Changes either added to or discussed already, that I am advocating as potentially good changes.
- � I don’t really like how America declares war in this game. � It seems so arbitrary when there were huge political forces both for and against the war (and let’s face it, I have NEVER seen a Pearl Harbor on round 4 and I highly doubt anyone else has either…not as it happened where the American battleships and cruisers were sunk.) � So what if we go with the following:
Before America’s turn, each round, the player rolls 2 dice.
- � Round 1: � If both dice are a 1, then America may declare war from then on. (2.89% chance of happening.)
- � Round 2: � If both dice are 2 or less, then America may declare war from then on. 2.89% (11.82% chance of happening.)
- � Round 3: � If both dice are 3 or less, then America may declare war from then on. � (25.23% chance of happening.)
- � Round 4: � If both dice are 4 or less, then America may declare war from then on. � (45.17% chance of happening.)
- � Round 5: � No matter what, the United States may engage in war at the start of this round. � (Percentages were from an online calculator, so they MIGHT be off…)
So there is a better than 50/50 shot the United States won’t go to war until Round 5, even if they are in Round 4 already! - yes that is a full round late! � Perhaps in this reality the people are more pacifistic than normal? � However, there’s always that chance that the United States may go to war early - something the Axis have to worry about.
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� War Bonds for nations at war - per technology rules. As discussed above. � (Combined with #1) which will help the Axis (primarily) mitigate the risk of the United States going to war early.
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� National Objectives:
Germany (in addition to current NOs)
A) � +5 IPC no British, surface, warships in the North Atlantic (Naval supremacy)
Russia (in place of the current NOs)
A) � +5 IPC No Allied forces in Russia, and Russia is at war with the European Axis powers
B) � +5 IPC for the capture of Sweden, Finland, Norway and Poland (each)
C) � NO BONUS for any other captured Axis territory
D) � +5 IPC not at war with Germany and/or Italy
Japan (in addition to current NOs)
A) � +5 IPC every round they have more capital warships in the Pacific than all allied nations combined (i.e. they have more battleships and aircraft carriers combined.) - Naval Supremacy
B) � +5 IPC for the complete capture of all Chinese territories
The United States (in addition to, except one change)
A) � CHANGE +5 IPC for the control of E. USA, C. USA & W. USA � (Down from 10 IPC)
B) � +5 IPC for allied control of Caroline Islands, Marshall Islands, Paulau Island, Iwo Jima and Okinawa � (Island hopping campaign) � (brings their total NO income back up to where it was before.)
China: � NO CHANGE
England (in addition to current NOs)
A) � +5 IPC no German submarines in the North Atlantic (able to get supplies from her colonies)
B) � +5 IPC if the United States is at war with Germany and Italy - AND - has 5 ground units in Normandy, France, S. France and/or England � (Allied Forces - basically to make up for the fact they will NEVER get and keep their current NO)
ANZAC: � NO CHANGE
Italy: � NO CHANGE
France: +1 Infantry a round for every round Paris is controlled by France (yea right! � That’s basically game over anyway, right?)
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� Battleships and Aircraft Carriers must be adjacent to either a friendly Industrial Complex or a friendly Naval Base to repair. �
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� The Union of Soviet Socialist Republics may declare war on the European axis powers only when they have more infantry in E. Poland, Baltic States and/or Bessarabia than Germany and Italy do in Poland, Slovak/Hungary and Romania. � (Rationale: � Stalin wanted to go to war with Germany and if the Germans didn’t have the man power present to cause him to pause, he probably would have declared before Hitler did.) � Yes, for the record, this MIGHT cause the Russians to not be able to declare war the WHOLE game!!! � But it will tie up a whole lot of German income!!! Don’t forget those extra NOs Russia’s getting! �
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� Russia is permitted to invade Finland, Norway and Sweden even if not at war with Germany (pre-existing disputes.) � Again, this is to tie up German units, who are allowed to liberate these territories without going to war with Russia. �
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� Minor Industrial Complexes are limited to building the following units: � Infantry, Artillery, Mechanized Infantry, Armor, Fighters, Cruisers, Transports, Submarines and Destroyers only. �
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� Victory Conditions: �
Allies: � Allies win if all allied territories everywhere on the game board are controlled by the allies AND no allied capitols are held in enemy hands (yes this includes Paris!) �
or
Allies: � Japan is captured OR Italy/Germany are both captured (their capitols.)
Axis: � per game rules (VC or Capitol victory.)
Those are just my opinions…not saying I am correct or I have all the data nor am I saying I thought of all issues these changes might wreak on the game…
Rolls: 1@2; Total Hits: 01@2: (6)