Thanks for the advice and ideas! I think I will suggest some sort of bidding and/or continuous percentage increase/decrease of income (IPC from lands and NOs), e.g. 10% increase/decrease. National advantages and techs look less attractive because they may change the game significantly.
Posts made by Udutont
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RE: Best bonus/handicap to balance differences in players' skill?
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RE: Best bonus/handicap to balance differences in players' skill?
For the past 3 years other players have been “improving and learning”. This does not work, maybe because the more skilful player also learns and keeps the advantage. We have come to the point that either we handicap the more skilful player or we do not play the game. Note that we are casual players. I do not think that any of us considers being the best in A&A an important goal.
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RE: Best bonus/handicap to balance differences in players' skill?
Thanks for thea advise!
@wittmann:
Do you mean just to start with, not every turn?
Yes, every turn. The idea is to provide long term bonus without altering the early turns too much.
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RE: Best bonus/handicap to balance differences in players' skill?
Yes, both sides.
I was thinking of providing bonus/negative IPC but I was not sure whether it would be a good idea and how much should be provided for each country.
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Best bonus/handicap to balance differences in players' skill?
We are a group of casual players. The problem is that one of us is significantly better. His side normally wins the game - win:loss ratio is about 8:2, on the basis of about 30 games. What would be the best way to handicap the player (or to provide bonus to other players) in the 2nd ed? We usually play with 4 players. Thank you!
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RE: How long do your Global 1940 games last?
I have played 3 global games. Two of them took 12, the third 14 hours.
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RE: Rome by UK1
As others have told you the tac bomber won’t reach Rome (not enough movement). The only way you could pull this off is to get long-range aircraft tech on UK1.
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RE: Q: Global victory condition
Hmm….this victory condition seems to make winning even tougher for Axis.
In any case, thank you for the reply!
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Q: Global victory condition
According to the rulebook p 31 “The Axis win the game by controlling any 14 victory cities for a complete round of play as long as they control an Axis capital.” What means “a complete round of play”? Let suppose that Japan captures the 14th victory city, UK manages to take Axis down to 13 but Italy again increases the total count to 14. What happens when the round ends?
a) Axis win because the round is complete after France has taken its turn
b) Axis do not win because " a complete round of play" means that every other opposing power has taken a turn after the capture of the 14th victory city. In other words, Axis cannot win before Soviet Union has taken a turn (the only Ally that has not taken a turn after the capture of the 14th victory city by Japan)
b) Axis do not win because " a complete round of play" means that Axis have to continuously hold 14 victory cities throughout the whole round. In other words, Axis cannot win before ANZAC has taken its turn to ensure that each Ally has had a chance to react to the capture of the 14th victory city by Italy.