Our group used the bomber death move with great success. It definitely makes J2 a lot worse for Germany. When 10 bombers show up on US3 to England we found that Germany does a real quick look back. This works very effectively with a large transport build by UK. Moving all US troops to Nova Scotia USA4 load up on UK transports and begin to build your own loaded army. You end up with one going to Gibraltar and one going to London. Instant reinforcements when you are ready to rock on to Europe.

Posts made by seancb
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RE: The Red Tigers
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RE: Houston Area Players
We are still looking for more players to join an informal group to play Global 1940 games. I have the nerd cave available and approved by the boss (wife). We are looking mid October to start the next one. Likely start play early Saturday and continue the next Saturday.
Send a PM if you are interested.Sean…
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RE: Towards a General Strategic Framework - 11 Conclusions
2 bmr 1 sub has become the standard G1 purchase in our groups
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RE: Houston Area Players
just saw the message. None of our group sustained indoor damage only a mass of fire ants everywhere. It was biblical. Thats the only word I can use. Now we wait for the river to subside and hope the levee holds until it drains off. Thanks for thinking about us.
Sean r
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RE: Sea lion
America is immediately able to declare war on Germany after the J1 DOW. America plays after Japan so they can just boogie right over to UK and any other allied areas including ANZAC as well as park next to Japanese islands.
No problems here.
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RE: Looking for G40 players in Houston TX and on Tabletop Simulator
Big Bend,
when do you want to try again to get a game going. We ended our game from the other day this past Friday with Allies victorious.Sean…
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RE: Houston Area Players
pm me and I’ll send my number. I am also in Sugar Land. Greatwood subdivision 99 and 59
i also have a game room so we can leave the game setup for extended periods of time between game play.
Sean…
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RE: Hello, new player to 1940
Also to note is that I am destroying my best friend as he is the allies. And I’m about to take moscow.
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RE: Hello, new player to 1940
Curtmungus,
We don’t have cats at the Laredo Texas Headquarters only at the Houston Texas Headquarters which I share with my wife and “her” cat. Please note the requisite beers and smokes in the War Room. -
RE: Tweaking optional R&D rules
We use our own tech charts that are country specific. This is for Global 1940 but could be adapted to any game.
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 XXI 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 or naval/air base attack on a zone within 4 spaces. One die of damage is rolled per German controlled operational air 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 is not permitted to develop weapons until they are in a state of war.
1 – IL-2 Sturmovik rolls off the line. All fighters now attack at 4 when paired with a matching armor.
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. ANZAC is not permitted to develop weapons until they are in a state of war
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. -
RE: Hello, new player to 1940
Catzilla heading for Australia. We were just getting the game and out and he had to see what was going on.
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RE: POLL - G40 Your favorite turn for Japan to declare war and attack
I like the mechanics of this but how do you get your fleet back in position for the jolly green giant that is the US. If they stack Hawaii and load up every transport they can you can kiss Korea good bye as well as Iwo and Carolines take your pick. In addition the Russians just move in to back it up. I would love to see this move in person as it sounds kinda dicey but could work. I like it.
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RE: POLL - G40 Your favorite turn for Japan to declare war and attack
Thank you for the clairification Zhukov. I did look at your game file.
I’m still not sure if a J1 would work in our group. We’ve really fine tuned the Allies to the point that no bid is needed. maybe we can play a game. I prefer a networked live game. Play a bit at a time save and come back later. I’m in Texas (Central time zone). PM me and we can set it up. I’d like to see you try this out.Sean…
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RE: POLL - G40 Your favorite turn for Japan to declare war and attack
I’m a bit confused on the mechanics of your setup Zhukov. Can you elaborate a bit more as I would like to build on your idea.
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RE: POLL - G40 Your favorite turn for Japan to declare war and attack
J1 attacks no longer work with our play group. We have found that it relies on too much “happy dice” for J. One bad roll and you’re toast. We also find that US becomes too much of a monster for the Axis to handle by coming in so early, especially if UK does the max London protect and eliminates any possibility for a rather Pyrrhic Sea Lion if even successful. The J1 relies on G1 DOW and that in itself is very risky against a good USSR player who knows how to turtle and not move into dumb position. And USSR can always jump on J if they get too extended and pull the air force out of position long enough for ANZAC/UKP to sneak into a spot here and there.
I like J3 for full blast positioning of the fleet and airforce and the fact you can crush China out of the game so you don’t have to worry about them anymore. In addition you should have 2 IC’s working and can rely on the 2 armor and 4 mechs to overwhelm India with your airforce each turn.
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RE: Table Space for Global
plastic folding table standard size. 8x10 plywood 1/2" thick minimum. line up the sides even draw marks on the wood where it touches the table for easier alignment next time. drill 3 screws into the plastic table through the plywood. plenty of room to scatter pieces, beer, food, dice rolling, etc.
We use large binder clips to hold the game board together. You need 6 for the 4 panels.
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RE: Research and Development for Global 1940
Tirano check your inbox. Sent to you.
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RE: Research and Development for Global 1940
We utilize a system in which you buy all the rolls (breakthrough roll) and you get a 6 you’re good. Roll again (discovery roll) and see what you get. You miss the breakthrough roll too bad.
You can get as many techs as you roll 6’s on the breakthrough. We have our own technology charts. It stays random so you might get something you can’t currently make use of but we’ve found it eventually comes to fruition at one point or another. If you roll a discovery roll and hit something you already have you just roll again.
The only other stipulation is that if you aren’t at war yet, you can’t develop technology. Our system is, however, country specific and some countries can get stuff that others can’t such as atom bomb (Germany and US only). If anyone wants a copy of ours for ideas feel free to PM me.
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RE: Game length issues
Have multiple copies of the rule book. We have 4 available.