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Author Topic: How is the balance with the new Alpha 2 changes? Please give your view.  (Read 32644 times)
SgtBlitz
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« Reply #180 on: February 27, 2011, 10:48:47 pm »
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Nevermind, the proposed change didn't stand the light of day for more than 27 hours...  I knew that it stunk to high heaven.
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Cow
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« Reply #181 on: February 27, 2011, 11:25:24 pm »
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That's just it, though.  You can reclaim W. USA if you like to think of it that way, but then you have to counter 10 ground units a round from Japan. (Because I will eventually have a train of 5 transports because I can produce 10 units in Japan a round.)  

central usa can make 10 units. east usa can make 10 units. setting up to counter west usa is only done on round 1 if you put all 3 boats in range and have them fully loaded.  Round 2 usa counter and drops 10 inf/art on central with tank buy on east usa (since he made mad money round 1 he should be able to do a full buy in central).

Either way if you want to pursue America which you have a strategic disadvantage at Asia will be looking good and america is too far away to get in the action, diverting your forces is the most effective thing usa can do.
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allies just have to get through the early game,without losing their capitols. besides you act like a 5 transport train to west usa is cheap as dirt and usa doesn't make enough money to throw down 10 inf round 2 in central usa with a few tanks in east usa, like it doesn't mean anything, and that china and pacific UK and ANZAC can be written off like they don't matter

Jennifer I admire your creativity, but this is a little much. I don't know how else to say it. You put ships in the ocean, USA sees it USA buys. You ships move forward to USA. USA sees it, usa already bought the counter and now usa sprinkles a little extra to be safe.

I merely suggested USA's proper play is to setup starting pieces to get more money as the rounds go by and not to be derailed by Japan.
« Last Edit: February 27, 2011, 11:35:29 pm by Cow » Logged
Cow
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« Reply #182 on: February 27, 2011, 11:26:07 pm »
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tanks should be 3/2/2/5 anyway. I hardly see tank play.
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Cow
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« Reply #183 on: February 27, 2011, 11:36:17 pm »
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I agree. Weaker tanks would bog down the game to inf stacks.

you mean it hasn't already for your games?
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Cow
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« Reply #184 on: February 27, 2011, 11:41:41 pm »
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point well taken; you got me good.

Man ANZAC does suck, we need to +1 battleship and stick it someplace like below south america. Just so they can feel like they will get into the game someday.
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Cow
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« Reply #185 on: February 28, 2011, 03:47:09 am »
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I don't see that too often. Japan is kind of a powerhouse. you can get away and push south and have enough air to drop america if he gets in range most of the time.  especially now that kamikaze can go off anytime. It's a real confidence booster as well... extra rolls for a close fight is rough.

What I am doing as Japan is kickin the crap out of china/india and ignoring USA's existence until I am done with that... then I hope I have enough air leftover and ships to counter any advance... in the mean time I try to find nuetrals to take to boost my income over USA's then it is a matter of time. Either hold out till Germany does it big or get the last few VCs on the pacific.
~

I think that is what the problem is. USA has to fight two fronts from a really long distance... like in WWII. Perhaps split USA's production. they split UK to solve that issue. Also I really don't like attacking south american nuetrals... I don't remember america bombing brazil to pay tribute to the war.
« Last Edit: February 28, 2011, 03:59:23 am by Cow » Logged
SSPanzer
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« Reply #186 on: February 28, 2011, 01:44:29 pm »
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I think there are some minor changes that need to be made to make the game more palattable. 

One: They have got to figure out a way to break up the turn order better.  It's ungodly waiting for, essentially, 5 countries to go and even worse trying to use all 5 at the same time.  I feel it really slows down PBF and most likely, desk top play too. 

One_Solution:  I feel a proper solution would be thus:
* (Axis) Germany
* (Ally) Russia
* (Axis) Japan
* (Ally) England Europe
* (Ally) England Pacific
* (Ally) ANZAC
* (Axis) Italy
* (Ally) America
* (Ally) China
* (Ally) France

Note, this also makes it more comfortable to play France which, by about Round 1, is essentially useless. Okay, maybe Round 2 or, at best I feel, Round 3.  I've had multiple opponents express wonder as to why France is sandwhiched between Italy and Germany in the turn order and I, personally, have contemplated just telling my opponent(s) what to do with the French guys - if anything - just so they can post Germany right away.

Also, I do not feel the change in the turn order would change the balance at all.  It is essentially the same turn order, except that America and China are back at the bottom of the turn order.  In other words, go back to the out of the box turn order for the countries.  The English and the Americans are still consecutive in the Pacific and only a minor Axis power lays between them in Europe.  I have not seen a benefit to the new order of play, only a mind-numbing detriment.

Possibly, I would consider (with some seriousness) swapping England 1 and 2 and ANZAC with China, America and France.  But I fear there would be backlash against Italy in the form of nerfing her navy.


What about all of the Axis players going at once and then all of the Allies going?
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SSPanzer
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« Reply #187 on: February 28, 2011, 01:47:32 pm »
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@Commander Jennifer and others...

To shorten the game, has anyone considered having all of the Axis players go together followed by all of the Allied players...?
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jim010
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« Reply #188 on: February 28, 2011, 01:50:57 pm »
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To shorten the game, has anyone considered having all of the Axis players go together followed by all of the Allied players...?

The game is not balanced for that.  The Allies would overwhelm the Axis, I would think.

I like this idea, as Third Reich works this way, though.
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Cow
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« Reply #189 on: February 28, 2011, 01:52:22 pm »
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It depends on who you play with.
~
once people get the spaces down, know where everything is, and develop a decent strategy... things will go faster.
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Cow
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« Reply #190 on: February 28, 2011, 07:42:21 pm »
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I have no idea what is everyone is upset about.

I just want a better game.~ anyway if USA can just make what it made in pacific alone + what it makes in europe alone. I think the game will be fine.

USA and Russia typically beat germany/italy. while in pacific Japan typically wins. nothing wrong with that. It's just a race.
~
If that's too imbalanced for whatever reason, split USA's income. I mean sure one can argue they can build land units and move it to the other side.central usa goes to whoever has that side on their board.

before we can make any adjustments we need to know if germany is meant to take over uk or not. if uk should hold by buying max # of units on their capitol without sending away their air... then we have a completely different game than uk trying his best to not get taken and losing anyway every time. game is totally different without a player
« Last Edit: February 28, 2011, 11:15:23 pm by Cow » Logged
Cmdr Jennifer
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« Reply #191 on: March 03, 2011, 10:17:18 am »
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Can America stop Japan from invading?  Yes.  I always said yes.  However, they give up something else to do it and what they give up would most likely make the game much easier for Germany and Italy. 

Let us assume Sea Lion was successful, as it is almost impossible to stop and, in point of fact as of Alpha 2, the only way to stop it is to turtle on England and hope for good dice.

Let us further assume Japan has set up the 10 transports it needs by this time (Round 3) because, let's face it, you need the transports anyway to get Anzac, America and England - I suppose you could just build 3 minor ICs and almost have the same ability to put ground units into Asia Minor, but that reduces your mobility and I don't like sacrificing mobility if I can help it, and here I can help it.

So America is facing a situation, they can put 3 units a round into W. USA until the war starts for them, thus reducing their naval purchases or they can mobilize in an effort to undo sea lion - which I suspect most players do since one cannot stop sea lion (objectively speaking.)  This results in America trading W. USA which is unreliable at best since they cannot build 10 units in W. USA if they just liberated it.
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« Reply #192 on: March 03, 2011, 11:37:40 am »
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Conceited or Conceding? 

The idea behind a J1 strike is that if they do not do the strike on round 1, when their opponents forces are spread thing and Japan can bring most of their units to bear was to make the Pacific easier. 

The idea behind Sea Lion on G3 is two fold: A)  England cannot defend against it - period.  B)  America HAS to spread itself thin or leave Russia on its own. (The third option is a strawman arguement, you cannot leave the Pacific to Japan because Japan will win by Victory Cities.)

The overall strategy is to negate America as a force. America is WAY too powerful in this game to begin with.  I personally believe that is because we do not play her as the game testers expected us too and that is, by splitting her income across the Atlantic and Pacific.  So conquering her outright is virtually impossible.  I am of the opinion it is better odds that England will survive a G3 Sea Lion attempts more often than Washington D.C. will fall.  Perhaps I am wrong, but I doubt it.  So if we cannot take America, how can we stop them from being overpowered?  Well, if we strike early, we can destroy their navy.  If we take England we can force them to pay attention to the Atlantic (otherwise, Russia is pretty much toast, right?).

Perhaps a J1 attack is unwise.  Perhaps leaving the American fleet alone (and that damnable British Battleship) might be the better route.  By round 2 and 3, a Japanese attack seems unbeneficial.  All of your opponents are out of range and/or heavily reinforced requiring you to determine which if any attack gives you better position and your opponent has maximized their utilization of airbases.  All in all, if Japan is going to attack before America declares war on them, I feel it has to be round 1.
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Gisle111
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« Reply #193 on: March 03, 2011, 12:40:46 pm »
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I think J2 or J3 is better. if you buy some carriers so you can bring your air force, attack US fleet when they have gathered it on Hawaii. in J1 the fleet is to small. in J2 the American has almost always placed it in Hawaii. then you can crush them harder. i think Japan has an advantage there.
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« Reply #194 on: March 03, 2011, 12:57:11 pm »
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I think J2 or J3 is better. if you buy some carriers so you can bring your air force, attack US fleet when they have gathered it on Hawaii. in J1 the fleet is to small. in J2 the American has almost always placed it in Hawaii. then you can crush them harder. i think Japan has an advantage there.

I'll have to take a look at that.  The fighters on the carriers in SZ 6 have no greater mobility than without the carriers on Japan, the real question is if I can get the carriers close enough to retrieve the fighters and sink the Americans.  I want to say they'll just cower in LA instead of Pearl though.
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