Hard to beat Allied strategy


  • I agree with the lend lease and forts. Played 3 games and never sent that much lend lease money. So Bill, you probably found the right moves. The game is flawed if it comes down to that. I like the forts but maybe only allow 1 per territory and/or have Germany get lend lease on a 1 or 2. If you lowered lend lease then would have to change setup maybe. In other G39 games I have never seen US get to lend lease that much money.

    Don’t get me wrong.  Its a great game!  Hopin we can get it worked out.


  • How much fleet does Germany kill round 1?  What does he take and when on the mainland?


  • One basic balance change would be to place the Axis as the default winner rather than the allies. I would use a 2 trigger system to determine Axis victory

    1. Expansion trigger - Axis need to take 10 or 11 cities to qualify. This is basically the historical limit of Axis expansion (10) or +1 (11 cities).
    2. Production level - Must maintain a certain amount of production by a certain turn.

    For the second piece this means functioning factories. For example, Japan surrenders on any turn that ends with Japan having less than 20 factory slots. (2 fully functional major factories.) This would reasonably approximate the historical point when Japan did surrender. To achieve it you would have to reduce Japans point total to below its starting point and bring Japan under Strategic bombing. (or successfully invade Japan’s home island.)

    A similar rule against Italy would cause Italy surrender on any Italian turn ending with Turin or Rome is in allied hands. This would very much simulate the limited support Italy had for this conflict. This is especially true since German troops could not help to retake the space if lost before the Italian surrender would trigger.

    A victory system like this would place to burden of attack on the Axis initially but then shift that burden to the allies in the second stage of the war.

    I would alter the lend lease rules to be new points to the allies. For example, on turn 3 place 1d6 in each UK convoy zone set to 1. These points are added to each UK nation. (SO +1 canada, +3 or 4 to UK, + 3 FEC) The US can not do any form of Lend lease by the current rules. On turn 4 place 2 dice in the Murmansk convoy zone. On turn 5 and onwards increase the value of the dice by 1 per turn. For historical purposes a dice could be placed in Persia for the Russians as well that increases in the same manner.

    This would eventually lead to the Axis defeat, however now all they have to do is last until a certain point and still win the game. Balancing then becomes setting this turn correctly (and the levels of lend lease) to reward good play by the Axis or the Ally player.


  • So if Axis lands in these convoy boxes they get the money? Then subtract the money from allies income ?


  • Axis would not get any money but Subs would interdict the whole value of the space. So one sub in the Murmansk convoy spot could cost the Russians 14 IPC


  • Turn 3 - Murmansk convoy box is worth 4. 2 Normally plus 2 for lend Lease
    Turn 4 - Murmansk worth 6. 2 Normally 4 Lend lease
    Turn 5 - Murmansk work 8. 2 and 6

    The convoy box would behave as per all other rules. If during income collect phase it is enemy occupied then you loss all the points.

    England/US would have to actively place DDs in the box to fight off subs

  • '14

    The Fortifications should only be 1 per territory.  I want to say this was changed so more would be used but they prove to be too strong in numbers.


  • Yes, 2 forts was key to India/Moscow defense. UK almost has to build in the Commonwealth against JAPAN now. Which of course helps Germany.


  • What do you suggest for the allies then since you can’t build a lot of fortresses?  Especially against Japan.


  • Lend lease what else.

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