@dawgoneit Yes, keep warm and safe!
NML 1914 Team Game 12
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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. -
So how do we get from this inconclusive debate of further ideas rather than agreement with previous ones to actually starting a new game?
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@Private-Panic what was the question again?
I think everyone is in agreement with a simple One Tech answer for both sides
Happy for someone to roll dice for us to start . -
@Witt Fine with me. It does not address the root cause, that we have a very heterogen gaming group, but well…
There I would have been fine with messing around more with the setting (since messing around is fun), but If we all prefer it as least intrusive as possible, then let us go for:
Industry for France and Industry for Turks. Both enabled in their respective turns. I believe that means they will be usable in Turn 2, right?