Hi.
I am a huge fan of AARe and I like the ideas you are working with to create AA50: strategic
I agree that for a start at least we should work with 1941 and NOs.
I also agree that there is the problem with the KGF and the KRF strategies, but I think that you are missing a side of it.
From my somewhat limited experience in AA50, I have seen some other flaws:
1. Due to the AA50 rules subs seem to be ignored except as punch in attacking with fleets, and as such Germany building subs is out of the question.
2. Germany building any fleet seems pointless, especially since subs get ignored. Also because of Russia’s NO, Russia is reluctant to call for allied help. This makes it all the more important for Germany to forget UK and surge Russia.
3. China is weak, and moreover, the flying tigers almost always get killed J1
4. Techs are too random and unbalanced.
5. Victory city victory for axis seems revolved around Germany taking key Russian places.
Here are some of my proposed solutions for these:
1. Convoy raids as per AARe - The reason for this idea is that it makes the nations not be able to ignore subs anymore. I especially like this solution because it solves the problem without making subs too good for their price–It doesn’t increase their fighting power at all. This combined with improved techs would allow Germany to actually build a fleet.
Also, increasing the ability of Germany to build a fleet would help solve #5 since he has the chance to take East Canada.
2. Give subs a 1 shot roll @2 against unescorted transports trying to move into or through their seazone (as per AAP40). A transport shouldn’t be able to pass up a sub with impunity–that was the main use for subs in the war. Also perhaps make Super subs give subs the ability to strike and submerge (as per AARe)
3. Give Russia lend-lease in archangel–12 IPCs (number borrowed) of units per turn from allies. In addition slightly modify Russian 5-IPC NO to allow allied units in archangle only. This change would solve the problem of Russia getting quickly overrun by Germany and would allow the allies to give limited aid to Russia.
4. Change tank price to 6–This one I am mainly going on the word of others who insist that a 5 point tank is overpowered especially for Germany. Also common sense says that in a map with more territories (AA50 as opposed to AAR) units with more movement are worth more.
5. Give tank a blitz ability–If all of the opposing units are wiped out in one turn of combat, any attacking tanks in the territory may make a 1 move Combat move. The intent to do so and the target location must be given during the combat move phase. This move cannot be aborted (units may still retreat after 1 cycle of combat). Tanks can still only move 2 spaces per turn: This move cannot be done if the tank moved two spaces to participate in the combat.–I am kind of wary of this suggestion as it may be too powerful, but with the increased price of 6 for tanks I think it might deserve some looking into.
Note that the blitz does not allow a tank to do a non-combat move (as per panzerblitz in AARe)-- that would be too powerful.
6. China (as posted in other thread)
a. China plays as a separate power directly after Russia. This would save China fighter and increases the strength of China since Russia can take territories to give China more units
b. Create a Burma Road rule: If China controls the Burma road on his mobilize units phase, he may place 1 artillery unit as per China’s placement rules. This represents China’s dependence on
outsiders for artillery.
c. Instead of rounding up, make China count for his units in mobilize units phase. All the other nations get their resources at the end of their turn why not China.
All of these would increase the power of China and make it have a greater presence. Also a greater presence in China should bring down the pressure on India, helping to solve the problem of the unkeepable India.
d. I think China should have a VC in its farthest west territory to give Japan the incentive to take the more-powerful China.
7. I think a couple VC’s should be added to indicate the importance of certain areas. I suggest a VC in Cairo and one in Iwo Jima. The Cairo one makes it possible for the Axis to win without forcing Germany to take most of the VCs from Russia. The Iwo Jima one Counter the Cairo one as it is and axis one for an allied one and it is relatively easy for US to take compared to Cairo being relatively easy for Italy to take.
8. Give Germany and IC in Northwestern Europe–This would allow Germany to replenish his fleet once it has left the Baltic. The reason France was avoided was to stop Germany from building in the Mediterranean; that is Italy’s territory. Alternatively, decrease the price of industries.
Obviously after implementing any ideas, the game will have to be tested for fairness, but I think these ideas would improve the game.
Tell me what you think and hopefully some of these will make it into AA50: Strategic
BTW: Your link for AA50: Strategic in your signature is broken.
Do I also get a long time no see? :-)