Now I am speaking to players who find this after February 3, 25.
Yes, there are several flaws in this game. You are not the first to discover them. Without adjusting the game, the Axis powers have a huge advantage. The players here have chosen to keep the out of box rules not because they are okay with this or some of the silliness in the game, but because it is a great launching point. It is translatable for you.
There is a community of players who have made significant changes and fixes to the game. it is called Balanced Mod 4. Do not expect the same strategies to win in that game as win in your local games. Also, be aware, it not quite balanced. The Axis powers still win most of the time.
For a major modification of the game done by people who love it and wanted to adjust the map, check out Path to Victory. Again, you will have to adjust your tactics and strategy to be success. The Axis powers still have an advantage.
Adjustments:
Less and less games of out of box are played. This community accepts this. I disagree. When you play, and you want to eliminate some of the silliness, ask the opponent for crockett’s mod.
- You may never load a transport in a hostile sea zone.
- A nation not at war may not convoy or disrupt lend-lease.
- If the Germans step into Russian territory conquered by the Italians, they may not receive the trade with Russia bonus.
Fixes:
The bid here is something that was created by brilliant people who are very successful. However, many of them have moved on to the other mods and that speaks to a deficiency in their solution. The bid rules are also somewhat arbitrary. And unfortunately, the bids can radically disrupt the turn one dance that the designer has intended. In January, you may advocate for adjusting the league rules. Ask for crockett’s mod.
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Foreign units do not effect lend-lease for Russia.
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You may not rob a nation’s capital of all of its money unless you surround the capital. If the capital is not surrounded, you receive only the territory value of the capital.
Flavor:
Oddly enough, most players here do not like technology. I find this very ahistorical. If you agree, I suggest asking for this technology rule when you play:
- Five IPCs buys you a token for technology. Each of those tokens represents a lab that is racing to affect the war. A roll of 6 is a success. Its bonus abilities are immediately applied to all units on the board. The other tokens are not lost but continue to work diligently to help their side win.
Hopefully, in five or fifty years these minor and easily understood adjustments may breathe new life into out of box and may be universally accepted as an adjustment or fix or flavoring of the game for play here or even be in implemented in a new release of the game by its producer.