China added as independent power. Can’t buy the idea of China building battleships. Even if we use the fiction of a United China, it was far from an industrial power. I much prefer the idea of rival Chinese factions controlled by the USSR and USA respectively.
They cant build those ships unless they spend all their money on a major factory and then spend all their money on the battleship that is more expensive than anybody else and will in fact require 2 turns to do it. Thats 3 turns no builds of infantry…and by that time Japan wins the war in China… THUS that is NEVER done or even CONCEIVED. and we dont want to not allow what potentially could happen… nor do we want to piss of the Chinese.
No Japanese-Soviet non-aggression pact. This is essential if you want a game playing out anything like WWII.
This is true. I have house rules to cover this. Jeff has some too and he will post them.
Major and minor factories. Don’t see the need for this, just limit production to IPC income of the territory.
NO not true its very important because the types of units are limited by them and also that would not solve Germanys problem when they are left to bunker… if the IPC thing was imposed they would be left with more money and no place to build units.
Building factories; using captured complexes. Just both completely wrong. When France was liberated the new French army went back to war using American uniforms, vehicles and equipment. It was more efficient to ship them across the Atlantic from established production lines than re-establish French production.
each turn is 1/2 year in that time it could get back to normal real quick. don’t agree.
Lend-Lease. This seems too powerful, I prefer a more risky transport-IPC-via-convoy system which the Axis can actively intercept.
Yes but the game is not world in flames either . its introductory with a few new ideas.
As I’ve stated many times before I don’t like the non-combat-movement phase. In war ALL movement of war material is a combat move. I would limit this purely to aircraft landing, and train movement.
Thats what it becomes anyway
Different unit costs per nation. I prefer to reflect this in base IPC income levels.
NO because it does not reflect that nations actual ability to raise infantry based on its population . A Russian life is cheaper than a British.
Artillery/AA gun hybrid. No, sir. The principle role of artillery was to soften up land defences, not shoot down aircraft.
Artillery in this game represent all types of which AA guns are a form of Artillery
Tank blitz. Can’t believe Jeff couldn’t come up with something better than the obsolete blitz move from official A&A. As I’ve detailed elsewhere something along the lines of a pass-through move for tanks simulates blitzkreig warfare nicely.
Blitzkreig rule does not work for territories that are as large as entire nations. Perhaps in an operational level game.
Stop-drop transports. Another hangover from ye ancient A&A manual that makes no sense. WHY can’t a transport unload into two territories if able?
They cannot invade two different territories… they can perform bridging however.
Why can’t amphibious assaulting units (or defenders) retreat to sea if they have available transports?
You cant have everything for 100.00 bucks
Order of battle. Can’t find this in the rules, but why not just let the defender choose the order in which combats are resolved? OK, after a few plays most people will dump the battleboard, but simultaneously fighting all adjacent battles must get hard to track, especially when considering pass-throughs. Defender decides first eliminates the flanking attack menace much more simply.
You didn’t read the rules correctly, The attacker is obligated to ask the defender to make retreat first and the defender can also perform partial retreats. This aspect of the game is very good.
Infantry placement seems very powerful; I severely limit this ability with only a few designated depots to be used.
Whats powerful about it? its basically like Revised
It occurs to me that building ships at sea is absurd. Ships should be built at an IC same as any other unit. The NEXT turn you can “launch” the ship into a neighbouring sea zone, together with cargo if applicable, thus simulating the longer build time of warships.
The game does not feature those dreaded 5,000 ports because its assumed that any SZ adjacent from the factory can support a port and launch ships. Ships are only built at factories, while minor factories cant build carriers and battleships. Its much easier than your system.
I agree with Dezrtfish, the pay-money-for-invading-neutrals rule seems like another vestigial leftover from classic. We want neutral armed forces.
The idea of tanks being wiped out by viscious sand dunes and angry mountain ranges is hilarious. Prefer defensive bonuses in combat.