for the most part I like 'em - except it adds A LOT of complication & new stuff to the game. (Stalinist paranoia and the China rules, for example). Being sort-of opposed to IC’s in general and the somewhat long-ish ranges that fighters can potentially have, I gobbled up those rules pretty quickly. …mostly though, I borrowed a lot of the ideas to make simpler versions of these rules.
I want to know what else keeps the game exciting the first few rounds besides the sino-japanese war.
Like what kind of options do the allies have to interfere with Japanese expansion early in the game?
Is this the same map as global 39? or close?
No. This map is based on the old AAE and AAP. At the time I wanted a way to play both maps seemelessly. AAG40 acomplished the goal of this project, albeit in a slightly different way. Therefore, this map has been mostly forgotten since then.
When you start the game, select “Game Options” on the left side of the menu to find the “Territory Turn Limit” option. I’ve also always played with a house rule of ‘no tech’ because it I feel it introduces too much influence on a few technology roles. I think your strategy is sound, we just play different games
As an aside, I do like the technology development that Global Conflict in this forum introduced.
Here are some of my pics from my custom Axis and Allies map for a higher IPC game with some zone changes. I wanted to change up the Pacific snce I’ve always thought that the battles between the USA and Japan were always way too early and that the USA and Japan were too close to each other.
I;m not completely done, and I drew it freehand so sorry if it is not pretty, but there you have it.