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G40 Balance Mod - Feedback Thread
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Look at it from the game perspective rather than the historical accuracy perspective though - why should UK/USA/ANZAC get to take control of FIC if Japan doesn’t invade it first?
Or are you saying that does make game sense?
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Look at it from the game perspective rather than the historical accuracy perspective though - why should UK/USA/ANZAC get to take control of FIC if Japan doesn’t invade it first?
Or are you saying that does make game sense?
Yes, of course it makes sense. Why not? Its no different from Uk/USA/ANZAC taking control of any other Vichy French colony, which they do all over the map after the “German-Franco Armistice” is triggered (and which they did historically too).
As I understand it, the issue that was initially raised was not UK/USA/ANZAC’s control of FIC, in and of itself, but rather the fact that even after UK makes an unprovoked declaration of war on Japan and takes control of FIC, Japan can’t invade it without losing the “Trade With America” NO.
This wss actually something I raised early on in “Vichy Mod” development as something that might be seen as “unfair,” and we did consider adding a proviso to the “Trade With America” NO that occupation of FIC does not negate it if UK has taken it after making an unprovoked DOW on Japan. But the impact on gameplay was deemed so negligible that the Mod Squad ultimately omitted this qualifier for simplicity’s sake.
If this really is deemed a significant problem the correct solution, in my view, would be to add the qualifier, rather than to have FIC remain Free French, which, as I stated earlier, would be grossly ahistorical.
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I think the major thing with FIC going from French to Vichy to UK/ANZAC to Japan AND Japan loosing it USA bonus is, it becomes REALLY complicated and you add exceptions to general rules. Vichy rules are complicated enough as is.
It would simplify things by having Vichy only on European map and it would avoid situations that people consider unfair/don’t understand
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It wouldn’t be that complicated. Rule should simply read: “Japan loses USA Trade NO if at war with USA or if Japan occupies FIC while under French or Vichy French control.”
That’s all it needs to say. The rules preserves the NO if FIC is occupied by another power and then taken by Japan since Japan would not be taking FIC from France or Vichy France.
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sorry for this rather technical question, probably belonging elsewhere: Is it TripleA, the Mod, or one of my settings that I now have such quick defender rolls in combat? I cant remember having them follow so quick and automatic after my attack rolls, have barely time to register how often I hit.
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nm, I guess its “confirm defensive rolls”. I did overlook that when I first checked the settings.
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I thought JPN wasn’t supposed to be able to have convoy disruption on Chi? In a current game JPN dd’s (z19) blocked Chi from receiving their 3 pic’s for owning MAN?
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Some iterations of Triple A still do that from what I hear
It’s wrong
China can’t be convoyed
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I am playing 19003453 and it is doing that FYI….
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Yeah you need to watch out for it. I think China gets convoyed in all BM versions, while not in vanilla.
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just started playing balanced mod and haven’t played before that for over a year…but does it feel like Russia makes TOO much money now? like maybe one too many lend-lease NOs?
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I agree with you
And I’ll do you 1 better - the UK doesn’t need one of the NO’s in the Med (or both) and the USA has about 1 too many NO’s as well
I thought that before I ever played a balanced mod game, and I still think that now
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I agree with you
And I’ll do you 1 better - the UK doesn’t need one of the NO’s in the Med (or both) and the USA has about 1 too many NO’s as well
I thought that before I ever played a balanced mod game, and I still think that now
insert I approve of this post emoji
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Mod = God 8-)
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I agree with you
And I’ll do you 1 better - the UK doesn’t need one of the NO’s in the Med (or both) and the USA has about 1 too many NO’s as well
I thought that before I ever played a balanced mod game, and I still think that now
Specifically the one for Palau, Carolines, Marianas and Marshall Is. It can be enough incentive to take these islands to reverse the air power projection. It doesn’t need its own NO IMO.
However, the point that the Med NOs spice up the play there I would agree with, so don’t mess with that one I would say.
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not sure if this has been noted, but if/when the US retakes Soviet territories in the Pac they become US territories and do not revert back to USSR….
To wit:
http://www.axisandallies.org/forums/index.php?topic=39252.30
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not sure if this has been noted, but if/when the US retakes Soviet territories in the Pac they become US territories and do not revert back to USSR….
To wit:
http://www.axisandallies.org/forums/index.php?topic=39252.30
You are playing the bugged version of BM (2.0), I think it’s related to that. Upgrade to 2.2 and I doubt you’ll have the same problem.
You’ll need to edit the territories in your current game back to Russian controlled.
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not sure if this has been noted, but if/when the US retakes Soviet territories in the Pac they become US territories and do not revert back to USSR….
To wit:
http://www.axisandallies.org/forums/index.php?topic=39252.30
You are playing the bugged version of BM (2.0), I think it’s related to that. Upgrade to 2.2 and I doubt you’ll have the same problem.
You’ll need to edit the territories in your current game back to Russian controlled.
ah, ok
thanks
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Adam 514 said this:
3. Transports not defending: it makes effective fleets extremely costly especially for US, since their tps are often a one time use.
I’ve been thinking of a solution to this. How about:
When defending in a sea battle, a transport can be taken as a casualty before other defending units with a combat value if the defending units with the combat value are air units and/or damaged battleships or aircraft carriers….
or this:
When defending in a sea battle, a player may roll one dice at one for every two transports present in the battle, rounding down.
or this:
Transports cost 6.
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Or this:
Any time a defender in a sea battle takes two or more hits, the defender may choose transports as casualties equal to the number of hits divided by two, rounding down.
So if two or three hits, get to choose 1 as a trn,
4 hits, you can choose 2 trans and so on…