Darth Maximus, I agree with you that using swingy, mandatory, high-TUV battles in round 1 is a terrible way to introduce variety into the ‘starting’ position. I’m not convinced that reducing all the front line territories to 2 infantry and 1 destroyer is a good solution to that problem – if you suck all of the variety and risk out of round 1, then round 1 is going to be a boring waste of time. If the map is designed so that the attackers can each easily take a specific number of territories, then there’s no suspense to the battles for those territories. I don’t want to spend an hour rolling dice just to see if our starting defenders manage to rack up 0, 1, or 2 hits against the enemy before getting steamrolled.
I could maybe see using that kind of setup to teach beginners how to play, so that they can get a feel for the mechanics using some low-stakes, low-stress battles before things really heat up, but it’s not a setup I’d want for the mainline game.
My preferred solution to round 1 swinginess is to move the big fleets further apart from each other. I’m not a stickler for rigorous historical accuracy, but given the 1942 start date, the game could have easily gotten away with shifting the British Indian fleet west into the Persian Gulf (so it can escape from the Japanese if it wishes), shifted the American Pacific fleet south from Hawaii to the Solomon islands (so that the so-called ‘Pearl Harbor’ attack seriously inconveniences Japan by putting its units out of position), and concentrating the German subs in the North Sea instead of in the central Atlantic (so that Germany can choose whether to set up a wolf pack for a turn 2 sub attack, or to retreat the subs and turtle in the Baltic, instead of just automatically sinking most of the Atlantic fleets on turn 1).
I’m much less concerned with swinginess in Ukraine or West Russia. Maybe Russia should have another artillery unit in the Caucasus to help smooth things out, but honestly if your Russian strategy has no chance of recovery after taking a couple of unexpected hits in West Russia, then maybe you need to either (1) play low luck or (2) adopt a more conservative strategy. The OOB setup doesn’t require Russia to stake the game on any particular attack, and if you choose to spread your forces thinly enough that you are in fact betting the game on round 1, then I say you have to be prepared to accept the consequences. Similarly, there’s nothing Russia can do on turn 1 that knocks Germany out of the game – Germany has incredibly deep reserves and an interesting choice of strategies no matter how well Russia does in the opening battles.



