Finished reading it.
Looks great!
Hopefully in the future you can add Japanese impulse rounds to reflect their action in the Second Sino-Japanese War (maybe even simulate Khalkhin Gol).
Have nations buy units at the end of their turn.
Ships are still repaired at the beginning of the turn, though.
We have gone to screening each player’s buy plate and before the German begins their turn, every player must make their purchases which are unchangeable once the German turn has begun.
Intriguing. How does that affect play? I think it’s a good way to make the game more challenging if experienced players want that.
@chrisbump86 I like the idea, it really makes the turn order critical, rather than a slight advantage for first movers. However, I feel like it pretty significantly favors the Axis, who start with the initiative and go earlier. Do you pair it with any other modifications to compensate?
Might try it my next game.