Does the Game need cost changes for naval units?


  • I think it’s fine the way it is.


  • Wow,

    I really think the only thing that is off with the game as far as navies are concerned is the Japanese fleet, I mean really only two transports to start the game, and I can’t remember the last time I got to start my turn as japan with more than one.  While I hate to agree with switch, The little fleet germany gets to start with is more than enough… Adding one extra piece is too much, and if it wasn’t people would let the axis go for a bid of 8… and the German player would add a transport / sub to the fleet depending what they wanted to do to the British or Russian player ( I personally like the extra trans in the med… The Caucasus falls fast…)

    Secondly, dropping the price of any naval units would eventually bode well for the allies… but could be horrible for Britain on turn two assuming germany just felt froggy on turn one, and decided to load up with tons of transports and subs and then link the med and Baltic fleets on ohhh pick any coast of Britain … then the game is a two turn waste of time … I mean It takes longer to set up the board.

    and as far as units no one ever buys… well that just isn’t true, I love buying destroyers to procect my british fleet one a turn for a bit while america covers me with carriers… then industrial tech combined bombardment… Its just fun, but again its never won the game for me… just ticked off the germans mighty fierce.


  • @ncscswitch:

    You must have missed a few of the games in the Games threads…

    **NAVAL BATTLES DO NOT AND WILL NEVER WIN A GAME WHERE VICTORY IS DETERMINED BY CONTROL OF LAND TERRITORIES!**  …

    Go ahead, play test it a few times.  You will quickly see what I mean.

    Well, I agree and do understand your point. But it is sad that control of sea is not worth anything when history shows a different story. What if one included a rule for convoy raids! Try my rule for convoy raid in 2-3 games and then tell me if you think the game becomes more interesting. I just want you to try this rule to see what I mean. Navy will be more important, but with the twist of Axis favor!!! Then you will be more open for the discussion of cheaper navy!

    Convoy Raids

    The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink” IPCs. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).

Suggested Topics

  • 3
  • 14
  • 1
  • 5
  • 2
  • 5
  • 30
  • 76
Axis & Allies Boardgaming Custom Painted Miniatures

31

Online

17.0k

Users

39.3k

Topics

1.7m

Posts