Hey Commander Brado,
Thanks for taking the time to dissect these house rules for me, your comments are greatly appreciated.
“I know everyone plays TripleA now but obviously this is impossible to play out via TripleA or at the very least very difficult” - Actually I only play table top A&A, so I’m unfamiliar with the challenges of translating these rules for online gaming, even if that were my goal, I would have to agree with your term “impossible”.
Airborne Assault Troops
I see most countries selecting this option, very powerful for Germany and Japan. Italy has some nice possibilities with this option as well, along w/Anzac and possibly Britain. - Agreed… 1 for the Axis.
or
War Time Production
I see Britain being the only real benefactor of this option vs. Airborne assault. Maybe Anzac. And maybe Russia. But Anzac has a really good opportunity w/Airborne assault to put an AB in Java. From Java you can reach Shan State, Siam, Malaya, Sumatra, Borneo, and Celebes. - 15$ for a cash strapped ANZAC in a hostile area seems risky, I may still take it for ANZAC considering all the friendly airbases in the Pacific, but ANZAC always wants to place more units when the money starts to roll in… tough choice for them.
Enigma
Possible option - Add if Germany selects this option, their subs do at least 1 IPC of convoy damage, regardless of dice rolls? Very frustrating when TripleA doesn’t get at least 1 IPC of damage during convoy disruption. If Germany has Enigma, they should do at least 1 IPC of damage. - This pairing seems pretty balanced especially now that I’ve made the Blitzkrieg modification. Gonna wait for some play test results to see if a change is needed here.
or
Blitzkrieg
Very powerful! I see most German players selecting this option, especially if they’re going after Russia. Question : Can the transported artillery attack during the combat phase or is it only transported during the non-combat phase? I’d be curious to find out how much this option affects the game. This may tip the scales even more in the Axis favor. - Good question, I’m gonna limit it for non-combat movement only. 1 for the Axis
War Bonds Campaign
Possible option - Give the US at least 4 IPC’s w/this option, if they roll below 4. Otherwise, I see the other option being the better option. - I would like to keep it as is for now, this is one of the more intriguing pairs, because players will have to fight between their own greed, or logic. Pick War bonds betting for boxcars every round, and you may get burnt with snake eyes. I assume my group players will place their 3 infantry and roll 2 dice just to see what they would have got if they picked war bonds. However, I know one player who will gamble every time.
Commonwealth Aid
I see this being the better of the two Brit options. Especially powerful if you build a minor IC in Egypt, Iraq or Persia. Depends on what the Germans do though. - Yes, I sense some head games where if Germany takes Enigma, it could mean sealion, or a sealion fake. However, if they take Blitzkrieg, the smart choice would be Commonwealth Aid. Play testing will tell me to keep it as is, or limit it to Canada and South Africa.
Boeing Fortresses
I see this as maybe being too powerful. Maybe take out the last sentence.
or
Essex Class Carriers
Again, I see this as maybe being too powerful. Question : Does this apply to carriers already on the board? - Having 2 powerful advantages to choose from is perfect, because you’re only allowed one going forward, and after all… this is USA (the awakened giant). Of course if play testing proves the boeing fortresses SA always getting the vote, than your suggestion is very reasonable. However, if Essex Class Carriers are overwhelmingly popular, than I would suggest dropping the @2 attack to @1, and yes it applies to all carriers on the board. 1 for the Allies.
V-Rockets
I see this as possibly being too powerful. Germany could launch attacks from Greece and Caucasus into Egypt, Persia, Iraq or India, where the Brits would most likely have their minor IC’s. Maybe make the Germans roll 1 die, instead of getting an automatic 6 points of damage. Rocket attacks from those territories will require a $15 AB purchase, and we have to remember that this advantage is up against Jet Fighters which get +1 attack, and +1 movement. I believe that 1 dice to damage just won’t cut it 1 for the Axis
Trans-Siberian Railway
If Russia is still in the game at this point, this option seems like it spells doom for the Axis.
VS.
Blitzkrieg
Very powerful! I see most German players selecting this option, especially if they’re going after Russia.
- Something’s gotta give,1 for the Allies.
The Middle East
Is this 5 IPC’s per territory or does Italy have to control all three to get the bonus? - correct
North Africa
I would maybe take Egypt off of this. Egypt can be very difficult to take, along w/controlling the rest of N. Africa. - Done
Military Morale
This may be too powerful. - I know that my group players want to have this option and not only when holding the road, we’ll have to see how others feel with your opinion already counted, 1 for the Allies.
Enola Gay
I would maybe think about having the territory go from zero IPC’s after the bombing to gaining 1 IPC per turn after the bombing, until it reaches it’s original IPC value. - Done, I’m just happy to have an atomic bomb rule that hasn’t gotten ripped to shreds yet… LOL.
Kamikaze Tokens
I would implement this after a certain turn or after certain situations are met. Historically, the Japanese only implemented this strategy after they were losing the war and didn’t have sufficient good pilots to fight off the US. I know that this rule is begging to happen for history’s sake, but I take the oob rule to mean that if American warships are in kamikaze sea zones, than they’re close enough to trigger desperation from Japan. I’d like to hear more opinions on this… anyone?
French Resistance
Too powerful. - No problem, I’ll reduce it from 5 to 3.
Political Sovereignty
Talking about a swing of 6 IPC’s. This may be too powerful. - My groups have been playing with this rule for 2 years now and no American player has bothered to fight in the South American jungles with valuable infantry to eventually score $6 a turn. It seems America has other responsibilities,but I’m still gonna give 1 for the Allies.
Can’t say how much I appreciate your contribution Commando Brado, this is exactly the kind of feedback this project needs if it’s ever gonna become useful. Just a quick comment about the overpowering elements, to me thats where the fun lies, of course Delta will never be taken seriously among purist or tournament players… it’s meant to turn Global on it’s head for 1 out of 10 games, just to feel the elements of history a little better. I agree that nations have become more powerful using Delta rules, but I think that can be tremendous fun as long as it’s fair.
By the way, among the rules that you felt were to powerfull… there were 3 for the Axis, and 4 for the Allies… perfect! no bid necessary (lol… just teasing :-P)
Thanks again,
YG.