Just wondering what the bid is on this game these days. If you were a betting person. :wink:
How is the balance with the new Alpha 2 changes? Please give your view.
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Russia just simply doesnt have the ability to both retreat and turtle everything they have - 4 retreats means Germany at the door after 4 turns and continue to crank out 10 or more infantry per turn - Russia should be finished without assistance from the other allies, by turn 12…at the latest…and thats with incredibly skilled Russian play. Against a poor Russia, or low luck Russia…I see Moscow falling as early as turn 8, perhaps sooner if the player REALLY fails to turtle.
Once the turtling starts, it’s bye bye IPCs within 2 rounds. I’ll have German tanks all over Asia once I reach the outskirts of a turtled Moscow.
Russia NEEDS America to open another front.
Oh, and for the record, if Sealion was successful, Stalingrad falls much easier than Moscow. It’ll be over by turn 10 at the latest…nowhere near enough time for America to shift gears.
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Shadowguidex is correct. Japan cannot build 40 IPC land AND 40 IPC water to win China, Russia, India and the Pacific. It has to choose, mainland or Pacific. Most players choose mainland and that peter’s out eventually as Japan takes SERIOUS convoy damage from not having the boats to stop America.
Exactly. If you can’t take a territory by amphibious assult with Japan, then it’s not an important territory to have, additionally it’s only worth 1 IPC. The interior of China is worthless - WAY too much investment for way too little gain. I’d rather capture Australian provinces. The caveat is that China needs to be neutered early. I usually kill practically everything they have, then inexplicably fall back to my starting territories. The main point is - do not waste your precious Artillery on China, keep it all on the coast and use it for Hong Kong then for your Amphibious assaults. Use some planes to kill those Chinese.
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@Cmdr:
Any Russian city taken +1 to enter the war
Any Dutch territory taken +1 to enter the war
Any American territory or unit destroyed/taken, automatic entrance into the war.
Any allied capitol taken, +1 to enter the warGood thinking Jenny, I love it. If I was to streamline this into perfection, it would be like this:
US ENTRY RULES
US player roll 2 DOW dices at each beginning of his turns until he is at war. A roll equal to or less than the total numbers of modifiers is a successful entry. Mind you, he roll 2 dices, so 2 eyes are the minimum and 12 eyes are the max in one roll.
A successful entry trigger the war NO at his Collect Income phase the same turn, but the license to attack is delayed one turn.MODIFIERS TO ADD TO THE DICE ROLL:
- 1 for every pro-neutral or Western Allied territory (excluding the Chinese, USSR, strict neutrals and pro-Axis neutrals) that the Axis control at the beginning of a US turn.
- 2 for every Allied territory with a city that the Axis control etc.
- 3 for every Allied territory with a capitol that the Axis control etc.
- 6 for every Axis attacks on US units or territories.
example: Before US turn 2, Axis forces control France(3), South France(1), pro-neutral Yugoslavia(1), Sumatra(1) and French Indo China(1) for a total of 7 modifiers. Axis also controls Finland, Bulgaria and 3 Chinese territories, but they dont add modifiers. Now US roll 2 dices at the start of his turn, and if the total eyes are 7 or less, US must DOW the Axis, collect the war NO in his Collect income phase, and may start attacking in turn 3
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First, I think we need to remind some posters that we are talking about Alpha 2 Global, not Europe rules. What Germany can and cannot do in Europe is vastly different than what they can and cannot do in Alpha 2 Global.
First:
The unit compositions are significantly, if not vastly, different between the two boards.
Second:
The unit locations are VERY significantly, if not vastly, different between the two boards.
Third:
OOB England cannot scramble to save it’s fleet, but in Alpha 2 it (and Italy) can. That’s a HUGE shift in what can and cannot be done.
Fourth:
Russia has more land power in Alpha 2 than it does in OOB.
Point is, one cannot use the rules from the box to justify how balanced or unbalanced a strategy in Alpha 2 is, or if Alpha 2 is balanced at not. If one defines a “seperate” game as Anniversary Edition and Global 1940, then one must state that Global 1940 and Alpha 2 are also “seperate” games.
That said, I find it quite easy, almost routine, to have Russia keep the Germans out. The only time I have had issues keeping the Germans out or taking Russia is when Germany gives up the Atlantic and goes all in after Moscow. (Japan as well, ignoring the Pacific and letting their fleet get beat back to SZ 6 so they can dump everything they have into Russia as well. Yes, that means almost completely ignoring China and India too, necessary evil.)
The problem with that is, you are trading Japan for Russia AND you STILL didn’t get a VC win because England is now an impenetrable fortress!
It goes without saying that if Japan is putting 40-60 IPC a round into Russia, they are also not getting a VC win.
One last point, keep in mind it is not what victory cities you control, it is on what map you control them! Japan could have London, Washington, Tokyo, Hong Kong, Calcutta and Sydney, but they have not won!
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Me and my friend just completed a game of Alpha +2 . We made a few changes in the pacific that balanced things out nicley for us.
We removed the TT from Hawaii and gave the UK india fleet an additional TT.
Japan recieved an additional TT in SZ 6 .We removed the FIC NO from Japan .
We changed the US DOW to any attack upon US territories , australia , India , or Hong Kong , or the capture of London.
We also use a rule that Aircraft carriers on the attack can only take hits when all other attack value peices have been removed as casualties or just subs and the carrier and its planes are left. This also helps italy with it’s fleet survival.
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I like the additional transports. It helps England get more established since they can take the DEI faster and it gives Japan that crucial 4th transport. (Old players are used to 4 transports for Japan since Japan used to only be able to put out 8 units a round on their capitol.)
I like the change to America’s entrance into the war. The fact it took Pearl Harbor to get enough people mad enough to allow the politicians entrance into the war SHOULD be recognized! It’s been uncomforable to me that America can just up and declare war, even if they are never provoked!
Did you have issues with Japan “bagging” in-so-much as staging enough to take India/Australia all in one fell swoop and thus leaving America alone?
I also like the carrier idea, I would apply it to defending carriers as well. The idea was to keep the enemy AWAY from the carriers, not float the carriers out to protect the battleships.
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Battle of Leyte Gulf anyone? We don’t want to take away the option for a power (Japan) to use its carriers as 2 hit bait for their remaining aircraft and surface ships to take on the enemy ships.
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Battle of Leyte Gulf anyone? We don’t want to take away the option for a power (Japan) to use its carriers as 2 hit bait for their remaining aircraft and surface ships to take on the enemy ships.
Could be wrong, but were those not escort carriers?
Perhaps we need an escort carrier house rule. Carries either a fighter, or a tactical bomber, can only carry 1, takes 1 hit and dies, costs 12 IPC, attacks 0, defends 1. I’ve tried introducing a similar notion before, but it was never picked up for Enhanced (Anniversary or Revised Enhanced.)
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@Cmdr:
Battle of Leyte Gulf anyone? We don’t want to take away the option for a power (Japan) to use its carriers as 2 hit bait for their remaining aircraft and surface ships to take on the enemy ships.
Could be wrong, but were those not escort carriers?
Perhaps we need an escort carrier house rule. Carries either a fighter, or a tactical bomber, can only carry 1, takes 1 hit and dies, costs 12 IPC, attacks 0, defends 1. I’ve tried introducing a similar notion before, but it was never picked up for Enhanced (Anniversary or Revised Enhanced.)
I think 10 would be a better price for such a unit. If that costs 12 i would spend the extra 4 to get the soaking and space for an extra plane. And abit more defence.
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@special:
@Cmdr:
Battle of Leyte Gulf anyone? We don’t want to take away the option for a power (Japan) to use its carriers as 2 hit bait for their remaining aircraft and surface ships to take on the enemy ships.
Could be wrong, but were those not escort carriers?
Perhaps we need an escort carrier house rule. Carries either a fighter, or a tactical bomber, can only carry 1, takes 1 hit and dies, costs 12 IPC, attacks 0, defends 1. I’ve tried introducing a similar notion before, but it was never picked up for Enhanced (Anniversary or Revised Enhanced.)
I think 10 would be a better price for such a unit. If that costs 12 i would spend the extra 4 to get the soaking and space for an extra plane. And abit more defence.
Ditto
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I need to play a couple games where the allies try this KJF strat, but I still lean towards the axis being able to deal with it.
Hey Jen if you dont want the US to enter the war on turn 3 try what I call “The arsenal of democracy NO’s”
British NO’s
London
Turn 3 or Later: The US is not at war with Germany or Japan +10 IPC’s
Calcutta
Turn 4 or Later: The US is not at war with Germany or Japan +5 IPC’sSoviet Union
Turn 4 or later: The US is not at war with Japan +5 IPC’s
Turn 5 or later: The US is not at war with Germany +10 IPC’sANZAC
Turn 3 or Later: The US is not at war with Germany or Japan +10 IPC’sUS
Turn 4 or later: The US is not at war -20 IPC’s (penalty for the other allies getting such large boosts, but still the allies are getting 2:1)Following rules changes are also observed:
The US cannot declare war on Japan or Germany before turn 11 unless Japan attacks the US or ANZAC or the UK or London is occupied by an Axis power.
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I dunno, maybe 11 so it’s the same price as a tactical bomber…remember, you’re effectively adding 2 aircraft to any attack and 1 aircraft to any defense with this unit. (Juggling aircraft to get 2 units in the attack, one from the carrier lands somewhere, one from somewhere lands on the carrier.)
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Well … my balance issues. The US is fine, but Russia is too strong. They need to start with less units, or make less money.
So far Russia played properly can hold its own without help. That should not be the case. Even going hard on Russia from both sides and I haven’t been able to crack it.
Russia needs to be reduced.
Even in the face of a KJF, I have been unable to get my 8 cities in Europe quickly enough, whether I did a Sealion or not. And I’ve played against a KJF since October, so a KJF is not new:
http://www.axisandallies.org/forums/index.php?topic=20826.90
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I think Alpha +2 is a lot better than OBB but after some extensive testing I am finding that it still favors the Allies. It took awhile to adjust and I did not think that the first couple of times I played but I am coming around to the idea that the Axis need some more boosts.
I have seen that the Allies wrecking Italy quickly is hard to stop. Also as you stated I am finding the Allies can even do some early Pacific spending and still come back to save the day in Europe. The Axis may even be able to sack Moscow but then the last victory city will be all but out of reach.
The only way I see for Axis victory against strong Allied play is desperate gambles that rely on the element of surprise in the hope it will cause the Allies to make a costly mistake. In that event a window for Axis victory can be opened. The problem is if you play this game a lot there are only so many ways to surprise a skilled Allied Commander. As is the game is not balanced.
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Well … my balance issues. The US is fine, but Russia is too strong. They need to start with less units, or make less money.
So far Russia played properly can hold its own without help. That should not be the case. Even going hard on Russia from both sides and I haven’t been able to crack it.
Russia needs to be reduced.
Even in the face of a KJF, I have been unable to get my 8 cities in Europe quickly enough, whether I did a Sealion or not. And I’ve played against a KJF since October, so a KJF is not new:
http://www.axisandallies.org/forums/index.php?topic=20826.90
how did you play as axis when not performing sea-lion? did you get to moscow or have you been stopped before?
rock`n roll
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how did you play as axis when not performing sea-lion? did you get to moscow or have you been stopped before?
rock`n roll
Even with no Sealion, Moscow is not taken. I can get Leningrad and often Stalingrad before I am pushed back. I find that when I can do Sealion (and it can be stopped now) I come closer to getting my cities than when I don’t do Sealion. Russia builds up enough that they outnumber Germany when trying to make teh approach to Moscow. And those 18 inf from Siberia are one hell of a shot in the arm for Russia - even when chased down by Japan.
I am currently trying to see if there is some better way of putting the squeeze on Russia from all 3 Axis, but I’m not optimistic.
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how did you play as axis when not performing sea-lion? did you get to moscow or have you been stopped before?
rock`n roll
Even with no Sealion, Moscow is not taken. I can get Leningrad and often Stalingrad before I am pushed back. I find that when I can do Sealion (and it can be stopped now) I come closer to getting my cities than when I don’t do Sealion. Russia builds up enough that they outnumber Germany when trying to make teh approach to Moscow. And those 18 inf from Siberia are one hell of a shot in the arm for Russia - even when chased down by Japan.
I am currently trying to see if there is some better way of putting the squeeze on Russia from all 3 Axis, but I’m not optimistic.
I mostly agree with what you have said. I am curious though what is Russia building in the games you have played. I have found it depends on what Russia builds and does that determine whether Germany can get it or not.
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Well, a poorly or even a mediocrely played Russia will mean an Axis win.
Russia has been maximizing buys with inf and art to get the numbers up followed by in later turns with tanks/mec. I prefer art to mec, though, as it is not often I’ll be doing blitzing with the Russians, and with the right mix of art and inf, my pips won’t drop dramatically switching from defense to attack.
Again, a Russia that can hold its own without help is too strong.
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Well, a poorly or even a mediocrely played Russia will mean an Axis win.
Russia has been maximizing buys with inf and art to get the numbers up followed by in later turns with tanks/mec. I prefer art to mec, though, as it is not often I’ll be doing blitzing with the Russians, and with the right mix of art and inf, my pips won’t drop dramatically switching from defense to attack.
Okay that is similar to what I am experiencing. If Russia buys pretty much just inf and art it is a very tough nut to crack. The only time I cracked an all inf/art Russia was when I built the Romanian major G1 and went straight at Moscow as fast as possible. I did get Moscow but I lost the War. By not building the Baltic fleet or helping out Italy in any fashion the UK ruined my day by locking down Egypt and London. It is just too much for Italy to handle if UK is building in Africa on UK1 and sinking the Italian Navy with no fear.