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    Topics created by Suvorov

    • S

      After considerable playtesting, we think we have good changes for tournament rul

      House Rules
      • • • Suvorov
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      S

      First of all, we never changed the setup from the OOB setup.  All we changed were the land movement rules to allow two moves into a friendly or already contested space as the second space, and the extended 3-move sea movement from friendly sea bases.  And we added in the economic and political collapse rules.

      What that led to was a series of games where one side would engage in cheap moves, like dropping one Italian guy in Smyrna to help push the Ottomans into collapse.  It was making the game stupid so we altered the rules to have the effects of political collapse kick in at the end of the turn, and if out of economic collapse the country could collect money.  This in turn unbalanced the game the other way, by creating situations where Germany was in economic collapse at the beginning of every turn but out at the end of every turn, and so it kept collecting money and had something like 110 IPCs when it got lucky and started its turn able to buy about 3 rounds later.

      It also led to situations where countries were in political collapse for three or four turns and then managed to turn things around by getting out before the end of that country’s turn each round of game play.

      As a result, we think we hit on the right balance: (1) at the beginning of a country’s turn, before purchasing, it must check for collapse.  If it is in economic collapse, it loses all its money.  If it is also in political collapse, it may only conduct moves that are into spaces that would allow it to stop that collapse in addition to losing all its money.  Then check again at the end of the turn.  If it is still in political collapse, it is out of the game.  If it is still in economic collapse, it collects no money.  If it is out of both, it collects money.  (2) In the event that a country starts its own turn in political collapse twice in a row, it immediately, at the beginning of its turn, is out of the game.

      These changes to the rules, based on our playtesting, seem to fix the crazy/“cheap” moves and balance the game better.

    • S

      Report after gaming with tournament rules

      Axis & Allies 1914
      • • • Suvorov
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      S

      That might make sense.  Either that, or have contesting the capital as a precondition to checking for them.  However, in all three cases, the situation was caused by sneaky moves of troops to places just big enough to cause them to be contested, which is why I suggested giving the country the entirety of its turn to try to correct the situation (like in WWII games of A&A when a capital is captured).  As it was, we sent armies on suicide missions right before the turn of the country in question just to trigger the collapse, even though the moves would otherwise NEVER have been made (like sacrificing a considerable army just to have 1-2 units survive, thereby contesting a territory).

    • S

      How often are the Central Powers winning?

      Axis & Allies 1914
      • • • Suvorov
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      G

      @BJCard:

      @GoSanchez6:

      I don’t know for sure BJ but I do know that these games are coming out faster than they ever had which leads me to believe they are not playtesting them like they used to.

      Fair enough.  It seems as though the 1940 games and Spring 1942 were made and then after a couple years of playtesting by the general public, they put out 2nd editions.

      Unfortunately BJcard I think this is what we are going to see from now on out with these games. Get it out there,have the community play it,Maybe come out with a Alpha edition and then make a second edition and make even more money on it.

    • S

      Okay, so we triggered a Russian Revolution with Russia holding Turkey

      Axis & Allies 1914
      • • • Suvorov
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      They probably should have, but they didn’t, so as the rules read right now (and even as they read in the book) there are plenty of situations when the Russian player might voluntarily choose not to counterattack a province because the Revolution is preferable to the capture of Moscow from an Allied standpoint.

      At least they fixed the other problems with the Russian Revolution as written in the rulebook.

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