Clearly we need to break you guys into Online play…
Then you will learn to love the new rules :-)
Trust me, I’ve played enough games online to know exactly why I think what I think, and all the various reasons that attach to my views about this. Playing games, and making them, and analyzing the mechanics of A&A to death, time and again and again. It’s not an observation that comes from lack of online play :)
Sometimes I do feel like some of my ideas have penetrated into the Harris design universe (a little bit anyway), but always slowly, and then only half applied hehe.
Among the many things I have argued for fervently in the past (along with others): the inclusion of a starting IC in India, the lowered cost of the battleship, destroyer, sub, and the inclusion of cruisers, Honolulu as a VC, A larger China under US control with normal rules, more spaces in eastern Russia etc.
But the main thing I argued for was shot down, (the most important thing!) which is this: That in order to do all the stuff mentioned above you need to raise the overall economy of the board!
Initially my thought was that you’d have to do this by at least 10% (closer to 20% really, but that is an aside.) Just increasing the Atlantic crossing by a single space, stalls the pace of the Atlantic game by 3 rounds (not the 1 round you might think) and turns into a major economic cost to the US. That’s not including all the other map changes adopted. Just putting a starting IC in India, under my views, was going to require a boost to the starting UK income of like 10% over the Revised number to support it’s inclusion, to prevent totally unbalancing their position in the Atlantic and against Sea Lion. Russia in my view, needed even more, to justify a Karelia IC. Because in my analysis, starting ICs were effective more as anchors and target liabilities for the Allies, than as initial advantages. “Spaces that had to be defended”, was always the argument, because they had factories on them!
My simple overall solution was to raise several territories on the board by at least 1 ipc, or 2 ipcs in many cases. I felt, and still feel, for example, that Honolulu as a VC deserved 2 ipcs and a starting factory. But honestly my solution in effect was to raise the overall money in the game by about 10 ipcs per power, and distribute that income across territories along a wider field of play. The income is so tight under the current set up, that even one tiny set up flaw, or one wild battle, can throw the whole thing. And that in my view was the major issue, which would be solved relatively simply by just increasing the money a modest amount.
Giving players more flexibility in developing their game, especially in the second and third rounds, without making it hinge so dramatically on the starting set up. A modest increase in the overall amount of money I feel, leads to more expensive and exotic purchases and more experimentation. But this point was largely ignored, when I tried to make it. (To their credit, the NA’s in AA50 at least tried to put this theory somewhat into effect, but instead of directly increasing the ipc value of important territories, it was done indirectly through the National Advantage money. An idea which irked me, because it introduced new rules, where I felt a direct, simple, and visually immediate income adjustment would have been so much easier.)
And of course, I never even considered a change to the transport rules! or a decrease in the cost of bombers, or an increase in the cost of Armor.
Now many of the ideas I argued for initially, I do not see working correctly in this game, because the economic/logistics aspect has remained static into the new edition, even while trying to put all those other changes into effect.
So yeah, I have thought about these things quite a bit.
As of now, the only thing I can think of to restore the playbalance somewhat (absent a pretty major allied preplacement bid) is to restore the combat ability of transports.
There are other things you might try, like increasing the economy, or giving more units to the western allies to offset the essential cost of transports, or lower the cost of defensless transports considerably, or give Russia enough power to stand on its own at the outset. Or give Japan an incentive to attack towards the W. US. Or a thousand other things you could try… But those all essentially require a redesign of the game, or unit set up.
This fix just requires that you go back to the old rule that you already know. And while it doesn’t fix everything, it certainly can help. Which is why it seems a good option to me.
But again, just something for all to consider.
ps. while I am on the subject of experiments. Here’s another thing you may wish to try sometime, if you ever want to see what I am driving at… Add +1 ipc to every single territory on the board. This is a super crude house rule I considered initially, (it’s rough, but relatively easy to implement) and it does lead to some rather interesting game play options, that you might enjoy. While not my ideal way to distribute production, this does come fairly close to increasing the overall economy by around 50%
pps. Or another thing you could try, is to give a +1 ipc bonus during the collect income phase, for each territory that a Nation controls. Which does not modify production, but has a similar effect. So there is always an incentive to attack and hold every territory, because of the bonus money. And bonus money means more flexibility with purchases, and less dependence on the starting unit set up. This is also easy to implement, you just count up your territories at the end of the turn, the same as in risk, and add that number in ipcs (+1 per territory) as a bonus to the income already collected that round.