Global War 1936-1945 (Buy it HERE)
Historical Board Gaming is proud to present Global War 2nd Edition™ – the ultimate World War II strategic game. We have greatly expanded the scope of the game to broaden the strategic options available to players.
There are a lot of rules in Global War -2nd edition but do not be intimidated! Many of them are optional and you are encouraged to select rules that suit the type of play you enjoy. New rules in this expansion include;
(a) Multi-stage ship and facility production
(b) Advanced research development system with 13 technologies.
(c) Nation-specific victory objectives
(d) New Lend-lease system
(e) Soviet Union as a third alliance
(f) Spanish Civil War
(g) Chinese Civil War
(h) Advanced convoy raiding system with world-wide convoy routes and escorts
(i) New units including airborne infantry, militia, cavalry, mountain infantry, marines, medium bombers, coastal submarines (and more)
(j) Carpet Bombing
(k) Combat Air Patrol
(l) Diplomatic Pacts
(m) Strategic Rail Movement
(n) New facilities: Shipyards, coastal artillery, fortifications (and more)
AND MUCH MORE
The new map is completely redone with more territories and land features than ever. These include;
(b) Convoy Lines
(c) Baltic-White Sea Canal
(d) Minor power colonies
(e) New nations
(f) Semi-autonomous regions of China: This is a very interesting and exciting improvement to the game. The Nationalists begin by controlling the light green sections in the image below – the other ares of the map are controlled by regional warlords at the start of the 1936 scenario. The Nationalists can attack them, which they were doing in an attempt to unify China, however they face threats from the Communist Chinese (held up in Shensi – the red province below) and from the Japanese. Too much expansion will leave them weak! The Japanese can attack China (as they historically did in 1937) or leave it to focus their efforts elsewhere. If and when a foreign power does attack any part of China the Nationalist can align the semi-autonomous regions of Xibei San Ma, Guangxi, Shanxi, Sinking and Tibet. They can also sign a truce with the Soviet player who controls the Communist Chinese if that player agrees. A truce with the Communists is tricky business. During the war the CCP grew to over 8 million troops by the end of the war. A dynamic reflected in the rules that give the CCP extra units based on the number of territories they control. And players must also be wary that the civil war is back on as soon as the last foreign invader leaves Chinese soil. The Nationalists can get help from the US in the form of lend-lease but they have to have a path to get there that goes via rail or through a naval base. The Japanese player is going to quickly take out the ports in Peking and Shanghai (Nanking) leaving the only route through a port in Burma and then up the Burma road to Yunnan.