You're welcome! The elves were pretty busy recently, but when they got some free time, I put them to work on this! (I think they might go on strike...)
Welcome back K!! I really enjoy your videos and have been going through withdrawal. This looks like a great game and it's interesting to see the progression the boys made from A&A to 36. I actually like some of the rules in this game and don't think they needed to be changed. I wish you and your family a Merry Christmas!
Thank you! This is probably my favourite WW2 game, as long as I have the time and the people to play it! And a very Merry Christmas to you and yours, too!
i play the germans in every game i play in. if you dont build max infantry and one bomber on the first two turns you cant defeat russia and hold france to win. build tanks and subs on turn 3 and after that whatever you need. you'll need those infantry to take hits and you'll need the bombers to diminish russias economy. every time i see germany build tanks and more tanks. this strategy is good for short term but not long term.
That sounds like a solid strategy - I tend to use a lot of armour for the Germans, mainly because of the vast territory that needs to be taken quickly, and they can pull Soviet forces away from Moscow...maybe. I personally don't do a lot of strategic bombing, unless I have 5 or 6 bombers. A lucky hit on a single bomber is pretty nasty, but only losing one or two out of 6 still allows for some serious damage. But, each to their own, and that's what makes this game so much fun! Thanks for commenting!
Dont diss the transports had a game a while ago where a british transport took on 3 Japanese planes...Of course i was playing japan while this happened
Hello Dutch! Yes, things have been very, very busy, and will continue to be so, but I will try to get another one up during the Christmas break...I've had requests for more 1914, so hopefully that will happen! Cheers!
Would this be a great HBG version to start with versus global 1936? I'm thinking of buying a map and taking the plunge as I have tons of minis and markers. I enjoy General Hand Grenade's 36 videos but the game seems overwhelming. Thanks and excellent videos!
I think that's an accurate outlook. This game is richer than A&A 40 for depth, but 1936 is meant to be an incredibly immersive game, with countless expansions and options. They are both great games, to be sure, but I am glad I got to know this game first, as it allowed me to get into 1936 a bit more smoothly. Thanks for the support!
@@michaelg.1786 Yes, the map you see is the large 4X8 (48"X96") map. Although it takes up more space, I have never been overly concerned about units fitting into territories. Also, there is a TON of room for those navies! Yes, it does lay well, but you will need to clamp it down, or lay heavy books on the edges for a day or two in order to get it to behave. Make sure you roll it up properly - I just lazily rolled it one time, and ended up with creases all over the place. It's all better now, but it's hard to play on "waves"...
Great too have you back I really missed ya! But I think the Axis waited a turn or 2 too long and I would have built that minor factory in the Caroline islands as Japan so I can project power in the Pacific Ocean
(I posted before, but didn't notice my son had logged into RUclips! Here's the official response!) Thanks for the welcome back! You are correct about the Axis waiting too long - they simply cannot wait, especially Japan. For the first three turns, no one can counter the Japanese, so I usually go for it. Yeah, I lose a lot of ships, and some planes, but I have a monster economy, and am also denying that money to FEC and ANZAC. I like your idea about the factory in the Carolines, but unfortunately, in the OOB rules, you can only place in territories that have a value of 2 or more, so that's not an option in this version. Of course, you can certainly implement that, but then I think Hawaii should be able to build, too. There'd be a lot more action in the Pacific, that's for sure!
Not a silly question at all! They used to have a pre-packaged set of units for sale along with the map, but since most people buying it already had A&A pieces, they tended not to buy it. Also, the price tag ($150) although understandable, more than doubled the price of the game, and people shied away from it. If you are looking for ideas to build your game up, please take a look at this video: ruclips.net/video/4u0L2rOHvYM/видео.html Cheers!
Hello Al, sorry for the late reply! The map is sold alone, and then you populate it with your own pieces. You can certainly purchase pieces on HBG, but I would recommend hunting around under the SALE! button, and also try to find old copies of A&A for cheap units to use. The units from HBG are gorgeous, but can get pricey if you buy them all at once. Make it a 2 or 3 year journey, and you'll do fine!
The Hilltop Pillbox thank you! I have all the Axis and Allies (and more than one copie of ones) so that's not a problem... Thank you for your time! And love your channel.
Some comments/questions: 1) Your map is missing mountains, rivers, RR, etc. It also seems to have a lot less airbases, ports, convoy routes, etc. than GHG. Is this b/c older version or 1939 vs 1936? 2) Are the source files (.xls/Word) for your laminated cheat/player sheets available for download? 3) There seems to be a lot less neutrals set up than the OOB neutral sheet from HBG. Sounds like you modified many of them. 4) As have commented in GHG videos, I think the map (like G40 and others) can sacrifice some historical/geographic accuracy for playability and make heavily used territories/cities/islands bigger than actual and less used smaller. 5) Hope someday HBG will open source the map so others can improve/modify it. Someone will recreate it eventually anyway. 6) In prep to play and build armies, how many Elite units should one have per army/navy/air force? 7) Hopefully they just standardize/simplify the font and use it across the board 8) I don't see the Soviet Home Guards mentioned anywhere. Is this an expansion? There is something about rolling a D12 to promote infantry to guards...is that it? 9) Looks like there is a lot less AAA than in G40. Good video..clear and concise...TY
Thanks for watching and commenting! This map is one they developed a number of years ago, and they really haven't done much to it since. All of their efforts have been squarely pinned on the Global War 1936 game, which has all the details you mentioned above in 1, 3, and 4. As far as the neutral set up is concerned, this one is straight out of the latest version, unless they sneaked a new one in without telling me! All the set up charts and sheets are from HBG on their site, and all on the same page as their map. Just look for the "Rules Download" button. I've been thinking of re-designing these sheets to be similar to the flashier ones I have for Global 40, but just haven't had the time to set aside for that. It would take a while... Elite forces are always a tricky thought. Some of the ones offered in this version are obvious choices, such as the Guards units for the Russians. They cost the same, but have better stats while on home soil. You can only build 2 per turn, but you should always do that! Others are more expensive, and should only be purchased if they fill a specific need, such as the commandos and airborne the UK built, and used effectively. (The Guards unit being created on a roll of "12" after a battle is from the GW 1936 game, and is not used in this version.) As a rule, Elite units do not need to be offered, but of course, you should decide that before the game. Many new players like having a more vanilla experience, as there are a LOT of rules to get used to before implementing new units with their own rules sets. It's similar to the 1936 game - more complex than this one, and you should get to know it very well before adding the expansions. The AAA in this game is simple: one AAA shoots at each aircraft once, regardless of numbers. In other versions, each AAA can only target 3 aircraft, so you need multiples. Having more in a zone in this game does nothing, except providing another casualty. I hope that helps with your questions. If not, let me know and I'll try again! Cheers!
Hello Attic Nerd, I did recently put one up, and, yes, the 1914 Global is a thing, but it hasn't been put through official paces yet, as far as I know. You can check out more info here: ruclips.net/video/JuyzYH5r960/видео.html Enjoy!
Hey ShadowStormHS, sorry for the late reply! I think the 1939 set up only works with the 1939 map, as there are more countries/territories on the 1936 map. But, hey, maybe I'll try it someday, just to see...
Hi all! A quick question. If I activated Finland with Germany, I can move the Finnish army to the soviet-Finnish border during phase 1 (noncombat) and than attack Leningrad or Karelia during phase 2 (combat move) with some German unit?
Hello MrNorissz! To answer your question, remember that all actions in each phase happen at exactly the same time, so all non-combat moves must be done at the same time. So, if the Germans non-com into Finland, no Finnish troops are available to move at the start of the phase, so they couldn't do what you were mentioning above. Of course, the following turn, the Finnish troops on the border can certainly attack USSR, if you desire to do so! Hope that helps!
@@TheHilltopPillbox Dear Hilltop! First of all, thank you for your answer. The second thing I really grateful for your and GenerealHandGrenade videos. Me and my friends are living in eastern europe and we started to play Axis & Allies games approx 3 years ago. It was really difficult because the rules was english so the first step was a difficult translate procedure. I watched your videos to understand the game. Back to my question. I read this from the rulebook (v 7.2 page 29): "Pro-Axis countries become active when occupied by any Axis land unit. A mechanized infantry or tank can activate 2 pro-Axis neutrals in one turn; it does not have to end its movement in the first neutral it reaches. Finland, Hungary, Romania, Bulgaria, and Argentina are Minor Axis powers and collect income and build units. " Maybe I misunderstand this, but in my languange to occupe something is a deliberate action (like capture) not something could happen during the noncombat part of the turn. If I correct I can activate Finnland at combat move during PHASE 1.
@@MrNorissz Both GHG and I are glad you are able to play more easily now! A&A is a great community! Yes, language barriers can cause grief sometimes. The rules to activating Minor Axis countries are simple: activation is always done on a non-combat move. So, Finland is typically activated on the first German turn during the non-combat phase, and also a single tank or mech is used to activate Hungary and Romania. Bulgaria needs to wait until turn two. Also, remember that you can't go after Yugoslavia until Hungary and Romania are under Axis control, and Greece cannot be attacked until Bulgaria is activated, so usually, that means turn 3 for Greece! (Unless they changed that rule along the way...) I hope that clears things up for you! If not, let me know, and I'll try a different explanation that might work better for you. Cheers!
@@TheHilltopPillbox thank you again. Almost clear except 1 thing. During turn 1, Germany has 2 noncombat move for each impulse. If activate Finnland during impulse 1, I can move with the units at impulse 2? And one more quick question : USA could build a minor IC at the Philippines?
@@MrNorissz Ah, I see. Yes, if you activate Finland on G1, you can use Finnish units on G2. Sorry, I misunderstood! As for the IC in the Philippines, nope. In this game, there are no IC builds on islands, except where they exist already. The Philippines is meant to be taken over, and there really is no chance for the US to hold it if Japan wants it.
Why play by what history did? Makes no sense to me. Just play how you want. Too many do's and don't's, and cans and cannots. Way too many rules. Ruins a fun game to me
I understand what you are saying, and as a game developer, I can say that the balance between historical accuracy and game play is extremely difficult. If we had a game that was more historically accurate, the Allies would always win in a landslide. So, certain rules are put in place to give the Axis a better chance at winning. The game is still incredibly fun, as you actually can do whatever you want in this version, except declare war on your own side!
Hello Garret, unfortunately, no. But, if you have a copy or two of any other Axis and Allies games, you should have enough to play the base game. There are a few specialty units/tokens/markers that I picked up over the years from HBG. Take a look here: www.historicalboardgaming.com/World-War-II_c_605.html and you should be able to find everything you need. Also, there are always units for sale, so click on the SALE!!! button on the top left! Happy hunting!
I think is a nigthmare make the setup 😢
Sorry, I am not sure what you mean...?
@@TheHilltopPillbox when you want play with friends, take much time put the pieces.
@@James_Stalink Yes, it definitely takes time to set this game up! But it is worth it for the hours of fun!
Seasons Greetings HTPB
Thanks, Alex! Back atcha!
Nice little Christmas present for me and the viewers thanks!
You're welcome! The elves were pretty busy recently, but when they got some free time, I put them to work on this! (I think they might go on strike...)
@@TheHilltopPillbox Well I hope they can get together soon after the holidays and make some sort of gameplay like WW1 (That's my favorite version)
@@pandapeo4209 That would be fun! I'll talk to their Union rep...
Welcome back K!!
I really enjoy your videos and have been going through withdrawal. This looks like a great game and it's interesting to see the progression the boys made from A&A to 36. I actually like some of the rules in this game and don't think they needed to be changed. I wish you and your family a Merry Christmas!
Thank you! This is probably my favourite WW2 game, as long as I have the time and the people to play it! And a very Merry Christmas to you and yours, too!
@@TheHilltopPillbox Thank you.
i play the germans in every game i play in. if you dont build max infantry and one bomber on the first two turns you cant defeat russia and hold france to win. build tanks and subs on turn 3 and after that whatever you need. you'll need those infantry to take hits and you'll need the bombers to diminish russias economy. every time i see germany build tanks and more tanks. this strategy is good for short term but not long term.
That sounds like a solid strategy - I tend to use a lot of armour for the Germans, mainly because of the vast territory that needs to be taken quickly, and they can pull Soviet forces away from Moscow...maybe. I personally don't do a lot of strategic bombing, unless I have 5 or 6 bombers. A lucky hit on a single bomber is pretty nasty, but only losing one or two out of 6 still allows for some serious damage.
But, each to their own, and that's what makes this game so much fun! Thanks for commenting!
Gonna watch this tonight so I wont fall asleep...Love the vids keep it up
Thanks! But don't stay up too late, or else Santa will leave you nothing but transports in your stocking...
Dont diss the transports had a game a while ago where a british transport took on 3 Japanese planes...Of course i was playing japan while this happened
@@jaydenbarker525 Ah, yes, the old "Defend at a 1" transport rule...how many stories do we have of those pesky things? :)
@@TheHilltopPillbox Too many...way to many
New sub never played this game but played a lot of a&a 1940 can’t wait to get this started when I get s board! Keep up the work!!!
Hello Matt! Thanks for the sub! It is a great game, and my personal favourite of all WW2 games of this style. You'll have a great time!
Welcome back bud hope your having a great holiday season
Thank you! I always enjoy the Christmas season, despite any other crazy things going on! Best wishes to you and your family!
Hilltop! How are ya? Great to see you’re making vids again! 😊
Hello Dutch! Yes, things have been very, very busy, and will continue to be so, but I will try to get another one up during the Christmas break...I've had requests for more 1914, so hopefully that will happen! Cheers!
Would this be a great HBG version to start with versus global 1936? I'm thinking of buying a map and taking the plunge as I have tons of minis and markers. I enjoy General Hand Grenade's 36 videos but the game seems overwhelming. Thanks and excellent videos!
I think that's an accurate outlook. This game is richer than A&A 40 for depth, but 1936 is meant to be an incredibly immersive game, with countless expansions and options. They are both great games, to be sure, but I am glad I got to know this game first, as it allowed me to get into 1936 a bit more smoothly. Thanks for the support!
That's my impression too. Also, is your 39 map the vinyl map purchase indicated on HBG? And, if so, does it lay well on a flat table? Thanks!
@@michaelg.1786 Yes, the map you see is the large 4X8 (48"X96") map. Although it takes up more space, I have never been overly concerned about units fitting into territories. Also, there is a TON of room for those navies!
Yes, it does lay well, but you will need to clamp it down, or lay heavy books on the edges for a day or two in order to get it to behave. Make sure you roll it up properly - I just lazily rolled it one time, and ended up with creases all over the place. It's all better now, but it's hard to play on "waves"...
Okay, I do appreciate all the info. Have a great day 😊
Great too have you back I really missed ya!
But I think the Axis waited a turn or 2 too long and I would have built that minor factory in the Caroline islands as Japan so I can project power in the Pacific Ocean
(I posted before, but didn't notice my son had logged into RUclips! Here's the official response!)
Thanks for the welcome back! You are correct about the Axis waiting too long - they simply cannot wait, especially Japan. For the first three turns, no one can counter the Japanese, so I usually go for it. Yeah, I lose a lot of ships, and some planes, but I have a monster economy, and am also denying that money to FEC and ANZAC.
I like your idea about the factory in the Carolines, but unfortunately, in the OOB rules, you can only place in territories that have a value of 2 or more, so that's not an option in this version. Of course, you can certainly implement that, but then I think Hawaii should be able to build, too.
There'd be a lot more action in the Pacific, that's for sure!
Sorry for the maybe absurd question, but can u buy this or do u have to build it on your own with what they sell on that site?
Not a silly question at all! They used to have a pre-packaged set of units for sale along with the map, but since most people buying it already had A&A pieces, they tended not to buy it. Also, the price tag ($150) although understandable, more than doubled the price of the game, and people shied away from it.
If you are looking for ideas to build your game up, please take a look at this video: ruclips.net/video/4u0L2rOHvYM/видео.html
Cheers!
Hello Al, sorry for the late reply! The map is sold alone, and then you populate it with your own pieces. You can certainly purchase pieces on HBG, but I would recommend hunting around under the SALE! button, and also try to find old copies of A&A for cheap units to use. The units from HBG are gorgeous, but can get pricey if you buy them all at once. Make it a 2 or 3 year journey, and you'll do fine!
The Hilltop Pillbox thank you! I have all the Axis and Allies (and more than one copie of ones) so that's not a problem... Thank you for your time! And love your channel.
Some comments/questions:
1) Your map is missing mountains, rivers, RR, etc. It also seems to have a lot less airbases, ports, convoy routes, etc. than GHG. Is this b/c older version or 1939 vs 1936?
2) Are the source files (.xls/Word) for your laminated cheat/player sheets available for download?
3) There seems to be a lot less neutrals set up than the OOB neutral sheet from HBG. Sounds like you modified many of them.
4) As have commented in GHG videos, I think the map (like G40 and others) can sacrifice some historical/geographic accuracy for playability and make heavily used territories/cities/islands bigger than actual and less used smaller.
5) Hope someday HBG will open source the map so others can improve/modify it. Someone will recreate it eventually anyway.
6) In prep to play and build armies, how many Elite units should one have per army/navy/air force?
7) Hopefully they just standardize/simplify the font and use it across the board
8) I don't see the Soviet Home Guards mentioned anywhere. Is this an expansion? There is something about rolling a D12 to promote infantry to guards...is that it?
9) Looks like there is a lot less AAA than in G40.
Good video..clear and concise...TY
Thanks for watching and commenting! This map is one they developed a number of years ago, and they really haven't done much to it since. All of their efforts have been squarely pinned on the Global War 1936 game, which has all the details you mentioned above in 1, 3, and 4.
As far as the neutral set up is concerned, this one is straight out of the latest version, unless they sneaked a new one in without telling me! All the set up charts and sheets are from HBG on their site, and all on the same page as their map. Just look for the "Rules Download" button. I've been thinking of re-designing these sheets to be similar to the flashier ones I have for Global 40, but just haven't had the time to set aside for that. It would take a while...
Elite forces are always a tricky thought. Some of the ones offered in this version are obvious choices, such as the Guards units for the Russians. They cost the same, but have better stats while on home soil. You can only build 2 per turn, but you should always do that! Others are more expensive, and should only be purchased if they fill a specific need, such as the commandos and airborne the UK built, and used effectively. (The Guards unit being created on a roll of "12" after a battle is from the GW 1936 game, and is not used in this version.)
As a rule, Elite units do not need to be offered, but of course, you should decide that before the game. Many new players like having a more vanilla experience, as there are a LOT of rules to get used to before implementing new units with their own rules sets. It's similar to the 1936 game - more complex than this one, and you should get to know it very well before adding the expansions.
The AAA in this game is simple: one AAA shoots at each aircraft once, regardless of numbers. In other versions, each AAA can only target 3 aircraft, so you need multiples. Having more in a zone in this game does nothing, except providing another casualty.
I hope that helps with your questions. If not, let me know and I'll try again! Cheers!
@@TheHilltopPillbox Gotcha...all makes sense..Thanks!
Can you play 1914 edition soon? I would like to see more of that.
Better yet, the Global 1914!
Is that a thing?
Is that a thing?
Hello Attic Nerd, I did recently put one up, and, yes, the 1914 Global is a thing, but it hasn't been put through official paces yet, as far as I know. You can check out more info here: ruclips.net/video/JuyzYH5r960/видео.html
Enjoy!
Thanks
Hilltop! Do you think you will do the 39 set up on the Global War 1936 map?
Hey ShadowStormHS, sorry for the late reply! I think the 1939 set up only works with the 1939 map, as there are more countries/territories on the 1936 map. But, hey, maybe I'll try it someday, just to see...
Hi all! A quick question. If I activated Finland with Germany, I can move the Finnish army to the soviet-Finnish border during phase 1 (noncombat) and than attack Leningrad or Karelia during phase 2 (combat move) with some German unit?
Hello MrNorissz! To answer your question, remember that all actions in each phase happen at exactly the same time, so all non-combat moves must be done at the same time. So, if the Germans non-com into Finland, no Finnish troops are available to move at the start of the phase, so they couldn't do what you were mentioning above.
Of course, the following turn, the Finnish troops on the border can certainly attack USSR, if you desire to do so!
Hope that helps!
@@TheHilltopPillbox Dear Hilltop! First of all, thank you for your answer. The second thing I really grateful for your and GenerealHandGrenade videos. Me and my friends are living in eastern europe and we started to play Axis & Allies games approx 3 years ago. It was really difficult because the rules was english so the first step was a difficult translate procedure. I watched your videos to understand the game.
Back to my question. I read this from the rulebook (v 7.2 page 29): "Pro-Axis countries become active when occupied by any Axis land unit. A mechanized infantry or
tank can activate 2 pro-Axis neutrals in one turn; it does not have to end its movement in the
first neutral it reaches. Finland, Hungary, Romania, Bulgaria, and Argentina are Minor Axis
powers and collect income and build units. "
Maybe I misunderstand this, but in my languange to occupe something is a deliberate action (like capture) not something could happen during the noncombat part of the turn. If I correct I can activate Finnland at combat move during PHASE 1.
@@MrNorissz Both GHG and I are glad you are able to play more easily now! A&A is a great community!
Yes, language barriers can cause grief sometimes. The rules to activating Minor Axis countries are simple: activation is always done on a non-combat move. So, Finland is typically activated on the first German turn during the non-combat phase, and also a single tank or mech is used to activate Hungary and Romania. Bulgaria needs to wait until turn two.
Also, remember that you can't go after Yugoslavia until Hungary and Romania are under Axis control, and Greece cannot be attacked until Bulgaria is activated, so usually, that means turn 3 for Greece! (Unless they changed that rule along the way...)
I hope that clears things up for you! If not, let me know, and I'll try a different explanation that might work better for you.
Cheers!
@@TheHilltopPillbox thank you again. Almost clear except 1 thing. During turn 1, Germany has 2 noncombat move for each impulse. If activate Finnland during impulse 1, I can move with the units at impulse 2?
And one more quick question : USA could build a minor IC at the Philippines?
@@MrNorissz Ah, I see. Yes, if you activate Finland on G1, you can use Finnish units on G2. Sorry, I misunderstood!
As for the IC in the Philippines, nope. In this game, there are no IC builds on islands, except where they exist already. The Philippines is meant to be taken over, and there really is no chance for the US to hold it if Japan wants it.
Why play by what history did? Makes no sense to me. Just play how you want. Too many do's and don't's, and cans and cannots. Way too many rules. Ruins a fun game to me
I understand what you are saying, and as a game developer, I can say that the balance between historical accuracy and game play is extremely difficult.
If we had a game that was more historically accurate, the Allies would always win in a landslide. So, certain rules are put in place to give the Axis a better chance at winning.
The game is still incredibly fun, as you actually can do whatever you want in this version, except declare war on your own side!
G😡😡😡😡
What's wrong?
😂😂😂😭😭😭🤣🤣😎😎
GAME YAY 😄😄😆😁😀
The Hilltop Pillbox GAME GAME
@@m1garand903 Ah. Your first post looks like you were upset about something...glad to know it's all good!
when you buy this game does it actually come with all the pieces
Hello Garret, unfortunately, no. But, if you have a copy or two of any other Axis and Allies games, you should have enough to play the base game. There are a few specialty units/tokens/markers that I picked up over the years from HBG. Take a look here: www.historicalboardgaming.com/World-War-II_c_605.html and you should be able to find everything you need. Also, there are always units for sale, so click on the SALE!!! button on the top left!
Happy hunting!