@taamvan said in Thoughts on the Scott Van Essen (Lead Developer for AAZ) Interviews:
And DMG; I didn’t allude to KJF only to the income disparity–I agree that KGF is also very effective in AAZ because Germany starts on the defensive. Heck, the US could spend $16 on each front, splitting the whole game and the Axis would still be in trouble.
I guess that’s a contributing factor I didn’t think to write down before. Both Axis Powers are effectively on the defensive (initiative-wise, anyway) from the onset, despite being at a serious economic disadvantage. They can’t really swing their TUV into key locations quickly enough, and ironically, it’s due to the Zombies, the mechanic that was meant to speed the game up.
A couple of artifacts from previous games show up here
- the Game Designers love to hide the value of a risky Allied opener, whereas my first game I played vs. a team being coached by Charles M., an 8 time national champion and he attacked everywhere—Russia all in, Manchuria, FIC, all destroyed. That open is alot like 42.2/42.3. Unsurprisingly, on his first view of the game, Dave did the same thing even though he wasn’t at Gencon that year and didn’t see my game v. Charles+Family
If you read my other thread on this game’s balance issues, my playgroup figured out the value of being hyper-aggressive with the Allies almost immediately as well. No one is disagreeing with the basic premise that the Allies are stronger.
- the designers are married to certain territory values and relative values (SVE admits this) from previous iterations that would have to be distorted in order for the game to be balanced
Certain territories need certain values to keep the game at least vaguely historical, though. If France/India/the Money Islands weren’t worth higher IPC Values no one would go for them.
Agree with your other two points, though (and I basically agree with Point #1 as well).