@hbg-gw-enthusiast My thought as well. The change clearly mentions “capture” which would not include such cites as Sydney, Calcutta, London, Washington, etc for the allies. (Assuming we don’t include recapture.)
I’m not sure if I like the change or not.

Posts made by Trig
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RE: Victory Points for Captured Objective Cities
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RE: Lend-leasing of a French Foreign Legion?
@hbg-gw-enthusiast I would agree. By that same notion, you can’t lend lease if you don’t have a home country factory slot, something many people forget. Also, by this, I don’t think you can lend lease militia.
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RE: Victory Points for Captured Objective Cities
@hbg-gw-enthusiast I believe so. I hadn’t noticed that change. Is it from 3.0 to 3.1?
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RE: Repairing Railroads - immediate or not?
@linkler I assume that the repair takes effect at the start of the place units phase, but I don’t know. I’ll check the rulebook.
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RE: Some HBG's pieces are sold out
@noob_melon HBG makes a lot of their pieces in the US, like the 3d printed units and their roundels, but their plastic battel pieces are of Chinese manufacture. That’s why they restock slower and why 2025 has been taking so long.
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RE: The FAQ Thread
@HBG-GW-Enthusiast
The FAQ is up on two questions:Q: Are the Bering sea and Hudson Bay sea zones adjacent?
A: No
Q: Do Island Nations (Great Britain and Japan) count as blocaded if their remaining naval facilities are damaged?
A: No.
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RE: 2.1 Variable End and CCP Possession of Nanking
@hbg-gw-enthusiast said in 2.1 Variable End and CCP Possession of Nanking:
Page 13, 2.1 Variable End, “Add +1 per Major Power capital that is Enemy-possessed.”
The KMT is not a major power. Case closed.
Unless it evolves. Then yes.
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RE: Can you lend-lease facilities?
@trig Here is a pic of Iraq/Kuwait.
The red is what I think the borders are under the port, and the black shows the definite coastline. -
RE: Can you lend-lease facilities?
@linkler Iraq does border the sea.
Also, lend is lease is only for “military units or IPPs.” I don’t think Facilities count as “military units” -
RE: The FAQ Thread
Ok, time to get this thread rolling again.
Some questions from Operation Skyhook:a) Must the money for upgrades (specifically SS upgrades) be set aside at the start of the turn to save of use for upgrades?
I think yes due to 11.6.b) Do captured Major shipyards act as a minor shipyard?
I think yes, from the analogy of factories.c) If the CCP of KMT attack the other, does it negate the truce?
I think yes. Nonaggression is one of the provisions of the pact.d) Can the CCP and KMT resign the truce after it has been broken?
No clue on this one.e) Can you take the militia from a recruitment roll and split them between two zones?
If no, can the CCP do it?
I think it is no, yes. See 11.5 and the CCP reference sheet.Other questions? Any answers?
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RE: Can a Nation Contribute Negative Victory Points to its Alliance?
@hbg-gw-enthusiast I would have to agree. That said, I don’t know. That is an unusual circumstance, but it could be important.
That said, Great Britain doesn’t surrender until all of Ottawa, London, South Africa, Calcutta, and Sydney are enemy controlled. Just and FYI id they are thinking about throwing London to avoid that -1. -
RE: Soviet mobilization of the reserve clarification
@panzerbaguette It says:
“In the first Production Phase after U.S.S.R. is at war
with a Major Power all land units cost -1 IPP.”
(Emphasis added)
So yes. Go send cheep units to your allies. -
RE: Interception, what about bombers ?
@spartantom I would assume the second. That said, it is not specifically stated.
I would think though that because only fighters can intercept, bombers could never participate as a defender. -
RE: Panzergrenadier placement
@spartantom By my thoughts, both are “units the become available after attaining advanced technology.” Thus they have to be built in home country.
SNLFs are not any way tech related, and thus do not have a home country requirement. -
RE: Scorched Earth
@spartantom No problem!
You do destroy the facility (it is removed and must be built again. Thus, all the rail comes off the map and must be rebuilt.
As for the gauge, I do not know. I would figure it out with your group. -
RE: Panzergrenadier placement
@didier_de_dax Considering the become available after attaining Adv. Mech, I would say you need to build them in home country. Same with Katyushas or other such nation-specific tech units.
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RE: Safe Harbour.
@theveteran
That would be great, if we knew what they were. -
RE: Safe Harbour.
@aftertaste I’ve had similar ideas.
I have to head to dinner with my family, but here is my rules I brewed up earlier this year. I’ll get to my thoughts on your tonight.Note that many of these rule I am looking at changing. The main one is the inability to combat move out of port.
In Port
Ships are considered to have two states- either in port or at sea
When at sea ships behave normally.
When in port ships are subject to special rules.- A ship can be designated “in port” during your combat movement phase. Ships can move up to their movement allowance before going “into port”
- A to “into port” there must be a friendly operational naval base in the sea zone.
- A naval facility can have up to 2 times its production slots in port for a base (so 2 ships for a minor or 10 ships for a major) Each damage on a base reduces its in port capacity by 2. A submarine base may base up to 3 submarines, with a reduction of 1 for every damage.
- When in port, ships are considered to be in the sea zone containing the naval base. If the base is on the border of two zones, one must be designated. If there are multiple bases in a zone, the base must be designated.
- Enemy ships may attempt to move through a zone with ships in port. Both sides make a roll of a D6. if the defender wins, then the opposing ships must stop at the previous zone. If the mover wins, then they may immediately proceed to up to the remainder of their movement points.
- When in port, ships may not be engaged in combat by surface ships.
- A ship in port may defend against a strategic bombing raid on the facifly in which it is ported. This is done in the same manner as facility AAA fire, and is limited to one die per ship at 3 or lees, and no more die total than the number of attacking bombers. (This is in addition to facility AA fire.)
- If a naval base is damaged and there are ships in port there, then 2 ships must be sent out to sea immediately for every damage marker.
- Ships in port may be attacked by aircraft. Air Units attacking ships in port gain a plus two to their attack value, which is cumulative to other modifiers. The Naval base containing the ships may fire up to 3 AAA rolls at the attacking planes. Ships in port defend at half their defense value, rounded up. Planes must state which base they are attacking, and may only attack ships in that base. Subs in port may be hit by aircraft not on Maritime air patrol. (This represents attacks such as Pearl Harbor or the Taranto Raid, and the ease of hitting stationary ships.)
- Submarines may attack ships in harbor for one combat round if they are in the same sea zone at the end of the combat movement phase. They roll one dice with target select on a 1 and first strike. Subs attack at half their attack value, rounded down. Enemy ships in port may not return fire. (This represents such as the sinking of the Royal Oak, or the 1941 raid on Alexandria)
- If the land zone containing a naval base with ships in port is captured, then immediately roll on die for each ship. On a 1-2 the ship escapes and is immediately placed in the sea zone. On a 3-8 the ship is scuttled and removed from the game. On a 9-12, the ship is captured and immediately replaced with the corresponding unit from the capturing power.
- Aircraft on Carriers in port are considered cargo (This represents the lack of room for flight operation on a carrier in port)
- Ships may leave port during the non combat movement phase of their turn, and may move up to their movement allowance.
- When a ship is placed on the map, during the place units phase, it may be designated as “in port” if there is available space at the shipyard where it was placed. If this is not done then it is considered at sea.
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RE: Expansions
@insanehoshi It is important to note that the treaties were also big on cruiser and carrier limits.
Also, gamewise I personally think that in many cases a Battleship is better than a carrier.
I also like the ability to break the treaty. My thought would be that the enemy gets an income increase to represent increases construction to counter your ship.