Craig I’m glad your game is going great. It seems as though it will be a close game till the end. Games typically last us 8-10 turns.
Your natural rules they seem to be quite intuitive. Ill bounce the idea around with my group as well as test the set up out a bit. It does seem to have the advantage of being quite simple which is good.
Battleships didn’t seem to be quite such a big issue in our game. We like the price but I see your point, as it could become troublesome if the usa goes battleship binging. I personally like the rehealing battleship and am weary about changing such a popular and in my mind good simple rule. A thought might be to limit battleship and aircraft carrier production to one per complex per turn. How does that seem? However I hate to do such things as it provided more complexity to the game. My experience has been that the simpler the game rules get, the better the finished product seem to be.
A note on USA’s fleet:
It gets big and it gets that way fast. The game is intended to be that way. Yatammo had it right when he said they awoke a sleeping giant. Time is crucial in this game, and if the axis can’t win fast, they probably won’t win. USA will always end the game with a huge army. It’s up to the axis to crush its allies, and therefore persuade the usa to give up the war on the basis that it will cost too much. This was japans strategy all along. They never intended to conquer the USA or the British, only to force them to make concessions.
As for surplus naval units, I think the escort is the most unnecessary and least fun unit. If one has to go it should be that one. No one will probably miss it too much, however I will probably hold off on that one for a while. This is mainly due to the fact that the A&A Anniversary edition is set to introduce cruisers into the game. At that point I will reevaluate the naval vessels and decide if I need to change them up to favor the new and inevitably tweaked unit stats that will come with the new edition of the game. So only time will tell the Navy’s ultimate fate.
You have a good point with putting sunken carrier planes on caps. It does seem that you could justify it rather easily. Play that way for now.
Strategic Rail Movement rules may seem odd, but they are meant to only help the country that got the technology. I consider it that the country that developed the technology is investing in upgrading the rail systems of whatever territory’s they control. USA is not going to pay to put in a British rail system. Countries don’t share technologies, so I can’t compromise on this rule. Sorry Craig, though I get your point.
Once again thanks for the input Craig.