The biggest mistake I have seen is Germany contesting too many territories in the west. You simply can’t produce enough infantry to sustain that. I have found hitting hard through Belgium is effective while leaving Lorraine and definitely Switzerland alone.
I don’t know about that- hitting Switzerland gives you a lot of flexibility to hit Italy or Southern France.
Russian Revolution Rules ON
House rules added to help CP balance issues, Munich Factory only allowed to build 4 land/air units per turn, India factory only allowed to build 4 land/air units per turn, Added transport in SZ10, Added extra cruiser in SZ18.
Everything else is OOB.
First of all, no country should ever be allowed to build units in a captured enemy capital/factory/production centre in any Axis and Allies game ever period.
I will add the Munich factory next game, this is for me just ahead of the other candidates Ruhr and Alsace.
Benefits of Munich are that its sufficiently well behind the front line to begin with, but allows every German home region to be reached by newly built units in one turn.
It also allows Germany to reinforce Austria’s drive in the south.
Will probably also make Petrograd a production centre and Russian capital (though Russia can move the capital to Moscow once in a game.
I’ve considered Canada as the magic 12th PC, perhaps with reduced starting units.
A completely different approach to placement is:
New units may be placed in any home region still contiguous with the capital subject to the following limits each turn:
Flashman, why do you keep saying ‘Turqy’? Is that what it is supposed to be or is it a British English spelling or what? Always been ‘Turkey’ to me.
He’s poking fun at the fact that Turkey has the color turquoise in this game.
…the word turquoise, which dates to the 16th century, is derived from an Old French word for ‘Turkish’, because the mineral was first brought to Europe from Turkey, from the mines in historical Khorasan Province of Iran.
BOOOOM! Historical basis for them being turquoise.
How about for US entry, a track from 0 to 6 where the US starts at 0 and for every IPC they lose to unrestricted sub warfare, they go up 1. After they go above 0, they roll a die each turn and enter the war if they roll at or below the level they are on. For example, of they have lost 1 IPC, they enter when they roll a 1, if they’ve lost 2 they enter at a 1 or 2, and so on with automatic entry on turn 6. Any turn the US is not at war, they gain 1/2 income with a 20 IPC bonus upon entry.