I think this link should help. I assume it uses something similar, although I have not had the opportunity to play this variant. Seems quite fun though!!
http://www.boardgamegeek.com/filepage/17670/axis-allies-double-blind-doc?
I think this link should help. I assume it uses something similar, although I have not had the opportunity to play this variant. Seems quite fun though!!
http://www.boardgamegeek.com/filepage/17670/axis-allies-double-blind-doc?
They should be available on the Wizards of the Coast website. A google search should get you there pretty quickly.
Unless a destroyer is present, a sub may always just choose to submerge in the opening fire round.
I thought bid units have to be placed where units already exist?
I’m looking for an AA50 '42 game if anyone’s interested. Shoot me a PM
It allows Japan to be a jerk. It’s China’s property but since China cannot build units no one gets to build anything.
Fair enough on the points on weaker techs, but I kind of think auto-hitting bombers would be neat, sort of represents the complete saturation from increased payloads. A defense of 2 is useless on something that really never ever should have to defend anything.
Question is then, maybe figure out how to rebalance out the weaker and stronger of the techs such that they are all balanced, and all useful, and not instantly game crushing.
If Long Range Aircraft cripples enemy plans because of the fact that it is an instantaneous and indefensible attack, then perhaps make that one take effect at the end of the round. If Heavy Bombers at 2x4 is too decimating compared to other techs, perhaps make it powerful enough but not fleet crippling…perhaps 1 auto hit every round, and a strategic bombard always of 6? It’s more powerful than just increase its strength to 5, but can only still manage one kill a round so whole fleets wont fall to just a handful of heavy bombers.
Now, by making stronger techs weaker, you must make weaker techs stronger to still balance the system. Question is then, which are the weaker techs, and how do you justify their usefulness?
A tiered system would actually be pretty cool…something to keep in mind.
The problem with many of the Allies’ NO’s is that once they get them the game is over anyways. If the Russians are walking through German-held territories, you’re in trouble. If the UK & US have a solid foothold in France, you’re in trouble. It seems to me that NO’s exist to almost exclusively aid the Axis, so without them I’d have to imagine they would lose.