I find the AI does a much better job on the latest 1942 game. At least as Axis.
Need a little help the game is preditable
-
@Warhawk77 I think it comes down to early decisions. If players play the same way each time, the game may take a certain predictable path. But as soon as someone tries something new, the game can be turned on its head. For instance, a round 1 Barbarossa is very different than a late (Italy round 3) one. Japan attacking the Allies on round 1 is a different game compared to round 3. Try different approaches and you’ll see different results for sure!
-
By the majority of good player accounts, Global is unbalanced in favor of the Axis and needs a 30+ bid to be balanced. So unlike your experience, the Axis is greatly favored.
A common new player mistake is to not play aggressively. You need to take advantage of the Axis strength and attack everywhere where odds are in your favor.
-
@akreider2
Your the third person to confirm my initial impression. The game is overwhelmingly in favour of an axis win, especially if the axis player is aggressive which really is the norm. Im going suggest an initial cash input to allies of 30 IPCs which they can spend on first go. (Any nation or nations). (But not on factories first go). I know exactly where all this should be invested. -
@freh
Why would a single axis player try a different approach when one known approach practically guarentees a quick win? The only reason I can think of is to avoid killing off our glorious game so quickly. -
Minor changes can also make the game more challenging.
Option taamvan Changes the control of Novgorod, Volgograd, Russia Objective to 3 PUs for Germany. Control of Caucasus is also reduced to 3. Also adds a Fighter to Russia and a Armor to Urals.
taamvan is an experienced player and has had good luck using the above.
-
@Axisarmpit said in Need a little help the game is preditable:
@freh
Why would a single axis player try a different approach when one known approach practically guarentees a quick win? The only reason I can think of is to avoid killing off our glorious game so quickly.Are you asking what the logic is for someone not to use a guaranteed strategy to win? Or for one axis power to do something different when ideally all 3 should be working towards a common goal?
-
@Axisarmpit You might want to try the Balanced Mod 3.0 which is more balanced. Typical bid is around 10 for the Allies. It’s the standard version used in League play on the forum and has been tested by a lot of people. Mostly the rules alter the National Objectives to make it easier for the Allies.
https://www.axisandallies.org/forums/topic/27451/g40-balance-mod-3-0-rules-and-download/2
-
@freh
Im writing from the point of view where just two people are playing. One Axis player and one Allied.As an experienced player of over 25 years its clear that the Japanese can run rampant in SE Asia as the game stands, at set up. India is there for the taking and once its factory starts to produce this will seriously aid the German assault on Russia or they might advance towards Africa. I just see the inevitability of the outcome.
Some sort of Allied adjustment/initial bonus is required and Im trying to decide a fair cash figure or other compromise. Im proposing an IPC bonus of 30 that can be spent by any Allied nation or nations on their first go. Is that fair/reasonable?
-
@Axisarmpit It depends on who the players are, and at what level. Brand new allied players could need a bid of 60 because they dont know how to focus on certain objectives and properly utilize their IPCs. But more seasoned players could only need a bid of between 0-20 depending on the strengths of the two players. This is for OOB btw
-
@WindowWasher
Hi WWThe more I study the initial set up the more alarmed I become. Isnt it true that if Japan sends all its fleet and airplanes south… and builds a sea base in Hainan at the end of its first go, she can attack India on its second turn?
British warships might stall the Japanese fleet by declaring war, but their suicide would only briefly stall the Jap advance? -
UK can block 37 with the India DD so turn 3 soonest on the India attack. Yea, it’s a tough row to hoe for the Allies oob
-
If India buys Infantry t1 and t2 it becomes very costly for Japan, especially with some planes from anzac or Mediterranean. A combination of that, China applying pressure, and US and ANZAC going hard should prevent most early india takeovers.
-
Japan cant utilize DEI, and ANZAC gets that income for a long time, which leads to a ridiculous amount of fighters, subs, or whatever they want to focus on.
Also, In the case that this happens, apply pressure with the russian troops in north, get china manchuria, and yourself korea (6 IPCs in OOB).
-
@barnee
Ahh but if Japan is not at war with UK …Blocking ships do not work at all. Japan can put 16 ships into sea zone 39 in Round 2 if she buys a sea base in Hainan. There could be as many as 23 planes in a position to attack India if Japan occupies Yunan or Shan State after Round 1 or 2 which is perfectly feasible. I think this kind of aggression would be decisive in most games. -
@Axisarmpit You wouldnt let Japan take Shan State or Yunnan using china, also, if you buy just infantry, and keep your planes in india, Japan will have to bring more than their starting ships.
-
Say Japan has their ships in 36, the UK just puts a destroyer in 37. If Japan wants to declare war and take India on J2, it would have to go through the destroyer which would block it. If you block correctly… You can even delay the most ambitious of Japanese players to turn 4
-
Would you agree that Japan CAN be in Sea Zone 39 with its entire fleet by the end of Round 2?
Japan is NOT declaring war so it can sail right by blocking ships and can sit inside 39 whether British ships are there or not? Japan hasnt fired a shot or said an angry word? -
@Axisarmpit Yes, so on J3, japan can attempt India
-
Ok. Im not misunderstanding the rules then. Thanks for your patience.
-
No problem