G40 Balance Mod - Feedback Thread


  • @simon33:

    Blitzing through friendly neutrals is a known Triple A limitation. One of the things which would be nice to fix.

    Yeah, I usually have problems with it while taking Italy`s (Marocco to Aleksandria) NO.

    Definitely, it should be one of the first things that should be fixed in the next triple a edition (rules concerning movement through or over neutrals)

  • '19 '17 '16

    Should BM close the ANZAC DOW on Japan loophole/special case? It is possible.


  • @simon33:

    Should BM close the ANZAC DOW on Japan loophole/special case? It is possible.

    Can U tell me more about that?

  • '19 '17 '16

    Edit the XML so that the ANZAC DOW doesn’t result in a state of war between Japan and UK and Japan can then declare on UK without bringing USA into the war. The loophole is that you can move a British warship into a sea zone with a Japanese Transport and then the ANZAC DOW on Japan. Come Japan’s turn, he can’t load the transport.


  • @simon33:

    Edit the XML so that the ANZAC DOW doesn’t result in a state of war between Japan and UK and Japan can then declare on UK without bringing USA into the war. The loophole is that you can move a British warship into a sea zone with a Japanese Transport and then the ANZAC DOW on Japan. Come Japan’s turn, he can’t load the transport.

    is it a legal move, or a triple a bug?


  • @simon33:

    Edit the XML so that the ANZAC DOW doesn’t result in a state of war between Japan and UK and Japan can then declare on UK without bringing USA into the war. The loophole is that you can move a British warship into a sea zone with a Japanese Transport and then the ANZAC DOW on Japan. Come Japan’s turn, he can’t load the transport.

    so anzac can declare war to Japan, and UK Pacific is not at war with Japan, and if Japan DOWs UK Pacific , USA can go to war?

  • '19 '17

    In my opinion it’s only a problem if people don’t know about it. Once you know about it, it’s trivial to stop the block from happening.

  • '19 '17 '16

    @Amon-Sul:

    @simon33:

    Edit the XML so that the ANZAC DOW doesn’t result in a state of war between Japan and UK and Japan can then declare on UK without bringing USA into the war. The loophole is that you can move a British warship into a sea zone with a Japanese Transport and then the ANZAC DOW on Japan. Come Japan’s turn, he can’t load the transport.

    so anzac can declare war to Japan, and UK Pacific is not at war with Japan, and if Japan DOWs UK Pacific , USA can go to war?

    I think USA still shouldn’t be able to go to war.

    @Adam514:

    In my opinion it’s only a problem if people don’t know about it. Once you know about it, it’s trivial to stop the block from happening.

    Probably true. It’s not like too many experienced players are bitten by it, although it could be very annoying!


  • Hey!

    So in my game Vichy was activated on turn 2.  Is that allowed?

    Rage and Honor

  • '19 '17

    @Lord:

    Hey!

    So in my game Vichy was activated on turn 2.  Is that allowed?

    Rage and Honor

    Yup.

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    2 things:

    1. Has there been discussion of adding an Axis NO of +5 to Japan for control of China?  I think that would go a long way to balance out the game.

    2. If not, I think I will start requesting bids to play Axis.  +8 to start.  Just seems after about round 6, the Allies just get too much money, and if the Axis aren’t ascendent then the game is over.

  • '19 '17

    @Karl7:

    2 things:

    1. Has there been discussion of adding an Axis NO of +5 to Japan for control of China?  I think that would go a long way to balance out the game.

    2. If not, I think I will start requesting bids to play Axis.  +8 to start.  Just seems after about round 6, the Allies just get too much money, and if the Axis aren’t ascendent then the game is over.

    You should request whatever your opponent will give you  :wink:.

    +5 for control of China would barely change the balance at all. Even if you rush China it will stay alive for the first 6 rounds, and those are the critical rounds where you need to get things done as Axis.

    We aren’t aiming for perfect balance, because that’s impossible and balance perceptions vary a lot between tiers of players. It looks balanced to me at top tier, and whatever the imbalance is can be corrected by a bid which is also an interesting part of the game, and ensures that both players are satisfied with their side.

  • '22 '20 '19 '18 '17 '16 '15 '14 '12

    @Adam514:

    @Karl7:

    2 things:

    1. Has there been discussion of adding an Axis NO of +5 to Japan for control of China?  I think that would go a long way to balance out the game.

    2. If not, I think I will start requesting bids to play Axis.  +8 to start.  Just seems after about round 6, the Allies just get too much money, and if the Axis aren’t ascendent then the game is over.

    You should request whatever your opponent will give you  :wink:.

    +5 for control of China would barely change the balance at all. Even if you rush China it will stay alive for the first 6 rounds, and those are the critical rounds where you need to get things done as Axis.

    We aren’t aiming for perfect balance, because that’s impossible and balance perceptions vary a lot between tiers of players. It looks balanced to me at top tier, and whatever the imbalance is can be corrected by a bid which is also an interesting part of the game, and ensures that both players are satisfied with their side.

    Hmm, good point.  Just seems the Axis need maybe more ability to harvest income in the middle game.  But, hey, I am amenable to bids correcting this.

    I can just say from my many, many, games of BM played (second only to Simon) that the game tilts towards Allies. Not huge, but building over the course of the game.  Maybe just a little bump to Axis at start, an extra German sub say, could go a long way.

    Most the games I’ve lost have been as Axis, and the ones I’ve lost as allies, with one exception, I thought I could’ve won and didn’t because of either bad dice or dumb moves by me.

  • '19 '17 '16

    Or you could do the obvious thing and just wind back some of the allied objectives.


  • @simon33:

    Or you could do the obvious thing and just wind back some of the allied objectives.

    Yeah.  There’s a big list to choose from, too.


  • So, since Karl is the most experienced bard on the forum here, can we say that Axis are underpowered?

    I suggest 3 additional NOs for Axis

    1. Japan - certain number of territories in China

    2. Germany - from White to Black sea (4 or 5 territories)

    3. Italy - 4 islands (Sicily, Sardinia, Malta, Cyprus)

    The Axis can also have more ipc for the existing NO, for example that one with Crete from 2 to 5, and the one for Norway to 7 ?

  • '19 '17 '16

    ^ As the only player more experienced in the 2017 season than Karl I sighed when I read suggestions of even more NOs for BM.

    A reimagined BM without guerilla fighters would be something I could get behind but I doubt anyone is really interested.


  • @simon33:

    ^ As the only player more experienced in the 2017 season than Karl I sighed when I read suggestions of even more NOs for BM.

    A reimagined BM without guerilla fighters would be something I could get behind but I doubt anyone is really interested.

    that would be a good compensation.

    karl , what say U?

  • Liaison TripleA '11 '10

    You could get rid of guerrilla fighters,  but you should then also get rid of the ridiculous 5 IPC for Nov,Stal,Mos,Cau,  and just change it to 5 for control of one.

    The fact the axis can make their income explode so fiercely is brutal.

    I’ve always been a believer that sometimes less is more in Axis and Allies.  And I think that’s true for Balanced mod.  Some of these rules are fun/exciting, and def add new elements to the game.  But the core challenge for balance from the beginning was the sheer amount of NO’s the axis can easily pickup, whilst the allies couldn’t get barely any.

  • '15 '14

    Another bug in the tripleA calculator.

    Try Amphibious assault with 2 inf and a cruiser against a single inf.

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