@taamvan:
I’m not very familiar with AA50, the water of your map is similar to 42.2, but the land of China is more complex, like AA50 I think.
As my games and discussions with Argo, Black Elk (and Karl, who beat us at Gencon) showed, the post patch 42.3 version has a fairly locktight allied opener where they just blow Japan off the map, and make sure you can’t gain Caucasus. Axis seemed overpowered but in the tourney game I think we lost 18? or so hits worth of units with 3 retals–-devastating luck.
As a result, the game seems very flat, which isn’t a product of the map so much as the setup.
I love giving all the islands values, I want there to be a fight over even the smaller ones…
Japan going for India in 42.2 with that arrangement of SZ seemed easy…until we attacked their fleet every game, then Japan was put on the immediate defensive–no arrangement of india zones is protective because the protection is the preemptive attack and KJF by USA.
The geometries of these boards are incredible, especially Global, where most situations/confrontations seem to have been quite hammered out by Larry, and the risks of forward placement are balanced by needing to be forward placed in order to attack with everything. That’s where the airbases and naval bases shine, **since they are not usually economic targets but strategic movement nodes (like carolines). **
Throughout various AxA versions and increasing over time, I see that some of the squares are so oddly shaped and proportioned, the entire map projection is incredibly distorted, yet, the chess-like character of the game is enhanced by these odd zones. Global SZ 42, 46 (“the boot”), 16 are crucial crossing squares that, if blocked or open, act as choke points that must be screened and newer players do not see how versatile those critical SZs are and get ambushed when they don’t see those openings/paths.
Your map is cool, but these geometries are so inter-dependent, like a puzzle where moving one thing moves others, that trying to find the perfect arrangement would take incredible study and consideration. Which, is the point I suppose ;)
Yes.
Pretty much the point for sketching out a fitting chess like SZs.
Before drawing carefully and printing ($$$).
I want to get the best for my bucks.
I would like that Black Elk or Argo chimed in, but seems there not here very often actually.
Thanks for your comment.
Is there some choke points in 1942.2 you see in PTO (Solomons?) or ATO?
In Atlantic, do you believe 1942.2 all three England SZs being within range of NWEurope Fighters a better map than AA50 or 1942.1 where at least 1 SZ is 3 move away and only within bombers range better?
Do you think allowing US to directly land troops in England make a more dynamic game?
(See the first page for pictures).
What is 1942.3? Larry Harris Tournament setup?
With your comment, I made a change to make Carolines a more interesting idea to reach all PTOs island within 2 SZs (Midway, Hawaii and Johnston).
Hawaii and Carolines are now only 2 SZs away from each other. And both are only 2 SZs from New Zealand.
There is one less SZ in middle of Pacific Ocean as previously.
Burma SZ is now #68
But Japan is still far away from Hawaii, unless taking Midway shortcut.
Guam and Marianas are 2 SZs from Midway but Okinawa is 3 Szs from Hawaii as well as Guam and Marianas, making Japan 4 SZs along this way.
Marshall Islands and Gilbert Islands, as well as Wake Island can be reached in a 2 SZs move from Western USA coast.
So the first counter strike can easily follow WW2 Island hopping strategy.
And from Hawaii, you reach Solomons and Carolines in a 2 SZs move.
Both of with are access ways to Money Islands.
Aleutians and Midway have a more significant location being 2 SZs from Japan.
From these locations, StBs can attack Japan SZs.
Or an amphibious landing can be directly launched from these 2 starting points.