@regularkid:
@Infrastructure:
One other note on rule adjustments for balance.
This probably falls under realism more than balance, but what about changing the victory conditions a little. I like 8vc in Europe but 11 axis needed globally and 6vc Pacific but 11 needed globally? This isn’t really much harder than it is now, but removes that crappy Japanese complete sell out move for Europe victory…
Could work. But two things come to mind. First, I’m not sure the “japan sell out” is really what makes Axis overpowered in the vanilla game. Occassionly, you do see games where Japan patently abandons its position in the Pacific to aid Germany. But, speaking from my own experience, it seems like the more common (and better) strategy is for both Axis sides to pursue their own objectives very aggressively, leaving Allies in the horns of a dilemma–if they go KGF, Japan wins, if they go KJF, Germany wins.
Also, I think you’ll find that the Balance mod makes the strategy your describing less viable than in the regular game. Among other things, the money that USA would earn from achieving its additional NO in the Pacific early game could be used in Europe (that’s 10 Pus per round, not to mention Phillipines money). So Germany has an added interest in seeing Japan play its traditional role in checking US advances there.
Just my two cents.
Hi regularkid, I have to support Infrastructure’s opinion here. The way this Axis strategy works is that each Axis power works aggressively towards victory in their home theater in early and mid game. Then for the end game they all go against the theater in which victory is more likely. If this endgame only takes 2-3 turns, economy does not really matter, even if US manages to take capitals in the abandoned theater… their production centers are so far from VCs so they just don’t have time to bring all that money into fight.
Have a look on this game for an example: http://www.axisandallies.org/forums/index.php?topic=37309.new Japan just ignored economy altogether… it lost all DEI islands in Turn4 and never bothered to recapture any… economy is not important when you aim at early victory. In Ita6,Ger7 all EuroAxis planes jumped to Pacific to target India.
1st edition rules had a flaw that strongly motivated Allies to throw all resources into a single theater, so the designers changed the victory conditions for 2nd edition. Now, however, there is an opposite flaw in 2nd ed. that motivates Axis to throw all their resources into a single theater in the end game.
This is what I currently use in my house-ruled games: If ever German or Italian unit end turn on a Japanese owned territory, or Japanese unit ends on German or Italian territory, or they land a plane on others side carrier, or they attack a VC on the opposite side of the map, then Axis need 13 VC globally to win the game. So Axis have a choice here: if they just play in their home theater, then 2nd edition VC’s apply, but, if they chose to collaborate actively, sending resources to the other theater (for example Germany sending a bomber to pacific) then the VCs switch back to the 1st edition version.