Hello all,
It’s been awhile since I’ve poked around the online A&A community, and I noticed that the AH boards seem pretty dead these days. So I decided to wander over here to where the action is.
After a few games of Guadalcanal, I must say that I love this game. I’ve been looking forward to a naval-oriented A&A game for some time, and I am not disappointed.
I love the combat engine. I think it hits the sweet spot by allowing screening with weaker units but giving the possibility of heavier equipment being taken out as well. I also like the fact that units have different strengths against different types of units. It kills some of the more unrealistic strategies present in the previous games. For instance, no more bunching infantry or transports together en masse and counting on the numbers to save you. Such a strategy in this game would make for some great bomber fodder. The idea of having some units that are defenseless appeals to me as well.
I love the addition of cruisers too. I’ve been waiting a long time for the addition of more naval units. I feel a euphoria not unlike when they added destroyers for AAR.
I appreciate having two means to acquire victory points. I feel this opens a wider range of strategic options not present in some of the previous A&A games. There is something very satisfying about racking up victory points through a straightforward destruction of the enemy.
I really like having to provide supplies and move them to the area where they are needed. (I haven’t played BotB, so forgive my fawning over this.) I like how this increases the strategic importance of transports.
All this is not to say I don’t have my beefs with the game however. There are four basic areas where I feel the game is not what it could be:
Victory conditions
As I mentioned above, I enjoy the fact that there are two means towards victory. However, I feel the game is slanted a little too heavily toward the airfield method. This also makes the game too short, in my opinion. Every game I’ve played has been over by round 5, which doesn’t always give one the time to plan and execute a thorough strategy. Often, one side will win based on a single dice roll in the final round (failing to damage an opponent’s airfield, or missing with that suicide sub strike aimed at sinking an enemy carrier, for instance). That doesn’t exactly strike me as decisive victory.
Transporting using destroyers
The rules for transporting using destroyers are highly unrealistic. WWII destroyers were not equipped to load large amounts cargo while deployed, nor did they have cargo holds to speak of, especially compared to something like a Liberty Ship. I know Japan used their destroyers to transport infantry, but using a destroyer to transport artillery or anti-aircraft guns seems ridiculous to me.
Submarine warfare
Submarines seem impotent to me. I like their sneak-attack ability, but it doesn’t really seem to capture the purpose of submarines fully. In order to protect them, you have to keep them with your fleets, which runs contrary to how submarines usually operated. There are cases when it is worth the risk doing a suicide charge to try to sink a capital ship, but those have been few and far between in the games I’ve played so far. I’ve just wound up using subs as escorts. Furthermore, destroyers have no effect on submarines. One of the main purposes of WWII destroyers was to find and destroy submarines, and this is not simulated in any way.
Anti-aircraft fire
Anti-aircraft guns seem really powerful, maybe a bit too much. Given that there is no other land unit that can attack aircraft, I might be able to live with that however. The big problem I have is the air attack ratings of ships. An Iowa-class battleship had around 130 AA guns, whereas a U.S. destroyer had 15-20, yet they both have the same air attack abilities in this game. WWII carriers, especially on the Japanese side, had very large AA batteries, yet carriers have no air attack. The result is that fleets are not really able to defend themselves against air attacks, and you have to screen your fleets with fighters if you want them to survive. I know there is some realism to that, but the idea that a large fleet with several warships and capital ships would be unable to dish out some serious damage against an attacking squadron doesn’t seem right to me. Consider, for example, that a fleet of 3 battleships would statistically only shoot down one aircraft. Also, the effect of AA coverage was often not that enemy aircraft would be destroyed, but rather that they would attack from a higher altitude, particularly the bombers. The attacker doesn’t have that option here, however. You just have to run the gauntlet and hope you don’t get blown out of the sky.
Being a man of solutions, not of problems, I am compiling a list of potential house rules to deal with these issues. I’ll post them soon. Stay tuned… :wink:
In the meantime, I’d be interested in hearing thoughts on the gripes I’ve laid out. Are there reasons that the rules must be laid out as they are in order to preserve the balance of the game?
By the way, I know that sometimes the developers visit these boards. If one of them would be willing to discuss the thought process that resulted in these rules, it would be greatly appreciated.