A few things to help new players get started:  I end up talking to a lot of folks about the rules and autopsying games that went awry – the following points will help you learn the rules and have a good first game.

 

Read the National Reference Sheets – The biggest mistake new players make is reading the rules and not reading each nation’s national reference sheet which contains the special rules the govern each nation.   If you don’t read these sheets you’ll be constantly surprised by your enemies actions! You don’t want that do you?  Encourage all your players to read all the sheets so everyone knows how each nation behaves.

 

Understand the 1936-1939 Starting Strategy: Simply put, everyone begins at peace. Most nations don’t start with their full income level – this simulates their economies not being geared for military production and their governments’ historical levels of military spending. Axis players must read very carefully the British, French, U.S. and Soviet Reference Sheets to avoid actions (mainly attacking neutrals and major powers until you are ready to strike decisively. If the pre-war gamesmanship isn’t exciting to your game group start with the 1939 scenario.

 

Victory Conditions: The game is won and lost on victory conditions. Play to them. They balance out force inequalities: For example: Its easier for Italy to win their victory conditions than the USA.

 

Convoy Lines: The convoy lines are what your submarines use for raiding. Read the submarine raiding and escort rules very carefully. The Convoy Lines are not used for tracing of lend-lease or supply paths. Don’t’ confuse the two.

 

 

The P.1500 Monster is the newest unit you can add to your Global War gaming table.  This enormous weapon weighted 1500 tons and was powered by four submarine engines.

Construction: The P.1500 costs 12 IPP and must be constructed at a Major Factory in German home country.

Movement: The P.1500 has a combat move of 1.  It may only non-combat move via strategic rail movement or transport.  It cannot be involved in any round of an amphMonster - The P.1500 Landkreuzer v1.1ibious assault or be transported by an air transport.

Attack: The P.1500 may be used as artillery with a first strike attack of “8”.  The P.1500 may make a carpet-bombing attack on an adjacent city (or special fortification zone) with an attack of “6”.

Defense: When the P.1500 is the Defender it defends at 3.

Expansion Compatibility: The P.1500 may not be moved via armored train (Fighting Railways).

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Ordnance II – JAPANESE and BRITISH ordnance weapons are out. As with Ordnance 1, players can use the tech development process to craft a number of advanced ordnance weapons they expend in combat  (You can download the rules for free – check them out).  The suicide weapons are really great for defending Japan : the Kaiten, MXY-Z Ohka and Shinyo make it doubly hard for the USA to invade Japan.  Additionally, the I-Go radio controlled bomb gives your fleet and land-based aircraft an advantage against the Allied fleets.   Japan can also take the war to the USA with the A-11 ICBM and Fu-Go balloon bomb that crosses the Pacific on air currents.

The British player will appreciate the Fairey Stooge and Unrotated projectiles to defend his navy and the Z-battery to protect factories and units on the homeland.   The RP-3 air to ground rocket will be useful in supporting your forces on land (it also works well against submarines) and finally, there is the grand slam 20,000lb earthquake bomb – it will make the German player quake – literally.

 

So, for strategy, as Japan I’ve found that piling up suicide weapons can easily make the US player chance course.  I like to throw a few I-Gos on my carrier aircraft just for the sheer intimidation factor.  The balloon bombs you can accumulate in Japan with extra income, along with a few ICBMs just to make him feel a little unsafe.  By far though, the suicide weapons are my favorite toy in the game.

For Britain, which ones are most effective is really going to depend on what you are facing.  As the Japanese player stocks up on Ohkas, you might start buying a few Fairey Stooges to counter.  If you are getting slammed by the German bombers in Britain, Z-Batteries can turn the tide!

Happy Fighting!

IMG_8548The NETHERLANDS AT WAR set is brings a new dimension to the game that GLOBAL WAR 1936-1945 players will definitely enjoy.   First, you get a full set of Netherlands units in orange.  These include infantry, an armored car, armor, artillery, fighter, bomber, transport, cruiser, destroyer and submarine.  On top of that you get Netherlands roundels and markers for Netherlands Royal Marines and Commandos.   The set comes with three oil derricks to place in the NEI and rules for making the Netherlands at their own player country!

 

 

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And don’t forget about our 3D Printed Dutch line that includes the Fokker seaplane and the 1047 class battlecruiser (sold seperately)

 

Really excited about HBG’s American Minorities at War set.  This set was a great experience to design.  I am reminorities copyally happy not just to be giving American Minority units their due treatment in a war game but also have them come to life as actors on the stage that is Global War.  It is one kind of experience to read about the 442nd Regimental Combat Team, or the Tuskegee Airmen and another to deploy them, depend on them in a battle and experience their victories and defeats.   We hope this set will serve to honor and to educate the 17 units we feature in this expansion.

 

In brief – the American player (once at war) implements a “scheme” – a set of changes to the rules that you pay for.  The scheme costs 15 IPP and allows the American player to draw one unit per turn out of an opaque cup.   The player then rolls a dice.  On a 1-6 he gets to keep and use the unit on a 7-12 he puts it back – representing the inherent bias of the military at the time against using such units.  If the player gets to keep the unit there are instructions in the rules on exactly how each unit behaves.  The markers provided go underneath units on the board and modify them in some way or in some cases give you a free unit.

 

The units here are varied in type and ability: as a designer I tried to say away from too much “+1 Attack and Defense” and really represent the unit as best I could.  So you’ll find that these units do a lot of different things.  One issue that came up in the design was that most of these units are battalions and regiments which are much smaller formations than are typically represented on the Global War scale.   For this I just considered them to be part of, but contributing to the actions of a larger formation in a measurable way.

 

I’m exited for folks to play this expansion and experience for themselves the untold stories of American Minorities at war.

 

 

Alaskan Warriors is a new set from Historical Board Gaming:  This set features a number of new rules and units for the Alaskan theatre.

  • Alaska Territorial Guard marker
  • ALCAN Highway & Rail markers to build needed connections to the lower 48.
  • The Alaska-Siberia Railway project
  • Pacific lend-lease rules
  • and best of all, a PBY Catalina to prosecute your agenda.

You can view the rules and purchase Alaskan Warriors here

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The Z.511 is a great new addition to the Italian arsenal. This seaplane is probably the most versatile weapon the Italians have – its a medium bomber, a convoy raider, and it even comes with its own special operations Maiale Human Torpedo.   There’s no end to the reasons you’re going to love this aircraft. First, the COMBAT AIR PATROL  range is – 2- that puts it out in the middle of the Atlantic – away from any shore-based fighters.  While out there it can raid convoy lines – making it a very powerful weapon.  After release of our first ordnance set, I wanted to slip specialized ordnance weapons into more sets – and this set was perfect to add the Maiale.   There is even a scheme in this set to carry out MISSIONE NEW YORK – a special attack on New York Harbor the Italians planned using the Maiale and the Z.511.

Secret Submarine Bases is out! – What I really liked about writing this expansion is the randomness involved in trying to do something secret.   The Axis, Allies and the Comintern each have the opportunity to – (2x per game) pay to build a “secret” submarine base.   Once they pay the money the base and a submarine appears on the board in one of 6 possible locations.   None of the players know exactly where this is going to be and if it will be worth it.  Which means – a submarine could pop up and cause you trouble almost anywhere – as submarines are prone to do.

The result will keep players on their toes…I expect that just knowing its possible the Japanese can put a submarine off the US West Coast or the Allies could suddenly have a submarine lurking off the Maldives will keep players cautious.

One of the neatest parts of this set was some of the research:  The Japanese secret sub base in Baja was one of my favorite and you can learn ore about that here.

 

 

The U.S. Set #3 is finally out : In this post I want to take a look at what you get:

 

  1. Infantry: The “late war infantry” as they are described on our website are spec-ed out in the rules as “Heavy Infantry”. These are equipped with the best late-war weapons which would include shape-charged anti-tank weapons (bazookas!) which accounts for the Target Selection :1 (Armor-class units)
  2. M3A2 Halftracks:  These are regular half-tracks (no special treatment in the rules).  If you prefer to us them as “Advanced Mechanized” although if you have Amerika the the M75 really has a nice look.
  3. 155mm “Long Tom”: These are great for use as advanced artillery (i.e. from technology development chart)
  4. Greyhound Armored Car:  These are a new unit to Global War – at least – they are now modeled for use with the rules.  They are an Attack 3, Defense 2 – representing somewhat of a smaller but more mobile unit that can provide a quick attack but will suffer on defense because its not as large as an infantry corps.
  5. M4A3 Shermans: Again, no special rules for these guys but they are a cut above the “Sherman” you got in other sets. They are nicely detailed.
  6. Pershing Tank: The Pershing is ideal for representing heavy armor per the Global War technology development chart.
  7. P-47 Thunderbolt:  Now here is a fun one to use: It can fly as a fighter or a tactical bomber making it a profoundly versatile weapon for the US player.
  8. SB2C Helldiver:  This is your standard tactical bomber, no separate rules.
  9. B-24 Liberator Heavy Bomber: This weapon makes a good Heavy Strategic Bomber (another technology development)
  10. P-80 Shooting Star: This unit can be used to represent US jets when they are developed through the tech development process – and can I add here – there is no more “all of the sudden” all your prop planes turn into jets.  You do have to buy them so you are going to need some of these.
  11. Omaha Class Light Cruiser:  The light cruiser has, up to now, been absent from the table but no more. Light cruisers are a step between your 4/4 destroyer and your 6/6 cruiser. A lot of nations had been building them during the Washington Naval Treaty since they were limited on heavy cruisers and battleships.
  12. Baltimore Class Heavy Cruiser: This unit makes a beautiful standard cruiser
  13. South Dakota Class Battleship: This is a standard battleship except for one thing – its a later war “Fast”Battleship with a move of 3 and won’t slow your fleet down.
  14. Essex Class Fleet Carrier:  A beautiful, US Carrier – great for setting your P-80s on.

 

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Fighting Railways released 2/12/16.  This expansion features 10 pieces of track build new rail lines on the map plus armored trains and railway guns.

First, lets cover the new railway markers and where to put them. These markers go on the border between two land zones, connecting them with a railroad.  It costs 4 IPP to place one – 8 IPP across a mountain border – or into a mountain zone.    Here are some great places to put them:

1. Soviet – CCP: If the CCP can get ahold of Sinkiang the Soviets can run a rail right to them across the border.  Although this costs 8 IPP it opens up a lend-lease path for the Chinese Communists to get some serious aid! T-34s, artillery, mechanized divisions – you name it.   Likewise if the Soviets can Align Mongolia they could easily run a line into the Xibei San Ma or Shanxi and achieve the same ends.

2. Soviet Lend-Lease Corridor: The USSR might find it prudent to build themselves a rail up from a (conquered) Iran or Afghanistan into Turkmenistan so the British can give you stuff….That is…if they are willing to give you stuff.   Convincing them is of course, part of the fun.

3. British Africa:  A new line from the Belgian Congo to Kordofan will give the British railway capacity from South Africa to Cairo – and beyond. Likewise, an Italian or Germany expansion in Africa would be well supported by a conquering Turkey and connecting the rails from there into North Africa.

4. Turkey-Soviet Line: The Soviets or Germans – depending on who is winning the game – might eventually wish to build a rail line connecting Kars to Transcaucasia, allowing units to be easily moved into or out of the Soviet south flank.

Now lets add Armored Trains to the mix. The armored train is designed to be used to COMBAT MOVE a unit via railroad – And although it will cost you 10 IPP its pretty useful to bring an extra armor into combat the same turn.  Many nations start with armored trains, which gives the more flexibility off the bat.

And finally, Railway guns are going to be addition to the set – not only are they a good 5/2 Artillery but they can “carpet bomb” – i.e. make an attack into an adjacent CITY so they are good for softening up your enemies.

ERRATA

Also I noted that the placement of the Japanese armored train does not say where in Manchuria so it should read “anywhere in Manchuria” on your set up charts.

Enjoy!