Well, I tried… really wish I could create a mechanic that will boost both naval bases as well as cruisers and battleships. Seems like AA capabilities is the only accurate solution but I doubt I would ever want that considering how much it changes the odds of opening strategies.
YG, you should make a list of potential SZ affected by opening round strategy.
You can have a special first turn suspended rule, such as no AA gun for BB or CA in first round.
On second round, additional rule start.
Hi! I really like the idea of simultaneous turns, because many people are not ready to play an 8 hours or more game!
Hovewer there are too many rules you created, and i think the capabilities of attacking together is too much powerful for the allies.
I make a soft version of this rules for A&A Global:
That could be for Global, but for the 1999 version of A&A Europe, the Axis are so overpowering that with the official rules and experienced players, it’s a forced win for the Axis. Just buy soldiers and a few artillery and tanks on the following turns and then you have an unstoppable force that takes over Moscow. With this change, the Allies sometimes, but don’t always win. If with your group the Allies win too much, it might be the players, but if not, I’m sure you could come up with some rules to weaken the allies such as not being able to use each others transports.
I’d like to pursue the every player playing at the same time for Global, but may save that for a future post. What you’ve outlined seems a safe way to speed things up without unduly altering the game balance.
Regarding the rules: I posted a lot of details, but it’s actually very simple. “Germany” is simply divided in half with a second player who will possess half the territories and starts with half the money. The rules themselves are the same, except all the allies play at the same time. It’s really just as simple as that. The axis already played at the same time since it used to be one country (the Axis already could pool their money, build in either factory, etc.) .
I never do CAP, mostly because I don’t think about it. The few times I do I don’t want to risk my fighters. I’ve never seen it done in any games I’ve played. I do think it could be useful so I’ve thought about adding it again to my house rules but I am striving for simplicity right now.
What do you think about implementing respectively national adventeges from 1941 spring (included in Larry Harris tournament rules v 2.0) to the 1942 2ed?
Especialy together with a initialy proposed by Larry Harris new setup.
I think, especialy the Soviet –Japan non aggression treaty would make the game a lot more historical correct.
If you think it would be accepteble the problem is German Scientists national idea is not implementabe to the 1943 2ed, since in 1942 2ed there is no weapon development, so I think, it could be replaced by Fortress Europe (included in Larry Harris tournament rules v 1.3) or some national ideas from Mr. Andersson’s House Rules for Axis & Allies Revised v1.1
Personaly I woul prefer using one or two of national ideas per country, if using this national idea would not destroy the game balance at all.
Also I do not know, wheter the Panzerblitz national idea:
(Panzerblitz THE COLOSSAL PANZERS RUMBLED ACROSS EUROPE AND NORTH AFRICA. THEY WOULD BREACH ENEMY LINES, THEN TURN AND WREAK HAVOC ON THE 38 DEFENDERS. If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any of your surviving tanks in the attacking forces may move 1 territory during the noncombat move phase.)
means, that the tank can move not only to a friendly territory (due to the standard non combat movement rules), but also to enemy controlled (but not enemy occupied territory).
What is correct understanding of it?
I am also afraid, that the Luftwaffe Dive-Bomber national idea:
(EUROPE WAS BLITZED AND BOMBED. THE JU-87 STUKA DIVE-BOMBER, A SMALL PLANE, PLAYED A BIG ROLE. ITS SCREAMING SIREN GENERATED TERROR ON ALL BATTLE FRONTS. Your fighters may conduct first round tactical bombing runs. They are subject to antiaircraft fire as normal. In the first cycle of combat, if there are no defending fighters present, the fighters hit on a roll of 5 or less in land battles only. Any units hit still fire back normally in that round of combat. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this first cycle ability is cancelled.)
can make, that the odds in potential intitial G1 battle in West Russia can get slightly towards Germany, but I did not check it out precisely yet.
After several more games, that have all ended with my winning, My friends and I have decided to add a number of objectives, and an alliance system to it, to give them game a bit more of a purpose. We have several New national objectives for each of the countries, and we have written up 24 global objectives for players to accomplish to win the game. The thought is to give each player 2 or 3 global objectives and this is what they have to do to win the game. We are going to be spending all friday night and saturday day play testing these out. God Help me!
not revisiting the list nearly as much as I haven’t added in HBG’s UK set and will have to double check because I believe the French got some units since my last update. But yes I find it useful.
I had not entered the 2nd Japan set or the UK set HBG released, those have been added. and the going nuclear set HBG just released.