance forces disrupt German supply.
      Germany cannot conduct non-combat movement in any Russian territory due to rail disruption damage. Only land units are disrupted. Air units are not affected.

      10 – Extra reinforcements from the East Place 4 free infantry in Novosibirsk. Can happen more than once.
      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 – Japan runs out of resources.
      If not at war with USA, UK, Dutch, French and ANZAC, The oil embargo has finally affected the home island and the war with China. No combat movement.
      Negotiations with USA, UK, Dutch, French and ANZAC can continue (event negated) by a roll of 3 or less.
      If currently in a state of war with USA, UK, Dutch, French and/or ANZAC,
      POW’s and Chinese peasants put to work in slave labor camps in all of Asia (event negated) with a  roll of 3 or less.

      3 – Expert construction crews landed. Immediately place one free airbase on any territory that is currently occupied by at least one infantry unit.
      4 – Chinese partisans attack supply lines. No combat movement in China only. Air units not affected. Can happen more than once.
      10 - Naval reallocation. One free destroyer immediately placed adjacent to any coastal Japanese industrial complex. Naval yards convert civilian workboats to destroyers this turn.
      11 – Deeper ports and larger transports allow for larger cargos to be delivered to industrial zones. Japan value increased by +10 IPC (one time only per game).
      12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn.
      USA
      5-9 No events
      2 – If USA is at war: Anti-war movement has turned over Congress, the Senate, and a new president is elected. Peace movement begins takes hold. Social unrest and protests against the war erupt everywhere in the country. Racial equality is demanded by blacks and other minorities. No combat movement.
      Riots can be quelled/suppressed and marshal law established (event negated) by a roll of 3 or less.

      3 – If USA is at war: Roll 2 dice and total is the number of IPC’s immediately returned to the bank.
      Anti-war sentiment is growing. Members of Congress and Senate begin to question America’s involvement in the war. Labor strikes nationwide cripple industrial centers The American citizens are tired of rationing. US government diverts resources to civilian population to dissolve social unrest among homeland.
      4 – Increased resource contributions from South and Central America. USA receives +5 IPC immediately. Can happen more than once.
      10 – Naval reallocation. One free destroyer immediately placed adjacent to any coastal USA industrial complex. Naval yards convert civilian workboats to destroyers this turn.
      11 – Increased industrial production, Eastern United States +5 IPC.
      12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn. USA does not need to be at war for this event to apply.

      England
      5-9 No events
      2 – Churchill has been toppled. No combat movement. 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.
      Riots can be quelled/suppressed and marshal law established (event negated) by a roll of 3 or less.

      3 – 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
      4 – Indian mobilization.
      Indian people mobilize for defense of capital. Place 4 free infantry in India. Negates event 3 if currently in revolt. Can happen more than once.
      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. Italian people tire of war and question their involvement in a particularly German affair. No combat movement.
      Riots can be quelled/suppressed and marshal law established (event negated) by a roll of 3 or less.

      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. Can happen more than once.
      10 – Increased African support.
      On this turn, Ethiopian tribes enlist to help Italy. Place 2 infantry in Ethiopia. Can happen more than once.
      11 – Increased war production. Southern Italy +5 IPC’s
      12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn.

      Australia
      5-9 No events
      2 – Prime minister toppled. No combat movement. Anti-war sentiment grows. Civilian population is tired of rationing. Social unrest increasing among Aboriginal tribes.
      Riots can be quelled/suppressed (event negated) by a roll of 3 or less.

      3 – 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)
      4 – British supply arrives. Australia receives +8 IPC’s immediately. (Can happen more than once.)
      10 - Aircraft conversion.
      Civilian seaplanes converted to coastal military patrol craft. Place one free fighter on each undamaged Australian controlled airbase.
      11 – Increased war production New South Wales +6 IPC’s
      12 – “Total War” mobilization of army.
      Infantry cost 2 IPC’s this turn.

      Germany USSR Japan USA England Italy Australia
      Espionage
      5-9 No espionage. If a power is not 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. Roll 2nd dice for a successful assassination attempt on a 3 or less. Negated 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: Deterrent to Egypt mIC on UK1 -"Ram-rod" play

      One more question and I’m done.
      What does Italy do when the jolly green giant (USA) arrives at Gibraltar on round 4, at the latest with no DOW from Japan an earlier DOW would only speed the process up, with 10 fully loaded transports, 2 bombers and 4 fully loaded AC’s, 2 CR, 1 sub, 1 BB and 1DD to screen this, not counting any UK help that has come for the party?

      To put it lightly, I think about now the Italian player is having some bowel control issues. Germany is probably going to turn some of its air power around and the USA has an option to attack Rome, Normandy if ready, or Norway.

      If USA has to absolutely get it done (bad position mind you after this move) they go to Tobruk unload and transports start the trip home, all the while Italy is SBR’d into the stone age if they move any planes from Rome. Italy will have a hard time holding that off (Germans will pay for it), and while the TT’s go home. USA pours all the IPC’s it makes on the Pacific side until the TT’s get back. In addition the US air power can get to Moscow in time for the real party on G7. 96 to NW Persia to Moscow.

      Allies simply have to not lose in the Pacific by building sub and destroyer screens and taking whatever they can when they can. USA will be around 72 IPC’s with the Brazil money and maybe they go to the old French land in North Africa for a few more cheap bucks.

      Thoughts?

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Deterrent to Egypt mIC on UK1 -"Ram-rod" play

      How would you work the Italian strategy you speak of assuming Taranto and attack on 96 is successful? I’m thinking of a few counters of my own and would like your opinion. I’m not sure if I want the Luftwaffe out of position for the Barbarossa open on G3 which is when we normally do it because our group likes to get the position on USSR before we go in.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Deterrent to Egypt mIC on UK1 -"Ram-rod" play

      I am very bored at work today with no new projects to work on currently so I thought I would chime in.

      too many hypotheticals for me here. I’m still confused on how you “deter” someone from doing something if they play before you every single time on Round 1. You may be able to deter something if you are attempting to deter a round 2 move.

      A few observations from an outsider looking in:

      MeinHerr you don’t account for any type of strategic/tactical bombing that may be employed against the UK by Germany.  Often airbase/naval base is attacked on G2 in 90% of our games. Major loss of funds on round 2 repairing this stuff. Pay me now or pay me later is the way we look at it.

      Most German players are going to attempt to kill the entire UK fleet on G1. I know I always try!! 106 is dicey so most times I just leave it alone. Often I feel 91 is a better target using the 108-103 subs because you can possibly help Italy a bit with the upcoming attack on 96 from UK as well as get rid of a 3 def pip and 12 TUV for 6 IPC’s. And it is possible to live to round 3 if Taranto bomber is dead and 2 destroyers miss. Again trying to help Italy. I don’t think Germans would ever want UK to have any naval units left except for maybe 106.

      My group is pretty big on the Sea Lion Feint in nearly 90% of our games G1 purchase ends up being 2 transports and 1 carrier placed in 113. this offers 3 transports for next turn so you can beef up Finland for a northern front or just assist in getting as many as you can to Baltic or even Leningrad blitzing with Poland based armor and mechs if no blocker (optimism of course).

      My 2 cents. I commend you on defending your strategy but it makes many assumptions and like playing the USA in this game, requires some mistakes on the part of your opponent to make the next step viable.

      Good players make very few mistakes unless they have been drinking Fireball whisky!!! That’s usually when my best friend and I really start the propaganda machine and generally when the mistake is made and more follow.

      Sean…

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: D/FW 1940 Global or 1942 Revised

      If you ever get to Houston area we have a group that gets together when we get players or if you can host you can contact my buddy in Denton. He is always looking to play. PM me and I’ll send you his contact.

      posted in Player Locator
      seancbS
      seancb
    • RE: Unit representations and timeline

      Good thoughts on this. As envisioned many answers and none wrong. Thanks for your input on this and I look forward to seeing what everyone else has to add or has used in their tracking system.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Unit representations and timeline

      What about the timeline issue?
      Sean…

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • Unit representations and timeline

      My best friend and I are getting ready for our quarterly 3 day Global slugfest, and, as such, the conversations vary from old strategies previously used that now have a counter to general trash talk. One question we keep coming up against is what does a unit really represent. Does infantry represent a brigade or division? One fighter equals a squdron or air wing. The other question is the timeline. I know LH has said it’s an elastic timeline but we are figuring one turn represents about 6 months of activity starting in June 1940. Therefore turn 2 would begin in December 1940. This would also play into the fact that America can start fighting turn 4 (December of 41) if Japan DOW turn 3 which mind you turn 3 would be May to November which is when the fleet historically prepared to attack Pearl Harbor. I know the game isn’t completely historical but that’s another discussion. To us it is just fun to put some date to our game and we arbitrarily picked a 6 month window.

      My friend and I would appreciate any of your thoughts, input, or personal interpretations on these subjects.
      Sean…

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Rules Deputy needed Gamerman01 et. al.? - Defining Pro-Axis Neutrals

      Simon, Marc, Krieghund Thank you for input and clarification. This will avoid any confusion or debate later.
      Sean…

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Rules Deputy needed Gamerman01 et. al.? - Defining Pro-Axis Neutrals

      Does the word “original” apply only to German and Italian territories or “original” Pro-Axis territories such as Iraq, Finland, Bulgaria. I’m not trying to exploit something but rather avoid a very lengthy useless argument/debate which will delay the game. I am interpreting this as explicitly Pro-Axis. When it is attacked by the Soviet Union it is Pro-Axis and became Pro-Axis on the previous turn. So in my mind, which may be incorrect, it is treated such as Iraq, Finland, Bulgaria. I interpret the rule to mean original Italian and German territories. I appreciate the input simon33 and I’m in no way being rude but I want the Rules Deputy to weigh in on this because you are responding exactly as my friend will when we play in 3 weeks. I’ve been designated Allies since I played Axis last time and I’m considering trying the Spain invasion to see how the mechanics work.

      Sean…

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • Rules Deputy needed Gamerman01 et. al.? - Defining Pro-Axis Neutrals

      Hypothetical Situation for debate -

      United States invades Spain using the Spanish beach head strategy. UK attacks Turkey on the same turn. Turkish forces repel UK. UK units retreat. Turkey is left with a standing army consisting of X infantry. Turkey and all strict neutrals are now considered Pro-Axis.

      Italy pushes one land unit to activate remaining Turkish troops that survive the UK attack.

      Next turn, due to fact that Germany is now repositioning forces to engage Spanish front that has developed, USSR attacks any remaining infantry and wins territory from Italy.

      Does USSR secure a +3 NO for capturing Turkey?

      I really need the answer to be from a Rules Deputy so there is no debate within the group later.

      Thank you for any input or help on this issue.

      Sean…

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • 1
    • 2
    • 12
    • 13
    • 14
    • 15
    • 16
    • 17
    • 14 / 17