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    Posts made by Argothair

    • RE: G40 Redesign (currently taking suggestions)

      I kind of like the idea of an anti-aircraft cruiser. I would like to think more about how cruisers are supposed to fit into the rock-paper-scissor dynamic.

      Without the cruiser, you have something like this:

      CV + Ftr > BB
      BB > DD
      DD > SS
      SS > CV + Ftr

      As I understand it, the theory is supposed to be that carrier groups beat battleships, because the planes are cheaper, faster, and more versatile than battleships. Battleships beat destroyers, because they can soak up extra hits for more cost-effective kills. Destroyers beat submarines, because they cancel submarines’ special abilities. Submarines beat carrier groups, because they can sink the carriers and leave planes with nowhere to land.

      There are two main holes in this theory: (1) battleships cost too much, so a group of destroyers will beat a similarly-costed group of battleships, and (2) submarines are too cheap, so a group of submarines will beat a similarly-costed group of destroyers, which is obnoxious because destroyers are supposed to be submarine-destroyers but they lose to submarines in a fair fight. I think you could probably fix both of those problems just by dropping the price of a BB and raising the price of an SS. It doesn’t require major surgery.

      Then you add in the cruiser, either with or without a specialized anti-aircraft ability. Where do cruisers fit into all of this? Do we expect to see players building fleets with only BB + CA + DD to try to take control of the seas, moving in against carrier groups with impunity? Do we expect to see carrier groups adding in a CA or two for extra defense against enemy carrier groups? The historical role of a cruiser was to help protect merchant vessels near distant colonies / allies where the limited volume of trade didn’t justify dispatching even a single battleship, or where the extra fuel cost of sending an armored ship around the world was too expensive. Do we expect to see some countries (or some factories) building cruisers and other countries building battleships? It’s very hard on the A&A board to get the incentives right so that both ships are potentially optimal, depending on the situation. We also have the problem that we have limited data about what the costs should be, because the OOB cost means you should almost never build a BB and definitely never build a CA.

      posted in House Rules
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      Argothair
    • RE: Going All out Hitler…

      Are you really gaining a tempo against Russia if you activate Russia on G1? Sure, you might be one territory further ahead to start off with, but if you have to retreat at a faster pace because your infantry are overextended, then you eventually lose at least one tempo. Even if your stack near Ukraine is totally safe on R1 and reasonably safe on R2, it’s not clear to me that on, e.g., G5, the expected German front line will be in a different place than it normally would after a more conservative Sea Lion opening. The extra income you gain by briefly occupying a bit more Soviet territory is probably balanced by Russia getting to collect its “at war” national objectives that much faster.

      I think if you tried this “all out Hitler” strategy against me, I would respond by moderately reinforcing the UK (something like 3 inf, 1 ftr), spending the rest of the UK / UK Pacific builds on building up the Middle East (at least one mIC in Egypt / Iraq / Persia), leaving the Siberian infantry in the far east, and then building a large Atlantic invasion fleet as the USA. If you go for Sea Lion, it’s going to be incredibly expensive for Germany (because UK built some defense and Germany left some tanks/planes behind when attacking Paris), and Germany likely won’t survive the US counterattack. If you don’t go for Sea Lion, your AC + 2 transports are out of position to defend Italy, and the USA fleet in the Atlantic takes Italy with support from the UK presence in the Mideast.

      Sea Lion is such a ‘tight’ strategy for the Germans that you really need all available forces to make it work – it’s great if you pull it off well, but if you fail to take London on your first try, or if you take London but lose half your tanks and planes in the process, then you’re boned. I agree with you that there are some promising opportunities in the east on G1, but even though you can easily win some TUV on those battles, I still don’t think it’s worth splitting up your forces.

      posted in Axis & Allies Global 1940
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      Argothair
    • RE: G40 Redesign (currently taking suggestions)

      Just checking in to ask a couple of project-management questions:

      1. How long do we want to spend brainstorming ideas before we start picking a few of them to implement? A week? A month? A year?

      2. Once we have a definite list of the features we’re looking for, are we going to try to assign the design of specific features to individual people? To separate threads? Or are we just going to keep hacking away at the overall project as a group in this thread, even if it takes a thousand posts?

      posted in House Rules
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      Argothair
    • RE: German IC in Romania

      The sea assault is also slower than it looks – if you build a factory on G1, and a navy on G2, you still can’t get your troops to Ukraine / Caucasus any faster than G3, which means you can’t take the factory in Volgograd before G4.

      Even if you’re just marching overland as normal, you can get to Eastern Poland / Bessarabia on G1, Ukraine on G2, Rostov on G3, and Volgograd on G4. The navy gives you a bit of tactical flexibility, but it doesn’t give you any extra speed, and it’s wicked expensive.

      If you have extra Italian boats in the Med because the British refused to attack there or something like that, I could see the Italians diverting a transport and a destroyer to the Black Sea to have some fun and do some can-opening for German tanks, but a German Black Sea navy is a huge waste of time – and I say this as someone who thinks a factory in Romania can make sense as a way to get some closer infantry!

      posted in Axis & Allies Global 1940
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      Argothair
    • RE: G40 Redesign (currently taking suggestions)

      Good comments, Black_Elk – if that’s what you can toss out when you’re zonked from work, then I look forward to seeing what comes out when you’re well-rested!

      A very brief note re: the Central Pacific island-hopping campaign – one of the most fascinating essays I’ve read about WW2 suggests that the island-hopping was a major strategic error for both sides, and that either Japan or the USA could have (but failed to) gain a big advantage by ignoring the islands and striking directly at the enemy’s main carrier fleet.

      http://www.amazon.com/Mahan-Ran-Great-Pacific-War/dp/0253351057

      I would like to see more focus on the Central Pacific islands, but it is interesting for me to see all the ways that players can fight over the Pacific half of the map without going through the Marianas and Carolines.

      posted in House Rules
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      Argothair
    • RE: G40 Redesign (currently taking suggestions)

      Ha-HA! Good points and very well written… thank you for not taking me too seriously…  cool

      Thanks! You too. I’m having fun here. :-)

      This is where we are deviating more artificially than I like. To manipulate Axis or Ally motivations in a decidedly ahistorical fashion begins to stretch the game away from its purpose as a historical game.

      Mostly that’s fine – different A&A players will put different weights on the historical accuracy vs. the strategic complexity of the game. I tend to lean a little heavy on the strategy, it sounds like you tend to lean a little heavy on the accuracy, but both are part of what makes the game fun for all of us.

      My only real pushback here is that part of why Japan didn’t invade Moscow in the actual war is that the logistical challenge of crossing 4,000 miles of unpaved frozen swamps while dodging potshots from hostile militia and trying to either forage for juniper berries or bring your food with you on the back of a donkey or something is just ridiculous. The American army in 1945, with endless tin cans full of pork’n’beans, countless department stores full of fur coats, and an unlimited supply of light trucks and trained engineers, probably couldn’t have gotten anywhere Moscow if they had to march from Vladivostok. The Japanese army in 1942, with light rations of rice, and a major gasoline shortage, would have been lucky to make it to Irksutsk. We’re talking about terrain that’s so hostile that locals could probably hold their ground even while outnumbered 10:1 – if you think Hitler had trouble with the (European) Russian winter at the gates of Stalingrad, imagine Hirohito trying to take ground in Siberia when the temperature is forty below before the windchill.

      Can we simulate any of that with house rules? If not, then I can forgive a bit of artificial tinkering with Axis motivations in the name of tweaking the motivations back toward reality, i.e., away from an unhealthy obsession with an unrealistic plan for invading Moscow at speed across the Siberian plain.

      Giving the French player the option of attacking may not actually be a completely bad thing; mostly because I think that it would quickly be apparent that doing so would be a worse move than simply waiting for the Germans to com get you.

      So you do see the comedy angle there! I’m not trying to turn France into some kind of global superpower; I just want them to have a decision or two to make.

      And having them as respective parts of larger Powers (ex. Britain-India-Anzac and USA-China) could pose major problems. The USA could concievably “control” China, but can you imagine G40 China being played the same was as it was in A&A Revised or the smaller global versions??? The US could build freaking industrial complexes there and throw their money there!! (Obviously, I assume this would be slightly amended). But more to the point, Britain controlling India and Anzac under one turn and one pool of money could throw things way off the historical track. Can you imagine Britain dumping 40 IPCs into India? They could do it and just ferry loads of tanks up into the Soviet Union or China.

      Well, we routinely see Japan cranking out lots of tanks in Manchuria, Singapore, etc. – is that realistic? I didn’t think they had those kinds of factories; I was under the impression that Japan was stripping mainland Asia for iron, coal, rubber, etc. and doing their manufacturing on the Japanese home islands. There are not a lot of 2-ipc territories in China for the US to build complexes in, and it would be easy enough to rule that they would have to be minor complexes. If you treat China as a pro-Allied neutral, the USA still has the problem of how do they get to China to activate it – from the Philippines? It’s not something that would really kick in until America has already cleared a sea lane and a Chinese port, and once the US has open sea lanes, I see no reason why they couldn’t have shipped over some engineers and machine tools to crank up a bit of local Chinese production if they wanted to spend the money on doing so.

      As for 40+ IPC of British Indian tanks, I’m really not convinced it’s optimal – even with tanks, you’re still a full three turns from Moscow. If Britain has that kind of cash to throw around, I’d rather build tanks in Scotland and shuck them to Archangel, where they’re only one turn from Moscow. Or, you know, build fighters, which can transport themselves. If you’re really concerned about it, you can change the rule that limits major industrial complexes to “original territories” so that instead major ICs are limited to “metropolitan territories,” i.e., not in the colonies.

      They are less quantifiable things, but they are reasons why, even though very French, Quebec is not Paris and Ottawa is not London. What good is your political capital really if all your people are separated from you under enemy occupation?

      It depends how much time you have to evacuate, I guess. Maybe you should be required to declare a capital move before your capital actually gets conquered, otherwise you can’t move your capital.

      But to talk about “all your people” being separated is an exaggeration: the UK had about 40 million people in 1940, compared to 10 million in Canada, 10 million in South Africa, 7 million in Australia, and 2 million in New Zealand. If you evacuate not just the members of Parliament, but also some of your best scientists, engineers, artists, and entrepreneurs, and you also bring along financial records from your major banks, and your gold reserves, and your oil reserves, and your machine tools, then it’s going to suck to have to leave behind most of your population, but it’s certainly not going to end your economy or make your productive capacity insignificant. Ottawa isn’t London, but it isn’t chopped liver, either.

      posted in House Rules
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      Argothair
    • RE: Vichy France - Global 1940

      You have a lot of creative ideas in there, and I like the way you’re thinking about the game. I have several questions for you, but they’re more about implementation than anything else; I like your overall ideas.

      1. What does it mean for the Free French to have “a government set up in London?” Can they build units there? If Germany occupies London, do they loot the Free French treasury? With 4 IPCs / turn in London, will any new Free French recruited during the game typically do anything other than garrison London? It seems like it’s hardly worth a pair of British transports and an escort to get, e.g., 2 French inf + 2 French art into the action, because they can’t attack jointly with the British, but on the other hand if you save up for a French transport and French escort, then you’re talking turn 10+ before the Free French start landing troops on the front lines.

      2. What happens to the French navy?

      3. What happens if Germany (or Italy) invades and conquers Southern France before invading Normandy, or, for that matter, before invading Paris?

      4. Even if the Vichy troops stay loyal 50% of the time, i.e., on a roll of 3 or less, why would Germany bother to build them? Wouldn’t Germany be just as happy leaving southern France empty?

      5. Do you really want to make it impossible for Hitler to invade France before the Allies land in Morocco? What if the Allies ignore north Africa – is Germany just stuck with a whole bunch of neutralish French territory on his doorstep for the entire game?

      6. Have you tested the impact of Vichy on Sea Lion? Does Germany wind up with noticeably more troops in Normandy that can be used to invade London on G2/G3, or is Sea Lion still balanced?

      posted in House Rules
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      Argothair
    • RE: G40 Redesign (currently taking suggestions)

      LHoffman, thanks for engaging with my ideas in so much detail. It’s good to get this stuff out in the open.

      I cannot speak for anyone else, but my motivation in attacking Russia with Japan is not to get money from Moscow; it is to win the game. The easiest and most reliable way for the Axis to win the game is for Germany and Japan to jointly pressure the USSR and head for Moscow. If the Axis can eliminate the most reachable major Ally, and the only one on the Euro-Asian land mass, they become very, very difficult, if not impossible for the Allies to beat.

      I have two questions here: (1) do we want the Axis to become virtually impossible to beat after they capture Moscow? (2) do we want there to be other ways for the Axis to become virtually impossible to beat, e.g., capturing London, or capturing India, or capturing Hawaii, or capturing Brazil?

      If your answers are yes to (1) and no to (2), then the race to Moscow really is inevitable, and there’s just nothing we can do about that – if you give a player one goal that’s obviously more useful than the other goals, then of course that’s what they’ll try to do. Personally, I find having only a single major goal boring, and not worth the 10+ hour investment required to play a game like G40, but if you enjoy it, that’s fine.

      If your answer is no to (1), then we need to work on giving the Allies at least one plausible base from which to fight for Eurasia that works even if Moscow falls. That could be a Russian base, like a factory and secondary capital in the Urals or Kazakhstan or Amur, or it could be a non-Russian base, like India, Persia, Egypt, Turkey, Yugoslavia, Greece, Italy, or Norway.

      If your answer is yes to (2), then we need to work on giving the Axis exciting goals that can lock down the game for them other than conquering Moscow. The most obvious option is probably changing the starting units so that Germany has a chance to take and hold London if it makes that its top priority. Another option is to bring more of South America into play and providing starting naval bases in, e.g., Chile, Argentina, New Zealand, and Morocco, that shorten the width of the south Pacific (so that moving southwest into Africa / South America / ANZAC becomes a more realistic strategy for economic victory). A third option is to loosen the restrictions on building on island territories, so that if Japan takes Hawaii it has a chance to continue on to Alaska, Mexico, and Panama without losing too much momentum.

      As far as France, China, and ANZAC, I think most of the boost they need is just a chance to go before their respective Axis opponents. France should go before Germany, and China and ANZAC should go before Japan.

      How is this a good idea? Or historically accurate?

      It’s a good idea because there’s no point in setting up the blue pieces only to mechanically wipe them off the board on turn 1 before anyone gets to move them or choose how they’re arranged. You may as well use neutral white pieces if France literally never gets to issue orders to the troops in metropolitan France. Having one turn to set up a French defense after your own stylistic preferences, even if the defense is ultimately doomed, is way more fun than having zero turns to set up the defense and watching the French pieces get picked off in exactly the same way game after game.

      In terms of game balance, as we’ve discussed on other threads in House Rules recently, there’s no need to give France all of the same starting units – if you want to nerf France a bit to make up for its turn order advantage, you can. Another option is to give France only a noncombat move on its first turn, so that it can’t attack Italy. Personally, I would prefer to have Italy be neutral (!) on turn 1 and not get activated until turn 2 unless Britain or France attack it. That way, France can attack Northern Italy if it wants, but it brings Italy into the war a turn earlier, so that’s a gambit at best for the Allies.

      In terms of history, check out the Saar Offensive on Wikipedia – it’s a little known fact that after Germany invaded Poland, France responded by invading Germany, without waiting for Germany or Italy to invade France. They didn’t get very far, but there’s no special reason why the French couldn’t have attacked harder or done better in their opening attack.

      I understand that sometimes the historical aspect must be slightly compromised for balanced gameplay, but your reasoning is purely emotional. I would propose the ability for China to somehow obtain a second fighter if the first is destroyed. For instance, the USA or Britain flying one of theirs to China and having it then belong to China. This isn’t the same as your fun idea, but it gives China a second chance at more diverse firepower.

      I’m not emotionally worked up about China having a second fighter; it’s not like I’m Chinese-American or something like that. I just think it makes for better gameplay, for the reasons Black Elk was pointing out: with 12 territories in play, it’s boring to have to pick only one of them in which to attack. I wouldn’t mind if the second Chinese fighter had to come from some kind of American lend-lease, e.g., you start with a fighter in the Philippines, and you can send it to China, where it becomes Chinese, or retreat it to Hawaii, where it remains American. However, I think restricting the gift of a second fighter to situations where the first fighter has already been killed is far too weak: the point isn’t to ensure that China keeps its fighter (generally not too hard, because the fighter can keep landing in safe territories and Japan doesn’t have many AA guns to work with in China), the point is to give China the interesting decision of whether to make one attack or two attacks per turn.

      Even though Axis and Allies G40 technically has 9 or 10 independently playable powers does not mean that they all should be played independently or that they should be played with the expectation of having similar amounts of action or import to gameplay.

      I strongly disagree. If you don’t want 9+ playable powers, don’t have them: nothing wrong with a game that has Germany, Italy, Japan, USSR, UK, USA, and a bunch of neutrals. If you treat the Australians and the Chinese as pro-Allied neutrals, the game can work just fine. On the other hand, if you have 9+ playable powers, you have to make them freaking playable! Adding extra player powers that don’t actually get to play is a waste of expensive chrome, a waste of setup time, a waste of brainpower spent thinking about a more complicated turn order, and a trap for the unwary: even if you and your friends know that the minor powers aren’t supposed to be interesting, there will always be newbies who reasonably assume that the designers wouldn’t have put a country like France in the box and the rules unless France was meant to be playable, and those newbies are going to be bored stiff. As G40 stands, you could give France, China, UK Pacific, and ANZAC all to the same player, and he’d still have way less fun than the guy playing even a medium-sized power like UK Europe. That’s crazy.

      I am just against a secondary capital rule as a general practice. To me, it would make the game a little more convoluted and, ultimately, I don’t think it would mean very much. Once you go to a secondary capital your whole objective will still be to re-take your original capital. Being able to collect your remaining income and spend it (if able) will likely just delay the inevitable (defeat) in many cases.

      I don’t see why everyone working out of a secondary capital will be obsessed with recapturing their original capital. As, e.g., the Free French, I might be perfectly willing to work on retaking French North Africa, or Trans-Jordan, or just on supporting an attack on Italy. As a British player operating out of Ottawa or Calcutta, I might be perfectly willing to let the Germans hang on to London for a few turns in favor of a strategic bombing campaign that helps the Russians take Berlin.

      Also, I think having a meaningful ability to build units after the fall of your capital will change the point at which players abandon their capitals. Right now, players hold on to their capitals until it becomes abundantly clear that their entire army will be handily wiped out if they try to hold it. By the time Germany has 60+ troops adjacent to Moscow, the Russians barely have any territories left besides Moscow, so the best the Russians can hope for is a wandering nomadic horde that holds one territory at a time. On the other hand, if Russia had the option to fall back to a more defensible position, maybe they would take advantage of that opportunity and therefore be able to trade/hold more territory. A Russian stack holding at Omsk could reunite the Siberian and European armies faster and would be stronger relative to the invading German and Japanese forces. A Russian capital at Omsk wouldn’t have a huge income, but it could reasonably trade and deadzone for 15+ IPCs for a few turns, which could be interesting. I don’t see that as “delaying the inevitable defeat,” because if the Germans or the Japanese have to pull their stack back to defend their own capital, then the Russians could increase their income and sustain themselves indefinitely, whether or not they recapture Moscow.

      That said, I’m not wedded to the idea of secondary capitals per se – what’s important to me is that powers have a way to place units after their original capital is lost. I could live with the infantry-spawn idea.

      posted in House Rules
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      Argothair
    • RE: Poll: Managing Neutrality in 1939

      That sounds really cool – I like the idea of subtle influence, and I like the idea of a 10-point scale.

      I would break the scale down this way:

      | 0 chips | Allied-controlled | Place an Allied control marker on the territory and activate its garrison for the Allies; it now counts as Allied territory. |
      | 1-3 chips | pro-Allied neutral | Allows Allies to overfly or pass through but not to occupy; ignores Allied attacks on pro-Axis neutrals but otherwise offended by attacks on neutrals |
      | 4-6 chips | true neutral | Does not allow passage; offended by attacks on any neutrals |
      | 8-9 chips | pro-Axis neutral | Allows Axis to overfly or pass through but not to occupy; ignores Axis attacks on pro-Allied neutrals but otherwise offended by attacks on neutrals |
      | 10 chips | Axis-controlled | Place an Axis control marker on the territory and activate its garrison for the Axis; it now counts as Axis territory. |

      Except as specified above, whenever you attack a neutral territory, other neutral countries are offended and shift 1 chip toward your opponent. If the neutral territory shares a national language with the victim (e.g. Spain and Argentina, Brazil and Portugal, Romania and Bessarabia), it is very offended, and shifts 3 chips toward your opponent. Attempting to occupy a neutral country counts as an attack on a neutral territory.

      During the purchasing phase, you may purchase diplomats; diplomats have attack 0, defense 0, non-combat movement 1, cost 5, and may be carried on transports as if they were infantry. You may send your diplomat to enter a neutral territory during non-combat. If you do, remove the diplomat from the board and shift the territory 1 chips toward your allegiance. If you have more combat units adjacent to the territory than the number of infantry in the territory’s garrison, shift the territory’s allegiance an additional 1 chip toward your allegiance, for a total of 2 chips. You cannot send more than one diplomat into the same territory during the same turn.

      posted in House Rules
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      Argothair
    • RE: G40 Redesign (currently taking suggestions)

      I’m a big fan of regularkid’s national objectives; they sound promising. I also like the idea of a rail base or army base, although I think the rail base idea needs a little more work. It might make sense to have the rail base give infantry and artillery a movement bonus on non-combat – e.g., up to 3 ground units that start in the territory with the rail base can move up to 3 territories (instead of 1 territory) during non-combat, if and only if the rail base is operational. I don’t like the idea of having army bases cause infantry to be instantly transported, overseas, from factories to the front lines – it’s hard enough to get an effective naval blockade going in A&A without opponents having the option to build bases that magically ignore your submarines.

      I agree with BlackElk that a major objective for the redesign has to be improving the ‘fun factor’ of France, China, and ANZAC while making the blitz-to-Moscow-with-mechanized infantry-and-planes less of a dominant/mandatory strategy for Japan. I’d also suggest that Italy’s experience needs to be made less variable – it’s not that Italy is overpowered or underpowered, but some games it sits around doing very little, and other games it takes over the bloody Southern Hemisphere. Often this has little to do with the Italian player’s choices; it’s just a matter of whether Germany wants to attack London and whether the USA wants to reinforce Africa.

      So – how to do that? How can France, China, and ANZAC all be given extra strength while nerfing one of Japan’s best strategies and getting Italy to be more ‘average’, without turning the redesign into a hopelessly Allied-friendly map?

      For starters, it’s not going to make sense to keep Japan away from Moscow by nerfing Japan – you can’t nerf Japan and buff three of the Allies and still have a balanced game. Instead, I suggest my trusty stand-by of making capitals less tasty: instead of wrecking your whole economy forever, losing a capital should be a noticeable but recoverable defeat. This might mean losing one turn of production, it might mean shifting to a backup capital, it might mean losing half your treasury – but it cannot and should not mean a total loss of your ability to deploy new units. This should free Japan to expand in a variety of directions as called for by the individual game situation, instead of always being drawn to Moscow like some kind of experimental supermagnet.

      As far as regulating Italy, I suggest two plans: first, separate the Italian fleet from the British fleet a little bit, so that Britain can’t unilaterally decide that the fleets should wipe each other out on turn 1. Maybe put a blocking Italian destroyer in the way, or even give Italy a spot in the turn order before Britain and give Britain a blocking destroyer. A bit of naval brinksmanship is one thing, but considering how long the British and Italian fleets spent avoiding a direct engagement in the actual war (years), it’s both unfun and ahistorical to have a starting setup that strongly encourages sinking every dang boat in the Mediterranean on turn 1. Second, beef up South Africa – give it both a starting minor industrial complex and a starting garrison of 4-5 units. It’s one thing for Italy to build up some momentum and become a major player in and around the Mediterranean and Red Seas – that was its goal, and if all went well, it could have happened. It’s another thing to have Italy parading around Antarctica like some kind of global superpower. They didn’t have the population, the supply chain, or the ideology to make anything like that happen, and having a strong British base in South Africa should help flatten out the upper end of Italy’s curve without immediately stopping Italy from making early gains in North Africa.

      As far as France, China, and ANZAC, I think most of the boost they need is just a chance to go before their respective Axis opponents. France should go before Germany, and China and ANZAC should go before Japan. I’d also support giving China a second fighter. It’s ahistorical, but it’s boring for China to be essentially limited to one weak attack per turn just because they only had 60 operational fighters, or whatever. It’s much more interesting for China to get two fighters and to have to choose between one strong attack or two weaker attacks per turn. That should get us 90% of the way there – we can tweak the national objectives. Finally, as I’ve written on other posts, France really needs a territory that it can use as a backup capital / factory site after Paris falls. It’s ridiculous to model France as an independent player and then lock France out of participating meaningfully in 90% of games after turn 1 or 2. The Free French are a fun, exciting, historical part of World War II, and we’ve gotta make some room for them. If we don’t put the French backup capital in Quebec because of concerns about historical accuracy, then it should go in the West Indies, French West Africa, or French Equatorial Africa. I don’t like the idea of the French backup capital being in London, because it undercuts the idea of the Free French as an independent player. As a disclaimer, neither me nor any of my close friends or family have any French ancestry – I could give two hoots about the French on a personal level, I just think that as a matter of good game design, having an independent French player demands having an independent French backup capital.

      posted in House Rules
      A
      Argothair
    • RE: Poll: Managing Neutrality in 1939

      I’m not sure, knp7765. A free Czechoslovakia would make things marginally harder for Germany if it was treated as neutral, and moderately harder for Germany if it was treated as part of the Allied coalition. I’m not wedded to having Czechoslovakia either free or occupied at the start of the game; it’s the kind of detail I could see going either way depending on what the overall mechanic for neutrality is.

      Can you think of other countries whose political or military stance changed significantly between January 1939 and December 1939?

      posted in House Rules
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      Argothair
    • RE: Quick question

      Black_Elk is right about the rules.

      In terms of strategy, yeah, you’re quite likely to wind up damaging your own factory! That’s why it’s almost always better to send the bomber to attack a capital, rather than send it to bomb a capital. The bomber will be a big help in almost any battle. If you’re trying to take a capital and have a huge battle, you want to give yourself every edge you can – it’s no time for hedging your bets.

      posted in Axis & Allies 1942 2nd Edition
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      Argothair
    • Poll: Managing Neutrality in 1939

      I’m working on a new edition of 1939 with a much smaller, simpler map than HBG, and I’m interested in suggestions for how people would manage the way minor allies enter the war. In January 1939, almost all of Europe was arguably ‘neutral’ – France, Norway, Benelux, Italy, Czechoslovakia, Poland, the Baltics, Yugoslavia, Greece, Spain, Portugal, and Turkey were all still hoping or trying to stay out of the war. They certainly weren’t attacking anybody yet. So how do you decide when these countries join the war? If all the countries are free to gang up on Germany immediately, then Germany doesn’t stand a chance. But if all the countries have to wait while they get picked off one at a time, then there’s very little strategy during 1939 – it’s boring to watch Germany effortlessly gobble up small victims who can’t fight back, and so you may as well start in 1940.

      I’ve listed a few solutions in the poll, and I invite you to suggest your own! For simplicity, please assume that any option can be as random or non-random as you like. E.g., Option 1 could say “Russia enters the war on turn 4” or “Russia rolls 2d6 and enters the war on a roll of 9 or better” or “Russia rolls 1d6, adds the die roll to the turn number, and enters the war on a total of 9 or better.” They’re all based on the same basic idea, which is bringing countries into the war based on how many turns have gone by.

      posted in House Rules
      A
      Argothair
    • RE: 1942.2 New NAP, Soviet Japanese Non Aggression Pact

      I admit that the idea of the Americans rushing to fly fighters through Buryatia on the opening turns before the Russian pocket there collapses is dramatic and entertaining – I could see that being a lot of fun.

      As Flashman points out, though, having a bombing base in Buryatia kills the American motivation to capture the Pacific islands, and it’s also profoundly weird to have America bombing Japan from Russian territory while Japan dutifully honors a non-aggression pact with Russia.

      Worse, guaranteeing the Siberian income to the Russians on R1, R2, and R3 would pretty neatly remove the reason for Russia to leave more than one or two infantry in Asia. Under the OOB rules, there’s something of an interesting tradeoff – you can assign your Siberian infantry to guard your Asian income, generating a total of about 6 IPCs that you can use to buy 2 new infantry in Moscow during R2 and R3, or you can retreat the Siberian infantry to Moscow, resulting in about 5 ‘new’ infantry walking into Moscow on R4 and R5. It’s a classic “get some now or get more later” problem. With the Chinese-triggered Japanese/Russian NAP house rule, leaving your Siberian infantry in Siberia doesn’t generate those extra 6 IPCs until turns R4 and R5, which are the same turns that the infantry could just arrive in Moscow. What used to be an interesting decision now becomes an obvious choice: you should always retreat the Siberian troops immediately, because the troops themselves are twice as valuable as the territory they protect, and they can arrive on the German front at about the same time.

      Honestly, I have little enthusiasm for the idea of indirectly simulating the Japanese army’s overcommittment in central China via a house rule that prevents the Japanese from attacking America, China, and Russia simultaneously. I would prefer to just to directly limit the size of the Japanese army so that if they try to make all three of those attacks in the opening rounds, they are likely to be defeated! Japan starts with enough infantry in China to handily eliminate the Allied forces in the region even if the Japanese never send in any reinforcements at all, plus they start with two transports’ worth of reinforcements already sitting in Japan, plus another two transports’ worth of reinforcements conveniently located on nearby islands. That’s just overkill.

      An ideal starting setup would give the Japanese enough starting ground troops in east Asia to hold a stalemate (probably something like a total of 6 inf, 1 art, 2 ftr), where neither side can conquer the other’s territory, plus enough reinforcements on Japan and its island territories to launch one major invasion on J1 (probably a total of about 2 inf, 1 tnk, 1 bomber). That way Japan can easily win on one front, and can choose to build additional transport and ground troops that will let it win on a second front, but Japan will be unable to both build and deliver winning strike forces to Russia, China, and India in the opening – not because of an artificial house rule, but just as a natural consequence of the starting setup and the size of Japan’s economy.

      To preserve game balance, Japan could be given additional warships that make it harder for the Americans to beat down their door – although I’ve never heard anyone complaining that KJF is too easy! If nerfing the Japanese ground forces tilts the game too heavily in favor of the Allies, then I would prefer to give the Germans additional warships, or to simply give the Axis a flexible bid.

      posted in House Rules
      A
      Argothair
    • RE: 1942.2 New NAP, Soviet Japanese Non Aggression Pact

      I very much like the idea of a United Front rondel for the Chinese – it’s accurate, it’s diplomatic, and it’s fair. I apologize for injecting politics into a discussion about house rules, but I disapprove of using the Communist rondel across all of China. It feels wrong to me, like it’s erasing the Nationalists from history.

      I realize the Chinese Nationalists weren’t exactly paragons of ethics and liberalism, but Mao and his followers wound up murdering millions of their own people, often even when those people were trying to mind their own business and stay out of politics. You could be killed for having the wrong occupation, the wrong education, or the wrong relatives. The Chinese have backed off of these policies, obviously, but to my knowledge they still treat Mao as a national hero, and it is illegal on the Chinese mainland for ordinary citizens to criticize Mao in any way.

      If the Vichy French regime were still in power, I wouldn’t put a Vichy rondel on Paris to appease the French marketplace, and with respect for anyone who may disagree, I feel the same way about Communist China.

      posted in House Rules
      A
      Argothair
    • RE: German IC in Romania

      It depends how many inf you’re building and how long you expect the game to go, I guess. There’s no such thing as mechanized artillery, so having ten production slots lets you swap out something like 7 inf, 3 art for 7 mech, 3 tank – a savings of $13 each time you do it. At that rate, you’ll make your money back in three turns; it seems likely that you’ll want at least three turns of ground troops heading east, so it’s not a bad deal. Of course, the slower troops will be kind of stuck once you get to Moscow, but you need to leave some infantry there anyway to garrison the thing – so once you take the capital, you can leave your Romanian infantry on garrison duty and bring your German tanks back home.

      posted in Axis & Allies Global 1940
      A
      Argothair
    • RE: Reimagined 1942.2 Setup Charts

      And the phrase “all of the various defensive weapons used in WW2” opens things up even further, since just about any offensive weapon can be used in a defensive role, depending on the context.

      Maybe my language was a little sloppy in that part of the description. You know much more than I do about the armaments – consider “bazooka” shorthand for bazookas, katyushas, flugzeugs, and anti-tank guns. The common theme is that you’ve got moderately priced, medium-tech weapons that are primarily designed to blow up larger, more sophisticated, more expensive vehicles.

      I grant you that’s still quite a broad category, but I don’t think it’s much worse than lumping together every kind of tank or lumping together every kind of fighter used during the course of the whole war by every side. A bazooka and a katyusha aren’t that much more different from each other than a Japanese Zero wooden long-range carrier-launched biplane fighter is from a Gloster Meteor metal jet short-range interception fighter.

      posted in House Rules
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      Argothair
    • RE: Reimagined 1942.2 Setup Charts

      Last chart

      Argo’s American Setup.pdf

      posted in House Rules
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      Argothair
    • RE: Reimagined 1942.2 Setup Charts

      More charts

      Argo’s Japanese Setup.pdf
      Argo’s British Setup.pdf

      posted in House Rules
      A
      Argothair
    • Reimagined 1942.2 Setup Charts

      Hello again,

      I’ve finished my first draft of some nice setup charts for a new variant on the 1942.2 map. All of the starting territories are the same, the income from each territory is the same, and almost all of the rules are the same – but I’ve tried to radically re-imagine the starting units and starting factories so as to shatter the opening book and get some fresh strategies into the mix, while still being reasonably true to history.

      The Bazooka

      There are two big rules changes. One is that AAA guns are dumped in favor of a unit I’m calling the “bazooka.” Bazookas represent rockets, katushyas, grenade launchers, flak guns, anti-tank guns, and all of the various defensive weapons used in WW2. They cost 5 IPCs, have an attack of 1, a defense of 3, and a move of 1. They are a regular combat unit and as such move during the combat phase. Their special ability is that the attacker chooses casualties for any hits inflicted by a bazooka.

      For example, suppose Germany sends 2 infantry, 1 bazooka, 1 tank, and 1 fighter to attack a Russian force of 3 infantry and 1 bazooka. Germany rolls [1, 3] on the infantry, [2] on the bazooka, [3] on the tank, and [5] on the fighter, for a total of 2 normal offensive hits. Russia rolls [1, 2, 6] on the infantry and [2] on the bazooka, for a total of 2 normal defensive hits and 1 bazooka defensive hit.

      Russia chooses her own casualties, and chooses to lose 2 infantry. Russia also gets to choose one of the German casualties because of the bazooka hit – if Russia is just trying to destroy the most valuable piece, he might choose the German fighter, and if Russia is trying to minimize the surviving German ground troops to make trading easier, Russia might choose the German tank. Suppose Russia chooses the tank. Germany then gets to choose its own normal casualties, and chooses to lose 2 infantry.

      After casualties, the Germans have 1 bazooka and 1 fighter vs. the Russian 1 bazooka, so the Germans will probably decide to retreat – they had slightly below-average luck and need to cut their losses.

      Reduced Capital Looting

      The other big rule change is that capturing a capital no longer utterly destroys a nation’s economy. Instead, when you capture a capital, you get to loot half of the opponent’s treasury, rounded up. That’s the only effect. For example, if the Russians have 13 IPCs, and the Germans sack Moscow, the Germans will steal 7 IPCs from the Russian treasury, leaving the Russians with only 6 IPCs. The Russians can still continue to collect income from other territories and build units at other factories, assuming they own any (or can afford to build a new one).

      This should be plenty of incentive for players to aim for capitals – you’re capturing a factory, capturing a victory city, capturing a territory with a very high IPC income, and you get to steal a large amount of cash from your opponent. If, despite all those disadvantages, your opponent still recovers and beats you, then your attack on the capital must have been a cheap shot that didn’t represent genuinely overwhelming force.

      Notes on the New Setup – Factories

      The new setup has many more factories than previous versions, including several factories in 1-IPC territories. Before you shout out that this is ahistorical and that these regions weren’t as industrialized as [your favorite territory], keep in mind that the industrial centers primarily represent places where the combatants were able to mobilize, organize, equip, or rally their troops. French West Africa certainly had less industry than Holland in 1942, but the Dutch weren’t putting new troops into the field at that time, and the Free French were cranking out new infantry divisions.

      Also, setting history to one side, I think it can be a lot of fun to have some 1-IPC factories – it gives the players a chance to reinforce their armies a bit either on the way to a destination or from the rear, keeping variety and surprise in the game. If you see the exact troop makeup that’s coming to challenge your grip on Africa or Indonesia when it’s still 3 turns away, that takes some of the fun out of the game. Having factories in odd areas helps restore some of that fun.

      Notes on the New Setup – Fleets

      I’ve tried to setup the fleets so that large fleets are not within striking distance of each other on turn 1, for a few reasons. First of all, the OOB setup all but requires the players to spend most of turn 1 smashing each other’s fleets – if you delay by even one turn, your opponents will get a chance to consolidate their fleets and move them out of range of your air force. This slows down the opening turn by quite a bit, and forces new players, who often have a poor understanding of the naval/air combat rules, to start with some of the largest, most complicated battles right off the bat. There is often an optimum strategy or two for sinking enemy fleets that anyone who has played a few games will be aware of but that new players will not know. This makes it needlessly harder for new players to compete.

      Second, the OOB setup usually leads to one power having more or less undisputed control of an ocean. After turn 1, the Germans will control the Baltic / North Sea region, and the Japanese will control the western and central Pacific. After turn 2, the Americans will control the Atlantic, and the Mediterranean will be a no-man’s-land where no ships are left above water. You really need some extraordinary, suboptimal builds to put a dent in that control any time before turn 4 at the earliest, if you can do it at all. On this setup, with the fleets spaced further apart, there’s some exciting tension where the players don’t know for sure who’s going to wind up with regional naval supremacy.

      Third, giving players later in the turn order a big fleet that’s just going to get smashed before their first turn is an exercise in frustration. If you’re not going to get a chance to play with it, there’s no reason to waste time setting it up on the board.

      Finally, with the fleets spaced further apart, players have the option of retreating from a region, and trying to link up with some other fleet or go chase some other enemy – you’re not required to use any particular ships to do battle in any particular region if you don’t want to, so in the long run you have more interesting choices.
      Argo’s Russian Setup.pdf
      Argo’s German Setup.pdf

      posted in House Rules
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      Argothair
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