Great feedback craig. who eventally won?
My group also played the game over memorial day. The axis won a close game, due to japan stalling the amerian navy till it was too late and china was conquered. It was most of the groups first time to play. So i got alot of feedback.
The most popular new unit was the air transport, espically for japan which bought them to secure islands and capture isolated and less defended territories in the pacific and asia.
The least popular rule was supply tokens. My group complained that it took longer than IPC, which i agree with. They said the amount of extra time planning your purchases early was intresting, but not intresting enought to justify this new rule. I disagree.
Your concern on rockets is justified. The rule should be per territory, not per rocket. I will fix that in the rulebook.
As for russia taking over ships it is not possible, as the rules say “maroon territory” sea zones are not maroon, nor are they ever refered to as territories. Sorry. This item isnt crucial, so make a house rule if you like. On a side note i will be revising the soviet optional rule to make them capable of only taking over one unit total per turn, as america sent far too many fighters into russia eventually outnumbering the germany’s air force.
As for komakazi’s sinking aircraft carriers, planes have one space to land, just like if they were sunk under any other circumsatnce. Actually dollar for dollar, komakizis should only target battleships, aircraft carriers, and loaded transports.
As for supply route rules. It can make a difference. partically if germany decides to do a uboat campaign, as it did in our game. Since uk was completely isolated for a few turns it could only spend 8 ipcs in england proper. this was a major headache for the brits as you imagine.
hong kong aa guns defend on a 1 fist round. good question.
As for simitanious play we found that it was slower on the first round then speed up after that. Our game took us 6 hours which was quite a feet for this size of game.
one other thing. the convoy rule will be changed so that you only have to begin your turn with a transport to collect income from it. we found the keeping track of a transports was a bit confusing, so we will be simplfying the rule a bit. This will give a slight edge to the allies, but we figure it will even out with limiting russia unit take over rule to one unit per turn.
thanks for all the comments, questions, and suggestions.