" The problem is, that once you have the Allied strategy of battle of attrition down pat, there is nothing the Axis can do to stop it (barring insanely good luck over at least a 3 turn period). The Allies have the luxury of having several battles go bad for them, but the Axis are practically doomed by just 1 unlucky big battle. The other problem of course is that the battle of attrition strategy is BORING!!! That is why the real life win % for Axis is higher, not because of balance, but because many players just won’t stick with the plodding, slow, boring process of wearing down the Axis. Who wants to play a 4-6 hour game where the eventual outcome is pretty much decided and the few lucky battles for the Axis dont actually turn the tide, but just delay it a few more turns."
This is from a post on another forum, english is not my first language, he explains this better than I do.
With effecient strats and decent players, there is no chance that axis can or will win 40% of no bids, no tech games.
If the axis do not get a strong position pretty early, axis are doomed against decent players. That’s why axis need a bid.
What we seem to be discussing, rather than what strats, and/or balance, seems like we’re discussing how good/bad skills the average player have when playing Revised.
There is no player, among the one I believe is good players who will play against me as axis w/o any bids, b/c they would proably lose against a weaker player (me) just b/c they choose to play axis w/o any bids…
Just for the record, I’m not talking about f2f games with beer and pretzels, I’m stating facts in the software version (TripleA) of 1vs1 online AAR live games with sensible time limits…which is also AAR, it’s just much more efficient when trying/playing different strats, it doesn’t matter if you prefer this environment, or f2f social games, I’m talking about the 2 sides in 1vs1 setting both players really trying to win, and w/o dice cheats…:-) :-D :-) :-P