one territory from the territory the planes participated in combat in
no landing space = crash & burn
one territory from the territory the planes participated in combat in
no landing space = crash & burn
I just thought of something that might be interesting to try to see how it impacts the game - give each nation the ability to cede one territory to an ally at the beginning of its turn. It might make for some more dynamic gameplay. Make it part of the politics phase.
The Pacific Ocean is a LOT larger than the Atlantic. The sea spaces need to be bigger for gameplay purposes or it would take twice as long to cross.
I remember my first goes at the mod, I frustrated RK by refusing to do the Vichy thing, couldn’t see the point and felt I didn’t need it.
The effect of the Sierra Leone change on balance will likely lie somewhere between “no effect” and “reduces Allies’ disadvantage slightly”. Can’t see any harm in it.
Don’t mention the Balance Mod
The dice rolling apprehension goes back to the Hasbro version of A&A where the dice generator was really funky to begin with, and some people figured out how to hack it so that they’d always roll hits. So there is some historical memory grounding the apprehension.
However, I’m pretty sure the Triple A dice roller is fair. It doesn’t do the things that the old Hasbro one did, like rolling all 1s or all 6s at a frequency that was obviously far beyond what one would get with honest dice.
hey maybe this was the secret ingredient that would have balanced the game all along…
And could you guys pound my alternate strategy some more?
your alternate strategy makes baby Stalin cry :-(
@Private:
Oi! Careful what you say about us rookies! Our feelings can be easily hurt!
At what point does a rookie become a non-rookie?
I’d say at the point where you can beat other rookies every time (excepting getting totally diced), you’re no longer a rookie.
@Baron:
About play-tests.
Any rooky player cannot be relevant to determine if Balance Mode is indeed balanced.
Rookies are kind of like the “five year old child” test, so they’re not completely useless for playtesting, but that wasn’t who I was suggesting to use. There are some very skilled and experienced players online - possibly some of the most experienced, given how easy it is to play lots and lots of games in that format.
You could play two games of G40 a day online if you wanted to, and against a wide variety of opponents, so to be good online one can’t merely optimize against a particular opponent, but has to be ready to deal with all sorts of opponent approaches and strategies. There’s no way that could be achieved face-to-face. Overall level of game experience has to favor online players, and the best of the best are probably found in their number.
@Young:
I don’t play online, so I guess I have nothing to offer here.
you should, you’ll be able to playtest your ideas against some really top-notch competition and a lot of different approaches from opponents
a full KJF isn’t that strong a strategy because you then end up with a can’t-stop-Germany problem, but a “slow Japan first” strategy has quite a bit of merit
Doesn’t really require very specific bids, just stack the eastern Russian inf on Burytia with an eye to moving into Manchuria or Korea on R3/4, move their mobile units into southern China along with the air, US buys fleet off west coast (e.g. 3CV, 2CV/2FTR), India/China move to max threat on and eventually stack Yunnan, and ANZAC does whatever it takes to be most annoying.
Marine carrying capacity was added to cruisers so there might actually be a reason to buy cruisers. Still isn’t, IMO, but it does buff the initial cruisers a little bit and doesn’t make the purchase quite as bad as it is OOB.
Given that it’s a balance mod, it seems appropriate to make an effort to balance the least purchased unit in the game by making it a little bit more useful.
Y’all may think it’s macho to eschew the battle calculator, but if a game you’ve been playing for hours gets wrecked because you miscalculated a major battle that’s not much fun at all.
What you can also reckon too is the possibility of sneaking tanks and mechs away to the far east, where even though all Russian territories are worth one, the sheer number of them are a huge income.
If Russia moves those 18 inf into Manchuria or Korea, could work out well. If he’s bringing them home, not so much.
I believe that in the old game A&A Revised, the Battleships shore bombard was preemptive, so the casualties could not return fire. A classic strategy back then was to buy a stack of Battleships, land one infantry and kill tons of enemy units that was not able to defend. That was about as unhistorical correct as the lone infantry you see holding a whole country.
I remember that cheese. It was basically a demonstration that the game with the rules as written was broken.
Of course, the same might be said today regarding 12 IPC bombers. If you’re minded to cheese some wins, just buy bombers with Germany or USA and go to town.
Why on earth would the USSR buy mechs?
because having more options is worth more than 1 IPC in almost every circumstance
Kamakazes require the Allies to initiate combat in that zone. You get the option to deploy them at the end of an Allies combat move, before combat is resolved, and only then.
There is no reason to ever build fighters in Central US.
I trust no explanation is needed.