Put allies on transport (and move transport) during YOUR turn.
They get to unload and attack during their turn.
This means the transport is floating with units on it for a while.
Use the methodical filibuster technique.
Respond to his refusal to quit by dragging out the game even more. Put a ton of bombers near his island so he can never build any navy. Then make it your goal to put 6 units in every territory on the board. Then, 3 hours later, begin the island assaults with minumal forces. Make your opponent more bored than you are - fight fire with fire.
Is A&AR a more balanced game than A&A? Is it a fair fight?
I have played only twice so far, and won both times as allies. However, I don’t think the Axis strategy was very good. They only got two units to Africa from Europe and that’s it. So Africa was in allied hands with little resistance in both games. And Japan didn’t capture much, they just squabbled with the U.S. Navy. All I had to do was hold out until the buildup of forces from economic superiority took its course. So I can’t tell if it is balanced quite yet.
I don’t like the whole bidding thing. I just want to pull out the game, set it up, and play it as an even game. For instance, if there was a consensus for what bid will even out the game, I would just use that regardless and not bid. But I’m not sure if this game is balanced or not. I don’t want to play it 20 times before I find out for myself - the hard way. Me and my usual playing partner are too competitive.
Anyways, what do you guys think?