Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUsRe: G40 Balance Mod - Feedback Thread
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This is potentially a real issue for marines.
I’d have to say that I don’t fully understand it for normal transports - I guess the idea is to prevent gamey plays but at least you could be exempt from the need to drop in a hostile land zone when you start in a hostile SZ.
Rules are rules though.
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This is potentially a real issue for marines.
I’d have to say that I don’t fully understand it for normal transports - I guess the idea is to prevent gamey plays but at least you could be exempt from the need to drop in a hostile land zone when you start in a hostile SZ.
Rules are rules though.
Whether you are starting in a hostile zone or not doesn’t change anything. You only have to amphibious assault with the loaded units if they were loaded in that combat phase.
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This is potentially a real issue for marines.
I’d have to say that I don’t fully understand it for normal transports - I guess the idea is to prevent gamey plays but at least you could be exempt from the need to drop in a hostile land zone when you start in a hostile SZ.
Rules are rules though.
Whether you are starting in a hostile zone or not doesn’t change anything. You only have to amphibious assault with the loaded units if they were loaded in that combat phase.
It changes the option to move in the NCM phase - removes it.
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This is potentially a real issue for marines.
I’d have to say that I don’t fully understand it for normal transports - I guess the idea is to prevent gamey plays but at least you could be exempt from the need to drop in a hostile land zone when you start in a hostile SZ.
Rules are rules though.
Whether you are starting in a hostile zone or not doesn’t change anything. You only have to amphibious assault with the loaded units if they were loaded in that combat phase.
It changes the option to move in the NCM phase - removes it.
Yes of course.
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Personally, I’ve been strongly against the Mongolia rules ever since they were introduced. Too complicated, and incongruous with all prior A&A rules. Same reasons I don’t like Vichy rules.
That said, it is kind of pointless to criticize the established and existing rules that everyone is playing unless you’re going to make your own house rules and you have someone who agrees with you.
I could make quite a list of rules I think are ridiculous, but I’ll just leave you with this one, that I never see anyone else complaining about - the way convoy damage is done. It is ridiculous that you can destroy all the income of a territory that is not wholly dependent on income from the sea. Prime example: Zone 101. It is possible to destroy ALL 32 income of EUS and CUS by having warships in Z101. Indeed, it would be possible to destroy 30 IPC’s of income of the USA with a mere 5 submarines. In the vernacular of my area of the country…… that ain’t right
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I understand that the “balanced mod” represents an opportunity to change any previous rules of A&A, but I’m glad that most were left alone. One reason is, it is easier to transition from 2nd edition to BM and back. So it’s good if the Mongolia rules are exactly the same.
I started making my own modification before I ever heard of the balanced mod (and who knows - may even complete it, but the need was drastically reduced with the introduction of this mod) and the convoy rules will be overhauled. Also, to pique your interest, I am looking at returning to 6 playable powers ala AA50 by eliminating ANZAC and France. For one, this was my way of eliminating the problem of the huge disincentive of vanilla to liberate Paris, a problem the BM team took care of with the sacking capitals rule change. For two, ever since P40 was introduced, I’ve thought it ridiculous that ANZAC is a separate playable power from the UK.
Introduction of a “mid” complex that can produce 5 units, adding VC’s to the Pacific and requiring Japan to get 8 VC’s, and more. For you, Simon: https://docs.google.com/spreadsheets/d/1ujxn3r0e5sekcVPS8CbkH3KByB1iVrNJimiwA3e_BiI/edit#gid=7
That is where my work in progress was when I stopped. If people start getting tired of BM from playing it so many times (this happens to every version after a few years) I am likely to complete this project along with the continued help of league players and we might all have a brand new game to play.Keep in mind I haven’t touched this since balanced mod came out, and I would probably immediately make several tweaks to this based on my knowledge and experience of balanced mod
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Can’t say that I can recall ever seeing a convoy roll for either western or eastern USA. Maybe just remove the convoy zones. Would have no effect on the game.
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Sure, but like I said, that was the prime example
Another culprit is Z97. You shouldn’t be able to convoy all of the nation of Italy’s income, nor should you be able to rob Germany of Yugoslavia and Greek income
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Interesting GM. What about SBR? There’s a lot of complexity in all that - too much IMO.
Definitely agree on SZ97 though. Maybe just house rule out that it can affect either northern or southern Italy? I.e. make one of them immune.
Anyway, I still think that nullifying Mongolia on a USSR DOW on Japan is a logical and sensible move that would be better for game play.
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Sure, but like I said, that was the prime example
Another culprit is Z97. You shouldn’t be able to convoy all of the nation of Italy’s income, nor should you be able to rob Germany of Yugoslavia and Greek income
Why? Yugoslavia and Greece drained Axis materiel and manpower… there was no oil or ore to plunder there; just partisans.
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I mean you’re not saying the Axis is that short on net income obviously…
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Sure, but like I said, that was the prime example
Another culprit is Z97. You shouldn’t be able to convoy all of the nation of Italy’s income, nor should you be able to rob Germany of Yugoslavia and Greek income
Why? Yugoslavia and Greece drained Axis materiel and manpower… there was no oil or ore to plunder there; just partisans.
So how does a fleet in Z97 affect anything
You don’t seem to understand my point. The point is Z97 has nothing to do with Germany getting increased income from Greece or Yugoslavia -
Why should you not be able to convoy away all of Italy’s income in the med?
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If a zone has a convoy square it means the territory is economically dependent on sea trade to produce a surplus(PUs)
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Oh, so the United States is dependent on sea trade to produce a surplus?
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If the USA was blockaded on both seaboards, what do you think the economic situation would look like?
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You’re dodging the question that I asked first
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BTW and FYI, this thread has been split off from the balanced mod thread, so no need to be related to BM :-)
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Why should you not be able to convoy away all of Italy’s income in the med?
Because Italy has its own industry and natural resources AFAIK. Or is it more like the UK with industry and few resources?
Re: SZ101, I’m inclined to think that is kind of realistic though. Operation Drumbeat aka second happy time resulted in large losses to the allies, much more than they needed to lose. Technically it was its allies which lost out but that is difficult to model in the game.
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