It’s irritating and uncalled for that you insinuate that because I think it should be possible that events vastly different in the game from 1914-1916 than in the actual years 1914-1916 should lead to a different 1917 in the game than in the actual year 1917 is me somehow asking for something as asinine as having atomic bombs in the game when nothing at the time available would have made that possible. Please don’t try to argue if you are about to that the Russian revolution happening how and when it did (or even at all) was already locked into place in August 1914.
Sorry you feel that way. All events that are not directly part of WW1 should be on fixed timelines. Otherwise, if the Americans never enter the central powers will usually win. If the Russians don’t fall or fall late due to DICE rolls, the game will end in Allied victory. Like Global 40, you can’t have variable entry. The game can only be balanced one way and the game would suck if people could glitch entry to their advantage. If Germany does not attack Belgium, i guess UK stays out of the game? Is this what you want? It’s garbage.
Berlin fell in 1945 to the Soviets. Should the next edition of A&A after this (assuming it’s WWII) schedule that approximate time in game terms to be its fall? Why not? What is the major difference between that and the Russian Revolution in terms of one needing to played to and one needing to be scheduled? I am not saying there is not a major difference, I am wondering what it is if it exists and if that difference then means that it should be scheduled.
To balance a game the starting dispositions need to be fixed, not the ending dispositions.
Quote from: Imperious Leader on Today at 10:36:27 am
It is no different from global, you have no choice as to when US or USSR enters ( unless provoked early)
<sigh>Can you not see how that is a choice? Japan (and Germany or italy I suppose) can choose to have the USA enter on 1, 2, or 3. EuroAxis can choose 1,2,3,4 for Russia. Japan and Russia on the pac map can start anytime, or not at all.</sigh>
Easy. The Allies have no choice unless the Axis attack early. A scenario of “CHOICE” WOULD BE THE ALLIES CAN ATTACK THE AXIS AT ANY TIME. But that is not global.
Quote from: Imperious Leader on Today at 10:36:27 am
This “choice” is only that the axis can attack early, otherwise these allies automatically enter the game at fixed turns. Where are the rules in global where you roll dice to determine when somebody is at war.?
Not true at all. Russia can choose to go to war with Japan, and in some circumstances, UK may want to risk going to war early with Japan too. Who said anything about rolling dice to determinine who is at war? I didn’t, unless you want to say that taking of territories and killing ships (which uses dice, sure) is me saying that, in which case I would argue right back that in global the fortunes of Germany on its first turn (which requires rolling dice) has huge consequences on when they go to war with Russia and sometimes even Japan’s plan in the pacific. But I never said that we should do something along the lines of rolling a handful of dice and if we get a Yahtzee, USA enters. That’s what you make it sound like to me. As I have described it, the provocation system would have clear causes and effects, and they would be measured cumulatively until they got to the point that the USA is provoked.
Funny you don’t mention USA or USSR entering war with the Germans by their own choice? Oh wait they cant. You should make rules to allow USA to immediately begin her attack on Germany. That should balance out too. Oh heck just have them all start at war and eliminate the political rules. That should magically balance too. Im surprised you haven’t already advocated this.
In the end, your argument doesn’t really hold much water because although the fixed turn entries come about eventually, the players can (and often do) CHOOSE to attack before the auto-war conditions are triggered. Unless you want to argue that that itself causes the game to be impossible to balance, and then show that Global is imbalanced because of that you really have no leg to stand on to say that allowing variable entry is automatically a balance doomer. It would be one thing if everyone always waited until the effects resolved automatically, but that is far, FAR from the case. You can’t just ignore that in the VAST majority of games played at least ONE political situation is changed before it would have automatically happened.
Ill never Heil Again…
Who is to say that if not provoked early, the USA can enter the war at a later turn automatically, but that game circumstances may have Germany wanting to risk USA coming in before that (hence a provocation system)? As for how variable entry is bad for balance, I see it as quite the opposite. In fact, the provocation system for the US could coincide quite nicely with CP success. The better the central powers do (killing ships, taking territories), the more likely the axis is to provoke the USA. The more the allies need help coincides with Germany doing more that would anger the US which coincides with the USA entering earlier. Scheduling it means if Germany is cleaning up then USA will be in too late to be balanced, and if Germany is getting hosed then USA will be in too early to be balanced. What’s really unbalanced is scheduling fixed events that completely ignore the situation at hand, and cannot be prevented because they are scheduled.
It’s understandable that you did not address the most important issue I mentioned, since I wrote so much so here it is:
What will the effects be of having a scheduled Russian Revolution when Russia is doing WELL?
The game will be decided by this fact and not game play. Quite obvious. especially when after 8 years of playtest of crap like that…it didn’t balance out. Plus where would Flashman be if the Revolution didn’t happen? No red pieces!
That question in my mind slaughters the possibility of the Russian Revolution as being hard-scheduled as a remotely good option.
Go ahead to do it, i don’t care but the official game will never have any of that, the events of entry are dependent on this below:
Special Events:
Russian Revolution:
Russian Revolution – Can begin on turn 10. At the beginning of turn 10 a roll is made to see if Russia goes into a civil war. On a D6 roll of 1 the country spirals into revolution. This roll is modified as follows:
-2 to the roll if an allied capital is held by the Central Powers (-1 if contested)
-2 to the roll if Petrograd is held by the Central Powers (-1 if contested)
-1 to the roll if Moscow is held by the Central Powers (-1/2 if contested)
-1/2 to roll (rounded down) per additional Russian or controlled allied territory that is held (-0 if contested)
+1/2 (rounded down) to the roll per enemy territory held by the Russians or its controlled allies (+0 if contested)
+2 to roll if an enemy capital is held by the Allies (+1 if contested)
The roll is made each and every turn afterwards. If Russia goes into a revolution she will surrender and all her remaining forces (within Russia) are removed from the game. All other units outside of Russia, including any controlled territories, are considered to belong to the Russian-controlled Allies. Furthermore, Serbia, Romania, and Montenegro will remain controlled by the Russian player. However, Serbia will continue to follow the special rules for the “fall of Serbia.”
Effect: Germany gains economic and total control of Estonia, Latvia, Lithuania, Poland, Belorussia, Kiev, Ukraine and Crimea. German units in any other Russian areas must retreat and the German player gains no benefit from other Russian areas. All Russian units are removed from play.
German mutiny:
On turn 13 the German Navy mutinies. The mutiny only affects German naval units. When an attack or move is made, roll a D6; on a 1-4 the attack/move may not proceed. German forces defend as normal.