Learning from AA50
Above I suggested that a starter box should feature two possible set ups, the quick game and the long game.
I want to clarify, this should not entail 2 separate start dates for the same box, or 2 distinct maps (in terms of territory possession.) In my experience fewer people play the 1942 start date in AA50. I think this is probably for several reasons, (maybe it is the effect of NOs, the fact that in 1942 more units are co-located with other nation’s units at the start of play, something I always found a bit disorderly) or maybe its because the words “Spring 1941, the World is at War” are plastered in huge letters on the front of the box :) But mainly I think it is two reasons…
The change in standard turn order and the change in territory ownership! These two things, more than anything else, conspired to kill the appeal of the 1942 set up right out the gate for me, and I see that nearly everyone defaulted to the 41 set up, so perhaps I was not alone in this.
The change in standard turn order was the most problematic for me, so I’d like to explore it more detail… Above in this thread I have suggested that a variable start to the turn order might be something worth exploring. What I mean by this is that you roll to see who starts the turn order, but, after the start, the turn order follows its normal progression. Basically once people get used to a certain order of nations for a certain board, you don’t want to mess with the mental logic by suddenly shifting that turn order. This seems to be the case in AA50 under the 1942 start date. You get used to G, R, J and then suddenly its J, R, G which messes with your head. I favor consistency in the order, with variability (if there is to be any variability) only in the start position, eg. which Nation goes first, after which point the order follows its normal progression in sequence. Also, to the second point about changing ownership of starting territories. The territory color as displayed on the map does a lot to communicate what’s what to the players, and part of what makes 1942 weird is that these colors are superseded by the ownership markers. This can raise questions between what is considered a “starting” territory. Is it the start as described by the territory color or the ownership marker? Needless complication.
Suggesting that we think of the starting set ups, not as two separate dates in the war (where borders must necessarily shift), but rather as a function of basic gameplay. One should require less overall time, less time to set up the board and units, less time to play to conclusion. While the second has more overall units, longer set up, longer play time. But both should be on the same basic map, with the same basic start date: 1942
Some people have suggested here and elsewhere that the turn order should be collapsed into a simple All Axis vs All Allies progression. I have given this some thought, and I think I come down in opposition to this move, though I find it interesting. I’m trying to reserve judgement, and welcome more details on how an everyone goes-at-once game might look in A&A. My gut tells me it will jack things up at a pretty fundamental level. At first I was intrigued by the possibilities and the simplification, but the more I think about it, the more I think it would be a mistake. My reason for feeling this way is that I suspect if we fully collapse the turn order into Axis/Allies, I don’t think you can truly have a multiplayer game anymore. Or can you? Perhaps someone could explain in more detail.
I know that most people play 1v1 anyway, but part of the charm of A&A is that it can be played with 3 or 4 or more players. I’m not sure this would still hold without an alternating turn order. Or at least, it concerns me. It’s a major departure from the traditional way of doing things, so I would much rather this idea be explored in a tactical game or theater game, before it is adopted in the world map games. In any case, even if it does work with multi player, I think maybe it needs to be fully proved before it is adopted as the norm on a flagship board. So until that point, I do favor a turn order of nations. I just don’t like it when that turn order changes on the same map. So again, to clarify
1 map, 1 default turn order, 2 set ups for the units. The fast set up and the long, rather than different start dates or territories trading hands.
Does that make sense?
also, I’d like to see a Russian battleship for a change. The lone sub dynamic has been done so many times, and since AA50 and also in 1942.2 the best it gets you is a fodder hit. I think it would be more interesting if there were less first round battles with large swings in Total Unit Value, and especially first round naval battles, since that is where the largest unit value swings always occur. Just eliminate these battles and have more units in safe zones. It would be easy enough to do, just develoingp an arrangement for the starting units that puts the emphasis on the second round rather than the first.
Just a few potential battles in each theater. Done like this, it would surely be easier to develop a variable start for the turn order, since the first round could be more about purchasing and positioning on non combat, with the major combat actions coming the next round. This would speed up the first round of gameplay considerably, allow for less starting units (less time to set up) and more variation in potential strategies, since you wouldn’t be tied to a bunch of scripted round 1 naval attacks, but could instead build out a war plan according to individual preference. I think each power should have a safe fleet, a safe airforce, and ground, but distributed in such a way that the main battles take a round to set up before massive trading occurs. Its the only way I can think of to design an A&A style of gameplay, that doesn’t require a fully fixed set up, but might instead be made a bit more flexible and adaptive, with greater variation in the starting conditions, as opposed to putting all the variation in the game to the results of the first round battles.