@simon33:
I will also add:
- Reverse the German objectives for Novgorod and Volgograd (Rationale: the tank factories benefited the USSR, not Germany, and the USSR needs some love)
- SZ5 being a convoy zone - Rationale: Kamchatka still has no roads in and Vladivostock is a major port. Should get some hate with blockades
- Canada as a separate power or separate economy, haven’t completely decided which, with only the Atlantic clear of subs as the NO from BM. I prefer the separate power really.
- Perhaps trim a couple of UK inf from London to help out sea lion.
- Airbase on Malta. Reason: Historical accuracy. Was an important air station.
- UK Original ownership of Sierra Leone. Reason: Historical accuracy
- USSR DOW on Japan will nullify Mongolia. Reason: Logic
- Increase max damage on airbases, naval bases and minor industrial complexes to 9. Rationale: Increase pressure on defenders to provide interceptors and reduce the effect that you don’t want to trade a territory with significant damage on a major IC because you repair their damage. Also makes it more worthwhile to bomb the bases.
Now, I think these changes have a small chance of balancing the game. Would require a fair bit of play testing. There is also the chance of a breakthrough in play making balance somewhat different.
I think that is all I’ve been thinking about.
EDIT: I’ve also been thinking about having a scramble of one unit from every land territory which can’t be revoked by bombing. If you have an airbase, you’d have 4 units potentially to scramble.
Just wanted to keep sight of these.
Specifically regarding Canada, I would definitely rather go full player nation than separate economy if only because I think that’s a bigger draw. But I’ll admit my motivation there is almost entirely tripleA focused. Because the map change would look cooler with those TTs in red.
:-D
Separate economy would be more convenient FtF, since it doesn’t require new pieces, just roundels for income tracking. But the whole ‘one nation two economies’ thing is something I’ve never much liked OOB. It strikes me as a holdover from the 2 separate games = 1 bigger game design approach. I think it would also make ANZAC feel even more out of place, as the only Commonwealth territories to get a full representation.
For a similar turn order you could put Canada with Anzac to close out the round, so that slot is more meaningful. But I actually really dislike the OOB turn order. I think it is highly awkward given the way A&A is usually played, and is unnecessarily drawn out. So I see no reason we can’t try something new here.
If fully redesigning the sequence, I’d try to block the turns so it’s more entertaining live, or more streamlined in the pbem exchange. I believe a new turn order requires a full xml mod with separate file (not something you can just toggle with a tech add right now). But I still like the idea of Canadian materials in the standard package, to make that a little easier. I’d consider breaking up the Anglo-American turn, which is currently the most involved. I think a sequence with the following blocks would be ideal…
GER
RUS, FRA, USA, CHN
JPN
UKE, CAN, UKP, ANZ
ITA
That would take you from 6 pbem exchanges down to just 4, in a given round.
After the opener it’s basically 2 Axis turns and 2 Allied turns, since Italy would piggy back onto Germany after the first round. By changing the US position you give the Allies a can opener rather than just Axis (Italy), at least once the Americans are at war. I think it’s a better distribution for live play as well, since it puts the game into 4 larger blocks, mirroring the old Classic dynamic for both live and remote play.
After the first round the PBF/PBEM exchange breakdown might look like this…
1. Italy/Germany (save)
2. Soviets+France/USA+China (save)
3. Japan (save)
4. UKE+Canada/UKP+ANZAC (save)
Less exchanges overall, less total scramble clarifications in a given round etc, to speed things along. In live play you have a pretty easy way to break it apart into 3 player, 4 player, 5 player, and 6 player groupings.
For example…
3 man could be 1 Axis player vs 2 Allied players (Russia/US player block and UK player block.)
4 man could be 2 Axis players vs 2 Allied players.
5 man could be 3 Axis players vs 2 Allied players.
6 man and up, you just start breaking down the Allied blocks.
Ps. You obviously don’t need Canada to achieve this, it would work with the standard nations too, but Canada would provide a good oppertunity. You would have to make a turn order adjustment regardless, if adding a new player nation, so might as well try to clean everything up in the process so its smoother round to round.
I really think a new turn order is the most interesting idea we could explore. I brought it up on the first page of this thread, even if it’s been on the back burner lately. Would people be agreeable if we had two standard gamefiles in the HR package? Like one with OOB G40 turn order sequence, and one with a new 4 block turn order sequence (that includes Canada)?