I’d be happy to add a Neutral setup chart. I can probably get to it this weekend.
I like the change and clarification to the submarines and battleships. The repair for battleships is appropriate for a $20 cost.
Komakazi’s are fun as they are without the ability to defend. They are a challenge to position. They were used in our games to play ‘chess’ with the American fleet. While the economics might not look good, the ability of a Komakazi to choose its target is very powerful. I’m not sure any change is needed. I’d have to try the change to be certain. I’ve previously posted that Komakazi’s might be over priced or under powered. I’ve changed my mind since playing the Japanese. :-D
All 5 of us really like the technology development how it is now. Everyone enjoys the roll and watching their country advance. In all other Axis and Allies games we have chosen to play without technology development. Global Conflict is the first game we actually liked the technology development process. In our first game three countries developed a technology by the 5th turn. Two of them were useful, and the players had a fun time adjusting his play around the new development. It is fun advancing the 5 stages to completion for a technology. Once you develop a technology it takes a turn to adjust purchases, then a turn to exploit the technology. This allows all the players time to adjust.
The reason we don’t like technology development in other games is that it can make or break a game with a small roll. A player may choose to ‘bet the game’ on their first technology roll. Here is an example. Say the German player believes he can win the game if he gets super submarines on the first turn. Whether he gets them or not, or even whether he is correct on his thinking or not, the game will be over by turn 2. The German player will ‘bet everything’ on getting super submarines; perhaps by purchasing all submarines on the first turn. If he doesn’t roll super submarines he is screwed. If he gets that 42% chance and develops super submarines he wins. At least he wins if he is correct on the technology being too strong. Or he loses if he was wrong about the technology. Either way the game is over by the second turn. We prefer the strategic play, not the gamble play.
If you do keep the change in technology, you might have to lower the odds of developing a technology a little. As they are, there would be an average of over 2 technologies developed each turn. Thats a lot to digest and might make a radical change in the balance of the game.
I’m not too worried about the change in technology. We can always play with it as is, or we can do what we normally do and play without technology. Global Conflict will still be an awesome game without technology.
I really appreciate all the effort that has gone into making Global Conflict. It shows it the excellent balance and depth of play. I look forward to its evolution.
Craig