June 19, 2013, 01:57:40 am *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Help support TripleA software development. Search me
  Articles  
   Home   Help Login Register Chat  
Loading
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 »
  Print  
Author Topic: Global 1940 Cold War goes Hot Scenario  (Read 8873 times)
valtteri771
A&A.org Mechanized Infantry
**
Posts: 74



View Profile
« Reply #120 on: May 27, 2012, 05:27:25 am »
0

Is this balanced at least a little bit? Why USSR controls Finland?
Logged
dannyboy2016
A&A.org Artillery
**
Posts: 151


View Profile
« Reply #121 on: May 29, 2012, 09:52:09 am »
0

Is this balanced at least a little bit? Why USSR controls Finland?
Yes.
There are two scenarios. One is a 1945 start. While the USSR didn't occupy Helsinki it did have control of Petsamo and and island base (which's name escapes me). The idea is that, in the event of WW3 in 1945, the USSR would be able to seize Finland as quickly as it did the baltic states or East Poland.

The second scenario which is in a rar file a page or two back, covers the 1960s era. Finland is a neutral country in it.
Logged
valtteri771
A&A.org Mechanized Infantry
**
Posts: 74



View Profile
« Reply #122 on: May 29, 2012, 10:18:34 am »
0

Is this balanced at least a little bit? Why USSR controls Finland?
Yes.
There are two scenarios. One is a 1945 start. While the USSR didn't occupy Helsinki it did have control of Petsamo and and island base (which's name escapes me). The idea is that, in the event of WW3 in 1945, the USSR would be able to seize Finland as quickly as it did the baltic states or East Poland.

The second scenario which is in a rar file a page or two back, covers the 1960s era. Finland is a neutral country in it.

Okhay I might try the 1960 scenario
Logged
kdfsjljklgjfg
A&A.org Tank
***
Posts: 330


View Profile
« Reply #123 on: June 09, 2012, 01:35:34 am »
0

Started a scenario with my friend, and we've taken a break after the 5th Soviet turn. So far, here is what I've found about the variant:

Either I found an exploit that you might need to alter the rules to fix, or I missed something in the rules, but basically I built 10 tanks for Colombia, it joined the Soviet bloc, and then with the Main Battle Tanks tech, I was able to blitz into Central US that turn, with East and West US empty because the US player was putting all of his money into diplomacy influencing.

Except if I wanted to, I could have waited a turn, saved my turn 1 cash, and threw like 40 tanks into Colombia, and with the US being only able to put 12 men each in East and West, could capture Washington DC before the war ever really gets too into it, unless the US constantly keeps 30-50 men garrisons in their territories.

Even beyond the area of capturing territory, neutral nations can essentially become military supercomplexes that allow you to rapidly deploy your entire income, if you should so choose, on the other end of the planet.

So either I missed something, or you should probably put in an abortive rule to prevent such a scenario, like a recently acquired neutral is inactive for at least a turn after it's fully influenced to one side, or a cap on the amount of units you can give to a neutral per turn.

Also, tanks seem a bit overpowered. Maybe their base cost should be raised? A 2-hit land unit for 5 ipc's (every country has that tech except for PRC at the start) is ridiculous, especially with the incomes that can happen in this variant. The Soviets start off being able to produce 2-hit 4-4-3 units for 5 ipc's, and is only a step away from giving them 2 dice. Is there really any reason to build any other unit? Sloped armor should be a higher level tech, or the techs should be moved around so that there are less tank boosts.

Having said that, it's still a very enjoyable variant and it adds a lot of new thinking to the game that makes it fresher, but without making it a complex, entirely new game.
« Last Edit: June 09, 2012, 01:56:24 pm by kdfsjljklgjfg » Logged
dannyboy2016
A&A.org Artillery
**
Posts: 151


View Profile
« Reply #124 on: June 10, 2012, 08:07:41 am »
0

Thank you for the feedback.

Right now I’m considering the following rules for neutrals.

1.Once a country turns pro allies or pro communist, your side still has to move a unit in during non combat to seize control of the territory.

2.Each faction is limited to buying 1 unit per ipc value of the country per turn. So the Soviets/Warsaw pact could only buy 2 units for Spain and the allies could only buy 2 units for spain (unless its ipc value has been bought up).

I will look into the tank techs further. My initial thoughts for revising the tank techs are as follows

1.Sloped Armor just keeps tanks from being hit during the first cycle of combat (unless the opponent has tank destroyers)

2.Heavy Tanks now cost 10 ipcs.  They may no longer blitz. Automated assembly lines just reduce the cost of tanks by 1 ipc. They could be represented by a different piece if people have one, so they could still build regular tanks.

3.Main Battle tanks- moved to the final tech in that tech tree.

I'm interested in further suggestions.
Logged
kdfsjljklgjfg
A&A.org Tank
***
Posts: 330


View Profile
« Reply #125 on: June 10, 2012, 10:31:18 pm »
0

Will Main Battle Tanks be 10 ipc's too? Heavy Tanks aren't too bad if the Sloped Armor is reworked like that, but MBT's are still almost land battleships.

Also, a thought my friend and I had was that neutrals are treated as if you're building on a minor complex, so 4 units. You could make 4 battleships for 80 ipc's of influence in one big boost if you want, but you can't just toss an army in there.

I'm not too fond of making it required to put a land unit there to claim them though. That gives much less reason for the Soviets to influence South America or sub-saharan Africa, as opposed to trying to open a new front, and essentially certain nations that should be easily communist, like Cuba, are instead a waste of money because you can never reap the benefits.
Logged
Noll
A&A.org Battleship
******
Posts: 3852



View Profile
« Reply #126 on: June 11, 2012, 04:48:15 pm »
0

dannyboy, I really like your idea of setting this cold war/ww3 scenario and I might try it, however I think some rules are just too much for a "simple" game like A&A.

What I'd like to see (and I might employ) is:

no tech. Just regular A&A G40 stuffs.

The Neutral thingy:

No buy stuffs for neutrals. Every Diplomatic turn Russia and USA can spend IPCs to improve their influence over a neutral.
Every neutral start with a decent setup.

You spend 2 IPCs to raise your influence over a particular neutral by 1.
You can't spend more than 20 IPCs/round this way.
When a Neutral has 10 influence point, you gain control of it.
Logged
empireman
A&A.org Submarine
****
Posts: 684


hehe- tech roll success


View Profile
« Reply #127 on: June 15, 2012, 12:27:59 am »
0

Ok, Has anyone played this game variant yet?
Logged
kdfsjljklgjfg
A&A.org Tank
***
Posts: 330


View Profile
« Reply #128 on: June 20, 2012, 11:31:43 pm »
0

Ok, Has anyone played this game variant yet?

6 turns in with a friend who isn't available often, so we'll be picking it back up in another week.
Logged
empireman
A&A.org Submarine
****
Posts: 684


hehe- tech roll success


View Profile
« Reply #129 on: June 24, 2012, 03:43:04 am »
0

Will Main Battle Tanks be 10 ipc's too?
Main battle tanks should cost 9 or 10 ipcs
Logged
Ghost One
A&A.org Artillery
**
Posts: 120


DO THEY SUSPECT YOU?!?


View Profile
« Reply #130 on: June 24, 2012, 08:22:46 pm »
0

what pieces do you recommend to use for each country huh
Logged
Msyjsmora
A&A.org New Conscript

Posts: 6


View Profile
« Reply #131 on: June 25, 2012, 10:44:36 am »
0

Me and a few friends are going to play a game of the 1946 scenario and I am wondering how building/storing nukes works.
Logged
Ghost One
A&A.org Artillery
**
Posts: 120


DO THEY SUSPECT YOU?!?


View Profile
« Reply #132 on: June 26, 2012, 08:49:32 am »
0

where do you find the 1946 scenario i can only find the 1960's one?
Logged
MacMan131
A&A.org Infantry
*
Posts: 17


View Profile
« Reply #133 on: June 26, 2012, 01:56:38 pm »
0

I was wondering what would you sagest using for the railroads, reactors, research facility and nuke? Also can someone pot up an image of the game board set up for the 1960 scenario?
Logged
kdfsjljklgjfg
A&A.org Tank
***
Posts: 330


View Profile
« Reply #134 on: June 26, 2012, 10:59:48 pm »
0

what pieces do you recommend to use for each country huh

I've used Germany for NATO, Japan for Warsaw Pact, Japan for SEATO, US and USSR are normal.

The rest is used for populating the various neutrals, although if we played with China as a nation instead of a neutral, we'd probably use UK for SEATO and Japan for China.
Logged
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 »
  Print  
 
Jump to:  

2013 Support Drive
Support Level
Forum Username
Buy Axis & Allies
  • Axis & Allies 1942 [Amazon]
  • A&A Pacific 1940 [Amazon]
  • A&A Europe 1940 [FMG]
  • [eBay]
  • [eBay]
  • A&A D-Day [Amazon]
  • A&A Battle of the Bulge [Amazon]
  • [eBay]
  • [eBay]
  • WWII Themed Combat Dice [FMG]


Axis and Allies.org Official Sponsor: Field Marshal Games
Powered by MySQL Powered by PHP Powered by SMF 1.1.16 | SMF © 2011, Simple Machines Valid XHTML 1.0! Valid CSS!