What a beautiful board! I can tell they must’ve spent a lot of time and effort creating it, kudos to the designers. Perhaps a round table, with an outer part that spins round, might prove to be helpful? Like the one in Indiana Jones the Temple of Doom, at the beginning. (I’ve always wanted one of them.) Also, the only thing I could say that the designers didn’t build into this game, from seeing this video, are the weather conditions. When moving across open land and sea, perhaps you could roll a weather dice. 1,2 fair conditions halves the movement time. 3,4 adverse conditions takes the normal time no change. 5,6 horrible conditions. Double the movement time. In some areas of the board, like Siberia for example, or in the desert. E.g. 1 = fair. 2 = adverse. 3,4,5,6 = horrible. With numbers varied for each unique territory. That would mean for example, Japan will be less likely to invade the USSR. Storms at sea will be a factor, (some Sea zones more prone than others). And the Rasputin wet mud in Belarus and Eastern Europe realised as well. If there’s a passage of time calendar, with seasons that affect logistics. Making planning logistics more realistic. I hope there’s wonder weapons, technologies and nukes as well?
@@warroompainstate2661 We played about 10 Global games when it first came out with the original rules. We quit playing because for every 5 games the Axis would win 1. However, now that the rules have been revised and the optional Axis favored rules are out we will play again.
Why not have the U.S. bid to go first on turn one, and have the U.S. fleet off the East Coast move to pin the German subs in A-13? I've been bidding 7 oil turn one for the U.S. and sending the East Coast U.S. fleet to A-13 to pin the 2 German subs. Then trading 5 OSR for oil for the U.S. to at least give them 3 oil to spend on production. The first turn is all about bluffing and knowing what you "could" do. If the U.S. consistently bid 7 oil turn one to get at the German subs in A-13, then that creates a whole new situation of bluff/counter bluff. Being unpredictable and not always doing the same opening moves or strategy seems to be a "good strategy" in and of itself in this game! Covid put us behind on learning this game in 2019/2020, so we're late to the party, but thus far really enjoying this game! Cheers from central Ohio 🍻, great vid!⭐⭐⭐⭐⭐
I talked about that in rainbow 5. Yes the USA can go the southern route. Deny the German subs from moving to guarantee that 7th British can get into a6. The one down side is that the USA fleet is the reaction fleet for a6 and could get tied down by the subs. Not saying to not do that plan, just know then pros and cons of it.
In the big picture of turn 1 the USA is presented with 2 big choices on the opening turn and those are found on the pacific map related to their navy. I briefly spoke on that in war plan orange
@@warroompainstate2661 We're still ramping up our learning of the game here, about 2 years delayed from covid unfortunately. I think I watched one of your vids back when we first got the game(s) in 2019, about building a Lazy Susan. I built two, one for myself and one for one of my best friends, and that was the best bit of advice ever!!! Thanks! 👍
@@warroompainstate2661 We started out looking at Sea Lion/counter Sea Lion moves. Now we're kind of curious about how the Allies can take the pressure off of the Soviets before the Germans can whip them. The latest rule set looks like the Allies can't fly in air or land units into Russia until the Russians are at economic collapse. So we're curious about how do the Allies start a second front as fast as possible. Also areas we need to look at are Egypt, the Calcutta crush as you say in India, and the whole Pacific strategy for both sides there. So we've got a lot of learning to do! Lol! 🙂
One thing to keep in mind though is if the Germans only have subs surviving the first battle and there are British/American fighters that also survive then the German transports would be destroyed. Subs cannot protect troop transports if enemy air is in the same territory. (Page 18 of the rule book, Step C: Check for lost troop transports).
Your plan depends an aweful lot on things going your way: "British don't do so and so". But most of all you seem to think that they can't possibly be alarmed by 3 stacks outside their door and go for fighters... that's just wishful thinking. You also don't take into consideration force advantage and port advantage. Both go to the Brits. You are welcome to try this on me any time.
I am not trying to be a pest, but I think you are doing this all wrong. What you show as the plan is the most obvious way to think about it. But, war room has weird rules. Food for thought: As germany, do not move ANY naval commands on turn one. NONE! Why? You do not need them there on turn 1. You need them there on turn 2 to break pinning. So, try this instead. Turn 1 is all air and transports going to sea space. Turn 2 is air power going to b1, navy goes to sea space, and land commands go to b1. Now you have a proper invasion. This is how every invasion in war room should be. Initial.move is land and air ONLY. Next move brings in the navy, breaks pinning, and lands on the dirt. What you have done is the way we played when we first started, until we discovered it doesnt work like that.
Yes, you can do it that way. I would double down and say then build navy on turn 1 and then go to a6 with land and air on two and bring the navy in on turn 3 for the invasion. That quarantines you have more naval than the Allie’s unless Britain builds navy on turn 1 in B1. There are a lot of ways to skin this sea lion cat.
What a beautiful board! I can tell they must’ve spent a lot of time and effort creating it, kudos to the designers.
Perhaps a round table, with an outer part that spins round, might prove to be helpful? Like the one in Indiana Jones the Temple of Doom, at the beginning. (I’ve always wanted one of them.)
Also, the only thing I could say that the designers didn’t build into this game, from seeing this video, are the weather conditions.
When moving across open land and sea, perhaps you could roll a weather dice. 1,2 fair conditions halves the movement time. 3,4 adverse conditions takes the normal time no change. 5,6 horrible conditions. Double the movement time.
In some areas of the board, like Siberia for example, or in the desert. E.g. 1 = fair. 2 = adverse. 3,4,5,6 = horrible. With numbers varied for each unique territory.
That would mean for example, Japan will be less likely to invade the USSR. Storms at sea will be a factor, (some Sea zones more prone than others). And the Rasputin wet mud in Belarus and Eastern Europe realised as well.
If there’s a passage of time calendar, with seasons that affect logistics. Making planning logistics more realistic.
I hope there’s wonder weapons, technologies and nukes as well?
Thank you for doing this video! It was awesome. It’s more of an advanced video than a beginner video and it made me see things I haven’t seen before.
Bill have you played war room yet? Waiting on your copy?
@@warroompainstate2661 We played about 10 Global games when it first came out with the original rules. We quit playing because for every 5 games the Axis would win 1. However, now that the rules have been revised and the optional Axis favored rules are out we will play again.
Really nice!
Why not have the U.S. bid to go first on turn one, and have the U.S. fleet off the East Coast move to pin the German subs in A-13? I've been bidding 7 oil turn one for the U.S. and sending the East Coast U.S. fleet to A-13 to pin the 2 German subs. Then trading 5 OSR for oil for the U.S. to at least give them 3 oil to spend on production. The first turn is all about bluffing and knowing what you "could" do. If the U.S. consistently bid 7 oil turn one to get at the German subs in A-13, then that creates a whole new situation of bluff/counter bluff. Being unpredictable and not always doing the same opening moves or strategy seems to be a "good strategy" in and of itself in this game! Covid put us behind on learning this game in 2019/2020, so we're late to the party, but thus far really enjoying this game! Cheers from central Ohio 🍻, great vid!⭐⭐⭐⭐⭐
I talked about that in rainbow 5. Yes the USA can go the southern route. Deny the German subs from moving to guarantee that 7th British can get into a6. The one down side is that the USA fleet is the reaction fleet for a6 and could get tied down by the subs.
Not saying to not do that plan, just know then pros and cons of it.
In the big picture of turn 1 the USA is presented with 2 big choices on the opening turn and those are found on the pacific map related to their navy. I briefly spoke on that in war plan orange
A 7 oil bid imo is way over bidding on that opening turn. I would not bid over 3. Plus you are right the USA can always trade for 2 oil every turn.
@@warroompainstate2661
We're still ramping up our learning of the game here, about 2 years delayed from covid unfortunately. I think I watched one of your vids back when we first got the game(s) in 2019, about building a Lazy Susan. I built two, one for myself and one for one of my best friends, and that was the best bit of advice ever!!! Thanks! 👍
@@warroompainstate2661
We started out looking at Sea Lion/counter Sea Lion moves. Now we're kind of curious about how the Allies can take the pressure off of the Soviets before the Germans can whip them. The latest rule set looks like the Allies can't fly in air or land units into Russia until the Russians are at economic collapse. So we're curious about how do the Allies start a second front as fast as possible. Also areas we need to look at are Egypt, the Calcutta crush as you say in India, and the whole Pacific strategy for both sides there. So we've got a lot of learning to do! Lol! 🙂
One thing to keep in mind though is if the Germans only have subs surviving the first battle and there are British/American fighters that also survive then the German transports would be destroyed. Subs cannot protect troop transports if enemy air is in the same territory. (Page 18 of the rule book, Step C: Check for lost troop transports).
No, there would be palnes protecting those transports.
Your plan depends an aweful lot on things going your way: "British don't do so and so". But most of all you seem to think that they can't possibly be alarmed by 3 stacks outside their door and go for fighters... that's just wishful thinking. You also don't take into consideration force advantage and port advantage. Both go to the Brits. You are welcome to try this on me any time.
I am not trying to be a pest, but I think you are doing this all wrong. What you show as the plan is the most obvious way to think about it. But, war room has weird rules.
Food for thought: As germany, do not move ANY naval commands on turn one. NONE! Why? You do not need them there on turn 1. You need them there on turn 2 to break pinning.
So, try this instead. Turn 1 is all air and transports going to sea space. Turn 2 is air power going to b1, navy goes to sea space, and land commands go to b1. Now you have a proper invasion. This is how every invasion in war room should be. Initial.move is land and air ONLY. Next move brings in the navy, breaks pinning, and lands on the dirt.
What you have done is the way we played when we first started, until we discovered it doesnt work like that.
Yes, you can do it that way. I would double down and say then build navy on turn 1 and then go to a6 with land and air on two and bring the navy in on turn 3 for the invasion. That quarantines you have more naval than the Allie’s unless Britain builds navy on turn 1 in B1.
There are a lot of ways to skin this sea lion cat.