@jim010:
If round 2 is the third version, I’ll stay.
I can see this argument as a valid one. Alpha 3 is the most current incarnation of the rules and it seems funny to play by a old set for whatever reason.
I can see the counter argument as a valid one as well. Alpha 2 is what we started with, Alpha 3 has at least one major change: AA Guns, and a moderate one (Turn order change). Otherwise, many of the changes were already included as house rules for the tournament. (AA Guns worth 5, German submarines do 3 dmg, etc.)
In tournament, yes, it is 4 Axis wins vs 6 Axis losses. I got my overall statistic screwed up with my tournament one, sorry. (Over all, of the games on the boards here and abroad, the allies are about 90% wins in Alpha 2. Of course, players who don’t play at AA.org are just inferior by nature of their cowardace. Yes, it is an elitest attitude, but we are leet!) Anyway…
We are going to have to add in a destroyer in SZ 99 to block England from just raping the Italians as a house rule. Larry is almost certianly putting one in (or switching a cruiser in SZ 98 to Australian). He’s just trying to figure out if it will destabilize the Med. Keep in mind, with the AA Gun changes, England does not have to turtle anymore.
As for your challenge, BBB, you are afriad to continue our game! How can you challenge anyone? You’ve been dragging your heels and grasping for straws for days now! Of course, you did screw up the map (saying you did it on purpose, I think it was a mistake) leading too a little issue which, instead of just taking the original solution, you dragged out for over a day to delay your own game so you didn’t have to do Italy and watch as you went down in the fires of my fighter pilots.
Yea, that’s right, I’m sh*t talkin you. Throw some dice!
(Yes, Alpha 2 is the most balanced of the four versions in my mind. But Alpha 3 is the most fun of the four versions.)