Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry and 4 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens; Combat Move - Japanese 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 fighter, 1 mech_infantry and 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter and 1 tactical_bomber moved from Kiangsu to Shansi 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese 1 infantry moved from Kwangsi to Hunan Japanese take Hunan from Chinese 1 infantry moved from Kwangsi to Kweichow Japanese take Kweichow from Chinese 2 artilleries, 1 fighter, 2 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 2 bombers moved from Japan to Yunnan Combat - Japanese Battle in Shansi Japanese attack with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers Chinese defend with 1 infantry Japanese win, taking Shansi from Chinese with 1 artillery, 2 fighters, 1 infantry, 1 mech_infantry and 2 tactical_bombers remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Yunnan Japanese attack with 2 artilleries, 2 bombers, 1 fighter, 2 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 2 artilleries, 2 bombers, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Chinese: 4 infantry Casualties for Japanese: 1 infantry Non Combat Move - Japanese 1 artillery and 3 infantry moved from Fukien to Kiangsi 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 37 Sea Zone 1 artillery and 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 37 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 1 infantry moved from Kyushu to 7 Sea Zone 1 carrier, 2 infantry and 1 transport moved from 7 Sea Zone to 37 Sea Zone 1 artillery, 3 infantry and 1 marine moved from 37 Sea Zone to Kwangsi 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 37 Sea Zone 1 cruiser moved from 7 Sea Zone to 34 Sea Zone 1 cruiser moved from 21 Sea Zone to 7 Sea Zone 1 transport moved from 21 Sea Zone to 20 Sea Zone 1 infantry moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 2 infantry and 1 transport moved from 20 Sea Zone to 21 Sea Zone 2 infantry moved from 21 Sea Zone to Fukien 1 infantry moved from Southern Manchuria to Jehol 3 infantry moved from Korea to Southern Manchuria 1 aaGun and 2 infantry moved from Northern Manchuria to Southern Manchuria 1 fighter moved from Korea to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from Yunnan to Kwangsi 2 bombers moved from Yunnan to Kwangsi 1 fighter moved from Formosa to 37 Sea Zone 1 fighter and 1 tactical_bomber moved from 7 Sea Zone to Kwangsi 2 infantry moved from Japan to Kyushu 2 fighters and 2 tactical_bombers moved from Shansi to Kiangsu Place Units - Japanese 1 infantry placed in Japan 4 transports placed in 7 Sea Zone Turn Complete - Japanese Japanese collect 34 PUs; end with 34 PUs Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 44 PUs2016 League Post Game Results Here
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oh yeah, Stalingradski beat me, forgot to post
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oysteilo over Pherman
http://www.axisandallies.org/forums/index.php?topic=36857.90
I am claiming this one due to inactivity. I have not heard from the guy since December. I see others have done the same
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2 years in a row now, he’s left with about 8 or more games going. Beware playing him in the future, unless you like your opponent disappearing :-P
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2 years in a row now, he’s left with about 8 or more games going. Beware playing him in the future, unless you like your opponent disappearing :-P
I am not surprised
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I do understand the points, and the realism argument.
I would suggest choosing from this menu:
- Increase cost of Bombers back up to 15, and consider fighters to 12 (leave over-priced tacs alone), just like they used to be. Tanks won’t look so expensive any more :)
- Remove the +2 SBR for Strat bombers, or make it +1.
- What you’re saying. Lower bomber attack value or do a 1 round thing. Bombers attacking at 4 in air to air combat or in naval combat is ridiculous. Very few instances of bombers actually attacking fleets in WWII to my knowledge.
- Lower cost of Strat bomber unit and make it so it only does SBR. No conventional attacks allowed. Who ever heard of bombers flying over an army of 20,000 and killing them all, anyway? And whoever heard of infantry shooting down bombers? Or tanks shooting down bombers? What is WRONG with this game anyway?! :wink:
What I experimented with is STBs attacking only @ 2 BUT any land unit can support the bomber with +2 attack bonus. In sea battles again attack is only @ 2 but each surface warship can support up to 2 bombers with +2 bonus. This change improves realism a lot and importantly does not alter the OOB mechanics as long as number of bombers in a battle is small. It still allows for “dark skies” strategies, but makes them significantly less optimal.
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There you go - good stuff
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you know what? That sounds like an extremely good idea.
It prevents these annoying bomber-only attacks on the Allies fleets in Med, Atlantic or the Canal, as well as the typical Egypt / London captures with 1 inf and 30 bombers.
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16L G40 ArtofWar1947 (Axis) vs. JWW (Allies + 22) Rematch: JWW (Allies+22) over ArtofWar1947 (Axis)
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ABH over AldoRaine.
http://www.axisandallies.org/forums/index.php?topic=37358.0 -
http://www.axisandallies.org/forums/index.php?topic=36312.300
Legion386 over Giallo
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Variance as Axis over Strategic Planner as Allies http://www.axisandallies.org/forums/index.php?topic=37119.75
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cds over Surprise Attack Id # 37130.0
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Cyanight (Allies +22) over Pherman1215 (Axis)
I guess he has gone missing again. I have not heard from Pherman1215 since December.
http://www.axisandallies.org/forums/index.php?action=post;topic=36903.120;num_replies=127
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I do understand the points, and the realism argument.
I would suggest choosing from this menu:
- Increase cost of Bombers back up to 15, and consider fighters to 12 (leave over-priced tacs alone), just like they used to be. Tanks won’t look so expensive any more :)
- Remove the +2 SBR for Strat bombers, or make it +1.
- What you’re saying. Lower bomber attack value or do a 1 round thing. Bombers attacking at 4 in air to air combat or in naval combat is ridiculous. Very few instances of bombers actually attacking fleets in WWII to my knowledge.
- Lower cost of Strat bomber unit and make it so it only does SBR. No conventional attacks allowed. Who ever heard of bombers flying over an army of 20,000 and killing them all, anyway? And whoever heard of infantry shooting down bombers? Or tanks shooting down bombers? What is WRONG with this game anyway?! :wink:
What I experimented with is STBs attacking only @ 2 BUT any land unit can support the bomber with +2 attack bonus. In sea battles again attack is only @ 2 but each surface warship can support up to 2 bombers with +2 bonus. This change improves realism a lot and importantly does not alter the OOB mechanics as long as number of bombers in a battle is small. It still allows for “dark skies” strategies, but makes them significantly less optimal.
This is similar to HBG’s rules in the Amerika game. Bombers have 2 attack values 4(1). The high value is for bombers attacking without any enemy fighters in the battle. The second attack value is much lower and is used if the enemy has fighters in the battle. Amerika does not have any naval ships in though so this rule is for land based attacks only. Another thing I like about their game is each attack round has multiple phases in it. Planes conduct and initial air to air phase prior to air to ground combat phase.
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Looking through these threads, I appreciate what you guys are doing in changing the game, but honestly, it’s not at all the Axis & Allies that I have in my boxes – to balance this game, you are making so many changes that you really should call it a different game. And, balancing units doesn’t balance out territories, so if the problem is the way that the territories connect then you are almost spinning your wheels a little.
After some experience with other games, may I suggest that people take a look at the mechanics of games like New World Order in TripleA and even World At War? Here is why: those games are much more balanced than Global 40. They don’t even really require a bid. There are bombers that cost 14, there are then after 4 turns bombers that cost 12 for some nations (att def move of 4/2/5) and others get them at 18 (5/2/8), and the ones at 18 even give support. What keeps the game in balance is 1) the spacing of the territories and map construction, and 2) the fact that infantry grunts only cost 2, not 3. That is a huge difference in the dark skies strategy, and dare I say that it destroys bomber only purchase strategies against the Russian front. There are more units in these games as well (and it sounds like you are incorporating more units into your mod, so I’d take a look at those too).
Again, this is a different game, but instead of making change after change with little testing (after all, that seems to be how the initial game was developed lol), perhaps looking at those comprehensive mechanics of a different, well-functioning game may help.
Otherwise, I honestly would prefer going back to AAG50 where at least the game was less complex and more balanced. I do still like my actual Europe and Pacific board games tho – very cool when set up. They just don’t seem to be very balanced from a league perspective (and having to bid 25-30 is not balance).
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Why tweak G40 when these other games (New World Order, World At War, etc.) are already out there, with different unit mechanics, etc.? The answer to your query is pretty simple. I don’t like those games; I wanted to like them! I really did. But they just weren’t love at first play (like G40 was).
I love G40. Ever heard that song “I love you. You’re perfect. Now change”? Thats pretty much how it is with G40. After playing vanilla G40 a lot, I (and other G40 devotees) identified a few ways that an already awesome and deeply engrossing game might be made even awesome-er. Some of those ideas ultimately found their way into G40 Balance Mod. Others were tried and discarded. The end-product remains very much recognizable as G40, but with a player community’s firm imprimatur on it.
Even if a majority of the ideas are never implemented in any meaningful way, I think continued discussions about how to improve the game I love are always fun and sometimes even constructive.
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majikforce +20 Allies -VS- dawgoneit Axis majikforce WINS
http://www.axisandallies.org/forums/index.php?topic=36945.120 -
MrRoboto (Axis) defeats StuckTojo (Allies +15)
http://www.axisandallies.org/forums/index.php?topic=37363.60
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Rubioton (Aliies +17) defeats Odonis
Failure to take France in Round 1 doomed this game from the start, but well played by Rubioton!
http://www.axisandallies.org/forums/index.php?topic=37161.new#new
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http://www.axisandallies.org/forums/index.php?board=54.0
Radiant (Axis) defeats Talleyrand19 (Allies)





