Quick summary of the first couple of turns of a game using this system (if I understand it correctly):
Austria moves in to contest Venice and Poland, the intention being that Germany will also push north to try reaching Karelia before the British. The entire Budapest army hits Serbia, but a single Russian is left contesting it.
A huge stack supplemented by new units is assembled in Vienna and is railed out to create a super-stack in Poland.
Russia withdraws the Polish garrison into Belarus but makes no attacks. An even bigger stack than Austria’s is assembled in Moscow and promptly railed into Serbia, threatening undefended Budapest and Trieste. Serbia is now defended by a Russian army of 26-10-2 units.
Some thoughts:
Despite what LH has said, I do think this system creates super-stacks, and the game is likely to focus on a dance of death between them.
I would much prefer limiting each rail move to 10 units; OR allowing any number of rail moves, but with only 10 units permitted in each tt railed into. Therefore you could reinforce weakened fronts without creating monster-armies.
Railing into contested tts seems over powerful, especially those you’ve just entered to contest.
I would consider modifying the phase order to:
combat moves
non-combat moves (SM)
combat
place new units
banning SM into, through or from contested tt.
I can see no logical reason for excluding rail movement in ally controlled tt.
Most important of all:
When you perform your SM move, you MUST make a noise like a steam train!
Aside: my new chipping system already seems to be speeding up the game. By pooling all the chips from all my A&A games I’ve just got enough chips, and having just one stack per army is a lot more manageable.
The only downside is that stacks have to be mixed old and new styles, which don’t stack too well together, but having some powers using only one type for infantry and artillery makes it workable. So:
grey - infantry
red - artillery
dark blue - fighters
brown - tanks
The super-stacks are rather tall, but less likely to get knocked over because there’s much less messing about swapping chips around.
I’ve even pressed my MB white chips into service to mark contested tts - this is useful in reminding you to adjust the IPC chart when a tt becomes contested, something rather easy to forget otherwise.
Note: other thing I’m trying here: Switzerland is impassable. I think it should be 4 IPCs/8 defenders, but I want to see the effect of it being off-limits.