G40 Balance Variant - Latest Version

  • '17 '16 '15 '14 '12

    @Shin:

    Another thing I like about it is it speeds up the game.  J1 is a MUST.  You’re a fool if you wait.  The Axis have to win quickly, or the Allies will crush them.

    Absolutely.  Germany better be fast too


  • How much is it effecting Germans grand strategy (KRF).
    Do you have to build more ships?
    Set up France garrison earlier?
    Enlarge or reenforce the DAK?


  • Is there no visual representation of the new NOs when they become true of false. Just the fact you have the extra income to show that they true?


  • Definitives:

    This most up-to-date version of the Mod is kept here (League forum):

    http://www.axisandallies.org/forums/index.php?topic=37341.0

    The version that I posted here is out of date.

    In answer to your question, yes, in order to have the NOs listed on your Objectives Panel, you have to download a separate file (“objectives.properties”). However, this download is entirely optional, since the objectives will be tracked and correctly calculated by the game, regardless of whether they are listed on the panel.

    To get the “objectives.properties” file, along with a other bells and whistles that improve the mod experience (more distinct sculpts for marines, distinct map color for vichy france), check out the second post in the thread linked above. It provides a download and directions on how to install these optional files.

    Hope that helps.

  • '15

    I wonder - has any thought been given to reducing the cost of Tac Bombers to 10?  Fighters got buffed with this mod, and they were strong to begin with.  Now, to be fair, I’m not sure what that would mean historically speaking, nor do I expect that it would change the overall balance much.

    I just like the idea of having more viable options in terms of units.  Cruisers are solid at 12 with the Marine option, I think.  Battleships could be reduced somewhat, which WOULD be historical, right?  Maybe to 18?


  • Shin Ji, I think, in general, we have tried to avoid fussing too much with unit costs and mechanics because those types of changes generate the most controversy and can be a hurdle to wide acceptance in the community (same goes for starting unit-set up, territory alignment and IPC values). Accordingly, the only unit-mechanic change we made (air raid defense value of fighters) was one where we felt there was exceptional need.

    I’ve followed your BM games with interest. Curious to hear your thoughts/feedback on the mod so far.

  • '15

    I follow your arguments there.

    My feelings thus far are that the balance is very nearly there.  I agree the Allies have an advantage, in much the same way the Axis has in the regular game.  All the Allies have to do is to make sure the Axis doesn’t win.

    The current unmodded version is essentially a race for resources, with the Allies losing more and more ground until they either reverse it, or tumble into nothingness.  Now, it’s the Axis that risks becoming irrelevant.  The Axis essentially cannot count on getting an IPC advantage and keeping it indefinitely.  This means that playstyles need to change.

    I don’t feel as strongly about this as Gamerman does, and from what I’ve seen the numbers don’t seem to bear out a clear Allied advantage.  I’ve been playing with no bid - rather alternating sides with a given player - and it’s working for me.

    I’m very meh about Vichy.  The (minor) advantages take a bit too long to come into play, and it’s often very dicey creating the conditions before France’s first turn.  But that could be a function of how my opponents and I play.  Nothing wrong with it, but I don’t think it’s worth the effort for Germany to take Normandy round 1.

    Overall, I am sold on this mod.  I don’t ever intend to play without it at this point.  It’s a clear and unambiguous improvement over the standard game.  Kudos to you and the rest on the design team.


  • Wow. High praise. Thanks, shin ji. That means a lot. I agree, it’s very close to true balance. Will be interesting to see how the axis/allies win ratio shakes out.

  • '17 '16

    @Shin:

    I wonder - has any thought been given to reducing the cost of Tac Bombers to 10?  Fighters got buffed with this mod, and they were strong to begin with.  Now, to be fair, I’m not sure what that would mean historically speaking, nor do I expect that it would change the overall balance much.
    I just like the idea of having more viable options in terms of units.  Cruisers are solid at 12 with the Marine option, I think.  Battleships could be reduced somewhat, which WOULD be historical, right?  Maybe to 18?

    Probably Tac attack values in TcBR should have been rise to A2 along with Fighter, since Fg gets +1A/1D while TcB gets a single +1A bonus.
    This can be a way to give TacB more value for its price without changing cost and other regular values.

    As a matter of statistical: OOB G40 SBR even point (near 0 IPCs damage differential) between offense and defense is 4 StBs and 1 Fg against 9 Fg, almost a .500 StB for 1 Fg to be even.

    The Balance Mode Fg A2 D2 rise the ratio to 1.154 StB for 1 Fg for a near 0 IPCs/SBR run differential (-0.11 IPC/run).
    Break even point is obtained with 13 StBs against 11 Fgs, for a 6.5/5.5 = 1.154 StB/Fg unescorted ratio.
    Increasing TcB would improve the SBR ratio for offense.

    Or 5 StBs and 3 Fgs against 8 Fgs, if a Fg worth 5/6 StB (10/12 IPC),  gives a ratio of 7.5/8 = .9375 StBs/Fg ratio for escorted.

    However, a less radical change which would have certainly increase the number of intercept and SBR dogfight without rising Fg capacity is:
    Strategic bomber SBR value is A0 but damage is increase to 1D6+3.
    TacB stay A1, damage D6 and Fg A1 D1.

    Such features put 7 StBs on par against 10 Fgs, for a .700 StB for 1 Fg ratio.
    Less powerful than G40 OOB SBR but better than Balance Mod SBR.

    In addition, Fgs defending @1 are much less fearful and StBs having no offense is an incentive to intercept at no risk (but damage on ICs stay high for defender) and to bring more escorting Fgs along as fodder and to destroy some Fg interceptors too.


  • Nah. The way the SBR mechanic currently works in the mod has been well-received. I don’t foresee further changes to that aspect of the mod.

  • '17 '16

    @regularkid:

    Nah. The way the SBR mechanic currently works in the mod has been well-received. I don’t foresee further changes to that aspect of the mod.

    Too bad there is no room for comparative play-tests.  :cry:


  • haha. i agree! when you have play tested the mod, let me know.  :roll:

  • '17 '16

    @regularkid:

    haha. i agree! when you have play tested the mod, let me know.  :roll:

    I have not enough experience in G40 to give any  autoritative opinion.
    It requires at least a few games in both OOB and Balance Mode.

    It needs a will to make fine adjustment.

    I still agree with Shin Ji.
    The BMode is boosting an already useful and popular unit while creating a relative impact on TacB in Bombing Raid.

    Many said StBs are too OP.
    Rising SBR Fg to A2 D2 is at least a  way to fix it.
    But it is an additional deterrent not to buy TacBs, a poor A1 a low D6 damage.
    Better to buy Fgs to both escort and intercept, 1 IPC cheaper and better off/def and a pretty good D4.

    You fix somehow the Cruiser issue with Marines.

    Why not try a small fix to make TcB interesting in SBR/TBR compared to StB, which gets clearly the upper hand in optimized play?
    Small 1 IPC higher, but true A4 and an extended range.


  • @Baron:

    I have not enough experience in G40 to give any  autoritative opinion.

    Have you ever played G40 OOB? How many games you played?

  • '17 '16

    @regularkid:

    @Baron:

    I have not enough experience in G40 to give any  autoritative opinion.

    Have you ever played G40 OOB? How many games you played?

    Only a few against computer AI. Not enough time to truly invest in TripleA play.
    When on boardgame, I have only an 8-10 hours window.
    So we play 1942.2 with all Global units.

    You fix somehow the Cruiser issue with Marines.

    Why not try a small fix to make TcB interesting in SBR/TBR compared to StB, which gets clearly the upper hand in optimized play?
    Since StB is only a small 1 IPC higher, but true A4 and an extended range.


  • @Baron:

    Only a few against computer AI.

    ::blink::

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