Not really. Hope Autumn 2nd Ed will point the right way.
As Russia and the 18 Eastern Inf are not on the map makes it easier for Japan as they can empty Manchuria and Korea and send them against the Chinese.
We need a Manchuria garrison ruling(eg: keep 6-8 units in Manc).
Alpha 3 helps as it reduces Japan’ s air power.
US’s starting income is weak(17), perhaps that will be enhanced to include Central US. War income adequate, not brilliant. Play the 5 NO for owning Philippines when at war of course and no Tech.
Chronically deducing Axis and Allies Pacific & Europe 1940
-
I know the title may seem a little vague, for lack of a better words, but since you’re in here anyway, hear me out. I really don’t know if this should be here, or in ‘House Rules’ so please forgive in advance.
I don’t know if any of you do this in your games, but I like to keep some sort of ‘Year Log’ when I play. This event is sequenced by seasons, kind of like how Diplomacy is, but here we have a bit of a twist, with four more seasons added. I’ve developed this system based on the first three turns of the game, which is usually when all things start popping of. Please, examine below;
_Late Winter 1940 - Early Spring 1941 Turn 1
Spring 1941 - Summer 1941 Turn 2
Fall 1941 - Early Winter 1941 Turn 3_
For anyone who wants to ‘spice’ their game up a bit, this is a pretty good way to do so. Simply imagine it, by Turn 14 based upon this system, it would be Spring - Summer 1945. In essence, if you’re the Allies, you could ‘clock’ yourself. Can you do better, or would the war go on a little bit longer?
This also should work for Europe and when both games are combined. :-)
So, does anyone have any similar dating methods, or questions/suggestions to mine?
-
When I first got into these games, one of my friend who had been playing for quite sometime before me stated that each round of turns was roughly 6 months. I like the idea of keeping track of the years/months to see how things are going, compared to the real war. I think maybe looking at how long it took, average wise, to produce a mix of combat units (air, land, naval) and building a time frame around that would be a cool idea. Interesting post though, I haven’t really noticed anyone else talking about something like this.
-
I like the idea. This system is perfect if you wanted to add a Russia winter rule or something like that. What do you think.
-
Our playgroup has discussed how long a turn might represent and tried to estimate and such, but haven’t really come up with a system for it. I think this is quite an interesting approach though.
-
id like it if a turn represented 3 months
1 turn to a season
so that seasonal rules would be simple to implement. -
I like the idea. This system is perfect if you wanted to add a Russia winter rule or something like that. What do you think.
It would be, though I’m personally not a fan of elemental/weather National Advantages, at least in their present incarnation. Yet, if done properly to reflect how volatile, merciless and utterly random Mother Nature is on the battlefield, this could add a another whole degree of strategy to the game.
-
id like it if a turn represented 3 months
1 turn to a season
so that seasonal rules would be simple to implement.I see where you’re coming from, in fact, I had the same idea, try to make it simple. However, I honestly didn’t really think of seasonal board changes, I was only going for chronological comparisons.
Really awesome this came up!