That was awesome! I had the soundtrack of Saving Private Ryan playing in the background and enjoyed this game very much. Didn't even feel like 2 hours. Definitely going to watch more!
Back in the day in the 1st A&A game me and my friends always had different ship rules were ships can dock on land/islands. Moves were 1 or 2 sea zones with one load or unload, or one seazone with a load and unload. This will give a whole new dimesnsion to sea war in particular the Pacific and Atlantic. Also bomber raids could attack naval docked units similar(ish) as attacking factories. For example a German bomber with 6 moves could from France move over north sea (move1), then attack UK naval 3 times (move 2 3 & 4) and in move 5 & 6 move back to France. Fighters can also base on islands, but since they have 4 moves cannot attack an island one zone over as it would require 6 moves to fly back and forth. This way carriers get another dimension too.
This was very entertaining but 2 quick observations: 1) Mongolian Rule could have really made a huge difference to Russia early in the war. 2) I personally would have been causing much more havoc with Anzac and Pacific Brits especially on those islands along with U.S. help too....Japan just sat on those IPC's for far too long...no wonder they had so much $!
You know what I’d like to see? Imperfect information 1940 Global Axis and Allies. You’d need three boards and four rooms. You’d also need a moderator. The moderator(s) have access to the main board with all the information on it. The Axis team have one room with their board and the Allies have their own board and room. A team may only see their own units, plus get partial information about opposing forces. To make it easy, they can see all the units in adjacent territory, though it would be interesting to play with the level of information they may or may not have. The moderator(s) update all the boards. Obviously everyone would know the initial setup, but after that, no information about what is being built or moved beyond adjacent territories!
I think alot of what you wrote is very interesting. It would give the game a fog of war to it. Not allowing the opponent to see what is coming. That would be so cool to try and implement
No that sounds good on theory, but in actual reality there were spies in WW2 and Ariel photography teams. Unless you factor these into the game as well, I would understand that. But it would vastly over complicate the game and mean having so many more extra pieces on the board that clutter and confuse things. It’s difficult enough already to not forget all your units and make cunning strategies, without adding further layers of complexity. The game is fine just the way it is, perhaps you shouldn’t criticise other games, until you’ve designed and created your own first? There are some various options that can increase the realism and complexity, without causing chaos, like technology dice roles. WW2 was all about tech advances, like all wars. The Technology is like a fog of war, bc you don’t know which you’ll get if any. Personally I set the game rules like this: Technology with Low Luck on the tech dice, the battle dice, the AAA and the Bomb damage. Meaning buildings always get either 5 or 6 damage from bombers. This balances the risk to reward ratio, to make bombing a viable long term strategy and makes defending buildings a touch harder. So there needs to be defending fighters to scramble and by extension, bombers need to group up against defenders, or have escorts, as in real life. It also stops people just relying on the AAA and sheer luck to defend. I also give Allies a starting bid bonus of 15, including 1 Anzac infantry on New Guinea. To give the Anzac a sporting chance if Japan destroys the Anzac navy on round 1. Japan can then go all out to capture India and Australia and the game is basically over by round 3/4, before the USA has a chance to even get going and has no way of helping India through Australia. There are formulas with the out of box rules that mean Axis win easily within 6 rounds. My rules setup, called Flash Gordon’s challenge balances the game near perfectly and makes for more variety and less repetitive games. The other 12 bid starter bonus, is free to spend however Allies want. No buildings are allowed though and they must place all the units in territories that already have a unit of the same nation. Except for the Anzac infantry that I made a special case for already. I usually put a destroyer in SZ 91 with the British cruiser and an artillery in Sudan, to help mop up the Italians in East Africa. But there’s many other, equally viable alternatives. I hope this helps.
The OP was not criticizing. He was expressing an interest in a different style of play. Personally I hate strategic omniscience and LOVE Fog of War. I would be totally up for playing in such a way as @JohnShrader suggested. Maybe at a game convention. I also like @flashgordon6670 play balancing suggestions.
I very much enjoyed the video! I know there was a few missed rules but the game is very allies tipped I find. U played very defensive as the allies in the pacific which isn’t bad but by leaving Japan empty of navy the us could have just dropped troops in Korea then built a factory due to lack of defence really in order to help the Brit’s and Anzacs, plus the allies could easily break Denmark then take Berlin in one go due to lack of defence as well. I always have to play axis cuz no one else wants to the nice thing is they usually don’t pay attention to all the openings
13:30 That looks like a cruiser, and Italy didn't start with a battleship in zone 95, so if it came from there it must be a cruiser. Cruisers cannot take multiple hits. 17:13 You didn't use the Mongolia rule, which means if Japan takes a Russian territory that is adjacent to one of the neutral Mongolian territories then all the Mongolian infantry join Russia. That can make a huge difference and in my games means Japan almost never attacks Russia until they already have China. 23:08 When you take a territory with a major IC it becomes a minor IC, you can only have major ICs in territories you originally controlled. That means you shouldn't have been able to build 4 units in Paris 36:30 I believe the wording is that the USA can join the war at the END of round 3, thus cannot actually attack in round 3 unless attacked first or London is taken
I anticipated a video replay, but this is a private (off-video) playing and video report on the progress and events of the game combatants. That's fine. I will check out your other videos on A&A.
what i like to do is to have both us and uk ships in seazone110, take denmark with uk then berlin with us because sometime axis forget to defend berlin
great game but you have to start working on defending your some of your cities like berlin on turn 6 i noticed you had a huge force of troops an d naval ships in sea zone 110 so you could have invaded berlin as they only had 3 aaa the allies could have won
Actually, there is a lot of mistakes regarding the rules: UK cannot control chinese territories, Germany cannot place 10 units in Russia, as the factory is downgrated to a minor when Germany takes it, UK actually can take control of russian territories when Russia has fallen, german tac bombers can't land in a new taken russian territory, The Mongolian rule, the fact that the US factories are minor until US enters the war. Of course the allies can win and regarding the tactics, I think You would get into trouble against an experienced allied player.
@@thomaslund8173 yes I see that I made several mistakes. I probably should have re read the rulebook considering it had been years since I last played. Been mostly playing HBG Global War 1939. The U.S. factories and the Mongolian rule I realized after the fact. All captured enemy major factories need to be downgraded to minor factories and no air craft can land in any newly acquired territory's, both of those were oversights on my part.
@@mojojojolord The rule is that you can't have any major complexes on any territory you didn't originally control and the territory has to be worth atleast 3 ipcs, to facilitate this any captured major complexes are downgraded to minor complexes and would have to be uprgaded by the original owner if they wanted a major again
The rules actually allow that. You just can't move ground units if they're being transported and also, the transport nor the ground units can move after the unloading, but what you're describing is completely legal move
You are right I did. That would have played a big part in Russia putting up a defense in the far East. Game 2 I will correct it. Thanks for pointing that out
no matter what player you are. every factory MUST produce every turn. it is better to have it and not need it rather hen need it and not have it. just trying to help.
This was great! I try solo runs but can never seem to get past turn 4 or 5, so bravo. Although I don't think Italy would get there money back from USA when they swapped Rome a bunch in turn 6. Italy should be out a full turn of production, but will collect their income again @ end of turn they retake Rome. I think of it as the US running in, taking all the gold and shipping it back to Miami so Florida man can continue living the American dream. Just because you retake Rome, doesn't mean papa US is going to give that money back :P
No doubt that is the very reason G40 oob is falling out of favor with quite a few players, the game is just too much Axis favored for victory! I haven't yet lost while playing the Axis forces meself, G40 needs house rules for the Allies to stand a chance of winning- currently I'm working on my own special House rules over the RUclips to balance the game between both the sides, it's still going thru a few revisions before I'm satisfied to post them confidently on the Forums but it's almost there though very soon!!!
@@panzerj3158 Haven't really counted the wins over the years, just know that I never lost playing the Axis in oob- Have not played the HBG version due to it being expensive, map too Large for the little room I got, needlessly Complicated, it takes even too Long than G40 to finish it to it's proper conclusion, and so it makes it practically unplayable to be shown in the RUclips Wars gameplay format!
@@nolimit7959 There is currently a Global war 1936 RUclips war happening and it’s half way done since they started like 1 to 2 months ago. I can usually follow the rules easily despite not playing the game once though some things are confusing like convey raiding and Vichy
When I first started playing I thought that the Axis would always be favored. Then I figured out how to build a bridge to Gibraltar with the US/British forces and then I have not lost in 10 straight games with the allies
@@aCarl77 That's a very good strategy, however it also depends on how much Experience your opponent has playing oob G40 as well- if you ever want to test your Allied strategy against my Axis over the RUclips Wars format later this year, I'll be glad to accept your challenge and we'll see if your hypothesis is correct or mine is!!!🎲💥
Loved the game. Things I might have done: UK/US invade Poland. Strat bomb Germany back to the stone ages. And I would have had Japan attack the US fleet when they were at the Carolines with fighter aid from china that land on the carriers. But the bad attack from the US made up for that.
concentrating all Soviet troops in a coastal province of Siberia was really not the best idea.. Further inland they could have engaged the Japanese player much longer, potentially by counterattacking Japanese forces who would eventually have streched supply lines and not enjoy air support when defending newly conquered territory.
i know you are playing solo but really? US did nothing the entire game oh wait, they did hit Italy wow. other than that they did nothing. of coarse the axis win. c'mon man.
No idea why I just found your channel. I just watched 3 hours of your Axis and Allie’s stuff and plan on watching all of it. Awesome! Thanks!
Thank you. Really appreciate that!
Now, THIS!! Is how you commentate an Axis & Allies game. Great job Mr. J.
Thank you
I agree, taking some pointers for how i report on games .
A very enjoyable watch, thanks for putting so much effort into it.
Thank you, I appreciate the kind words
After watching so many Global 36 videos lately, this was a refreshing play through.
That was awesome! I had the soundtrack of Saving Private Ryan playing in the background and enjoyed this game very much. Didn't even feel like 2 hours. Definitely going to watch more!
Very entertaining! Love your setup, too.
Thank you very much. Hope you keep watching
Back in the day in the 1st A&A game me and my friends always had different ship rules were ships can dock on land/islands. Moves were 1 or 2 sea zones with one load or unload, or one seazone with a load and unload.
This will give a whole new dimesnsion to sea war in particular the Pacific and Atlantic.
Also bomber raids could attack naval docked units similar(ish) as attacking factories. For example a German bomber with 6 moves could from France move over north sea (move1), then attack UK naval 3 times (move 2 3 & 4) and in move 5 & 6 move back to France.
Fighters can also base on islands, but since they have 4 moves cannot attack an island one zone over as it would require 6 moves to fly back and forth. This way carriers get another dimension too.
At around 1:20:00 you leave Germany open for a can opener. British take Denmark and US can follow up into the baltic sea and take berlin, no?
This was very entertaining but 2 quick observations: 1) Mongolian Rule could have really made a huge difference to Russia early in the war. 2) I personally would have been causing much more havoc with Anzac and Pacific Brits especially on those islands along with U.S. help too....Japan just sat on those IPC's for far too long...no wonder they had so much $!
You know what I’d like to see? Imperfect information 1940 Global Axis and Allies. You’d need three boards and four rooms. You’d also need a moderator. The moderator(s) have access to the main board with all the information on it. The Axis team have one room with their board and the Allies have their own board and room.
A team may only see their own units, plus get partial information about opposing forces. To make it easy, they can see all the units in adjacent territory, though it would be interesting to play with the level of information they may or may not have. The moderator(s) update all the boards.
Obviously everyone would know the initial setup, but after that, no information about what is being built or moved beyond adjacent territories!
I think alot of what you wrote is very interesting. It would give the game a fog of war to it. Not allowing the opponent to see what is coming. That would be so cool to try and implement
The game War Room handles your wish very well.
No that sounds good on theory, but in actual reality there were spies in WW2 and Ariel photography teams. Unless you factor these into the game as well, I would understand that. But it would vastly over complicate the game and mean having so many more extra pieces on the board that clutter and confuse things. It’s difficult enough already to not forget all your units and make cunning strategies, without adding further layers of complexity. The game is fine just the way it is, perhaps you shouldn’t criticise other games, until you’ve designed and created your own first?
There are some various options that can increase the realism and complexity, without causing chaos, like technology dice roles. WW2 was all about tech advances, like all wars. The Technology is like a fog of war, bc you don’t know which you’ll get if any.
Personally I set the game rules like this: Technology with Low Luck on the tech dice, the battle dice, the AAA and the Bomb damage. Meaning buildings always get either 5 or 6 damage from bombers.
This balances the risk to reward ratio, to make bombing a viable long term strategy and makes defending buildings a touch harder. So there needs to be defending fighters to scramble and by extension, bombers need to group up against defenders, or have escorts, as in real life.
It also stops people just relying on the AAA and sheer luck to defend.
I also give Allies a starting bid bonus of 15, including 1 Anzac infantry on New Guinea. To give the Anzac a sporting chance if Japan destroys the Anzac navy on round 1. Japan can then go all out to capture India and Australia and the game is basically over by round 3/4, before the USA has a chance to even get going and has no way of helping India through Australia.
There are formulas with the out of box rules that mean Axis win easily within 6 rounds.
My rules setup, called Flash Gordon’s challenge balances the game near perfectly and makes for more variety and less repetitive games.
The other 12 bid starter bonus, is free to spend however Allies want. No buildings are allowed though and they must place all the units in territories that already have a unit of the same nation. Except for the Anzac infantry that I made a special case for already.
I usually put a destroyer in SZ 91 with the British cruiser and an artillery in Sudan, to help mop up the Italians in East Africa. But there’s many other, equally viable alternatives.
I hope this helps.
The OP was not criticizing. He was expressing an interest in a different style of play. Personally I hate strategic omniscience and LOVE Fog of War. I would be totally up for playing in such a way as @JohnShrader suggested. Maybe at a game convention. I also like @flashgordon6670 play balancing suggestions.
american factories should be minors until war starts so its not possible for a 7 and above piece on east coast america (2 minors) purchase
I very much enjoyed the video! I know there was a few missed rules but the game is very allies tipped I find. U played very defensive as the allies in the pacific which isn’t bad but by leaving Japan empty of navy the us could have just dropped troops in Korea then built a factory due to lack of defence really in order to help the Brit’s and Anzacs, plus the allies could easily break Denmark then take Berlin in one go due to lack of defence as well. I always have to play axis cuz no one else wants to the nice thing is they usually don’t pay attention to all the openings
Unfortunately this game was played incorrectly. If you’re considering the rule book
13:30 That looks like a cruiser, and Italy didn't start with a battleship in zone 95, so if it came from there it must be a cruiser. Cruisers cannot take multiple hits.
17:13 You didn't use the Mongolia rule, which means if Japan takes a Russian territory that is adjacent to one of the neutral Mongolian territories then all the Mongolian infantry join Russia. That can make a huge difference and in my games means Japan almost never attacks Russia until they already have China.
23:08 When you take a territory with a major IC it becomes a minor IC, you can only have major ICs in territories you originally controlled. That means you shouldn't have been able to build 4 units in Paris
36:30 I believe the wording is that the USA can join the war at the END of round 3, thus cannot actually attack in round 3 unless attacked first or London is taken
You need to put 6 Russian infantry in the 3 territories bordering Manchuria during the setup
If you were a general that had an army organised just like that board,you would be a hero!
regarding the blitz, France cannot be occupied on the first turn, because the first movement must start in enemy territory
Very good video! thanks that you spent all that money on that setup thank you I think all watch ill your video's!
Thank you very much
small factories are built first and then they are expanded
Heard good things about your A&A videos!
Thank you I appreciate that
lovely content. much needed entertainment for me today! Where did you get those 25 IPC tokens?
Where did you get the cases for all of your units? ( about min 32)
Do you mean the clear plastic cases? If so I bought them at wal mart.
How long takes a single Europe 1940 game?
Several hours. It can take a while probably 5 to 10 hours if I can remember
ii love these videos. thank you.
Thank you
I anticipated a video replay, but this is a private (off-video) playing and video report on the progress and events of the game combatants. That's fine. I will check out your other videos on A&A.
Why no Mongolian rule turn 1 when japan atk?
I should have played the Mongolian rule when Japan attacked. That was my mistake
Great vid!
Thank you very much
I didn't watch the whole video but how does the opponent A.I work and move in this solo version?
what i like to do is to have both us and uk ships in seazone110, take denmark with uk then berlin with us because sometime axis forget to defend berlin
What year is this game based on
Turn 6 the Indien infintri dont annexe the chinia territoire, but release them...
It is a same thing for a french territoires un Africa
There were supposed to be lots of infantry and AAA in Eastern U.S.S.R.
Hi, your turn 1 move with German tanks into South of France is an illegal move, confused me for the longest time!😅
If Anzac had bought a destroyer then Japan would not be able to use off shore bombardments
I play the trip AAA version alot. It's just a pain to use the real board anymore. Done hundreds of games .
I just think you miss some thing by not using the boardgame itself
did you not use the Mongolia rule when Japan attacked the Russians, they should get six infantry in mongolia
That is correct. I forgot that rule. I will correct it for the next game
Oh he made his own version of the classic game
great game but you have to start working on defending your some of your cities like berlin on turn 6 i noticed you had a huge force of troops an d naval ships in sea zone 110 so you could have invaded berlin as they only had 3 aaa the allies could have won
Nice Game! Wouldnt russia have gotten the Mongolia Units?
I think you might be correct. I will have to double check. I think that applies if the Japanese take territories adjacent to the Mongolian territories
Actually, there is a lot of mistakes regarding the rules: UK cannot control chinese territories, Germany cannot place 10 units in Russia, as the factory is downgrated to a minor when Germany takes it, UK actually can take control of russian territories when Russia has fallen, german tac bombers can't land in a new taken russian territory, The Mongolian rule, the fact that the US factories are minor until US enters the war. Of course the allies can win and regarding the tactics, I think You would get into trouble against an experienced allied player.
@@thomaslund8173 yes I see that I made several mistakes. I probably should have re read the rulebook considering it had been years since I last played. Been mostly playing HBG Global War 1939. The U.S. factories and the Mongolian rule I realized after the fact. All captured enemy major factories need to be downgraded to minor factories and no air craft can land in any newly acquired territory's, both of those were oversights on my part.
@@thomaslund8173 is the factory downgrade actually in the Rules? I never read that?
@@mojojojolord The rule is that you can't have any major complexes on any territory you didn't originally control and the territory has to be worth atleast 3 ipcs, to facilitate this any captured major complexes are downgraded to minor complexes and would have to be uprgaded by the original owner if they wanted a major again
How can you play a solo game of Axis and Allies?
Its not easy. Just have to play impartially. Obviously you know what moves you will make so there are no surprises
how did I find your game? ashame its a long game to play though like risk where you set up a lot for 2 hours.
Yes it does take a long time to play. Its about an hour or so to set the game up.
17:00 wrong. Refer to Mongolian rules
Japan- "Lets go crush the U.S.S.R" By the time they get to Moscow, the German's- were are you when we need you?
Pardon my ignorance. When you say solo game are you playing all the combatants or is a computer playing for the allis or axis.
Yes playing all combatants myself
Do you play by a slightly different ruleset? Infantry shouldn't be able to be picked up and deposited for an attack by transports in the same turn.
Well house rules are uses but I try to avoid those and stick to rules as they are written
@@panzerj3158 ahhh makes sense
The rules actually allow that. You just can't move ground units if they're being transported and also, the transport nor the ground units can move after the unloading, but what you're describing is completely legal move
@@d00d22 I had to check the rules, but it looks like I've been playing wrong lol
@@Albert_RIP We probably ALL play wrong
1:03:23 ant.
Subscribed!
Great game. You forgot the infantry units and aa guns in the eastern part of russia (Buryatia, Sahka, Amur) in your setup.
You are right I did. That would have played a big part in Russia putting up a defense in the far East. Game 2 I will correct it. Thanks for pointing that out
@@panzerj3158 as well as the mongolia units spawning for japan attacking russia
@@pocholoillana7940 yeah I messed up the whole Mongolian thing lol
the briish fleet ☠️
It didn't seem like you did much with the US
Is this an axis and allies video or global 1039 comparison??? For reals?
This was a solo game play of axis and allies 1940
no matter what player you are. every factory MUST produce every turn. it is better to have it and not need it rather hen need it and not have it. just trying to help.
Cool
Hey @Panzer J how do you play solo this game, is there some particular rules?
No I just use the normal rules for the game. I know that some people have house rules but I try to stick to rhe rulebook as much as possible
I think he means like how do you make countries make effective moves without being biased or something.
“Sooo I wanna get Germany as strong as possible”
*cheats and puts factories eeeewverywhere by the first turn?
Nah
This was great! I try solo runs but can never seem to get past turn 4 or 5, so bravo.
Although I don't think Italy would get there money back from USA when they swapped Rome a bunch in turn 6. Italy should be out a full turn of production, but will collect their income again @ end of turn they retake Rome.
I think of it as the US running in, taking all the gold and shipping it back to Miami so Florida man can continue living the American dream. Just because you retake Rome, doesn't mean papa US is going to give that money back :P
Lol yes I can see your point. And thank you for the kind words. I will probably do another game fairly soon.
No doubt that is the very reason G40 oob is falling out of favor with quite a few players, the game is just too much Axis favored for victory! I haven't yet lost while playing the Axis forces meself, G40 needs house rules for the Allies to stand a chance of winning- currently I'm working on my own special House rules over the RUclips to balance the game between both the sides, it's still going thru a few revisions before I'm satisfied to post them confidently on the Forums but it's almost there though very soon!!!
How many games have you won as the Axis? Do you play HBG Global war?
@@panzerj3158 Haven't really counted the wins over the years, just know that I never lost playing the Axis in oob- Have not played the HBG version due to it being expensive, map too Large for the little room I got, needlessly Complicated, it takes even too Long than G40 to finish it to it's proper conclusion, and so it makes it practically unplayable to be shown in the RUclips Wars gameplay format!
@@nolimit7959 There is currently a Global war 1936 RUclips war happening and it’s half way done since they started like 1 to 2 months ago. I can usually follow the rules easily despite not playing the game once though some things are confusing like convey raiding and Vichy
When I first started playing I thought that the Axis would always be favored. Then I figured out how to build a bridge to Gibraltar with the US/British forces and then I have not lost in 10 straight games with the allies
@@aCarl77 That's a very good strategy, however it also depends on how much Experience your opponent has playing oob G40 as well- if you ever want to test your Allied strategy against my Axis over the RUclips Wars format later this year, I'll be glad to accept your challenge and we'll see if your hypothesis is correct or mine is!!!🎲💥
the games i platy take 20 rounds, at least.
The US can land their fighters in Anzac
You got my upvote, but it's not men, it's infantry.
Italy and ANZAC were disabled because you didn’t spend their IPC
They both generate such low income, so I try to save their money for a couple od turns
Panzer J, quick question. I noticed you landed American troops onto morocco in one turn. Is it possible to load and unload infantry in one turn?
@@jessejuell9833 yes you are able to do that. Transports have a normal movement of 2 but from a naval base that is increases by 1
The only person who disliked this video dam you
at 1:18 UK what do you have to lose;l just go for it instead of sit on your ass.
Loved the game. Things I might have done: UK/US invade Poland. Strat bomb Germany back to the stone ages. And I would have had Japan attack the US fleet when they were at the Carolines with fighter aid from china that land on the carriers. But the bad attack from the US made up for that.
concentrating all Soviet troops in a coastal province of Siberia was really not the best idea..
Further inland they could have engaged the Japanese player much longer, potentially by counterattacking Japanese forces who would eventually have streched supply lines and not enjoy air support when defending newly conquered territory.
I wanted to guard the coast so that the Japanese could not make an unopposed landing.
Who the heck is playing this game it's obviously not him
America seemed really weak maybe you weren't collecting the national objectives?
the Americans start with smaller bases
I'm the 100th comment!
Um um um um um
i know you are playing solo but really? US did nothing the entire game oh wait, they did hit Italy wow. other than that they did nothing. of coarse the axis win. c'mon man.
I will have to go back and watch it over again and see how badly I handled the U.S.
please do. US has 52, us it. Atlantic or pacific, not both. just trying to help. take care.
You can't play this solo