For me, playing with National Objectives is a must, 1) You’ll find that it makes the game WAY more interesting, 2) It is kinda the one thing that actually makes half the stuff you can do in a WW2 scenario make sense… and 3) It balances the game a lot better in that retrospectrum.
As for Research and Development, this is for sure optional since it kinda plays an important role but not super into swaying which side will beat the other, so do what you will with this.
As for house rules, I only have 1 house rule I put into play, one at which I like to call the “Siberian-Manchurian Pact” which, by the name you can probably tell that it relates to the real time non-aggression pact between the Soviet Union and the Empire of Japan at the time.
The reason I have this houserule into play is that for starters, I feel like it is a HUGE waste of time for the Soviets to be throwing valuable infantry into Japanese Manchuria all to gain a single infantry for 1 turn only to lose it, as well as the fact that it kinda defeats the purpose of Japan fighting the Pacific as a whole instead of having to deal with the annoyance of the Soviets taking Manchuria with like 5 infantry…
And in the other aspect of it, It is a huge waste of time for Japan to be going after Siberia, whether theres units there or not. It’s of the USSR player’s own will to move those infantry to the Eastern Front against Germany or to keep them there, but like I said, Japan can at most get like 4 to 6 IPC’s outta the far Eastern Russian territories… which I can literally get double that with like, 3 provinces down south (The Money Islands).
All in all, that’s not to say these 2 can’t go to war with eachother, the basic rule is that if Japan and The Soviet Union do go to war, it needs to be through the Chinese border with the Soviet Union and not the Manchurian border, because it saves people ALOT of time and strain and annoyance from either side if one is attacking the other.
I think, although my experience is limited, that no Nation can go in a war on multiple fronts.
Well since USA has no true ‘fronts’ per se, THEY can split their income and fight a two theatre war. In fact, that is looking to be more and more a requirement. The problem is deciding which theatre has a greater need for the US war machine. Often times, the pacific investment looks like it is easier to just ignore (meaning Germany is the ‘easier’ target), but the IJN needs to be forced to keep an eye on her back door. Those carriers need to be forced to be loaded.
There is no chance India can resist after J3 agains a decent axis player, even killing China J1. Any axis players should attack Egypt with 6 units
Doing so requires using the Bomber, which means that you will either have to let the Battleship/Transport pair live, or let the Cruiser/Destroyer pair live. The first will allow them to launch an early D-Day and build a fleet quickly. The second will allow them to probably wipe out the Italian Fleet nice and early.
at least clearing it in most of cases, probably taking it with some tank, so all UK has to defend India is:
2 inf from trj
3 inf, art, aa gun form ind
inf from bur
3 guys built round 2
My units available to defend India for J3 could be as many as 9 Infantry, 1 Artillery, 1 Fighter, 4 Bombers, and an AA, with a Battleship and a Carrier Group in the waters, plus the Burma Infantry and the Egypt Tank if they survived turn 1. So total is more like 15 units, plus a nasty fleet off the coast that you need to use those Fighters on. Oh, and keep in mind, anything sent to attack the India Sea Zone is going to be in range of the US air force and possibly navy.
Japan starts with 5 trannies and it’s pretty probable they can send at least 4 loaded to India round 3 (8 units) plus a swarm of starting figs. Let’s say about 15-16 units and any bombardment shots they can join. India lost (and the IC if UK were so fool of building it). The only chance are soviet units, but they are too busy against western axis. I can wait another turn to more jap units arrive (units saved because you killed the chineses round 1) if I manage soviets send some european units to Japan instead Germany
If you wait another turn, I will have taken French Indochina, Manchuria, Kiangsu, Philipines, East Indies, Borneo, and the Caroline Islands. Taking an IC in India, were it even possible, would no longer be of limited utility, given that you are being overrun.
we have an agreed balance shift instead of a bid in my group
1 extra UK infantry in Egypt
2 extra Chinese infantry in the areas behind the front
move flying tigers back 1 space so it cant be attacked 1st turn
UK NO requires 4 of canda, egypt etc
that’s our balance tweaks
1 extra uk infantry in New Zealand.
That’s because we are New Zealanders and didn’t like our home country being undefended 🙂 Has yet to come into play though until the game is basically decided.
Those three UK tweaks can be quite large. Holding Egypt G1 is huge, possibly enabling a tank and a ftr to escape even if Germany did attack G1. Adding more NO income enables more UK options, and the 1 extra inf in New Zealand makes an Australia IC more possible (in conjunction with the UK ftr from Egypt that gets to aid the defenses on UK3). US can support that UK with 2 ftrs a turn quite easily while building a fleet in sz56 as the ftrs built on the existing US carrier can make it 4 spaces to Australia.
Bare in mind we have a gentlemans agreement not to move the NZ infantry out of NZ either
We found that the germans/italians could easily take egypt, everytime, thats why we added in the extra infantry.
The germans were moving a tank/infantry from france and the bomber to support. That would either win, or almost wipe the UK out. Italy would easily win the next exchange.
Now the UK has a 50/50 chance of holding (at least y our play experience)
China was getting wiped out on turn 1 as well, they needed a buff.
Its minor tweaks, but enough to find us seeing the game very balanced for us.
Ups, my fault. Gibraltar is not considered a canal, so in theory u can pass with transport, but only to be stopped by the destroyer as mentioned earlier in this topic.
BTW: We play Gibraltar-Morocco as canal as a house-rule, perhaps that explains my post above.