DJ, we have played about 8 games (maybe 9?). Most went 6+ hours, but I have to say the first few were partials, and went pretty slow just learning the new game (4-5 rounders). Some of those games were spent exploring the optional Russian Revolution Rules (which have officially been changed, and are much better then OOB). I’m not sure if your tournaments will be using this optional rule. IN our experience the CP are a heavy underdog due mostly to the slow movement of ground units coming from their capitals (only sniffing a win once), and the allied navy is also over whelming OOB IMO.
If you are going to do OOB for the most part, the CP are going to have a tough time IMO. They will need some help (especially w/movement). Maybe you are considering an IPC count (expand your empire) as a victory condition for either side at the end of play, that could get the CP a win. Larry is currently looking at some options for movement that could work very well in a FTF tourney (speeding things up, and getting further into the games). I know these aren’t yet well tested, and may not be ready for this years tourneys, but you should probably keep an eye on these movement options for future reference if nothing else (or get with Larry to see how things are progressing).
Some of the things Larry is looking at (as optional play)
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The French navy in particular seems oversize (Larry has acknowledged so), and I think he is considering a change to the French sz15 Atlantic fleet, leaving it with only a cruiser at set-up (swapping BB for cruiser and removing the transport). This alone will help the CP in a 6 hour game IMO, giving the French fewer options and the allies not able to dominate the Atlantic as easy even when the UK navy is sunk. This should make the UK build a bit more navy for Europe if it wants to get troops to France, leaving it w/fewer IPCs to spend in India.
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He is also exploring some variations for movement, that will speed things up over at his site. He is looking at allowing ground units to move two spaces. as long as the 2nd move doesn’t end in combat or in a contested territory (I think that’s the latest thought). If using the extra move you basically need to stay in friendly territories. It’s kind like having a non combat move rolled into the established single move phase (Edit) You can’t enter a neutral or hostel territory with the 2nd move, but you can reinforce friendly territories, and reinforce/fight for contested territories (there are some other strings attached, but it’s pretty cool IMO).
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He’s also giving +1 to navy departing from a friendly naval base (like in global) to offset what is perceived to be a CP advantage w/2 moves on ground (allies generally dominate the sea, and it will help get the US into Europe faster). There is also an attacker retreat option w/this variation (similar to other games).
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He is also going with a variation to Sub Warfare allowing sub econ attacks on US/UK to hit on 3 or less, and tally them up.
Anyway, good luck in getting this game right, and I hope to attend someday.
PS: I like what was done with the global 1942 version, and we’re trying it out.