• Even though it is historical, I don’t like closing off the Black Sea. Unless you make some corresponding change that helps the Axis, this rule is almost a complete give to the Allies by taking away one of the more relevant uses for the Italian Navy. Maybe a middle ground would be to apply a penalty to entering the strait (loss of IPCs, minefield that rolls on “1” like AA fire, etc) instead of closing it completely.

    On the improved IC production, I think this is another change that hurts the Axis (particularly Japan) more than the Allies.  Another option might be to limit, but not eliminate, the use of improved factories in low IPC territories. For example, allow factories in territories of 2 IPC value or less to increase production by one but don’t let them have the benefit of lower repair costs.

    On a more general note, I think the whole tech structure needs to be re-worked. I like the concept of tech, but under the OOB rules, one lucky tech roll can effectively throw the game (i.e. Heavy Bomber to the U.S. on round 1). No tech should be that powerful.  There are a number of different ways the tech rules could be modified, but I think it starts with an acknowledgment that the OOB rules don’t work very well if the object is to keep the game balanced and not dependent on a luck tech roll.


  • @DY:

    Why the errata about the Increased Factory Production???

    This kind of kills the Aussie or South African factories.

    There are 2 ways to apply this strategy:

    • Build from the beginning Aus or SA ICs. In that case if you invest in tech, roll and get Increased Factory Production it would be nice if they could produce 4 units but, you don’t really know if you’ll get that tech will you? So the strategy of building them from the beginning is still valid from this viewpoint, since you’d build them in any case. But the strategy of building them and then hoping to get Increased Production is dependent on a lot of rolls.
    • Invest in tech and by chance get increased production. If this happens in the first rounds, yeah it would be worthwhile to buy a factory there. But afterwards it might not be a good idea since Japan might have overrun Australia and be ready to take over Africa.

    Now look at the benefits for J:

    • J rolls and gets Increased Production then takes and build 2 ICs on Ningxia and Sikang, and you’ll be able in 2 turns to attack Kazakh/Novo with 6 infantry. Build another in Chinghai and you’ll be able to pump 9 units each round at the heart of Russia.
    • Allied bombers go after the ICs to reduce their production but they can only deal 2 points of damage, at a total of 6 for the 3 ICs and it only costs J 3 IPCs to repair then.

    So is it more balanced with OOB rules or with the changes in the FAQ? My money goes to the FAQ.


  • Interesting.  I have a hard time seeing how IFP was so broken that you felt the need to weaken it, but Heavy Bombers are still unscathed and devastating, increasing the strongest attack on the board by 100%.  They really are meant to represent the A-bomb, aren’t they?


  • I used to think that heavy bombers = A bomb, and maybe it was true for A&A Classic, but in AAR & AA50 heavy bombers represent B-29 Superfortress.

    In a TV documentary the said that the US almost dried up for bombs, much thanks to the capacity of the B-29, during the bombing campaigns against Japan during the end of WW2.


  • Nerfing IFP REALLY screws the UK. Their normal location for an IC is S. Africa. Sometimes, Australian can be an option if things go right.

    India?

    LOL what a joke. Japan takes India way too easily.

    And as far as repairing damage I don’t think I have ever seen damage to S. Africa. Kiangsu and Manchuria may have been damaged in one extremely funky game but so were the US ICs in Algeria and Libya that would be worthless with the new rules.

    I think the best solution is to just ignore this change I know I will be.


  • I’m glad for the errata on this, no tech should be insanely strong.  Two US factories in Algeria and Libya pumping out 6 units into the Med/Nth Africa spells game over for the western axis.  Just park a couple of CVs in sz13, building more DDs as you need them and you can get 6 troops attacking France or Italy every round.

    Equally, Japanese factories in Sik and Nin = goodbye Russia, who just can’t afford to fend off 6 new tanks on Moscow’s doorstep each turn (not to mention the 5 tanks aimed on Caucasus from India, that Japan can easily afford too - total purchase = 45, with cash to spare for the pacific.

    Well done on this rule I say.

    Advanced artillery is such a weak tech, and IFP such a strong tech that personally I’d be happy to see IFP broken down further into two techs: damage repair on one hand and increased production on the other. H bombers are still way too good…


  • I agree the techs need to be redone. As of now we just don’t play with research… because if you do research something a tech. should give you a bit of an advantage but not game changing, and of now its game ending in alot of cases.But when you guys do redo the tech trees if you do, plz give boats the same advantages as you do with planes. thats all i ask. :-D


  • Good change to the Improved Factory production tech. Certainly isn’t an Allied-biased change, Japan is the one power who could really abuse the tech as it was before with popping ICs all over the mainland of Asia!

    Heavy Bombers are less powerful if you play with interceptor rules, but it doesn’t affect the super-boost in normal combat. I think making Heavy bombers attack on a ‘5’ and still having two dice in SBR would be a good fix to the H BMB tech, in combination with the interceptor rule.


  • I can see the argument of the tech being extremely powerful in the hands of japan or the US, particularly because of the 1 ipc territories, but this seems to be mitigated by the fact that (in my admittedly small sample set of AA50 experience) I have yet to see either roll on chart 1.  I think a better solution would have been to say that the improvement from IFP has a max of 2 units, but can not be greater than 50% of the base production capacity of the territory.  I.e. = 1 ipc territory = no additional units; 2 and 3 ipc territories = +1 unit; 4 ipc and up territories = +2 units, but I obviously haven’t tested this type of rule compared to the new one.

    The most likely recipient of this tech are the 3 continental European powers (really 2 since it seems italy rarely can afford tech) as they are more likely to roll on chart 1, although there are cases where UK might roll on that chart as well.  But it basically means in most games the increased production will only helps in the capitals, poland and caucasus, which now seems to help the axis (specifically germany) more than anyone.  It gives Russia some breathing room, but it is still a potentially killer tech for Germany.

    Oh well, rules is rules and I’m sure we’ll all adapt.


  • @a44bigdog:

    Nerfing IFP REALLY screws the UK. Their normal location for an IC is S. Africa. Sometimes, Australian can be an option if things go right.

    India?

    LOL what a joke. Japan takes India way too easily.

    And as far as repairing damage I don’t think I have ever seen damage to S. Africa. Kiangsu and Manchuria may have been damaged in one extremely funky game but so were the US ICs in Algeria and Libya that would be worthless with the new rules.

    I think the best solution is to just ignore this change I know I will be.

    I have to agree with you. Although I wouldn’t be opposed to limiting the 1 IPC territories to +1 build capability instead of +2.

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