Sometimes when I read commentary like the above I think to myself, what these guys really need is for someone like the CreativeAssembly to make a War War II game as part of their “Total War” franchise. The original Shogun: Total War, was itself based on a boardgame, and the structure of Medieval also featured a TBS style campaign map that looked a lot like a boardgame. Ever since Empire: Total War and the way they handled the split theater Campaign map and Napoleon: Total War with attrition, I have been thinking a lot about whether the sort of gameplay developed by Activision/CA could be merged with a boardgame like Axis and Allies to create a legit world war II game? “Axis and Allies: Total War” or something similar. A game like Total War has the benefit of allowing a very nuanced units roster, a complex economy and diplomatic system, opportunities for historical blurbs, maps changing colors etc. All things that make a great computer game. I would definitely buy a World War II computer game like that if CA brought it into the Total War franchise. But that’s a digression.
Here’s the thing, Axis and Allies the way I grew up with it is decidedly a Boardgame. Its not a WarGame, and its not a computer game. Unlike a computer game such as Total War, where all the unit statistics and “rolling” happens behind the scenes, in A&A all players need to understand what mechanics are in operation, and it has to be easy to read. All units need to have easy to remember costs, and values for the rolls, since in a boardgame you actually roll this stuff out. That’s why a national unit roster with different costs or abilities doesn’t work well, because the players have to track it all. There’s no computer to handle all this computation for you. The same thing with movement! Or logistics! And especially production!
These all have to be kept simple, or the game won’t function as a boardgame. I think one of the major rubs with G40, is that it tries to satisfy a lot of expectations that people have from playing computer games or advanced wargames, by grafting them onto a simple and highly abstract boardgame (which is what Classic A&A.)
What annoys me to no end, specifically with regard to the Production issue is this…
Ever since AA50, Larry and the other creators have opted to use new rules to flesh out the production game, rather than adjusting IPC values (which would have been so much simpler!) In my view, the very same types of things that people are trying to accomplish via tweaking rules for the production units, could have been handled just by altering the IPC value of certain territories directly. You could say the same thing about VC, and NO rules. All that was required would have been to take the highly abstract and already shaky idea of “Industrial Production Capacity” and just alter those values directly on the map spread to achieve the sort of gameplay people are after. This would have kept the production game more “out in the open”, less “hidden behind the scenes,” and something you could observe with greater ease as a player “at a glance.” When I see the extraordinary lengths the creators were willing to go in order to avoid changing IPCs, creating new factory rules, creating special bonus income rules etc I just don’t get it.
So yes, I agree entirely, that the Problem is Production!
Though when I read it, I think the problem is just as much to do with the IPC spread itself (potential production) than it is the abilities, locations, and costs of the factory units themselves. In short, I get the very strong impression that first the IPC distribution of the gamemap was established, and then the factory rules/abilities were adapted to fit with it, whereas I would have done exactly the opposite!
First establish were you want the production be (potentially) and how you want the production to play, and then adapt the IPC distribution on the gamemap to support it. I still believe that this unit should probably be removed from the unit roster entirely, and have all its locations fixed from the outset. Or that it should be much more flexible, and redrafted as a “base” or “mobilization point” rather than as an industrial complex.
I tend to agree with Knp, more than any other A&A game, the 1940 games especially have so many rules already, that a few HRs added on top of these don’t seem nearly as wild. I would be very comfortable playing a game that had that rule for subs for example, or for mech moving 2. Or adding a NO here and there, since what’s one more, when you already have so many NOs to remember. If a production HR can easily fix the balance or the gameplay to be more entertaining, then I say go for it. The map itself is hard to change once its sent to print, so much as I wish the IPCs distribution was different, it’s just too hard to alter characteristics of the physical map. Even though I really really wish this wasn’t the case, because the information on the map is much easier to read and understand, than a bunch of hidden rules that aren’t visually presented on the gameboard itself. Just as an example, even after half a dozen iterations of the worldmap, and despite all the various rules and NOs and bases and changes to production profiles, A&A still has not produced a game where Hawaii, Midway, Guadalcanal, Iwo etc are hotly contested.
I believe this is because of the IPC spread, and could be fixed easily, if only the creator was willing to ditch the idea that IPCs cannot be abstracted in the same way everything else about this game is abstracted. Here’s something that might have been tried, but wasn’t… Make Hawaii worth 3 ipcs (the replacement cost of an infantry!) and give it a factory. Do the same with some of those other pacific islands and raise their IPC values. This has been my ongoing suggestion since Revised came out, but it never happens. I can’t for the life of me follow the logic, from a gameplay perspective.
How is it any “less realistic” to have the Japanese capturing India or Cairo or Moscow, than it is to provide the game with production spread in the Pacific that actually allows the Japanese to contest North America? Or for North America to viably contest Japan?
All the 1940 production rules seem specifically designed to remove this possibility from the gameplay. No ICs on islands, a preponderance of valueless Pacific islands, weak Pacific NOs etc. all of which conspire to make the make the Pacific a one trick pony in pretty much every A&A game. What is needed is more stepping stone territories between San Francisco and Tokyo.
Even the design of Anzac, which could very well have provided this, fails to do so. No IC in New Zealand for example, and so many other minor hang ups, that of course Japan is never going to gun for New Guinea/Sydney/NZ/Guadalcanal over say Moscow/India, since a Pacific thrust has no Endgame pay off for Axis. Alas!