@Der:
Wow - still going I see. I think everyone needs to back up and look at what this game is. Axis and Allies is what’s known as a “Beer and Pretzels” game among game enthusiasts. It is by no stretch of the imagination a serious military simulation!
Because the game is played at the scale of the entire world on your kitchen table, it must paint with a wide brush as far as reality goes. Now you have rules in it like “subs can’t hit planes.” Why not? Why did u-boats all mount AA guns? “planes cannot hit subs without a DD present.” Why not? You’re telling me a plane never caught a sub on the surface while on patrol? These are attempts to force more realism into the game.
Special rules can enhance play if used sparingly, but they can also seriously reduce the fun factor and bog the game down.
My proposal to return to the classic transport fits it nicely with the guiding rules of Axis and Allies since its beginnings.
- Every attack involves chance
- Defender chooses his own casualties
Realism should NOT be the priority here. There is no weather in this game. There is no supply. Japanese tanks are just as effective as German ones. What the game does do well is allow players to have fun, make strategic decisions, and cuss or shout at dice rolls.
If you are worried about transport fodder, just bump the transports up to 10 IPCs. If your opponent wants to take his transport first as a casualty, let him. He’s still losing IPCs. He’s losing his ability to move units across water. Let the player be the commander. And you are still playing AXIS & ALLIES, not some mutant hybrid game that is attempting to match reality by flooding the classic game system with a bunch of forced extra rules.
Good to see you back. :-)
It is a kind of closing the circle you started…
Or maybe extinguishing the fire you started? 8-)
I see that you still emphasis your preference for Classics.
It is still very appealing.
Strangely, there was many more suggestions of adjustment for the “Taken last” transport. It took me much more time than I expected at first to summarize the 15 variations and it maybe still going.
You said:
And you are still playing AXIS & ALLIES, not some mutant hybrid game that is attempting to match reality by flooding the classic game system with a bunch of forced extra rules.
Strangely, if you pick option one by one and take the time to understand it, you will see that most of them are just taking some little modifiers from existing rules, or used an A&A mechanics applied elsewhere and use it for their Transports rule.
Of course, their is still more or less simple variations, more or less realistic, more or less balance vs other units and have more or less consequences on the play balance between Axis vs Allies. And I’m sure, many made their posts for the sake of those criterias, not to create a monster.
Actually, I think the more we directly revert back to Classic TP, the more it changes the balance toward Allies. But many think Global is too much pro-Axis, so they can try a different TP rule instead of a bid.
However, after all that have been said, I’m still wondering:
If I change for less defenseless transport Taken last, which one will I choose to introduce to my friends for playing?
Nonetheless, thank you very much Der Kuenstler for your initial post and question. :wink:
It was a very stimulating one, I like all the thinking outside the box which generated from.