@Hobbes:
@Col.Stauffenberg:
We now give the axis (just germany - none for Japan as they don’t need it) a 9 IPC bid (usually and extra sub in Atl, 1 inf for UK and 1 inf for africa) and 3 national advantages - atlantic wall, jet fighters, and blitzkreig). We also give UK British Commandos but that’s it for the allies. We did this last week and the axis still lost.
Either the Allies had some tremendous luck or the Axis didn’t play properly or both. 1 extra sub on the Atlantic and G can sink the entire UK Navy on the Atlantic and Mediterranean. And with Panzerblitz (I imagine that’s what you call Blitzkrieg) and Luftwaffe Dive Bombers (jet Fighters is a tech, not an NA) G can simply fortify W. Eur. and E. Eur and doesn’t have to use its planes to take Russian territories.
In this particualy game Russia was rolling hot and Germany was rolling poor. Despite all these changes it came down to Germany losing too much infantry on the front. It was our second game of the night. We called the first one after Russia botched their round 1 attacks on West Russia and Ukraine (Russia got two hits total, while germany got 8 after one round of combat
As for the UK Navy getting sunk, it’s not that big an advantage. They just change the order in which they buy things - the need inf, planes and trans. This is something I think we can all agree on. Instead of buying navy round 1, they buy planes or they buy inf. Planes are really handy because you can send two (and the bomber)to Russia right away and they can possibly sink the german Med navy round 2.
As for Russia being the weakest I disagree. I think it’s germany. They start with the most stuff, but they are usually facing a 3 on 1 beatdown as opposed to the 2 on 1 Russia faces (1 and a half when you consider Germany has to constantly be sending forces to defend). That’s why we’ve determined they still need a bid. Plus our Russia usually makes around 30-32 ipcs from round two to about round 6 or so.
Also regarding the advantages we use the ones someone posted here ahwile ago -
Blitzkerig - planes and tanks when paired attack at 4, Jet fighters- planes defend at 5, Atlantic wall - inf and art defend at 3 forthe first round of combat on west eur, germany and norway.
I think if players think the axis even have a chance, the’re not playing the allies right. (I’m talking one on one games, with dice)