Let me try sending it again:
Axis And Allies 1932 seems too unbalanced for me. This was before the Nazis rose to power, and if the game is set in 1938 or 1939, the Nazis will just be killed by the Western Allies-if a game needs to be balanced, the earliest date that can be done is the date that the 1940 game starts with, when the French Army, the biggest threat to Germany, is more or less destroyed. I guess an early 1940 game, after German troops redeployed from Poland, could work.
The political aspect of the war has always been interesting to me. Whilst players simply making deals can work, I feel like it can be better, but I don’t know how. Having shifting alliances, however it’s done, can be a lot of fun though, as it adds a lot of unpredictably to the game, and can make the situation like Diplomacy (which I never played, I’m just basing it off of what I read).
Late war research and development sounds like a good idea, especially as military technology would have advanced faster than real life, as all countries would be at war, trying to advance technology as fast as possible. Nuclear weapons seem interesting, as I explore in this topic:
Switching sides, especially if they already are at the start of the game and can continue to change, can make the war last a really long time, and can make it crazy and fun-I wonder how will victory conditions work though?






_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












