@Snackbar:
To balance the game.
Major changes:
- 4 unit railroad movement in original territories. Example move 4 units from Prussia to Ruhr. I do not like the strategic movement proposal. keep the game easy
- Russian Revolution change: If Axis control 3 Russian territories the Axis player may throw a dice to start the Russian revolution. Lets say 1 will start the revolution. If the Axis control 4 Russian territories a dice throw of 1-2 will start the Revolution.
1. I to would prefer something like this as opposed to the SM idea. Keeping the movement within the bounds of your own country (and NOT Africa) makes perfect sense. If you do a limit, I would like 8 as that is a standard size army (6 inf, 2 artillery)
2. Not real keen on the revolution occuring on a dice roll, as that puts a significant outcome to chance that really effects the game. Good Luck/Bad Luck on this may decide the outcome, just too much to chance. Historically the Russians bailed out when the body count was more then could be stomached.
Minor changes
- Remove one unit from the Allies in Africa and/or add one German unit to make conquering Africa slightly more difficult for the Allies
- Remove one cruiser or battleship from France
- Add one infantry to Smyrna and one infantry to Trans Jordan
1. Africa is a problem for balance as the Germans are defeated in around 4 turns with nothing they can do about it at all. Giving them some extra troops makes sense, as UK and France can reinforce to deal with it if they choose. Â Â Â Â
2. Remove the French battleship and give them a cruiser. Give the Germans a 2nd Battleship, and UK one also. These are the historic numbers.
3. Maybe. If you bolster the Germans in Africa, the UK will need to send help there instead of Arabia, so it might be a wash.
Nice ideas
Kim