And of course, once you open the game up for HR modifications, there is an additional challenge of how far to push things before you enter the arena of a full redesign. I don’t want to derail the thread with house rules discussions, but since I already brought up bid alternatives, I just want to expand on one that I find fun for 42.2
:-D
I can say this much, I’ve tried a number of different HRs, and the turn order change that I mentioned earlier (with USA going first), is probably my favorite for a hard-and-fast, grab-and-go tweak. The reason I think it’s successful, is that it doesn’t require your players to do much. They don’t have to learn anything new, there are no adjustments to the unit placements or the rules that need to be defended, after the first turn the sequence is exactly the same as OOB.
USA, Russia, Germany, UK, Japan
Keeps the same essential framework, with the exact same unit and income set up out of the box, but provides an entirely new opening round. New strategies and a new overall balance, which I find to be more grounded given the timeline. The only thing different, is that the US starts the turn sequence. Here’s what it does that I like…
Provides the Allies/Americans a very substantial economic boost, with a first round purchase at 42 ipcs and the potential to collect the same (or slightly more) on income in the first round.
Preserves the American fleet at Pearl (more historical), while providing a way to get some early shock operations going against Japan, like a move to Solomon Islands Guadalcanal (again more historical). Also bolsters China, allowing these forces to consolidate for defense, or attempt an early attack, like at Kwang. These two, combined with some focused Russian/UK openers, can set up a viable KJF Pacific game that has the potential to actually pan out.
Saves the American Atlantic transports, and allows the Americans a shot to clear sz 9 of u-boats (using their DD +Bomber) to do the same for the British transports in sz 10.
It addresses two main issues I have with the vanilla game, namely that the Americans are too broke/slow out the gate, and that Allied naval forces are all wiped by Axis air before they have a chance to do anything. Also, by allowing the Americans to move first (esp. in China) it is easier to reinforce the center for a better shot at holding it against an early crush.
Using this turn order, which provides a much stronger Allied opener than any bid I can think of, effectively inverts the game to a more Classic/Revised style of play = Allied advantage.
If further balancing is required, this can be achieved by a more traditional bid for Axis, which harkens back to the original situation in Classic/Revised. Though I find that the Axis position and production spread is still quite strong, and the balance by theater is pretty enjoyable.
For those who think the OOB game is reasonably balanced this may seem overly generous to the Allies, but that is not my view. For me “balance” goes beyond just whether it’s possible for the Allies to carve out a narrow win, (or possible with a large bid), and should also consider whether the resulting gameplay is dynamic and appropriate to the start date. Including whether the game can be resolved in an expeditious and satisfying way for both the Axis and the Allies. If you want the game to play more like World War II, and be more interesting for each side, try it with the USA going first.
This adjustment has the benefit of being very simple to explain and to implement. Probably the best I can offer for a quick fix.
ps. here is a tripleA gamesave below (using edit mode), for anyone who’d like to try it…
1942 sec ed USA starts.tsvg