@Uncrustable:
Where does alpha 3 fall short where alpha 2 was so great ?
I feel Alpha 2 wasn’t giving enough play test before it was decided to change it. Many where saying is was cracked and allies were giving winners easily. I always disagree with that. I feel Alliance have a slight advantage, but not that much, like 60%-40%… eventhough I won more games as Axis.
But let’s take each “difference” Between Alpha 2 and 3.
1. Game order. Switch between Italy and Anzac. Doesn’t change much. If anything will help Axis in European theater… but Anzac is rarely significant there.
2.In Alpha3, Russia can declare if Axis captures London. HUGE Alliance advantage, denying Axis to regroup against Russia after fall of London.
3.Political situation, Japan naval restriction. Doesn’t change much. Any Japanese adventure too close there (too soon) isn’t a real game helper anyway.
4.Soviet/Japanese non Agression Pact. Tricky rules… adds “color” to the game, but a cost of complexity. At Axis advantage I feel, as it gives more ways to enter Russia.
5. Russia NO : Alliance slight advantage. In fact, Bulgaria and Finland are now more income. But along the fact Russia can attack right after Germany takes London…
6. India NO : Easier to achieve, but still unlikely to happen. So Alliance slight advantage.
7. USA NO : If France is retaken and holds… well, it’s pretty much done for Axis anyway. Still Alliance slight advantage. The “lost” of islands battle in Pacific is sad. Lost of “color” in the game there.
8. Unit placement : 3 signicant changes.
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Italy. z96, this only deny the option to sink z95 Italian Navy (which isn’t the best strat anyway). So no clear advantage here.
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UK 7 more HP in London + 2 more in Scotland : Impressivly Huge advantage. Really, Sea Lion is now impossible against any fair alliance player.
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Ship plancement in Manche. Clear Alliance Advantage.
9. AA Guns. Very arguable which side benefits from that rule. Since the most significant difference is 4 more HP in London… I say it’s an Alliance great advantage. Axis never really use AA anyway, besides when they are already loosing the game.
10. Bombing raid. Depends more on player’s type of play here… so kinna no clear advantage by this new rule.
11. Convoy. Again, depends on players. No clear advantage for a side or another. IMO adding dice here just adds complexity.
By additionnal complexity, I don’t complain the idea, but it just stretch game lenght even more, of a very long game already.
Overall, those new rules unbalanced even more Alpha 2… which is why Alpha 2 is the best set of rules. (OOB rule is just total impossible for Axis, never saw Axis won in over 20 games).