Nice! I actually prefer NZ with the 2 fighters anyway. It’s one less line in the set up changes, one less thing players have to do to get Halifax up and running. If you want to add the Ontario fighter, that’s fine since these rules are about making Canada part of the Commonwealth. But I really dislike adding/removing units from the starting set up as a way to achieve game balance.
I have made the case to Larry and others elsewhere and so I guess I will make it again here… it’s better to change the starting money or potential income, than it is to change the starting units. If preplacement bids should have taught us anything over the years, it’s that changes to the starting units can torpedo the first round battle balance all over the place. Especially when the change is “official” like the case with the 1941 starter board, when the official set up doesn’t match the boxed materials, it just smacks of poor planning in the original design or rushing to the finish before the design is completed. Its important to preserve historical analogy or constancy along at least one dimension, and to me this should be the starting unit set up (the stuff actually printed on the set up cards). Adjusting the money is one thing, adding or removing units in the field is another. I am far more amenable to rules that alter starting cash or income, rather than rules which ask players to redesign the starting unit set up.
The former (the money) seems inherently amorphous anyway, but that latter (the starting units) should be concrete. Otherwise you might as well concede that these games don’t relate to the situation of forces at the start date in any meaningful way at all. Or that the balance on round 1 battles (which is supposedly designed a particular way for a reason) is in fact irrelevant. So that’s my argument, and the reason I’ve never liked unit adjustment (preplacement bids etc) for game balance. It’s like opening Pandora’s box.
If there is an imbalance in any A&A game it is almost always an economic imbalance (an IPC spread), which people then try to influence indirectly by messing around with units. Instead of just dealing with the issue directly by adjusting starting IPCs or potential income (bonuses) in the first round. Recall in past games the Germans blasting their way through Egypt on G1 to get Axis +X ipcs in Africa, or how just a single sub can sink entire Armadas, and things of that sort. You can try as hard as you want, but you will never convince me that consistency with OOB income trumps consistency with OOB starting Units hehe. Boots on the ground, or ships in the sea, seem fixed and hard, in a way that a 5 dollar bill is not. :-D
When balance can be achieved without altering the unit distribution in substantial ways (e.g. to break some round 1 battle), but achieved instead just by adjusting the starting/overall economy, this is vastly preferable.
Along these lines, we should admit how hard it is to balance an A&A game, and include within the rules our own official “Options” which allow players to tweak the income potential. This is something that was lacking in both 1941 and 1942.2. Those games had no strong options to introduce money (or even tech.) My first resource is always the official rulebook, before I try to alter the unit set up, I always look first to the official “options.” To see if one of those might work. (Which would be like what you did there with the US Warbonds.) I like that. But we should consider a few options. The problem with g40 is there really aren’t any to choose from (except maybe autotech), since the OOB NOs were all designed into the balance as critical and interrelated for the game to function. What we did was to fix all that and give a solid baseline with the City Objectives that remain constant. But this wouldn’t rule out some form of NO or National Advantage on top of this as Optional, if such a thing can correct balance issues before unit adjustment I’d go there first. Basically this is a roundabout way of saying, it would be nice, if a bid is required, to establish that it not be a preplacment bid, but rather some form of direct income adjustment. In other words the old style of bid, to starting income rather than starting units (which provides us with more useful information anyway, ie how much money is really needed to cover the spread, not which battle needs to be broken which is what preplacment shows you! Haha). But before we even get there, let’s assume no Bid until balance is determined.
So far all we’ve done here is take factories already in existing locations and substituted new abilities/restrictions for them. Likewise for the combat units, with the exception of the Ontario fighter, all we have done is substitute Canadian units for existing British ones. Everything thus far has been substitution rather than addition, which is why I like it. Players can set the board as normal, and then just make a few simple substitutions, instead of throwing their set up cards in the trash haha. At least we are keeping one fairly important thing constant, the basic set up and values of combat units.
Can’t wait to hear the results and to see the new video! Also my first draft delta deck arrived today. Those cards look way slick! Look forward to the next run, with the Dominions :)
Great work