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    Topics created by Trig

    • TrigT

      Expansions

      Global War 1936
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      Board 3659B

      @insanehoshi “Option 1: Have a deck of cards that you draw a certain number and resolve before the game begins. Lots of options to represent historical and alt-historical events. Ex: “Trotsky Takes Power” - you now play as, instead of the ‘Communism in One Country’ Stalin, you play as the ‘Worldwide Revolution’ Trotsky.”

      I would like to also include harry turtledoves world war series as an alt-history event though it might be too sci-fi

    • TrigT

      House rule: Mongolia

      Global War 1936
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      C

      @theveteran Yeah, it’s definitely a good point. I think we’ve really just been overlooking the value of an easy lend-lease area for the CCP by doing this earlier in the game than has typically happened!

    • TrigT

      Southern Norway Coastal Artillery

      Global War 1936
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      TrigT

      @hbg-gw-enthusiast
      Errata:
      “Southern Norway: Coastal Artillery should be in sea zone 13, not 12.”

    • TrigT

      House rule: Second Admendment

      Global War 1936
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      TheVeteranT

      @trig Japanese aircraft and bombardments will be used in the naval battle, Japan should
      Not have both a large fleet AND a large landing force. They don’t have enough income to have both in time to hit the US with their surprise strike. This will only happen if Japan has put its complete focus on the US from the start of the game. No house rule is needed to combat a 💯 US focus by Japan.

    • TrigT

      Carpet Bombing

      Global War 1936
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      General 6 StarsG

      It’s close but only 2 targets and 2 d6

    • TrigT

      2025 Bigger version

      Global War 2025 Meltdown
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      D

      @trig I’d like the addition of Strategic Bombers, Marines/Naval Infantry, along with some more detailed rules for Amphibious Assaults, new drones (Stealth, Strike), the ability to shootdown/destroy drones, Satellite Reconnaissance, Cruisers, Arsenal Ships/Fire Support Vessels, and Bio-Weapons.

    • TrigT

      Looking for a game - G40 or G40 alt universe

      Find Online Players
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      TheVeteranT

      @trig are you still interested in. Playing G40 alt universe???

    • TrigT

      Scorched Earth

      Global War 1936
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      HBG GW EnthusiastH

      I think it would be up to the building player what gauge they decide to build with.

    • TrigT

      Case Anton

      Global War 1936
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      N

      Germany can send Lend-Lease to Vichy (Rule 14.4.3), but you cannot lend lease facilities, only IPP or Militaty units as was pointed out (Rule 7.9).

      Furthermore, Vichy has no separate income since Germany receives income from all Vichy land zones (Rule 14.4.2 and Vichy QRS) and no build table, so its pointless to send IPPs.

      Therefore, the only way that Vichy can get new units is through its Recruitement rolls or Lend Lease from Germany (and no other Axis power).

    • TrigT

      Variable ending roll

      Global War 1936
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      We don’t even get to debate issues anymore as HBG is too efficient on the Errata or FAQ !

    • TrigT

      Homemade Reference Sheets

      Global War 1936
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      TrigT

      @trig Lend Lease rules reference up. Now it is easy to see who can lend lease to who.

    • TrigT

      Aircraft carrier rules in v3- a New Way of Thinking.

      Global War 1936
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      TrigT

      @hbg-gw-enthusiast I would just add italicised texta clause saying something on the lines of “aircraft may not be placed on carriers during the place units phase” in that section, and a clause saying “newly built carriers may not be used to guarantee landing spots for fighters and tactical bombers.”
      It is rather obvious is you look for it, but I think a FAQ or a additional clause is needed.

    • TrigT

      Kamikaze-ing subs

      Global War 1936
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      TrigT

      @noneshallpass
      Not really, again, there is in the RAW (ignoring the FAQ) NO, I repeat, NO limitations to Kamikazes. Did you read it? Don’t assume thing from A&A. This is a different game and some “obvious” things have changed.

    • TrigT

      Railing Militia

      Global War 1936
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      CaptainNapalmC

      As militia can only move IN home country, we play that they can be transported only if they start and end in home country. Your Tannu Tuva and Denmark examples would not be allowed, by this reasoning.

    • TrigT

      In Defense of Defending France.

      Global War 1936
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      @JbuckBuddy

      I think that Vichy cannot attack a liberated Paris.

      Rule 14.4.3 says that Vichy can only ever attack Free France.

      The Vichy NRS says that “If Vichy attacks a Free French land zone containing units not from Free France, these non Free French units do not participate in the combat and are moved to the nearest land zone in their possession”.

      However, the Free France NRS says that “If Free French liberates Paris, it becomes a Major Power (effectively becomes France again)”.

      Plus, on a related Vichy question in the FAQ :

      "Q: What happens if USA liberates Aquitaine? Does it become Free French? And if so, can Vichy attack?

      A: Aquitaine is an original French land zone. Until Paris is liberated, “France” does not exist. Thus, USA can not give it back as per 9.20. So any Allied forces liberating a Territory in French Home Country gets to keep it until Paris is liberated and “France” once again becomes a Major Power.

      Vichy cannot attack an US possessed land zone."

      For these reasons, I would think that Vichy cannot attack a liberated Paris, as France has been reinstated as a major power and is no longer Free France. They would essentially get to wait until Southern France is liberated.

    • TrigT

      Western Australia

      Global War 1936
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      HBG GW EnthusiastH

      @generalhandgrenade Wow! Thanks for the fast update, GHG!

    • TrigT

      Task Forces

      Global War 1985
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      C

      @trig hey there I am the designer of GW 85. Happy to see a forum here and happy to answer questions and interact as I can.

      Task Forces exist in the game because in the 80s the navies organized their naval groups into task forces to do certain things, mainly to protect sealift through enhanced capability to detect surface, air and subsurface threats to the sealift lanes. Capital ships - mainly carriers - were a key cog in this wheel and never moved outside of a task force. So the game recreates that through the task force concept. When a task force conducts combat it can do certain things that a bunch of frigates, subs and destroyers moving alone cannot do.

      I wish I could say more but as everything is still being tested, I think it would be best if I didn’t.

      Hope this helps!

    • TrigT

      UK strategy- The Med Lockdown

      Global War 1936
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      TrigT

      “The Polar Express”
      A complementary strategy from the USA.

      Many of those who see the above strategy may well wonder what it does against the famous atalinc wall in northern Europe. the Med is great for attacking Italy, but there is few ways to hurt Germany is the south. This strategy is an American solution to that problem.
      Disclaimer: This is a later game plan, so I don’t know what your game will be like, so I can only give some guidelines. This assumes a Germany who has not gone heavy on Navy, and has mostly focus on the continent and the USSR.

      The common US plan, from what I have seen, is a relic of GHGs “famous” Middle Earth strategy for G40. The Americans look south, heading to Spain or Portugal, then move on to the Med to punish Italy. Some have remarked that the Atlantic is longer in GW36 than G40, and thus you can no longer reach Gibraltar in one turn. This has completely invalidated the strategy on the Med. The prime goal of any American strategy is to spend the least money on Transports, and to maximise your drop potential. This usually means the shorter your route the better, as there as less empty transports laying about. The best route is the 2 part out and back, but this is impractical in most games as Germany will just allow you to just pound you way slowly through the mountains of Spain and stop you far short of anything important. The next best route is what is used in Middle Earth, the 3 transport shuck. In this, 2 sets of transports take units to a staging point, (Gibraltar) and then a 3rd set goes back and forth form the landing zone to the other side of the staging ground and back to the landing zone (it was southern France) This is the system we will apply.

      If one looks at the GW36 board, it is quick apparent there is few good spots for this. In the Med, Gibraltar is too far away. In the center, there is no convenient staging ground. But the north, an oft forgotten route is there. In G40, the map was bably inaccurate in its sea distances. It was faster in go south then north, as the northern sea zones were “smaller” than the ones in the south, due to the projection of the map. This mean an route north took 2 times a long. In GW36, we have an accurate map. (at least as far a sea zones in the Atlantic) Thus the shortest route along the great circle is also the shortest route to Europe. Starting in NYC, one can move your fleet to Halifax, then the Labrador coast, then to Scotland in the magnificent large sea zone of the GIUK gap. Scotland then is our staging ground. While 2 sets of transports go back and forth taking units to Scotland, out last set will be in the North sea. Form there, they will move for any adjacent sea zones to SZ 11, pick up the next load, and drop it off on Europe. They can hit anywhere from Normandy to Narvik in this way, a total of 9 territories. (That does not include the UK) In those territories is Western Germany, the gateway to Berlin. If you can take and hold this land, the Germany must worry about a factory on Berlin’s doorstep, and a shipyard as well. This forces Germany to put large forces to hold this. Another possibility is that of a final decapitation strike into the Baltic after a UK assault on Denmark of W Germany. This can hit anywhere from Archangel to Spain, or even East Prussia, so is a good option at the end of the game. However, it ruins the shuck, so make sure is works and Berlin will fall quickly.

      Another huge bonus in this is easy air cover. From London, Fighters can hit anywhere on the channel, and even run a carrier swap to hit farther afield in places like Germany or Norway. Add in Long Range Aircraft and that instantly extend you range farther. Bombers can also help out, as well as pound Germany to a pulp in SBRs. Also, this is only one turn away from NY, either to the Midlands or Scotland.
      you can also bring in Airbones to drop from strategic bombers or Air transports, giving more striking ability.

      A very important thing in this is to guard your transports. This is best done by destroying any German planes on the coast, but can also be done by a large fleet. And guess what the US has? Another large fleet with plenty of things that bombard! If parked of the German coastline, the Germans will be hard pressed to take out your transports, having to fight a large fleet as well as any scramble depending on the location.

      Overall, The Polar express is a powerful strategy to hit where the UK hasn’t - Western Europe. If combined with a lockdown of Italy, then the European axis might be in big trouble. Even alone, it gives the fastest route to Europe, as well as nearby support from your Allies .

      Again, feel free to critique anything you see here, as I have actually not tested this.
      -Trig

      Edit: Here is a map displaying the main moves of the Polar Express- https://www.google.com/maps/d/u/0/edit?mid=1LAQrgB0GLbBh-bW-8QqAa948RKHqQGUE&usp=sharing

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