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.
WHY THE HS-293 IS A GAME CHANGER: HBG’s new Ordnance set features a number of new weapons – including a few you can use to outfit your strategic and medium bombers for anti-shipping duty. The development of the HS-293 requires Stage 3 Rockets and Stage 3 Radar – making the average availability of this weapon for Germany July of 1942 (if you roll in an average way).
The HS-293 is one of my favorite weapons because it really allows the Germans some new possibilities. Strategic Bombers can now be used to target convoy lines – giving them an added ability they would not have.
ORDA 4.0 convoy raiding by aircraft
4.0 Overview: Some aircraft from Global War expansions may engage in Convoy Raiding. The procedure is similar to a submarine raiding except as follows:
4.1 Combat Air Patrol: A raiding aircraft must be on combat air patrol and capable of raiding.
4.2 Escorts: Escorting surface warships get a single attack against the aircraft unless those aircraft have first strike.
4.3 Advanced ASW: Players who have developed Advanced ASW automatically get a single attack at “2” against each enemy raiding aircraft raiding the convoy line where they have IPP to lose.
The aircraft must be on combat air patrol – which gives it a range of only “1”- however a bomber could quickly make the trip down to somewhere on the African coast, or out to the Azores which would put it in good striking position for the convoy lines. A great house rule to represent the FW Condor (and other) long-range anti-shipping aircraft would be to give bombers a patrol range of “2” which would put them out into the Atlantic (or elsewhere) enough to really be a menace.
– You might be wondering why exactly players with Advanced ASW get an attack at the aircraft – the reason for this is that Advanced ASW would include the use of CAM ships which could launch aircraft to defend the convoy.
Download the Ordnance Rules here for free
Global War -2nd Edition Optional Rule
When Germany attempts to annex Slovakia the British and French player must decide jointly to allow or contest the annexation of Slovakia. They do this after the German player’s Combat Movement Phase. If they allow it, proceed as outlined in the Global War-2nd edition rules. If they contest it combat occurs between Germany’s attacking forces and the forces in Slovakia. If Germany wins, Britain’s income is reduced by 3 IPP and France’s by 1 IPP. However, if Germany loses or retreats the British and French are empowered to resist and instead Britain gains 3 IPP and France 1 IPP in Peacetime Income increases.
JOINT DEFENSE OF A SEA ZONE – an uncommon problem that illustrates the conflict between Alliances – A question was posed to me recently that inspired this post. As I work on rule clarifications for Global War, someone pointed out that while there are rules for members of the same Alliance sharing a land zone and defending jointly there isn’t clarify around what happens if the Soviets and Allies are attacked in the same sea zone. I wanted to take a moment to explain, not just the mechanics but the point of the rule:
First, the rules – as amended – say that they could defend together – however, as with the rules for land zones state: “If player can’t agree on which casualties to select they may resolve the issue with a die roll.” This is one thing when you have a US and British player with relatively similar victory conditions but another thing when you have a Soviet and British player who are just barely allies in the first place. As you can imagine the Soviet player might be completely unwilling to cooperate, not because they “need” the fleet but because strengthening Britain will allow them to invade earlier and give the USSR less opportunity to gobble German owned territory. On the other hand, you can imagine that if the USSR is on the ropes they might be desperate for Allied lend-lease and willing to cooperate!