I suppose it’s possbile that they play blind, but it sounded like you could shift alliances and such, which would mean you would have to have an extra board for every player, and I think they only used two.
Here’s a little “mini-game” I developed years ago, so I figured I would post it here. It plays pretty well in my experience. Let me know your results if you decide to play it. Also, feel free to as me about anything you need clarification on.
It is based off of E&W, but as the title suggests, you can use Imp Games’ East & West map or Xeno Games’ World at War; the territories, IPC values, and SZs used in the game are identical on both maps, you just need to swap ownership.
for the most part I like 'em - except it adds A LOT of complication & new stuff to the game. (Stalinist paranoia and the China rules, for example). Being sort-of opposed to IC’s in general and the somewhat long-ish ranges that fighters can potentially have, I gobbled up those rules pretty quickly. …mostly though, I borrowed a lot of the ideas to make simpler versions of these rules.
May I suggest a possible infantry change based on historic facts. Russians had more men, Germans had better equipment and training for their troops not to mention their skill at combined arms tactics. So, why not let the Russians have their cheap infantry buys while giving the Germans a bonus in attack strength, say 2 in attack and 2 in defense when combined with armor or air units, ( no need for Artillary). Now that is what I call an easy fix. Since the germans start out with more tanks and planes than thier opponents they will kick butt early. But when the allies start to build up their combined arms, Germany will be overwhelmed in numbers. So the axis better do a lot of damage real quick to win.
Should be more fun though.
If someone does play-test this in a game could they let me know how it worked out? Thanks.
:roll: Crazy Ivan
If something doesn’t work right,
I can’t help it, I’m left handed