@SS-GEN I will!
Posts made by Magro
RE: 1940 vs anniversary balance
@DoManMacgee I actually prefer AA Anniversary, as no nations are neutral “an hour or three” to begin with. Also it only takes a full day, not 15 hours after setup. The political situation with Japan in AA Global 40 is hard for new players to grasp. It Axis, Allies, Japan axis and special Mongolia neutral plus Dutch East indies neutral. It is two different scaled games, the bigger scale means normally you have some time to react in G40. It is always nice to start just one step earlier (1940) to decide your strategy more though. The dice goods are always a menace. “Playing the odds” is part of the charm off these games. I’d love an Anniversary scenario starting earlier. Maybye some additions from G40 are transferable but I do want to be able to finish in 8-10 hours.
RE: 1940 vs anniversary balance
@Hopper1999 1940 is better balanced than Anniversary edition 1941 by far. Annversary has fewer units and smaller maps so just a few key movements and dicerolls can destroy you much more compared to AA 1940.
I did not play Anniversary 1942 properly but I guess it is the same thing compared to AA 1940. I prefer the Anniversary scale and that al are in teh war straight away but it does mean the very first turn becomes even more important…
REBALANCING THE GAME
I like this game, it has good a WW1 feel to it and some nice features new to the Axis & Allies series (mines, artillery punishing amphibious assaults etc).
However in my opinion the two sides are not balanced at all, the Allies have a massive advantage.
That is the basis of these suggestions, the assumption is the Central Powers do need help.
0a Switiching one (1) French battleship in the Atlnatic with a British cruiser next to England and adding three (3) infantry to Russia behind the front (in S:t Petersburg)
0b All countries can build even if heir capital is contested.
1, The US costal sea zone one (1) costs two (2) movement points to enter. NB only to enter (not to leave).
This will make the ferrying across the Atlantic slower.
2, India has limited build capabilities.
My suggestion is only infantry units can be built plus maximum the current turn number of other units (1 on turn 1, 2 on turn 2 etc). In effect only a limitation early.
More easy whould be say maximum of 20 or 18 IPCS per turn spent in India.
3, Germany can build units in Hannover, Austria-Hungary in Budapest and the Ottomans in Ankara
If it seems to much perhaps limit these extra building sites like India per 2 above.
I am not new to this game but interrested in hearing what other players think about this
RE: Opening Moves
The normal AH opening for me is to move into Venice in force (all possible units), attack Serbia and Romania while reinforcing Galicia and Trieste.
Even if you go for Russia you need to at least contest Venice. You can not allow the Russians to keep Romania or worse Galicia.
Turkey moves into Bulgaria so they will have a presence in the Balkans comes turn 2.
RE: Countering German Opening
I have never seen the Central powers take Paris. Usually they go east as Russia is isolated.
However, France if given time to build up, will become a monster with a lot of US and possible british support.
I have playes several games where Russia falls and the Central powers just give up anyway.
It is very tough for the Central powers. If you have new players and experienced ones do let the veterans play CP.
RE: Dark Skies issue
To counter strategic bombing you need fighters. Only fighters (and the strategic bomber/s) get too fight before strategic bombing, the target industry/airfield/port too gets AA vs incoming surviving bombers but that’s it (AA guns can not be used).
If Germnay has loads off fighters in escort it gets tough, but those will not fight at all if you feel it is to much and leave your fighters on the ground.
The problem is if Germany has laods of startegic bombers, you will never shoot down them all…
'd say make sure your fighters survive and have several, if all german planes are in Russia the Atlantic wall will be breached by your allies. Also You can get British and/or US fighters to help from India/elsewhere?
RE: Keeping China Alive?
In 1941 we let China move with the Soviet Union instead of USA, BEFORE JAPAN that is. They collect IPC like anyone (7 IPC start) and thus can save money from turn to turn. It is a major boost to China, intended, and lets the USSR play the Chinese.
We also gave the Soviets an AA i Buyratia SSR on the Manchuria border- that makes it harder to attack for Japan (but no offensive power to the Russians).
RE: First Game
The Axis do have an advantage. Japan 1941 is a beast.
I do reccomend using National objectives.
We let China be controlled by The Soviet 1941 and use money (starts with 7 ipc and same movement/build options). If hoj watt give China objektivet "No foreign ally in China except starten fighter inom +1.
It helps China a lot.
I suggest adding a Soviet AA in The far East too.
RE: Larry Harris 1914 Tournament Rules ( "potential rules" using his language)
I find these new tournament rules interesting.
Worth trying for sure!
Victory conditions OOB does not work.
I’d suggest holding two enemy capitals at the same time and keep Paris/Berlin as a knock out major victory otherwise the game end turn X, agreed in advance, by then CP must hold enough or the Entente wins a minor victory.
It should be a target to reach for CP minor or major victory turn 3+ (or even turn 1+?). The target includes minor/major Entente victory (0-40 major Entente, 41-60 minor Entente, 90-110 minor CP, 120+ major CP victory as an example). Before the game both sides agree on a maximum number of full turns. If the CP did not win at the end of that turn they have lost the game and the Entente wins a minor victory.
The rules for moving twice on land (not blitzing but in friendly areas) and also 3 movement points for all ships from seabases (and planes in friendly areas only?) whould be used to keep the game faster.
Probably just IPC’s = points +/- some easy things like a player nation in your alliance was conqured +/- 10 each even if later liberated, having a land unit contesting or adjacent to enemy capital +/-5 per capital including India and South Africa, having starting areas outside Africa but including South Africa occupied by the enemy +/-3 per nation. I know the hard part is setting good limits…