@pacifiersboard They used both DC-3s (aka C-47s) and gliders for heavier units.
New player country pick
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I think ANZAC is a terrible idea for a new player. We found a way in my group for ANZAC to be useful but if I were new and only got the 3 minor powers I’d be frusterated as hell. My group usually just figures the divisions of powers to the number of players and take one box lid for each player. Example in a 3 player game 2 play the allies one plays the axis. However we split the allies US and UK will be seperated so we take the US, UK, and one axis box top and mix them randomly. We let new players pick first then grab at will. US usually gets the Pacific allies, UK the Europe. In a 3 player game we don’t follow the 3 allies vs 1 axis. We feel it’s more fun for each side to have a friend to strategize with. We also always give each major ally at least one minor one. Anyway we don’t care if you’re a new gamer. We want you to have fun and ANZAC IMO takes a bit more experience to play right. UK/ANZAC is usually our split for 6 player games and if the new player gets them we give them the option to trade. UK is like playing 2 games, and can get overwhelming.
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ANZAC is the best choice. You have the UK and US player both helping you out and you get to experience all the type of combat AA offers (naval, air, and ground). I think Italy is too important to hand to a newbie. Italy is the key to Axis victory. If Italy can take Egypt it takes pretty much all of Africa, becomes a beast IPC wise, and gives the Allies a headache for turns to come. If Italy fails in North Africa early, odds are it will fall by round 5 or 6 to a smart US.
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Italy for sure. It’s got action right off the bat, it is Semi-independant (With Germany to back it up/to be backed up depending on the gameplay) and it is in the game from beginning to end but is not likely to win/lose the war based entirely on its own moves assuming a competent Germany player.
Giving a new player Anzac, China and France would be a sure-fire way to turn them off of the game if you ask me. Our first game of global we had one player do those three minor allied nations and quite frankly he spent most of his game sitting around waiting to move one or two units. An hour of waiting for 30 seconds of gameplay is not a good introduction to the game!
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Italy for sure. It’s got action right off the bat, it is Semi-independant (With Germany to back it up/to be backed up depending on the gameplay) and it is in the game from beginning to end but is not likely to win/lose the war based entirely on its own moves assuming a competent Germany player.
Giving a new player Anzac, China and France would be a sure-fire way to turn them off of the game if you ask me. Our first game of global we had one player do those three minor allied nations and quite frankly he spent most of his game sitting around waiting to move one or two units. An hour of waiting for 30 seconds of gameplay is not a good introduction to the game!
Agreed. Why not give the newbie the important power? If you have teammates who are good at helping. And I personally have as much fun losing as winning as long as there aren’t too many glaring mistakes. And if the new person is making mistakes they’ll learn from them. But here’s the most important thing. But each person is different.
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If you give a major power to a newbee, you have too care too much for his turns.
Russia could be an option. :-)
Not much fleet and amphibious operations to care of…
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i prefer newb having a allie because all axis need to work well together if their going to win otherwise its a walk over. USA because they have lots of money and room for error.
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Italy is logical.
Its a “full” size country, with “training wheels” (a low income).
You get experience with navy builds and maneuvering.
You have three straights to play with, even one that doesn’t block subs.
You can experience the joys of convoy raiding and being raided.
You can purchase every type of unit. Even Battleships
You have factories, air/naval bases, and AA guns to practice using.
You can capture an enemy Capital and enjoy plundering its wealth.
You can beat up on neutrals.
You get to declare war.
You have strategy choices and decisions to make: Land or Sea or Both.
You can help Germany or they can help you as needed.
You have national objectives, that you can earn on your own and feel good about.
You play near the middle of the turn line-up depending on version. Which means you get to watch others play and learn before you have to play.
You can make technology rolls.
You get to capture some victory cities and possibly win the game for your team.
With good play, you are rewarded with a production value that rivals the other powers starting levels. Allowing you to take off the “training wheels”.You are likely to be the first one knocked out of the game, if you lose interest or have to leave early.
Any mistakes Italy makes won’t cost you the game. Yet you still “feel” important and less stressed then if you were thrust into the cauldron.
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Italy is logical.
Its a “full” size country, with “training wheels” (a low income).
You get experience with navy builds and maneuvering.
You have three straights to play with, even one that doesn’t block subs.
You can experience the joys of convoy raiding and being raided.
You can purchase every type of unit. Even Battleships
You have factories, air/naval bases, and AA guns to practice using.
You can capture an enemy Capital and enjoy plundering its wealth.
You can beat up on neutrals.
You get to declare war.
You have strategy choices and decisions to make: Land or Sea or Both.
You can help Germany or they can help you as needed.
You have national objectives, that you can earn on your own and feel good about.
You play near the middle of the turn line-up depending on version. Which means you get to watch others play and learn before you have to play.
You can make technology rolls.
You get to capture some victory cities and possibly win the game for your team.
With good play, you are rewarded with a production value that rivals the other powers starting levels. Allowing you to take off the “training wheels”.You are likely to be the first one knocked out of the game, if you lose interest or have to leave early.
Any mistakes Italy makes won’t cost you the game. Yet you still “feel” important and less stressed then if you were thrust into the cauldron.
100% agree. Italy is a “minor power” but has access to both Land and Naval… It is a well rounded power for a beginner with Help from Germany.
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wait on…. wouldnt you want to start a newbie out on revised or 42?
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My initial instinct was to choose Italy, but then I considered that the game is balanced in favor of the allies. The axis needs the best players in the group working together to make the game even. Italy matters a lot, because their income, or lack thereof, is what could potentially turn the tide of victory or defeat for the axis. For this reason, I selected the least important major Allied power: the UK. In my estimation, the UK is just there to stand in the way in the beginning and then support the US and Russia with whatever they do. For a beginning player, this would be a great trial and error country, because even if England falls, the game goes on. Consider giving the new player UK Europe and France, then give UK Pacific to whoever controls ANZAC and/or China.
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Russia, man. Since I started playing Classic, Russia goes to the newb. Center of the action, forgiving because it’s huge, easy purchases, don’t have to learn naval units yet, straightforward strategy, roll fistfuls of dice.
“Look, here, buy as many infantry as you can afford. Hold off the Germans. Keep your planes alive. Stall the japs in Siberia.”
Axis? No way.