Day 2 game was the same for Germany. Lost 6 or 7 planes T1. That don’t help. But 90% of this was based on new players. So Germany never got a good push into Moscow with some mistakes with ground. But hey we all been there with a new game.
What I think is happening when new players play game is there mostly used to playing 40 games and of course this game is more focused on historical events and also the game starts almost 2 years later in Dec of 41. So you come out bangin and everybodys at war.
So for japan on day 2 was another great game in the Pacific. Japan and US going back and forth for 3 island colored group NO’s as I mentioned in first day game report post above. Also Fec And Anzac placed there whole navy in Java and Japan attacked it and lost a bunch of planes and ships when US counter on there turn to kill them off.
Japan did get 4 Dutch Islands for 2 bonus points for Oil and Rubber resources.
This extra bonus points is the way to go. Japan gets resources then they deserve the bonus points just like they needed in real war. Even with Germany struggling, due to Japan which they should have options for a win instead of Germany doing all the work, the Axis got to 32 points during last turn in game but by end of turn could not hold the 32 points and went down to 28 or 27. You need 30 and hold a turn for axis win.
So with some saying Russia is to strong maybe correct with the new changes to Russia this game. But Russia was I believe strong enough to hold Moscow on there own even when allies could land in Russia.
Now in game no allies units period in Russia so I made a few adjustments to Russia and it may have made them a bit to strong. Will see. Am testing now where I added 11 Ger pieces to front lines so Russia can’t counter so fast back. But some of this strong Russian counter was due to not playing Ger correctly on T1 and 2. But just IMO.
So once we get the Russian Germany ironed out that’s it for game.
A Event Card tweak here or there and if its a go in a bit the Plane on Plane rule.
Fig C9 AD@2 plane & AD@5 ship or ground
N. Fig C9 AD@2 plane & AD@4 ship or ground
Tac C9 AD@1 plane & AD@5 ship or ground pick target
N. Dive C9 AD@1 plane & AD@5 ship or ground pick target
No Dog Fight for one round now.
Escorts and Interceptors have the same values.
All Figs AD@3. All Tac, Dive and Stg. Bombers @1. H Bomber @2.
But I also need to add the Destroyer now at AD@1 plane & AD@3 ship or Destroyer has to pick. Destroyer AD@1 plane or AD@3 ship. But Should the Destroyer just get 1 shot per combat round and we just leave it up to the defender to chose his casualties ? Also a Carrier tweak.
Carrier D@3 plane only. 1 damaged D@1 plane only.
E Carrier D@2 plane only.
So as far as these Planes will need to be tested soon before any group games on that.
Want to give a big thanks to , Hambone, Parker, ghr2, Mark, Carl and Steve O for playing 2 games last weekend. I know its not easy to give up 2 days on a weekend let alone 1 day on a weekend in the summer ! Thanks Guys.
SS OUT!