Hey Baron,
Interesting comments; I’ll try to take them one at a time. I’ve attached a screenshot and saved game of my recent solo playtest – it’s the same setup as before (Alpha 0.2), but with two full rounds played out as best I could.
Victory Cities
I chose 24 victory cities because 20 doesn’t really give you enough cities to cover the globe on the 1942.2 map, and 30 seems excessive to me – you wind up with too many adjacent pairs of victory cities, which bothers me. It’s also a nice, round, easily divisible number. You know you’re winning if you have more than 50% = 12 VCs; you know you are crushing your opponent if you have more than 75% = 18 VCs. It fits neatly. That said, I’m not wedded to 24 VCs. It could be 23 or 25 or 26. I am also happy to make you a copy of the .xml file with whatever VCs you like – just send me your favorite list, and I’ll edit it for you. I am also happy to provide a copy of the .xml file with the exact list of 30 VCs chosen by the G40 redesign committee if I see that there is actually an overlapping community of playtesters who actually want the VCs to be standardized between maps. If it’s just you, me, and Black_Elk working on 1942.2, then I don’t feel much pressure to “standardize” the VCs.
All of that said, I am happy to switch from Warsaw to Ploesti – I was on the fence on that one anyway. I can also see some merit in switching from Ottawa to Rekyavik…Reykyavik is easier to get to for the Germans, and a North Pacific campaign by the Japanese will already pick up the VC in Alaska, so it’s probably safe to make that switch.
I am not going to get rid of Cairo or Rio as victory cities. Because the Dardanelles are open, and because Germany needs all the infantry it can get in Ukraine / Caucasus, and because Britain’s forces are spread out more evenly over Africa, it’s not obvious that Germany can or will take and hold Egypt, so Egypt becomes an interesting territory to count as a victory city. If Germany makes a successful attack on Egypt and then holds Egypt as a stalemate line, that’s worth 1 VC in Africa. If Germany makes a crushing attack on Egypt, follows it up with reinforcements, and penetrates all the way to South Africa, that’s worth 2 VC in Africa. If Germany ignores Egypt in favor of sending everything to Stalingrad, that’s worth 0 VC in Africa.
Similar idea in Rio – the USA should be able to take Brazil without much trouble, but if Britian ignores the Vichy factory in French West Africa, then Germany can eventually snap it up. Same thing if Japan penetrates to New Zealand – from New Zealand, Japan is one sea move away from Argentina, and Argentina is one land move away from Brazil. This means that if Britain abandons the ANZAC region, Japan will be able to continue pressing east from Sydney to Wellington to Panama and/or Brazil, and keep picking up victory cities along the way. Japan’s not likely to actually take Brazil in more than 2% of games, but the fact that they could take it will stop Britain from ahistorically packing up the entire ANZAC armed forces and shipping them to west Africa.
Dieppe Raid / Infantry Depletion
So, I just tested this map for 2 full rounds, and Britain was able to pull off a successful raid on Dieppe, taking NW Europe with 1 surviving tank on the very first turn after attacking with 1 inf, 1 tnk, 2 ftr, 1 tacB, and 1 BB against Germany’s 3 inf, 1 AAA. If you send the Luftwaffe east on G1, you can’t wreck the entire British Atlantic fleet, which means at least one M3 transport is coming for you, and you don’t have enough infantry to take all 3 Barbarossa territories (Baltic, Belorussia, Ukraine) and also guard both France and NW Europe and also leave troops in Italy / Southern Europe so you can make a G2 amphibious attack on Kiev or Cairo.
I made some wild guesses in setting up the Eastern Front, so if you see a way for Germany to accomplish all its objectives in Barbarossa while still guarding the whole Atlantic Wall so firmly that Britain cannot poke a hole in it, please let me know, and I will adjust the starting forces! I enjoy the idea of a Dieppe raid, and my goal is to continue to make a UK1 or UK2 Dieppe Raid plausible (although not necessarily optimal).
Airplane Mix for Germany
I gave Germany 5 starting tactical bombers with only 4 starting fighters on purpose, because Hitler was obsessed with fighter-bombers, and he probably built too many fighter-bombers at the expense of having enough traditional fighters to guarantee air superiority. The 1941-era Luftwaffe was also famous for its Stuka dive-bombers, which provided close tactical air support, much like a tactical bomber. As the new commander starting in 1941, you’re free to reverse that policy and start building fighters if you want, but I wanted to have a historical start.
I also like the idea that Germany’s air force is not optimally deployed for the Barbarossa strike, i.e., if you are willing to wait one turn for your airblitz, you can achieve better fighter / tacB synergy. Germany still has some pretty good synergy for a G1 attack, but it’s not perfect, and I think that fairly reflects Germany’s aggressive timetable for planning and launching Barbarossa only a couple months after finishing up in Norway, Greece and Yugoslavia.
If Germany wants to use its tactical bombers to try to max out the strategic damage on London, that sounds like a totally historically appropriate thing to do in 1941. At worst, Britain takes 16 damage – it can afford to pay that price and still keep fighting, especially if the British Home Fleet survives. Same thing if Germany wants to use the Luftwaffe to max out damage on Russian factories – it’s not that great of a strategy, but it’s historically plausible. Note that strategic bombers cannot reach Moscow from Berlin on G1 because there is nowhere for them to land, so the only way to hit Moscow is to use the tactical bombers, which really are needed against the Russian air force and/or British fleet and/or Russian tank corps. The Vologda factory is also totally out of reach of all German bombers on G1 – even if Germany does max out Russian factory damage in Leningrad, Moscow, and Stalingrad, Russia can spend $8 to fully repair Stalingrad and then spend its remaining $24 on 4 inf, 2 tnk, which is a perfectly sensible purchase.
Solomon / Caroline Islands Campaign
You’re right that in my 1941 setup, there is very little reason for America to contest either the Caroline Islands or the Solomon Islands. I’m mostly OK with that! Japan’s invasion of the Solomon Islands (and New Guinea) was part of a gambit that was intended to cut the supply lines running between Australia and the United States, making it easier for Japan to defend the core of its empire. Frankly, I think that was a dumb strategy on Japan’s part, since they had already decided that they didn’t have enough troops or transports available to invade even part of Australia. If you’re not going to invade or besiege Australia, then what do you care whether they can trade with the United States? Japan was on the clock, racing to find some way to win the war before the United States’ superior industrial capacity could be fully mobilized, and I think the Solomons / Guadalcanal campaign revealed the fact that Japan simply did not have any good ideas for how to do that. Historically, US & ANZAC forces eked out an expensive but decisive victory in the Solomons region, forcing Japan to abandon the area. But even if Japan had won, then what? How would a secure Japanese base in the Solomons have prevented the USA from launching more fully-equipped carriers each year than Japan had in its entire fleet? If I had been commanding Japan’s forces, I would have preferred an invasion of India (to knock Britain out of the war), or Hawaii (to destroy the Allied oil reserves), or Alaska (to gain control of oil fields), or even New Zealand (as a forward staging base with a small enough population to conquer but a large enough economy to be largely self-supporting).
Similarly, I think the US strategy of island hopping through half the islands in the central Pacific was pretty boneheaded, too. With respect for the brave Marines who died on those islands, I just don’t think it was necessary to capture dozens of tiny lumps of rock in the middle of the largest ocean in the world. Capturing one base in the central Pacific to use as a depot for spare parts and as a secure rendezvous point was a good idea. Capturing a second base for redundancy and flexibility was reasonable. But why did America need 30 island bases in the central Pacific? Both sides’ carrier fleets can easily sail around all of those tiny islands if they choose to do so. You don’t get any advantage out of capturing a lump of rock that’s worth the blood and treasure you spend on ferreting out all of that island’s infantry defenders. If I had been commanding the American forces, I would have sailed clockwise to New Zealand, then to southwest Australia, and then sailed north to link up with British Indian forces. It’s a long route, but you can refuel in New Zealand and again in Australia; they have stockpiles of oil and food and spare parts. Alternatively, I would have sailed counter-clockwise to Alaska, along the Aleutian islands that America already controlled, and then sailed southwest to take on supplies in Vladivostok before invading Korea and Manchuria, where Japan was manufacturing supplies that were absolutely vital to its war effort.
All that said, if you want to put a victory city in Truk to symbolize the importance of the naval bases there, that’s fine. Not everyone sees the Pacific campaign the way I do.
New Zealand fighter
No special historical reason. I wanted New Zealand’s armed forces to consist of something more than just 1 infantry, but the New Zealand sea zone isn’t an interesting place for naval units, and the New Zealand land zone is a nearly useless place for Allied land units. Putting a single fighter in New Zealand gives ANZAC a rudimentary air force that can support an Australian expeditionary force, or pick off undefended Japanese transports, or just guard Sydney. Putting the fighter in New Zealand rather than Sydney makes it slightly harder to get the fighter into action, thematically representing the need for ANZAC to mobilize before they’re fully effective.
Changing Territory Values
I actually agree with you that it’s important to not change territory values at this stage of development, so that the game is at least theoretically easy to playtest in face-to-face games. Note that I have only given values to some formerly impassible countries – I have not changed the value of any OOB territory, not even if the OOB value was zero.
Eventually, I am happy to tinker with all of the territory values as needed, and maybe even split a couple of territories in half, but first I would like to do a proof of concept for the M3 cruisers, 1941 setup, and other innovations.
Changing Soviet Infantry into Even More Airplanes
Tactically, yes, it’s possible to carry on swapping out infantry for fighters without wrecking the Barbarossa campaign. In practice, I feel no great urge to give Russia more than 4 starting airplanes (as compared to ZERO airplanes in AA50 1941!). Even if Russia had a large air force in 1941, they didn’t have more fighter squadrons than they had infantry divisions. I don’t want to stack, e.g., the Baltic States with 1 inf, 1 tnk, 2 ftr because that suggests that they had more pilots than riflemen, which is incorrect. I also don’t really care for the strategic effect, which is that Germany becomes forced to launch Barbarossa whether they want to or not.
As I have the map set up currently, Germany can choose whether to attack each of the Baltic States, Belorussia, Ukraine, Archangel, and West Russia. All of the attacks are profitable for Germany, but no one attack is mandatory. If Germany wants to skip one, or two, or maybe even three of those five attacks in order to free up more resources for an attack on Egypt, the Caucasus, or London (or in order to turtle, or in order to support a navy, or in order to go all out building strategic bombers) then Germany is free to do so. The more we replace infantry with planes, though, the more it costs Germany to divert forces away from the mainstream Barbarossa and toward alternative goals.

SF Exp Argo 1941 alpha 0.2 test 1 G3.tsvg