@Elrood That’s somewhat true, but G is mostly a one-trick pony, take Paris. While the Centrals have won many, but not most of our games without G taking Paris, as the other players and their strategies and abilities took center stage.
NML 1914 Team Game 12
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@dawgoneit germany and france that is
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Let us consolidate:
- we are trying to fix a leaky pipe by increasing the water flow -> is probably the least offensive thing we can do… so it is fine by me
- the setting is not very exciting, so some changes might actually help the flow of the game from both sides digging trenches to some elaborate manouvers to get ground
- I would not mind going crazy with the setup to provide that change that we all like to see
- every buff should be met with a buff for other side, to prevent an imbalance / favor for one side
Few ideas I am toying with:
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more inf / trenches for US -> cannot be right away used against Centrals and gives them some options in mexico and being able to send units faster to Europe… imho they can be too cought up finding their way to the war and play there own game of checkers with latin america… for balance we can give e.g. usual turk bonus (industry and 1 inf per IC… like we did before)
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Fortify St Peter and/or another crucial Territory, and to balance give Austria and Germany (or Communists) some small units boost for centrals at the start to give some potential against Russia
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More units for Germany in Africa and DEI and balance it by some units for UK in South Africa and Australia
Just some thoughts I was having. What do you guys think about it generally ?
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@Elrood I think you’re changing the flow of the conversation. It was about making it more unlikely for G to take Paris early and thus end the game too soon. You’re saying you’re bored with France just building trenches and we should consider making the game more flowing, i.e., offensive, so it’s more fun. This is a whole nother conversation.
Regarding giving USA an opening bid, I oppose that. CP teams talk about breaking out so they can close the income gap. In the early game phase, the income gap doesn’t affect the front lines because USA’s impact isn’t felt for at least 5 turns. Any quickening of USA’s impact would reduce the chance of a CP breakout anywhere.
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Regarding increasing action on eastern front; in some of our team games, the collapse or offensive pressure of Russia has been a determining factor on who wins the game. But the game map doesn’t allow for much German offensive threat. Absent railroads, G can’t shift units between fronts or reach St Pete without passing by Belarus. I tried massing an army in Stockholm, but R easily defended Finland with trenches, HG and conscripts.
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enjoy the game then. I am out
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@Elrood if you want to try some stuff, I’ll play with you. (reaserch and develop) I mean.
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How about a crazy idea to shake up the command structure rather than any changes to the game. What if players changed nations and sides randomly every round. Without a single person guiding one power, less likely for a Germany to conquer Paris.
Use forum dice to choose which power you get for round one. The player with the highest dice gets Germany, the second highest gets France./Serbia, and so on.
Second round, we roll forum dice again, and the player with the highest dice takes over Germany, second highest takes over France/Serbia, etc. The direction of the game will change with new owners and new alliance members.Italy/Arabia/USA under 1 player.
No bid benefit for Turkey -
give all nations all techs. that will mess things up. Lol
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Alternatively, forum dice highest dice gets Germany round 1 and then automatically rotates to France/Serb on round 2, and Austria on round 3, etc. That eliminates the constant forum dice and you know what you will be getting in subsequent turns, and everyone will play every position over time.
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The Turk bid speeds the fall of Mecca to as early as T3, which increases the early pressure on Cairo, Tobruk and E Med fleet. Eliminating the Turk bid gives UK (and to a lesser extent Fr) more leeway to spend more on the critical early defense of Paris. This might reduce the need for a bid for France.
Please post your opinions, so we can make a decision and start game 13.
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I am back and will play again! :-D
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@Elrood Instead of giving France the propaganda tech maybe we should give them industry? That way they could build more units, but would have to pay for them.
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@dawgoneit said in NML 1914 Team Game 12:
@dawgoneit 7e041190-b84f-4f45-93dd-e20871758ba1-dawg-v-mike-start-round-4-g40.tsvg
Wrong game thread Dawg for your G40 save game.
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@captainwalker okay . How about : no Turkish bonus , but France gets either Working Women or Industry . The French player decides.
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As previously stated, I agree with Elrood that bonuses should be paired/balanced. No power should get a bonus, unless the other team also gets a bonus.
Industry tech lets France build 2 units in Paris that would otherwise be built in Brittany. And then when Paris is safe, double its builds in Tobruk, to the detriment of Turkey. -
the industry for France idea is not too bad. But will probably have foreseen (by Rommel) and unforeseen consequences later on.
both Turks and France getting industry might balance that out somewhat.
What you think?
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Happy to try industry for F & T
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what ever happens I think that germany and france should be played by the two of the top generals and see what happens then.
we should have someone choose who plays what nations and see if that is what we need to do to even things out. -
France cannot do much for defense except for building max units and Trenches in Paris and hoping for some lucky tech…
That “Paris G5 Attack Plan” is derived from Redrums play in one of our earlier games (NML 2 oder NML 3)… made me realize what is possible if Germany really commits.
Barring some unlucky / lucky dice rolls… there is not much Entente can do about it.