Hello Telamon. Thanks for your most kind posting. “Remained true to the original”… Thanks for noticing. That’s an interesting observation. To be compared to Chess and bridge is a bit of a stretch but I’ll take it and you’re right. the value of any given game depends on the individuals prospective.
Hole in the boat !? Egypt! Oh oh… A button on the board that decides a winner… In spite of that some people still think the game is too long? I mean just push the button and go to bed. Just trying to be a bit funny – excuse me. I get your point. I’m not sure I agree with your premise but even if I did, there’s not much I can really do about it at this point (not the answer you wanted – right?) As for an elegant solution or remedy… Other than adding an addition UK unit (infantry I guess) I don’t know what to tell you. I will say, however, that being aware of this problem already is some what of a remedy in and of itself. Let’s face it, Egypt was, and in this game, still is important to both sides. How bad do you want it? During WWII this area was no less important than Stalingrad or the war in the Atlantic. The allies (mostly thanks to the fact that they were reading all of the Italian and German communications, and of course some damned good men) won this critical battle. If they had not… Well we might now all be speaking German (Ich liebe dich) or Italian (Ti amo). My question is… how do I reflect this intelligents factor into the game when considering the military balance there? This is kind of why I don’t want to design a Midway game. Where would you find somebody willing to play the US?
“The small matters” (not really all that small actually):
Flying Tigers… If the Japanese want it bad enough they are going to get it. Look on the bright side – if the Japanese attack this fighter there’s some other place they did not attack and if they attack this fighter they are attacking it at its best possible combat defense number (4). On the other hand, let’s consider allowing them to move it out of China, in order to reduce its exposure. They could always start of in India I guess. I don’t really know how you could still call them the Flying Tigers however. You might end up calling them the Punjabi air force (some how that just doesn’t have the same impact does it…) My intent in restricting Chinese units to just China was to reflect the lack of Chinese impact on the outside world. It was, after all, very much looking “with in” and never would be trying to influence anything outside China. The last thing I wanted to see in the game was Chinese units fighting Japanese units in Moscow, or talking that over stuff Chinese war lords into such an adventure. It’s guys like and your group who eventually prove me wrong or right. I’m beginning think that you are right. Solution… Place 2 more Chinese (in either scenarios) infantry on Yunnan. Make em really pay!
China Collects income at start of its turn:
I kind of like the idea of letting the Chinese react to those last Japanese moves. You seem to say… in fact you do say that this is disadvantages to the Chinese. I guess it depends on how you look at it. I do think I see a misunderstanding here, however… There’s a sentence in the second paragraph of the China Rules that reads:
The U.S. player must complete the Combat Move and Conduct Combat phases for Chinese forces before beginning the Combat Move phase for U.S., or vice versa. It’s the “vice versa” that may not be clear. Vice versa in this case means that its either the Chinese or the Americans that are moved and conduct combat – not both at the same time. No where does it say which power goes first. It does say vice versa, however. This permits the player to move his Chinese or Americans first (or vice versa). If he (the US player) elects to move his American units first, he’d end up paying the Chinese before China has its turn. If he elects to move the Chinese first, he’d pay the Chinese at the end of the Chinese turn. Both armies are reinforced at the same time – and that time is when the US places his units.
Cruiser. Hey I’m not a great player but not all that bad either. In fact there were times when I was the best player in the world for each of my games. It’s when that world population exceeded 3 people that I noticed a decline in my standings. Cruiser… They have their purpose… heck at 12 IPCs they can come in handy in mid game when I’m usually fighting for my life. And with battleships costing 20 I usually can’t afford that kind of money.
Buying a cruiser at 12 gives me 8 more IPCs to play with when compared to a BB purchase … For 19 IPCs I can buy something that the navy is really all about… a transport. I can’t really argue with a bunch of “good player” however. If they say cruisers are a good purchase at 11 and I say they are “an ok purchase” at 12… ok I hear ya. I don’t always agree with this assumption, however. I’d like to give you some insights on how I see it. I look at the over all cost in IPCs for each unit’s ability to score a hit on the enemy. A sub costing 6 and having a combined attack and defense total of 3 (2 on attack plus 1 on defense) cost me 2 IPCs for each opportunity to hit my opponent. That’s funny, that’s the same price-per-opportunity to kill something as a destroyer has… They cost 8 and have a combat value of 4. (8/by4=2). Cruisers at 12 and divided by 6 (3/3) is also 2. A battleships with its price tag of 20 has a cost per potential hit at 2.5. Of course a battleship has two lives so its cost really is 1.25 IPCs per hit opportunity. Good deal! But it cost so damned many IPCs. In defense of the lover priced cruiser, I’d like to point out that it has the same cost/kill ability as a destroyer or a sub. So why pick on the cruiser. Yeah, I know DDs have a that special anti-sub thing and subs have their own special points of (I want to say: confusion) value. But a cruiser has a 50% chance of scoring a hit during a bombardment (its special ability). In any case, I assigned a value of 12 to the cruiser perhaps it should have been an 11. I could not always use this simple formula when assigning values to these various units. I also had to take into consideration my perception of what was fun but yet made the most sense. Kind of subjective don’t you think. Look at the bomber or the carrier for example. They have a cost of 2.4 and 2.33 per kill ability. Is that long range of a bomber worth that extra .4 and is the carrier worth that extra .33 because it can carry aircraft. I guess so, I mean I think so. Who knows for sure? You got to admit, however, that all the units are certainly in the ball park when it comes to cost.
The East Indies was kind of why the Japanese went to war. It certainly should be worth something rather special. Your proposal is of course interesting and in hind sight I sometimes wish I had seen it that way (sometimes). Even in hind-sight I don’t think I would change a thing, however. But that’s just me. This kind of begs for me to comment on that fine line I have to walk. That line extends between game play and history. I tend to error on the side of history, or a least I want to. Giving a national bonus for something that should have been there in the first place makes me break into a cold sweat. " Hey Larry… don’t you realize that the East Indies were rich in precious oil and other war material? How could you make it worth less than it should be?"
As for building those factories and going after Russia’s jugular via Persia… wow, that’s nasty. Where is the US while this going on? In any case, the idea of building a factory on some backwards island has always bothered me. In AAP40 and AAE40 you can’t build on an island. Exceptions being Australia, England and of course Japan. This Japan attacks Russia business has always be a source of great torment to me…I wish you guys would just play the game the way I wanted you to. Hahahha. In the defense of my design let me simply say that, “The way I see it, all the powers have their antagonist and if these antagonist aren’t doing their job right there’s always going to be somebody ganging up on mother Russia or brother Germany.”
National objective question – Why do the Brits get a bonus for capturing a Japanese controlled territory (not island as you put it), but it could be an island. Hey, I think it’s a big deal if those under manned and under paid Brits managed to take a Japanese possession or two, and get a bonus for doing it. Makes em strive in the right direction, that’s for sure. Hummm if I could just capture something Japanese… I think my national moral would go through the roof. Let’s march into that Sushi bar and take it over!
If any or all of this response sounds defensive, it’s because they are…but I certainly enjoy your demonstrated interest in the game and always enjoy the opportunity to express how and why I see the world in certain ways. Man I could go on for hours… I’ve got a bit of Joe Biden in me I guess. And speaking about the Vice President… How about Obama? I love this guy. Best thing to happen to this country since VJ day. (I know this is going to absolutely dampen some game sales).
AAE40 and AAP40 include some changes in the very areas you are talking about. Case in point, you can’t build a factory on an island. I don’t care how many IPCs it generates. China – you can move into Hong Kong and Burma. This does not include the Flying Tigers however, they’ve got to stay within China. If the Burma Road ( oh yeah now there’s a Burma Road) is open the Chinese can purchase artillery. In AAP40 China has its own economy, makes it own purchases, moves it own units. Being exactly like the other powers, in turn sequence, it will place its new units, purchased with IPCs generated by Chinese territories it controls . There are now 12 territories that China starts with and potentially there are 18 territories that China can control. Each generating 2 IPCs (exception (there always is one)) Manchuria is worth 3 IPCs. Oh and one more thing… China collects a bonus of 6 IPCs each turn the Burma Road is open. Chinese units are placed, during China’s Mobilize New Units phase 5 and collects income during phase 6. Those Flying Tigers…(?), they’re nicely nestled in between 4 Chinese Infantry units.
As for Egypt… guess what. There are NO Germans (at all) in North Africa at the beginning of the game. They don’t even have a ship in the Mediterranean. The Italians well be well represented however. If you’re playing the Axis you better hope they do better than they did historically. One more bit of information. between Libya and Egypt lare two new territories… Tobruk and Alexandria. There should be some additional back and forths going on down there. The cruisers… they’re still 12 and will have to remain so. On the other hand damaged capital ships, and there are now two such things - battleships and carriers, must return to a friendly naval base when damaged, if they want to be repaired. Damaged carrier’s can’t land or launch aircraft when in a damaged state… you know they’ll be making a bee line to a friendly naval base. Did I mention that ships leaving a naval base can move 3 sea zones? Did I tell you about airbases and two different sized factories… if not I’ll tell you about them some other time. Did I tell you that Russia now has new Battle ship sculpt… No? Good.