I would have it where each retreating transport would roll 1 d6 each and if a 3 or less is rolled then the transport can retreat 1 sz and off load it’s cargo if possible. At least this is the middle ground on this discussion plus a transport may survive if trannys are split away too.
The cheezy retreat from Yugoslavia to Romania on G2
-
@nishav agreed. There are games that are far more historically accurate compared to G40. Most are focused on small theaters of operations to accurately match the tactical reality. I am not going to sit down for 100 hours to play World in Flames. Too long for me personally.
I don’t see a way to have a 4-10h game that allows flexible decisions on a global basis that are much more realistic as it becomes increasingly scripted on valid strategies. We already have so many constraints in League play that you don’t see moves like Sealion or Pearl Harbor as they are rarely viable against high-level opponents.
-
What’s the wall of transports? I’m a newer player so I don’t know what you’re talking about-you’re right with the abstraction of distances. It takes four times as long to travel by car from New York to San Francisco as Berlin to Paris.
On the subject matter, I think that there is no need to be corrected. That’s one of the reasons that makes the game so fun, using loopholes to do cool moves like that. Like I do, if you want to amend the rules to make things more accurate, energy is far better directed at differences of quality in units and making Vichy France, for a start (I made a long article talking about how The Captain’s house rules can be more accurate).
-
@superbattleshipyamato said in The cheezy retreat from Yugoslavia to Romania on G2:
@nishav
What’s the wall of transports?In the original Classic (2nd Edition) and Revised rulesets transports defended at 1 and could be taken as casualties. Thus with a large enough fleet of cheap transports it was almost impossible to attack them. This was changed with the Anniversary Edition ruleset, and later Global 1940 ruleset, that removed both capabilities.
-
@superbattleshipyamato Your transport question was already answered above but I will say that every group is different and thus every house rule set has to have different bounds. While I grew up playing Age of Renaissance, Hero Quest, D&D, and Kingmaker our longest tenured player is 70+ and doesn’t adapt to significant rule changes quickly. So while I’m perfectly down for World in Flames or Battle for North Africa many of our house rules have to remain within the bounds of Axis and Allies. There was an old Xeno Games expansion/alternate ruleset for A&A called World at War that was quite fun you might want to look at. Had a rule for Germany to assassinate Hitler that I always loved.
-
@nishav said in The cheezy retreat from Yugoslavia to Romania on G2:
Had a rule for Germany to assassinate Hitler that I always loved.
Yeah, you had to roll a 1 or 2 if I remember correctly and if the assassination attempt failed you lost, what was it, 2 infantry and an armor? If you succeeded you collected $5 more each Turn.
-
Interesting. Thank you for responding!
-
Nice gamble.
-
@andrewaagamer 1-2, you killed him and got permanent $5 bonus, 3-5 you failed nothing happens, 6 you failed and you have to remove 2 German Infantry and 2 German Armor.
-
@nishav said in The cheezy retreat from Yugoslavia to Romania on G2:
@andrewaagamer 1-2, you killed him and got permanent $5 bonus, 3-5 you failed nothing happens, 6 you failed and you have to remove 2 German Infantry and 2 German Armor.
Which was funny because that was better odds than any other actual attempt. There was really no incentive not to try it.
-
@squirecam timing was everything. You could maximize your income by trying turn one but you also had to get Poland and France turn 1 so losing a 1/4 of your army would be problematic. You also had to make the attempt during the purchase units phase of the turn.
-
By your logic every retreat would be bogus because let’s say your infantry want to retreat but ooops they already moved their 1 movement space into combat
-
And most experienced players hit Yugoslavia Germany t1 ping pong into Romania and let Italy mop it up
-
Mop it up = Lip Locks !
-
@burgh-gamer-67 the logic holds, they march forward, then they retreat back, the problem that people have with this abstraction is that the units “retreat” forward
-
Except they’re not, they’re retreating back to another space (remember that one unit from Romania needs to come in). And what is your definition of “retreating back”, anyway? If you mean that you or someone else wants units so they can only retreat to the territory they came from, then the logic holds (I do not support this).
-
@superbattleshipyamato when 2 armies approach an opponent from opposite directions, engage in battle, and then retreat, the opponent does not open his lines to allow one army to join the other in retreating in one direction
-
Well, due to how strategic the game is, the armies might have linked up.
-
@nishav there are sub forums for house rules. You are welcome to have as many rules as you want to improve gameplay and/or realism. This isn’t the right place to be discussing it.
-
@arthur-bomber-harris The game is improved by people providing constructive criticism, as it was when transports were made defenseless, battleships stopped by sunk by the same amount of damage as a submarine or destroyer, and addressing the vast distances of Siberia and China dwarf those of Europe.
As I’m not addressing any kind of house rule, simply the flawed logic behind the existing rule in the game, this would seem to be the correct place to discuss it by default. Unfortunately, there is no separate “review” section of the forums to have this discussion.
-
I agree. I believe that this is unlike the other examples you mentioned, and therefore does not need to be fixed.
I reiterate my position that this is not a problem.