Thank you gentlemen… it is as I thought then.
They were not intentionally cheating, I am sure, however, they are still breaking the rules and will have to be penalized accordingly. Which probably means returning their ships to the proper sea zones, removing the infantry and surrendering whatever collected money they had to the bank.
A couple of years ago there were a few games like this but with the USSR starting with all the Chart 1 (land and production) techs. Played properly, this gave allies the advantage I would say, although the Axis still won a few.
Yes, Carriers and aircraft move independently, but the rulebook just states, that warships may not move …! It states nowhere, that aircraft can’t move to any seazone. They are not allowed to land on any allied terretorry or aircraftcarrier, but they can of course fly ther and if there is a legal landing spot, land there. The planes are not restricted to not move into the atlantic, they (in most cases) can’t land and therefore can’t stay there.
No, you are not missing anything. That is a perfectly legal move. I am assuming that the Allies still control Gibraltar, right?
In fact, in your example, since Gibraltar has a friendly naval base (assuming it hasn’t been bombed), the US fleet could go all the way to Sea Zone 95 and park right next to Italy if Italy had no ships there OR they just had submarines and/or transports. Even if Italy had fighters on their air base, they couldn’t scramble because it is the US NON-combat move.
You can basically move your ships to any sea zone you want as long as there are no enemy surface warships blocking your way, or as in your example you have cleared any enemy warships.
Of course, that US submarine would have to remain in the sea zone just east of Gibraltar since it moved in the combat movement.
How a cheaper Navy helps the allies is this. The US comes in after turn 4. With a cheaper navy, namely transports, Japan could be a real threat to Australia, forcing the US to pay attention to it, making it historically accurate.
The US paying some attention to Japan helps the Germans.
Lastly, IMHO, the game is close enough that these changes don’t ruin the game. But seeing your point, to go along with this, you would also have to fix the sub problem which is horrible. The advantage Germany had in the beginning of the war with their subs just doesn’t exist in the game. They need to make the subs more stealthy, like rolling the dice to locate them before attacking them, (destroyers would have a better chance than other units) and greatly expanding the areas they can convoy. Also giving the Germans a wolf pack advantage that the US copies and made use of much later in the war against the Japanese.
This whole incredible aspect of WW2 was somehow left out of the game. A real shame. That would bring some balance.
The A +3 seems to make it easier for the Allies than the A +2
Still more testing to be done. the Axis could use 24$ extra at the start to share or give to one and place the pieces before the purchase or include with the purchase and put them out at deployment something an extra little kick or something
I was hoping for a more balanced game but that was just the 1st one
More testing still to be done
I don’t know about an extra 24 ipcs, im thinking maybe a bid for axis that starts at like 20-24 is best.
I might be able to play against your axis too otahere. if you don’t mind little long waits between some turns.