Analysis of the Early Game
So after getting resoundingly thumped by our forums’ very own @The_Good_Captain (in roughly half a dozen games) earlier this year, I find myself having another big think about E&W lately.
(One thing I should mention was that we hadn’t yet dug up the Imp Games E&W FAQ while we were playing; probably the most significant rule clarification in there was that aerial retreats are allowed. So that will have an impact if/when I ever get rolling with an opponent again.)
Anyways, what we learned is that is it is very plausible (with the round 0 bonus of 20 IPCs) to have the USSR capture basically all of the frontline territories on round 1:
- Norway (2)
- West Germany (4)
- Greece (2)
- Turkey (3)
- Pakistan (1)
- South Korea (2)
What you end up with is an income tracker like this:
USSR: 62 (+4 more, from China)
WE: 21
UK: 32
US: 41
Since this is a Classic-style IPM game, we can translate this pretty easily into units:
33 inf for the USSR, vs.
- 7 inf for WE
- 9 inf, 1 arm for UK
- 12 inf, 1 arm for US
= 30 ground units for NATO
NATO starts out the game with a sizeable advantage in infantry; even taking into account 10 inf being added in round 0, they’re ahead of the Soviets, 92-70. However, this advantage is largely flattened out through combat on the first round, and by the fact that US and UK are typically going to be producing transports on round 1, rather than landing many units in Eurasia.
Where this starts to tip into imbalance is the fact that the USSR can begin attacking neutrals to increase their economy, right away on round 2. Conversely, it is difficult for NATO to be taking territory away from the USSR by round 2, because they are reliant on transports to do so – in both Siberia and Scandinavia.
I’ll qualify this by saying I haven’t attempted a full-blown Scandinavia focus as NATO in these most recent games (although this is what I’m looking into now.) But with that being said, I’m essentially counting on the aerial retreat rule to tip the balance enough in NATO’s favour, that other house-rules won’t be needed; I’m skeptical that this will be the case.
I think that having some reliability in the round 1 outcomes is important, but it’s becoming clear that maybe the USSR shouldn’t get to win all of the battles. My first instinct is to tinker a bit with the initial setup, but possibly a better starting point is to go back to playing the game without any purchases on round 0, and then slowly start adding a “bid” back in, to see where the numbers fall.
Turkey is probably the hardest nut to crack in the starting setup, and the Soviets using control of the straits to defend their backline has been a cornerstone of the game for the longest time. It’ll be interesting to see if the game still “works,” under a paradigm where the USSR isn’t expected to take Turkey right away. The larger problem is that if every battle on round 1 is a 50/50 proposition between clearing the territory and strafing it, NATO can potentially end up with a lot more air power (i.e. South Korea, Greece, and West Germany) – and that would also throw the balance completely out the window. It might just be time to shake up the status quo.