https://www.shapeways.com/product/P7JFN6N8N/majorfactory-qty-12?optionId=10600458
Just sayin ;) Want your input DCC… is this a high price?
https://www.shapeways.com/product/P7JFN6N8N/majorfactory-qty-12?optionId=10600458
Just sayin ;) Want your input DCC… is this a high price?
How big are the air fields & naval bases
There you go:
Even though it is possible to scale things down, I think that the naval base and airfield are actually as small as they should be if wanting some details and be able to paint them.
You sir work quick and are mighty talented! I do like the first major factory design you came up with more, but I would still purchase the “new design.” Factory size seems perfect (small and compact is better). Only comment I have on the bases are WOW. Great job and thanks for doing this DCC!!!
I am DEFINITELY interested!!! A kit put together with an initial set up and the"go to" purchases would be genius!!!
My only input would be to minimal-ize the square footage. Square footage is very valuable on most territories where the major factories would be. Maybe ridding the majors of the border and merging the 2 buildings together would save some space. And, the minor factories would be the perfect size if they were somewhere in between the size of a monopoly house and hotel.
what do you mean by “go to” ? Sorry, before beeing bald, I was blonde :/
Definitely can make the minor smaller (right now it is same size as in the original axis and allies) and I can definitely make the major less space invasive :) I will see if I can have sometime tonight to make one and print it :)
The initial set up of major and Minor factories. Plus Minors for Greece, Egypt, 2 or 3 for Japan, and and extra for France (since they always get creamed in the first turn). Will look at the set up and come up with some numbers. Just a thought though.
I am DEFINITELY interested!!! A kit put together with an initial set up and the"go to" purchases would be genius!!!
My only input would be to minimal-ize the square footage. Square footage is very valuable on most territories where the major factories would be. Maybe ridding the majors of the border and merging the 2 buildings together would save some space. And, the minor factories would be the perfect size if they were somewhere in between the size of a monopoly house and hotel.
@Young:
Give a list of what you’re looking for, I might be able to help.
Edit: Sorry, I see you want 2nd edition pieces, I have 1st edition.
I know ;)
or even amazon.com right now
hope it helps and let me know what you think
Was interested in purchasing axis and allies 1940 Europe or Pacific 1st or 2nd edition. Let me know and how much you want for them? Thanks :)
Are you still looking? How much are you willing to spend? I don’t have mine for sale, but there are some pretty crazy deals north of the border right now. Maybe I could purchase and send to you?
Looking to purchase stock 1940 2nd edition game pieces. Prepackaged preferred but will consider opened and used items depending on condition. Post or PM, which ever you’re more comfortable with.
If you pull off Sealion and the US isn’t in the war already or sitting on Gibraltar, they are at least 2 moves away from getting any kind of help to London. Italy should take Gibraltar if they can and block out the Mediterranean. Italy can move troops to the west coast and get into Syria and hopefully Iraq (if Russia hasn’t gotten their first) Then take over Africa. Build London up by 6-10 ipc’s per turn (now there are 6 of any kind of build you made, plus all your air units). US at that point needs to make a hard decision, liberate Europe or kill Japan. Fact is they cant do both. Germany and Japan are making a combined 120-140 ipc’s at that point and Italy can make an easy 30+ with their NO’s running wild in Africa. $ wise, game over, and you didn’t even have to make a move on the US. Still a lot of factors have to be taken care of, like is there still an allied NAVY in the Mediterranean? Does Italy still have any NAVY left? What kind of landing force is left in London. And where is Russia? Can Japan put pressure on Russia? Is Japan bombing the heck out of Calcutta?
Is it true that a if you were to capture pr liberate a minor factory, it is destroyed?
I do believe that is only regarding China or another allied force, liberating a Factory built by Japan on a Chinese territory. The Chinese don’t have or use factories, so if Japan built a factory on an originally controlled territory (this includes Manchuria, Kiangsu, and Shantung), and the territory is liberated, the factory is removed from the board.
But if you capture a Major Factory, it is downsized to a Minor
Is it true that a if you were to capture pr liberate a minor factory, it is destroyed?
I do believe that is only regarding China or another allied force, liberating a Factory built by Japan on a Chinese territory. The Chinese don’t have or use factories, so if Japan built a factory on an originally controlled territory (this includes Manchuria, Kiangsu, and Shantung), and the territory is liberated, the factory is removed from the board.
@Young:
We experimented with a house rule that gave the US the War Bonds breakthrough for free once they entered the war, it was no big deal to give that to them, and it was fun to see how each roll for more money turned out for the American player.
Sounds fun. I think it would be interesting to give each of the major powers a free tech at the end of turn 3. What would you choose for each power as your tech?
Germany = Jet Fighters
USSR = Advanced Artillery
Japan = Super Subs
USA = War Bonds or Increased Factory Production
China = none
UK = Radar
Italy = Improved Shipyards
ANZAC = Long Range Aircraft
France = Heck, why not give them Heavy Bombers. They won’t be able to use them anyway.
you are forgetting that they get 12 ipcs worth of any unit(s) they want when liberated. could prove to be useful late in the war as another strategic bomber when germany’s fighters are far east fighting russia and they have no fighters to intercept.
@Young:
Hello all, I am new here to the forum. I have about a years worth of Axis and Allies experience but I am playing Global for the first time tomorrow. Since the US begins the game as a neutral country, they can not activate Brazil Turn 1 correct? Are they allowed to move troops there to automatically activate the territory when they enter the war or must they wait until the following phase once attacked or with the proper time?
Hey Green Mustang,
Yes, The United States begins the game as a neutral power, and as a neutral power they may not attack other nations, help other nations, or activate any pro allied territories such as Brazil. The United States may not declare war on the Axis powers unless they have had an unprovoked attack on them, the Axis have attacked London or any North American territory, or it is the American’s collect income phase of their 3rd turn. Also, the United States has some pretty strict restrictions while neutral, such as not being allowed to end their non combat movement phase with units adjacent to a Japanese controlled territory on the Pacific board, and not being able to venture away from sea zones adjacent to American territories on the Europe board. It is this last point that answers your question about landing on Brazil while neutral, the Europe side restriction for the Americans won’t allow you to park beside Brazil waiting to be at war. My suggestion is to designate 1 land unit and 2 transports off Washington. and once you declare war you may than take those units and land in Brazil on your next non combat movement. Once you claim the standing army of 3 infantry, you will have enough for 2 loaded transports including the single land unit you used to activate and control Brazil. Good Luck in your first game tomorrow, be sure to come here and tell us what happened.
Don’t forget an unprovoked attack by Japan on UK/ANZAC.
That only brings them into the war on the pacific side
@Baron:
Hello people,
I Wonder if you could find this concept of heavy artillery interesting in play?Heavy Artillery
Attack 2
Defense 3
Move 1
Cost 5
Gives +1A to 1 Infantry or 1 Mechanized Infantry
Gives +1D to 1 Artillery unit.Artillery becomes:
Attack 2
Defense 2-3
Move 1
Cost 4
Gives +1A to 1 Infantry or 1 Mechanized Infantry
Gets +1D when paired 1:1 with Heavy Artillery unit.The combined arms with Artillery could figure a kind of fortified defensive position with layers of trenchs and many hardpoints with campaign guns. (I’m thinking here about WWI and Battle of Kursk for the russian defensive warfare.)
So, for 9 IPCs you get a higher number for offense and defense A4 (+2A bonus) 2D@3= D6 and 2 hits.
It is a bit weaker on defense than 3 Infantries which gives A3 D6 and 3 hits.
But still less costlier than 2 Tanks A6 D6 for 12 IPCs.That way you get a slow offensive units (better than Infantry) with a good defense factor, just slightly below Infs.
Do you think this could work as a kind of counter-weapon to this fast moving Mechanized Artillery unit?
Mechanized Artillery:
Attack 2-3
Defense 2-3
Move 2
Cost 5
Gives +1A to 1 Infantry or 1 Mechanized Infantry
Gets +1A/D when paired 1:1 with Tank unit.
are talking about introducing a brand new piece to the game? (heavy artillery) or are we talking about renaming the AAA to heavy artillery and giving it different values?
@Young:
I don’t understand the anger that some have towards this set up. Ok yes you can argue the historical accuracy, but c’mon, at the end of the day you are playing A&A. Lets face it, we all know the standard moves, and how to counter them, so it all comes down to luck in the dice. All you do is wait around and wait for someone to make a mistake then pounce. New set ups bring in new strategies, which is the best part. Its a brand new game using parts you already have. No need to spend, sometimes $100’s of, dollars to get a new experience. Just have fun
Although I agree that this is a new experience playing A&A without spending for a new game, I don’t agree with everyone knowing the standard moves in Global during many 5 player group games. Opening strategies maybe, but after round 2 the board always looks different from game to game due to different philosophies players will incorporate no matter how experienced they are.
I did meant for it to read opening moves. Because no one knows what anyone will do after the opening moves, need I remind you (jiggy, jiggy, jiggy!!!)
I don’t understand the anger that some have towards this set up. Ok yes you can argue the historical accuracy, but c’mon, at the end of the day you are playing A&A. Lets face it, we all know the standard moves, and how to counter them, so it all comes down to luck in the dice. All you do is wait around and wait for someone to make a mistake then pounce. New set ups bring in new strategies, which is the best part. Its a brand new game using parts you already have. No need to spend, sometimes $100’s of, dollars to get a new experience. Just have fun
yup there it is:
Page# 18
Step 2. Battleship and Cruiser Bombardment:
Roll one die for each battleship and cruiser that can
conduct bombardment. Battleships hit on a die roll of “4”
or less, and cruisers hit on a “3” or less. For each hit, the
defender will move a defending unit behind the casualty
strip. These casualties will be able to defend during the
land combat step before they are eliminated.
This is out of the G40 rule book though assuming all 42 has the same rules
Sure is. Amazon.ca is letting them go for $80