We like to use an “Arms Buildup” instead of setting up the game the same way every time. People spend 7 rounds gradually building up the forces they want before the action starts. This adds a lot of variation to the games as you have different hot spots in different areas of the map depending on how the setup went.
That non-aggro pact looks a little familiar.
But it should add this: the 2 signatories cannot allow their allies to attack the other signatory from their territory.
That is, for example, UK bombers based on Russian soil cannot attack Japanese units, nor land in Russia from such an attack from elsewhere.
The treaty should remain in force for as long as the power gaining the right to attack wishes. For example if Berlin falls Russia and Japan are only at war when Russia declares war on Japan, which it can do at any time. Japan would not have the right to attack until Russia declared war, or until it’s own criteria were achieved.
(Supposing Russia wanted to see a powerful Italy beated down a bit, or rebuild it’s own forces up after a hard German campaign, before risking war with a bloated Japanese monster.)
Should it take more turns, in general, to move a basic unit by land, by sea, or by air? Why?
For whatever it’s worth, sea transporation and land transportation and air transportation in the real world exist on a continuum in which speed is inversely proportional to tonnage. Shipping by sea is (and has been since ancient times) the cheapest way to move vast quantities of goods over great distances, giant supertankers being a good example of this principle, but it has the disadvantage of being slow and (for obvious reasons) of being limited to oceans and seas and coastlines and certain rivers. Shipping by air is the fastest method, but it’s expensive and it involves much smaller payloads; it also has limitations imposed by landing strip requirements. Helicopters are more flexible in this regard than fixed-wing aircraft, but they have terrible fuel consumption, a short range, high maintenance costs and small payload capacities. Transporation by land is roughly half-way between those two extremes. Of the two land options, rail shipping is in many ways superior because combines fairly high speed with low fuel consumption and large payload capacity, but it’s limited to places where rail lines exist. Trucking is more versatile because there are more roads in more places than rail lines, and in a pinch some trucks can operate off-road, but they’re not as efficient at moving tonnage than trains.
Looks like you’ve got it tuned in pretty good to me YG. Those all look good and equally obtainable for each side. Good work!
Thanks Barney… I agree, a couple are easy for both sides but they get really hard after that. Using it tomorrow in a game where it’s the only house rule.
You chose a bad example, as the in “small” battle, the defender doesnt have an artillery. Get two battles, same unit mix, different size (1inf 1art vs 1inf 1art … 2inf 2art vs 2inf 2art) and see, how both battles are affected same.
Yes but mathematically, a battle with less units will vary in victory percentages then a battle with more units. 1 inf and 1 art vs 1 inf and 1 art will likely be so different as a normal amphibious assault, whereas a 10 inf and 10 art vs 10 inf and 10 art will be dramatically different, because you are channging the dice values for 20 units, where as in the small bale, you are only changing the dice value for 2 units.
Let`s say a word or two about Axis bid strategy in the Balanced mode version of A&A Global.
Usually, players bid for Axis, so well stick to them first. Which nation is the best for giving bid to it? Which are the best bids for each nation? Lets see…
Definitely the best option for the Axis bid. It plays first, it has numerous attack options on it`s first turn, and it has to defend against UK ships and air early on.
What are the best bid options for Germany?
1) A sub (or two)
A sub is the best bid for Germany. Germany faces 5 UK navies that can be striked on G1. Having an extra sub (or two) really helps, especially since 2/5 of that navies do not have a destroyer with them.
2) Land unit/s for striking France
An infantry or artillery in Holland Belgium and/or Western Germany, a mechanised infantry or tank in Germany and/or Greater Southern Germany can really help while attacking Paris on G1.
3) Land unit/s for attacking Russia
If Germany goes after Russia on G1, it is good to have an infantry or artillery in Poland/Slovakia Hungary/Romania.
A mechanised infantry or tank in Germany or Greater Southern Germany can be of help too.
Also an AA gun in Romania would be of help to move it to newly conquered Bessarabia.
The next Axis power to which is good to give bid to it is Italy. Why Italy? Because it faces severe threats on land, air and sea from UK eary on. Also, Italy needs more transports and sea units to strike at UK faster and stronger. Let`s see what the best bid(s) for Italy would be…
1) 2 marines
A very good bid that helps Italy to strike Gibraltar, Malta, Crete, Cyprus early on. It also can be used for striking and/or taking (depends on Vichy) territories of Morocco, Algeria, Tunisia and Syria. It gives wideness to the Italy early on.
2) 1 transport, 1 infantry
A similar bid that helps Italy to strike strong early on with more land troops.
3) 1 submarine or 1 destroyer
A ship more can aid in the defense of sz 97 that is sometimes attacked by UK on UK1. It can also help in later Italian moves, both for attacking and defending purposes.
4) Land units to North Africa
An infantry or artillery to Tobruk and/or mechanised infantry or tank to Libya can help a lot to strike Britain strong early on. The unit in Tobruk can also help to defend Tobruk on UK1. That seen, it is a good idea to put an AA gun there, to help defend on UK1, and in later turns, since UK has a powerfull RAF group near.
5) 1 fighter
A decent help from the air in attacking & defending against UK in the Med.
Japan is the last Axis nation that U will be bidding with. But, still it also can benefit from the bid. Japan does not need air units. It does not need more sea units too.
It needs more land units to strike China stronger. So, the bids would be:
1) An infantry or artillery
Put it to Kwangsi and/or Kiangsi to strike Yunnan and Hunan more stronger.
2) A mechanised infantry or tank
Put it to Kiangsu to strike Yunnan and Hunan more stronger.
3) An AA gun
Best to put is to Kwangsi and/or Kiangsu to move it to Yunnan and Hunan and prevent Chinese to take those territories (easily).
It can also be put to Jehol to move to Chahar for the same purposes.
What would be neat is if you can arrange it so that all the war crimes result in IPC gains but have morality point losses. If at some point those war crimes result in tangible bad things happening to you (e.g. Fifth column etc), then you have to balance the benefits against the potential harms and it really becomes a game of “How much can I get away with?”.