EXP Game 1 Trout vs Johnny Cat
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OK so update from the Globe Trotter
I finally got to really look at this game... sorry but with fun travel and work stuff I have not really had the time. And I am rather unhappy and wonder if we should start over.
I do, however, return home tomorrow. !!!
The problem with this amazingly wonderful game is that UNLESS EACH PLAYER PLAYS ACCORDING TO A CLEAR SCRIPT TURNS 1-5 it feels pointless to play and call it fun or challenging or rewarding.... This reminds me of the 3-move chess checkmate we would try to bait kids into doing when myself and other chess kids were like 5 years old.
Example: My last UK Burma move loses India. I am sure. I did not realize how these units really move and how many there are. Nor how useless those landmines are.
Nor how planes work.
Nor the value of defense or special units.
Nor that China's plane cannot fly off to India and be useful there after China falls
Nor the subtlety of how to make planes intercept - all other AA games it is usually pointless to intercept with planes. Sorry it is called something else but I mean when the 3 planes in neighboring zones can intercept your attacking force. And things like make sure North UK and South UK each have 3 planes.
And what is the diff between tact bombers and fighters in this regard...
Nor the value of territory type - though maybe there is none in this game? Are there mountains and swamps and different defense values? Most games have this.
And then there is paras... hahahaha. It is SUPER FRUSTRATING is that I cannot get paratroopers to work anywhere and clearly have no idea how they operate
It may surprise you but I am NOT worried about the USSR assuming I understand how to use the RR counters correctly.
giving up Novgorod is likely fine but do I save the money to destroy the factory there? Does that stuff matter?
So were I to move back from the Burma territory then maybe there would be some chance in this game.
THE GOOD NEWS IS:
Instead of a video I feel I NOW KNOW WHAT TO MAKE to help people play this game: AN EARLY GAME STARTING GUIDE!!!!!
I feel a strong need for A sort of TO DO list that applies more or less no matter what. Though some things like "be sure to save 7 rubbles to invade Japan" are more optional...
But having enough cash to purchase those turn 5 conscripts is not really optional at all and players need to know this, not get surprised later. I'm actually surprised that stuff is not just assigned on those turns. What is the point of having to plan to pay for it when anything less is not ideal game play?
I feel that Without following such a set of basic early turn concepts, there is no point in playing against anyone else that understands this game.
For example.
On Russia Turn 5 (not going to call it 1942 as that is just misleading ) USR gets a crap load of inf called conscripts.But not really.
Or rather, it is a MAYBE.
Unless USR saves like 40 rubbles it is pointless.
Or is it? The rules are clear in some things yet not others so I have to ask. And if those 20 conscripts are not bought - or is it 29? Then what?
Heavy Sigh
But in order to do that... they better not buy any shiny special units too early. So no buying generals or whatever all that special unit stuff it called.
The USSR should only be purchasing defense stuff - I know this. But I don't know HOW to do this. In regular AA I would just purchase inf. OF course. no armor for many turns. And keep their meager air alive always
But in this game I have no idea - despite knowing the concept well.
Similar with UK. I've been pretty much trying to keep UK to just absolute necessary stuff but wasted money on an Egypt factory too early. I had no idea that south african factory could take its place instead.
And the naval units continue to confuse me - with 9 fighters I guess I could plop down some UK naval units because the idea is to attrit Germany and not win right?
How do the allies do more than void operation sea lion?
And I thought paras could jump over to France to muck things up but that does not work. What am I doing wrong with them?
And what is all this special unit stuff really for? Marines? Elites? Commandos? Russian commissars in town... wow... confusing. and some need to be paired with artillery ... Some with transgender martian mules... too confusing early on when clearly all the allies need is to stack up defense until they can take the lead.
Anyway, I am just disturbed by every turn figuring out that "were I to have done something else the turn before I would be ready for this turn's special unit offers..."
So I suggest we either start over and even go further to agree to likely running a few games of just starting turns 1 - 5 in order to figure this stuff out.
At very least please let me redo at last the past UK turn since losing India turn 6 makes for no real challenge. And before and during that I will put together a guide that makes clear what to expect in terms of turns 1 through 5 for the various allies major powers and then do the same for the axis when I play the bad guys.
All this buying special units is crap - or if not, then I need to lay out the conditions and reasons for it.
This game is truly amazing Gents... but rather silly to play when the basics are not understood. Sorry but I am not smart enough to just jump in and play it with standard axis and allies experience. I am used to playing games like Third Reich or massive simulations of the entire eastern front...
But this game is all RULES HEAVY early on and not really something to actually play and have fun with unless all that early stuff is known and mastered before even starting.
Sorry - I don't mean to bitch .... but I am bitching...

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heh heh Hi Cat

It seems apparent that you have never played the game that this is a mod of.
It starts with
Pacific 1940 Second Edition

and then adds
Europe 1940 Second edition

You combine both games to create
Global 1940 Second Edition
Global Rules explained on page 35 of the rulebook.
The Tac Bmbr as well as the scramble rules are introduced in these games. The China rules are also explained. The biggest difference between G 40 and say Anniversary, are the above and the Political interactions as well as the National Objectives/Advantages.
Yes it is difficult to play a game when not understanding the rules. Especially one as complex as this

So give a read of the above links with special attention to the differences mentioned.
I will address your other issues directly.
Edit
I disagree with your assessment of the game being tightly scripted. There are options for all players and while some moves will be almost universal, one can use different startegies that require different actions.The beauty of the Captain's mod, is that it increases the number of strategic possibilities while including a vast number of tactical options to achieve one's strategic goal.
Here is the Captain's strategy guide that I have linked to you before. It provides step by step moves and buys for how to implement them.
https://www.axisandallies.org/forums/topic/37458/strategy-guide-global-1940


This is for the Soviet Union
a few excerpts


Edit 2
LMs are not worthless but they do have limitations. In "chokepoints" they can be quite effective but one of their main purposes is to affect enemy movement. Force or encourage them to go in a different direction.Once you have a few games experience their advantages and limitations will become evident.
Remember, learning is part of the fun

Paratroopers generally require edit to use. Their movement rules are Player Enforced. Look at the in game "Game Notes" under the "Help" tab for detailed information.
Russia can destroy their Facilities at no charge.

Page 21 of the Captain's rulebook
https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view?pli=1
Edit 3

The point here is that it doesn't Force one to do something. The Conscripts have been activated in every game I have ever played but not always the full amount.
Some players may prefer to buy a Tank General or Commisar and be a few Conscripts light of the max amount. It can depend on what Germany does. If they go heavy Atlantic or fail in a early Sealion, the Soviets may choose to alter their number of Conscripts they purchase in order to buy faster more powerful units.
Yes you are correct that the Soviets generally can't afford the special units early game. I still like to have a couple Commisars and a TG myself usually. Depends if I wanna go Landmine or Paratrooper heavy or not.
As stated above, the whole point is to give the player options. They are in command. They have to decide what to do

This your first game. Questions are expected. While we are all competive to a certain degree and want to win regardless, learning the game and how triplea implements the rules are the required first step

None of us are hardcore cutthroat players that want to win at any cost. We want to help people learn the game and see if they enjoy it as we all do.
For some, it is too complex and they prefer a simplier game. There is nothing wrong with that either. It's not for everyone

Edit 4
... even go further to agree to likely running a few games of just starting turns 1 - 5 ...
well yea, that's basically what were doing
I mean @Trout is your official opponent, so you have to clarify that with him. Losing is a helpful learning tool. It's one of the ways one learns 
crockett is the only one to win his first game and he has an extensive background with the Global 40 OutOfBox game.
The Captain's Danish league have recored over 1200 games and some first time players have either won or made for a competitive battle.
Read through the Captain's thread you will gain a lot of information. Now it's quite lengthy so will take multiple readings to get through it but ... it will answer a lot of your questions as well.
https://www.axisandallies.org/forums/topic/36945/axis-allies-global-1940-house-rules-expansion
You were thrown into the deep end the same as we all were with all "Game Options" on lol It takes 2-3 games on average to get the hang of it. Usually even by late game rd 10 people start picking it up.
You are at an even greater disadvantage as you hadn't played the OOB game before either.
That's OK. I know you can pull through

The reason for "Late 1943" instead of just "turns" is primarily historical flair for when certain units became available in the war.