My concern was not related to turn 1 or 2 but to later German turn:
9 additional Art for a Russian counterattack may cause a problem for Germany advancing to Belarus or Western Ukraine or one turn later to Bryansk, because Italy cannot take this area first (RU takes it back before the German turn) and therefore G cannot land their air on top of it’s army.
12 additional Inf may delay a G 6 attack on Russia (Simon33 was faster while I typed this post).
My concern was based on a game otherwise played without bid or only with a small bid (for example: balanced mod; Â our group with other houesrules).
If you play OOB-rules with a bid around 30 IPC, then Gargantua’s idea is very fine (I already understood that he only wants to make one simple adjustment), the inherent bid goes to Russia and does not destroy the game in the MED (as usual IMO).
I will have to try it to see more effects.
My alt. Chinese set up was
2inf in Siuyan
3inf in Hopei
2inf in Anhui
3inf in Hunan
1inf in Kewchiow
4inf and 1ftr in Szechwan
3inf in Yunan
3inf in Kwangsi
The only major major change comes in giving Chinese control of the originally Japanese controled Kwangsi tt. All Japanese units remain in play but get moved up by 1tt. So what was in Kwangsi moves to Kiangsi, what was in Kiangsi moves to Kiangsu, what was in Kiangsu moves to shangdong. This dosnt effect Japanese strenght and they can still use their overwhelming air power to advance, pretty much, at will in China. What it dose is give China one full turn to collect its NO and makes Japan a bit more wary about striking south on J1.
In AARHE we plan to make the AA piece represent infrastructure defence.
This is much needed as the game do not model any of that (defences). Amphibious assault against German fortifications (eg. Western Europe) should be a very different story to a casual landing on one of the Pacific islands, or Africa.
Infrastructure defence would consist of coastal batteries, anti-air guns, etc.
As for balancing in this case, a modest study of historic specifications leading to a a good model would avoid any strange/funny situations.
Unfortunately leaving it for a week isn’t an option. We could take pictures and reset it, but the players tend to change based on who is available.
I like the grand battle idea, we may give that a whirl.
Chaos in the Balkans:
Hungary and Romania are at war, Germany has annexed Austria, Yugoslavia suffered an unfortunate die role and has been forced to disintegrate into a Pro-Fascist Croatian state and a smaller Serbia. Italy managed to seize Albania without loss, and Czechoslovakia is reinforcing its border with the Nazis.
The UK has pledged to declare war on any power invading Greece.
The Swedes attempted to peacefully take over Norway to prevent any major nations from entering Scandinavia, but the plan backfired. Not only did another unfortunate die role cause the Norwegians to resist, but the German and British players were offended by the assault, and Germany turned a blind eye to a British force that liberated the Norwegians and devastated Sweden’s hopes of a powerful, neutral, United Scandinavian state.
Spain in Flames:
The civil war rages on in Spain, just as a deadly naval encounter ended in mutual annihilation for the Nationalists and Republicans. The free world does not want a Fascist Spain, and the U.S. Player has sent generous air aid to the Republicans. With Franco’s Army of Africa having headed for the mainland, I, as France, took advantage and seized their Moroccan colony. Unfortunately, I earned a -1 diplomacy points for this “aggressive” act.