@Heckler409:
We where trying to play the minor victory but none of us really knew what we were doing. We almost just played the whole game like risk but with the cost and traits of the different units. None of us wanted to do that so we attempted to give the whole game a go, with no faction specific advantages. I would love to give that a try when we get this game down.
I thought I had the most up to date version of the game, I went to “Avalon hill games” and downloaded a 2004 pdf. It looks the same as the OOB I have. I should probably go dig around for this LHTR version.
I did quite a bit of digging here in these forums and saw some of the typos posted up. Some of them seem like common sense, others have quite a different meaning. Cool game none the less.
You can get the latest LHTR from this site. Here’s the link
Whats the specifics on Liberating Capitals? My bud was playing Germany, and thought that it would be tremendously hard to take Russia if he took the capitol and I pumped out units from the UK and USA in Moscow every turn. My understanding was that Russia wouldn’t collect any money with that one capitol being under German control and that it would be too expensive to continue to pump out units. Also, I would guess that once all of the Russian territory was under German control, Russia just wouldn’t exist and then the UK and USA couldn’t produce units in Moscow. I guess what I’m looking for here is an explanation of how this is balanced.
Not sure I understand what your saying, but I don’t think it works the way you think it does. When Germany captures Moscow and holds it for a turn, it is Germany who can build units there. If the US or UK liberate a non-capital territory from the axis that was russian at the start of the game (e.g. Caucasus) while the germans control moscow that occupying ally can collect money for and build units in that territory. (Note that the ally must liberate the territory- i.e., take it from the axis. If Caucus is “red” when Moscow falls and the US and UK protect it, NOBODY can collect income for or build units in that territory) If Moscow is russian, it is only Russia who earns money and can builds there. Once the allies liberate moscow itself, ALL liberated territories that were Russian at the beginning of the game, and any ICs and AA Guns in them revert control to russia.
Put another way, Either Axis power can build in Moscow if they capture it, but the ONLY one of the Allies who can ever build in moscow is russia.
I keep seeing something about bidding. I think I understand the concept but which one of the two sides is at the disadvantage? Or is it just a perception(ie, I like the allies and so does my bud, I’ll give my bud an extra 9 dollars to play axis).
The general consensus is that for equally skilled players, the Allies have a distinct advantage. Bidding is the amount extra you think you need to take the Axis. Note this is extra, not taken from the opponent. Bidding can either be done by starting with a high value and the two sides alternately going lower and lower until someone says they won’t go any farther, or by using a website (e.g., http://frood.net/aacalc/makegame/ ) which allows “blind” bids to be placed, with the lower value getting the axis. Different places have different rules about how you can use the bid (some require no more than one unit in a territory, some only let you use part of it on units, etc) so make sure you understand the rules before you decide on a bid amount.