seems to be a lot more axis wins these days
Moses, have you worked out which setup seems to be more balanced? as in ‘41 with NO and Tech, or 41’ without NO and Tech, or 41’ with NO but no Tech, etc
seems to be a lot more axis wins these days
Moses, have you worked out which setup seems to be more balanced? as in ‘41 with NO and Tech, or 41’ without NO and Tech, or 41’ with NO but no Tech, etc
the only units that cannot be moved into a freshly captured territory are air units. nothing is stopping you from moving some extra ground defenders in
ok, i’ve been doing a bit of research and pondering. this is what i’ve come up with so far (apologies for listing things that have already been mentioned as well, but i’m just making one big representation to help everyone):
set the time at the start of April, 1943. going off the 1941 board setup (so the territories marked), these would be the territory changes (i know you made a map IL, but i think some of the control markers weren’t right):
technologies:
i think some special rules are in order, as we mentioned earlier, but we need to decide on what ones. here are some i was thinking about:
so what does everyone think? once we sort this out, we can try to agree on unit placement
what point in 1943 do we want to start the setup at? early, mid, late?
we should get a list with all the pieces, and then what they represent
so …
british fighter - spitfire
german fighter - bf109
italian fighter - bf109
russian fighter - yak
japanese fighter - zero
usa fighter - hellcat
british bomber - halifax
german bomber - ju-88
italian bomber - betty
russian bomber - pe-8
japanese bomber - betty
usa bomber - b17
someone else continue :-P
bbrett3, i agree with what you’re saying. which is why i think it would be best to set a goal like ‘axis must survive X amount of round to win the game’, or something to that effect (this was mentioned earlier in the thread)
otherwise, you could always just set a few goals for each nation. which ever side accomplishes the most goals on their side wins the game
revised. i love the global conflict
i’ll take a look, but the world war ii genre is what draws me to axis and allies
i’m pretty sure the japanese thought of the chinese AS dogs back then
BUMP
how is this going IL? i’ve got some spare time over the next few evenings, so i’m going to go over your map and all of the suggestions and see if i can come up with anything to add
really looking forward to a 1943 set-up :-)
so i shouldn’t put an infantry piece in my mouth while i’m contemplating my moves?
… uh oh
i think it’s more viable in the 1942 setup, but it does depend on what the japanese fleet is doing in any case
my playgroup have pretty much decided that we’re going to introduce a house rule that allows china to count its territories and collect infantry at the end of its turn. otherwise they just fall far too quickly
2. Leningrad is a FREE factory for the Germans. It’s IMPOSSIBLE for the Russian player to defend all three ICs on turn one. There are just too many Germans units to worry about so he has to give up one of them. Leningrad is the least valuable and hardest to defend.
this is far from true. the russian player can defend this if they move enough forces there, or they can just push outwards and create a buffer between this factory and germany (which i have done before, and it works quite well)
i think this strategy is really relying on the dice too much. if germany gets some terrible rolls, then that’s it. and if germany leaves its defence spread too thin, then uk and usa walk right in
they collect more income than the axis at the start, do they not? if the allies can keep this advantage long enough, or play to get it back, then they win through attrition
i’m speaking from experience, with NO’s as well. germany didn’t push through russia’s defence in time, and uk and usa landed reinforcement in russia. japan pushed into russia and was stopped by these reinforcement as well, and due to the fact that the usa built a substantial fleet to hound japan with
yep. i was playing germany, and captured moscow on the same turn or the turn after japan fell to the usa. we had to call the game a couple of rounds later after germany took the uk as it was apparent that they would win due to the huge IPC lead
nah, it says if ‘allies’ control. so the bonus is for all of them that have it mentioned in their NO’s
Maybe it more perception than reality but it seems far easier for Germany/Italy to defend against US/Britain than it did in AAR. My guess is that that is intentional.
really? i felt that by splitting Finland and Norway up into 2 seperate territories, and doing the same with France and Northern Europe, that this forces Germany to defend on even more fronts
still, i enjoy the challenge
@Cmdr:
It’s almost like why have China? Why not just give Japan +7 IPC on top of everything else they are going to get anyway.
i think it’s set that way so if Japan does make its move towards China, then this gives the remaining allied territory some space for another turn or so. Japan attacking China can make all the difference in a UK IC build in the pacific (although that’s all covered in other threads)
Again I see more of the old answers being given. Has it been proved that a long game in '41 benefits the Allies? I think the verdict is still out on that one and I suspect the opposite is true.
I think a long 1941 game beneficts axis (they will get economic advantage soon :-P ). Still, I have to discover how allies can make a quick game in 1941… or even win …
a long game definitely favours the allies. the more time it takes the axis to achieve their goals, the more time the allies have to build up their forces and win by a simple war of attrition
if Germany takes too long to capture Moscow, then UK gets in with the helping Russia defend, and/or invading German territory. if Japan fails to get a large enough foot-hold, then USA sends wave after wave of fleet/airforce
not saying this is for certain. it’s just the odds of the game