Regarding Alpha .+2:
I know alpha proponents claim it is balanced. Does anyone else seem to have trouble with the allies. 3 games of Alpha +2, I have played axis once and allies twice against 2 other people, not one game was even close and the axis easily won. In our games Japan goes for a quick 6 cities, America tries to stop them, once they do turn 6-7, they then try to stop Europe and in so doing, Japan recovers and wins it.
2 games Germany waited until turn 4, grabbed London easily by staging in Scotland, using 9 transports, they then split navy/land builds and drove USSR back while preventing an allies move to sz 91 Gibraltar. 3rd game, Germany just went Russia first, ignored UK and linked up with the italian navy in 91 to prevent an allied move there. (Italian navy 14 ships (2 carriers), German 7 ships (1 carrier), plus 3 scrambled). Germany built 15 units a turn to Russia’s 6-7 units by rounds 5-7 as Japan came north through the back door with a few units, Russia moved the 18 infantry from the east to Moscow for over 100 pieces in Moscow on turn 7, this required moving back as Germany outnumbered the Russians each round until they reached the soviet far east divisions.
If you are winning with the allies, can you describe in broad strokes, what you do and by what turn number…for instance: do you go Europe first for a few rounds and then Pacific, do you split builds all game, etc.? Our typical Japanese player is close to city number 6 by turn 6 or 7 if not fully contested. Usually Japan has 7-9 transports staged in Caroline with 7 transports there by turn 4.
My impression is that it seems clear the axis can play conservatively as time is on there side, a round 10-15 win seems assured. Last night’s game, Moscow was due to fall on turn 9-10 for city number 8 on the Europe board. Japan was poised to grab back their possessions and secure city 6 on turns 11-12 as they were the target of the U.S. until turn 7…over that bloodbath, Japan had built 7 carriers, of which the U.S. was able to sink 4 before they could link with the starting Jap. fleet. Turn 5 the U.S. had a statistically bad chance to capture Japan with 12 units landed vs, 14 units on Japan. (US: Fit, Tac, 6 inf, 1 arm, 2 art, 1 mech vs Japan 2 bomber, 7 armor, 5 inf, 1 aagun) Japan built a carrier in sz6 and landed 2 planes to prevent 2 naval bombardments that turn and to further bleed the U.S. fleet for the expected starting navy counterattack. Even if I had captured Japan by some fluke, Germany was still on track to get city 8, 6 turns later since the U.S. was not going to breach the sz 91 navy and grab a city by then.
In short, you can surrender a board as the axis and still win by turns 12-15. America is asked to use 72-77 IPCs to stop both axis players who typically have 40-50 IPCs in the Pacific or a combined 80-90 IPCs in the Atlantic mid game, India and London are non factors(London is usually occupied on turn 4 for the estimated 26 IPC plunder and the +13 IPC a turn value), USSR does not have the money to stop Germany, and Anzac is lucky to garrison Australia by a turn 4-5 capture. After Australia falls, the next turn or 2 turns later sz 6 transports grab Hawaii for city number 6. (with Hawaii and Australia, you don’t care if India is in China as the game ends). Heck, India first crush works as well, but takes maybe a turn or two more for city number 6 (Hawaii).
Please reply with what I am missing. I know everyone can’t be wrong about the apparent balance. Does U.S. as i suspect go Europe first early and then switch?