@weddingsinger ’
I’ve tried 5 subs on G1. you have to destroy the whole UK Fleet on G1 and then park in 112 assuming you got the UK navy except for 109. Park your cruiser in 112 and have 3 ftrs on standby to scramble.
UK pretty much has to decide to hit these guys or do Taranto. They dont get both. you will likely be able to get 3 subs on SZ109 to convoy. It worked well for me but i had to invest in 2 more subs on G2 and then turned my attention to the East. for 12 IPC you can pretty much demolish the UK income until they build a dd in Canada. this helps you because it takes units from the Africa campaign. Combine the convoy action with some nicely timed strategic bombing and you can basically level UK to building in Egypt, Persia, and South Africa.
I would say it was a different opener and fun to play it but not my normal setup.

Posts made by seancb
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RE: Large sub buy for Germany?
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RE: Mare Nostrum
here is the way i’ve been attacking UK navy on G1
106 - 1 sub
110 - 2 subs, bb, bomber, 2 tac, 2 ftr
111 - 2 subs, bomber, 2 tac, 1 ftrUse other tac on atak on S france
you can mitigate the losses next turn
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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.
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RE: Event Cards - Weather, Tech, Tactical, etc.
PM me and i will send you our mechanics and rules for weather.
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RE: New tech in OOB?
We have our own country specific tech charts. PM me and i will send you a copy.
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RE: Battle of the Atlantic Movie Coming March 2019
i look forward to this movie but “Das Boot” is about as good as it gets.
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RE: Southern France
is a slight gamble but tac from W Germany, mech from W germany, armor from G Southern Germany
Land tac in S Italy for possible scrambling -
RE: [House Rules] Germany round 1 buyings
no one mentioned the sit and wait option of buying nothing and basically seeing how round 1 pans out.
Assume you take France, Finland, Bulgaria, Yugo, S France you basically have about 98 IPC for turn 2. then you can decide a path.
Not the common option but fun to try out one time if you haven’t done it. -
RE: Global/Europe/Pacific 1939 for 1940 2nd Editon
DeGaulle, I’ve been working on a Triple A setup for this. It still needs some coding but it is playable with the user guide and some editing.
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RE: On this day during W.W. 2
Thank God it worked out in our (the Allies) favor!
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RE: On this day during W.W. 2
Today is the start of the Eastern Front.
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RE: Seeking advice on hosting a game with inexperienced players
This is how we explain playing the game to new players.
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Explain to them that this is a “Game of Punishment”
You will be punished for bad maneuvers, as in Chess. The consequences will be immediate or delayed. -
There is no timer so think it through. It is your turn so you don’t have to hurry. Next time we play we may expect quicker play.
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Count to three each and every time you move something because that is the range of an enemy bomber that could kill you.
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Consult your teammate in private. Don’t blurt out your plans.
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Read the rulebook when it isn’t your turn. This sorts out a lot of questions.
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Ask if you are still unsure.
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If this is in your group (it is in ours for sure), drink beer or some other beverage of choice. It eases the pain of those evil plastic cubes when they have not landed in your favor.
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Have a good time, win or lose. Don’t be a baby or we aren’t inviting you back. Some griping is permitted but only on absolutely horrible dicings.
Last but not least…
We will play again. Teams will be different. Factions will be different. -
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RE: Is killing Sea Zone 110 an absolute must?
Sorry mind working faster than fingers.
This takes a G1 assault of USSR off the table. It will be G2 or later to be safe. -
RE: Is killing Sea Zone 110 an absolute must?
110 is absolutely a target on G1. There is no reason to let UK have any fleet other than that of 109, 91, and the med stuff in 98 (which you can’t hit anyway). you have to take the risk on 106 which is 50/50. 110 and 111 represent too much firepower to leave any of it on the table after G1.
The optimum setup we have found consists of the following:
Purchase 2 bomber, 1 sub place in W Germany and SZ
106: sub from 117: 50% chance of winning111: bomber, ftr and 2 tacs from W Germany, ftr from norway, sub from 124, sub from 118
even with scramble 98%110: fighter and tac from W Germany, bomber from Germany, tac from germany, ftr from Holland/Belgium, sub from 103, sub from 108, battleship from 113
86% with full 3 ftr scrambleyou dont even have to land in W. Germany Stack planes and AAA guns in Holland. so if taranto comes up you can still nerf his remaining fleet.
I’ve looked at this a thousand times and i’m no “expert” but this is they best option to keep UK out of your hair while you assemble the forces for Barbarossa.
This does require a G2 or G3 however. G1 completely off the table.
If he scrambles you can even consider a Sea Lion but will have to coordinate that with Japan to keep USA out.My 2 cents.
Cheers to you!
Sean -
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. -
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. -
RE: I know where they got the idea for this game now
That is the one sir!
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I know where they got the idea for this game now
It’s taken me a while to put the clues together but after a few rides in the Mystery Machine with Scooby and the kids.
Anyone remember the movie “Heavy Metal”? The bomber pilot sequence featuring Don Felder’s “Heavy Metal/Takin’ A Ride”.
This is how this began. I am almost certain now.
Sean…