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    Posts made by Tigerman77

    • RE: 7.1 Official clarification

      Not until im satisfied with the 7.1 discussions. Maybe 2 weeks.

      posted in Global War
      Tigerman77T
      Tigerman77
    • 7.1 Official clarification

      Ok guys. This is what I have for now:

      1. � Baltic states are to be treated just like Eastern Poaland…… � If Germany controls Eastern Poland and/or The Baltic States at the end of turn 1 Russia can declare war on Germany.

      2. Russia will collect income from neutral countries but the extra income is not added to the d12 rolls……Starting on turn 1, Russia will roll 2d12 at the end of each turn to determine its income level and add them together until Russia reaches its full production of 48. When Russia reaches full production it can declare war on Germany/Italy. � Russia will collect income from territories taken but they will not add to the influence rolls for declaring war.

      3. A. SPAIN: Spain will become a pro-Axis neutral if Paris has fallen and the Axis controls any 2 of the following: Leningrad,Stalingrad, and/or Moscow.
      B. SWEDEN: Sweden will become a pro-Axis neutral if Norway, Finland and Moscow are under Axis control.
      C. TURKEY: Turkey will become pro-Allied when there are no Axis units in Africa and Greece is under Allied control.

      Fortifications  Only 1 fortification per territory.

      Strict Neutrals  The only Allied countries that can attack Strict neutrals is Russia and Communist China.

      10.PRO-ALLIED NEUTRALS
      Pro-Allied countries become active when occupied by any Allied land unit. A mechanized infantry or armor can activate 2 pro-Allied neutrals in one turn; it does not have to end its movement in the first neutral it reaches. After activation the pro-Allied countries’ units and income are absorbed by the occupying power.  If a Capitol is attacked or captured all other territories stay Pro-Allied and all naval units not adjacent to the capitol stay Pro-Allied. If a non-capitol territory is attacked or captured all remaining territories become allied and all naval units become allied. If any naval units are adjacent to a territory attacked or captured then roll for each naval unit.
      12.STRICT NEUTRALS

      *While nations are not at war, units that are moved must end their turn in their own territories or in a SZ next to an original territory.

      Strict neutrals cannot move or attack; they can only defend. If either Axis or Allied forces attack a strict neutral, any surviving units after the attack become allied with the other side.
      • Example: Germany attacks Denmark and successfully takes over the territory. Iceland and Greenland would now become pro-Allied neutrals since they are part of Denmark.
      If a strict neutral is attacked or captured, all remaining ground units cannot move or attack; they can only defend the territory they are in until activated by an Allied/Axis country. All remaining naval units must each roll 1D12:

      These are technically modifications but I think we are heading in the right direction. I will post all clarifications here moving forward.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Convoy Boxes

      Raiding Convoy Zones is a special kind of attack. It affects the income of your enemies in the same way as taking control of their territory. To raid an enemy convoy, simply move one or more sea units, other than transports or carriers, into an enemy Convoy Zone. The production points listed on the convoy zone are deducted from the applicable powers’ income. If you choose to move your units out of an enemy convoy zone, the convoy is no longer affected and income is no longer reduced. At least one unit must remain in the zone to continue raiding the convoy. Note that the production value of each convoy zone is included in the total production income of the applicable power.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Convoy Boxes

      It is deducted from the owner of the convoy box only

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.1 questions

      Ill do this tonight.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Special units

      The lower cost was added to get more of these units on the board….there are still limits to how many you can purchase per turn for most.  Just to add more of a fun factor for the game.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Global 39 7.1v

      You keep up with the income seperate from the rolls. Use the rolls for income but when the rolls are equaequal to or greater than 48 you collect income f rome your normal income. This would be 48 + or - any territories won or lost.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.1 questions

      No 7.2 right now….lets just make this an official change. When a 7.2 does come it will be noted. Officially: Treat the Baltic states just like Eastern Poland.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Leningrad -> Spain

      I will look at this.  But it seems that the Axis will need help in 7.1v….lol

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Global 39 7.1v

      @Gargantua:

      Hmm…

      I will playtest this package, but I still don’t see nearly enough for Russia.

      Russia starts with HALF of Germanies starting units,  has no income until declared war on, and when war finally is declared, Germany + her minors earn nearly double Russia.

      It’s a forgone conclusion everytime.

      Stalingrad, and Novgorod upgrades are good, so are $6 german tanks instead of $5.  But I don’t know if I’d call this optically balanced.

      Play test will tell!

      Garg….you know at the end of every Russian turn when you roll the 2 d12 for decleration of war that you collect that as income.  This may be why Russia is so weak in your games.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.1 questions

      One mistake in the rules is the Baltic states should be under the same restrictions as Eastern Poland.  So if Germany controls the Baltic states at the start of Russia’s turn then it is a DOW.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Research question

      The numbers try to represent how close each country was and how difficult it was to gaining a certain tech.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Global 39 7.1v

      Just a small change to make the new Russian NO not too easy.

      posted in Global War
      Tigerman77T
      Tigerman77
    • Global 39 7.1v

      Global 7.1v will be on BGG this weekend but i’m giving it out through these links for those who need them for Friday and Saturday games.

      https://www.mediafire.com/?xwwtgw919ki6oxf

      http://www.mediafire.com/download/o763zz0ot9301c7/GW39_Setup_7oz.1.pdf

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 turn 1 pics and report

      Making final 7.1v ….should be up on BGG by this weekend.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Neutral question

      Russia is an ally after they are at war with the Axis. Lets just say they cannot activate any pro allied countries until they are at war with the axis.  This would be like italy being neutral until they are brought into the war.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Neutral question

      Germany and Russia can only fight in Finland without declaring war on eachother. Anywhere else and they are at war.

      Russia can only attack strict neutrals unitl at war with Germany. or Japan.

      A lone wolf Russia was an idea I had but made the game difficult to balance….insert house rules.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Neutral question

      Yes….technically Russia is an ally.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Tac boost for armor

      That is correct.  I know some of the language can be interpreted differently but it would take forever to explain every scenario that could happen.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 turn 1 pics and report

      Ok.  I put russia starting income and war entry rules back to 6.1.  Seems the extra units on setup are enough to keep Germany at bay for a little while.

      Also changed the Fort rule:  Fort fires 2d12 on first round only. Also defending infantry get a +1 and attacking units get a -1 including aircraft.

      posted in Global War
      Tigerman77T
      Tigerman77
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