I’m still a fairly new player, and wondered about this recently. I know that the games are made to be played as global and as two separate ones, but in global it still seems like two different universes. Are there any house rules, strategies, or advice that we could use to make the game seem more like one? Thanks!
Posts made by Tamer of Beasts
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How Connected is the Game?posted in Axis & Allies Global 1940
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RE: The Afrika Korpsposted in Axis & Allies Global 1940
I agree, Marsh. Blockers are wonderful things when you need time, and retreating into the Red Sea only invites invasion of Trans Jordan, which means valuable units and time are spent trying to retake it so that your navy can get right back where it started. Whoever controls the Mediterranean has a much easier time controlling Africa.
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RE: Lend Leaseposted in House Rules
Do you think it unbalanced the game too much? That’s my biggest concern. We tried to make it fair with the additional IPC charge, but if it’s not enough, then we’re open to suggestions.
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RE: How to take the DEI from Japan?posted in Axis & Allies Global 1940
Well said; I phrased my thoughts poorly. I agree with your statements wholeheartedly, I just meant that if it is possible to take a few ships down at a rendezvous point, go for it. But yes, I also think that combining the fleet is a good idea.
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RE: How to take the DEI from Japan?posted in Axis & Allies Global 1940
From my experience, combining navies in a coalition effort works best. It really depends on who you want to end up with the island in question. If you deem the Japanese navy there defeatable, then I would recommend this strategy:
Use the turn order to your advantage. After Japan’s turn, use the American fleet to harass the Japanese in any way possible near the islands, hopefully weakening them. The British navy should be sizeable enough to fight a decent size battle if these islands are your main objective. Use them to either take the island or weaken the Japanese further. If the island is still Japanese held by ANZACS turn, you can probably swipe it from a depleted Japanese navy.
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RE: Ships at Port (1914)posted in House Rules
I’m worried that this could upset the game in the sense that especially the British can save all of their navy until the want it. If they are invincible, not only does that make it unrealistic, it kind of game changing.
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RE: Ships at Port (1914)posted in House Rules
Might this make massive, protected navies easy to build? Just a thought.
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Lend Leaseposted in House Rules
How does this sound:
During the Purchase Units phase, the United States may purchase units for the UK and the Soviet Union. These units cost one additional IPC each, and they must be placed in the recipient’s capital or in a sea zone adjacent to it at the end of the United States’ turn. The total amount spent on Lend-Lease units may not exceed 20% of the United States’ total IPC’s.
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RE: Axis and Allies Global 1940 house/custom rulesposted in House Rules
I think that regarding, whoever gets to Turkey first has a pretty decent base in the Middle East. Eight infantry is enough to defend Turkey long enough for a factory to be built, and that would wreak havoc on the opposing nations. I like the concept, but IMHO, it can’t be so easy to take nations like Spain and Turkey. Also, which nations qualify as Major, Middle, and Minor powers?
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Atomic Bombposted in House Rules
Recently we have been looking to add an atomic bomb house rule for a bit more realism, but haven’t found anything that works well and is balanced. Any ideas?
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RE: Hypothetical Questionposted in Axis & Allies Global 1940
I would go with the Russian cruiser and sub as well.
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RE: ANZAC Strategyposted in Axis & Allies Global 1940
Yes that is my bad, i forgot we were play testing a house rule at the time.
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RE: UK/USSR VS Germany/Italyposted in Axis & Allies Global 1940
Once the Axis realize what is going on, don’t discount a Sealion attack. The Germans can and will outproduce the UK, and should not be underestimated. If this is your plan from the beginning, you may consider building on London from the start to deter anything but a massive purchase on Germany’s part. That will make Sealion unlikely unless the Russians are dominated from the get go. For Russia the infantry and artillery are a good combo for defense, although the occasional fighter is nice to give a few extra hits and much needed maneuverability.
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RE: ANZAC Strategyposted in Axis & Allies Global 1940
I have been wondering about this too. What I have done in the past is if Japan has not been overly aggressive in the DEI, I will allow ANZAC to take Java. On turn two I put all of my planes on the island for defense if Japan is still not a big threat, and then build a factory. Many times, Japan hasn’t even declared war yet and my ANZAC factory is relatively safe for a turn, in which it can build some units for defense. I find this strategy especially good at dividing the Japanese navy and some land units, as they want the money island as well as to take away my nuisance of a factory. I have found that I have the most success when the Japanese have a large U.S. Strike on turn 3, because 70% or more of their navy is required to do this, leaving Java open to build.
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RE: Buying and using submarinesposted in Axis & Allies Global 1940
I agree that subs are a terrific offensive piece. That being said, I usually don’t buy very many of them in the opening rounds, for the sake of having a bulkier navy. Especially as America, once I have achieved naval superiority in the Pacific, I will buy 5 or 6 subs to convoy SZ 6 and SZ 19. It is very hard for Japan to destroy these even with their fighters, as they would need to buy a destroyer with their precious, dwindling money.
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RE: AA capabilities for big shipsposted in House Rules
I never actually thought about it that way. Thanks for clarifying BM.
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RE: Syria ABposted in Axis & Allies Global 1940
The best way I can think of is to attack Iraq, and let the Italians have the left over infantry from the strafe. They will probably take Syria for the easy money and won’t think twice about it.
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RE: Shore Bombardmentsposted in House Rules
I saw in another one of your topics that you want mor value for naval bases. What if for up to three bombarding ships, a naval base had a 1@1 chance for a hit?