My best advice is to just propose a house rule for it. Much easier and simpler.
If I were Larry, I would…
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Capping the repairs a port can make per turn would be HUGE in the pacific in my play group.
We get to a point around the Caroline Islands when someone parks a huge fleet there and controls the port, and they can’t move onward because the enemy fleet is so big it will catch them and crush them, so it has to stay under the net of an AB and have a port to flip back over it’s 10 capital ships.
If a point of damage was added to a port each time it makes a repair, id say that would be fair.
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Hmm so it would basically cost you $1 to repair a battleship, or the naval base that repaired the battleship.
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That’s the best -repair- concept I ever heard Oztea.
Would work well with a house rule I just proposed…
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I see lots of SBR on russia… but not on anyone else (germany has 2 majors and a minor in france so it is kinda pointless). the +2 damage is what wrecks russia, just make it 1d6.
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Add a french tranny to zone 105.
Now Germany would have the choice of either focus on France and royal navy and watch normandy be evacuated, or kill the tranny or attack normandy spreading his force.
This is a actual choise Hitler had during the invation of France, so it be good from a historical point of view as well.
It might make France somehow more exiting to play. -
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@Cow:
I see lots of SBR on russia… but not on anyone else (germany has 2 majors and a minor in france so it is kinda pointless). the +2 damage is what wrecks russia, just make it 1d6.
I would rather go back to only escorts/interceptors firing during dogfights with interceptors hitting at 2.
I thought SBR was perfectly balanced when those were the rules. Though I agree it’s too easy to toast Moscow (under current rules).
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If I were Larry I would
-take tigerman77’s 1939 board and turn it into a real axis and allies game
-give Russia a fighting chance against Germany if D-day never comes
-force WOTC to make a specific sculpt for each unit for each country
-do more with pro-neutrals and strict neutrals
-put optional advantages back in the game
-make R and D not a luck of the roll (because really, who has the money other than America to gamble away each turn at the chance of always getting nothing)
-make a book of balanced and polished house rules and variants
-get WOTC a hearing aid so they can listen to the fans -
If I were Larry I would add more seazones in the medi, making it possible to have the medi contested instead of being always one-sided.
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rewrite the tech system
rewrite the convey system
add Vichy rules
make an Axis and Allies game not centered on the Americans (Stalingrad, Kursk, North Africa)
make french and italian units
look at the idea of using the same system in different wars (american civil war, ww1, Korea) -
i really like that last idea, he really should look at other wars he could make into awesome games
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most of the other wars would be a map, a set up, and rules for cavalry, maybe a tech chart, and change the basic inf. into a 1/1/1/3 unit. And maybe one or two rules special for that war.
As understand the reason for the 2 defense and 1 attack is entrenching defensive positions, fox holes trenches stuff like that. American Civil War the soldiers didn’t dig in for the night.
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most of the other wars would be a map, a set up, and rules for cavalry, maybe a tech chart, and change the basic inf. into a 1/1/1/3 unit. And maybe one or two rules special for that war.
As understand the reason for the 2 defense and 1 attack is entrenching defensive positions, fox holes trenches stuff like that. American Civil War the soldiers didn’t dig in for the night.
They utilized terrain to their advantage though - Little Round Top comes to mind. Fields, Tree/Fence lines, etc. I’m pretty sure the defender was better off than the attacker as the majority of times the attacker had to advance into an open area and face artillery/cavalry before they even get in range to fire at the defensive lines.
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i’m speaking from what i’ve read in one of the A&A rule books. I think it was MB’s Classic.
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Sitting still usually gives the defender a huge advantage.
He knows the enemy is coming, and doesn’t need to move his supplies very far once they get to the battlezone.Traditionally commanders want to attack with 3:1 odds, for a decent chance at victory….probably because a defending soldier is twice as effective as one attacking.
Just saw something on TV about Pickett’s charge, and the South only had a 2:1 manpower advantage.
A VERY risky attack by anyone’s standards.Even in A&A the axiom holds true.
Making a 3:1 attack should succeed, a 2:1 attack is daring, and a 1:1 attack is suicide. -
???
I would bet on 5 inf beating 3 anyday.
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Oztea…
When the balance of economics ISN’t behind you, it’s better to face the 1v1 suicide. :)
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anyway, I just hope developers play the game before they bust it out. OOB was a little ridiculous, but I am glad we got past it.
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jtolsen came up with an interesting idea. put a transport on sz 105. historically there was a normandy retreat. This would ease things up for allies as typically normandy is not attacked on G1 and if it is germany suffers more casualties in france usually (6 tanks left instead of 3 mech, 6 armor, and an artillery or two). If normandy is ignored it eases the defense of london up a bit so uk might not have to suicide a transport getting units from canada to london.
I would like to see french transport on sz 105. historically correct, small game impact.
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maybe a british sub if possible somewhere on the map, historically britian had a sub somewhere.
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