Concerns and Balance Problems with 42.2

  • '17 '16

    All interesting ideas.
    I wish for a changing balanced dynamics. Makes some VCs more meaningful.

    I would like to add these three ICs: A 1 ipc factory in Australia,  Hawaii and in China: Sinkiang?
    These three would put some reason for Japan to try to expand in a more historical fashion.
    Or make China a bit more resistant with US money…

    I would like more Naval dynamics. Giving another U-boat to Germany, to keep this menace into the next round. And an IC in France (Paris VC), to launch Subs into Atlantic or Med, near Gibraltar.
    And provide something to fight against Canada?

    I’d like that Japan get an IC in Kiangsu (VC) would be able to use TP to fight further away on Islands (like Australia).

    US gets 2 ICs
    UK gets 2 ICs
    Russia 1 bomber
    Japan: 1 IC
    Germany: 1 IC+1 u-boat

    If TripleA was able to do true 1942.2 SBR, I would rise damage to 1D6+2, and Fighter escort and intercept A2 D2 while keeping StB A1 first strike (per OOB).

  • 2023 '22 '21 '20 '19 '18 '17 '16

    Balance 1942.2 with no changes other than adding units to the starting position? Challenge accepted!

    Soviets: +1 Factory Soviet Far East, +1 bomber Moscow
    Germans: +1 Factory Norway, +1 destroyer Baltic Sea (SZ 5)
    British: +1 Factory Eastern Australia, +1 artillery India
    Japanese: +1 Factory New Guinea, +1 tank Manchuria
    Americans: +1 Factory Sinkiang, +1 AAA gun Szechuan, +1 DD in Panama Canal

    Here’s my reasoning: the German factory in Norway actually pulls the Germans to the northwest by quite a bit – it ties them up defending (or at least trading) the factory. The British and the Americans would very much like to take the Norwegian factory and use it themselves, so the Germans will be less willing to abandon Norway and Finland without a fight just for the sake of seizing Karelia on G1 or G2. Meanwhile, the extra German destroyer in the Baltic gives the Germans two new options for naval builds. First, they can put a carrier in the Baltic – with SS, DD, CA, CV w/ 2 ftr, and 1 trans in the Baltic, it’s going to be a long time before the Allies can sink the Baltic fleet, and a $14 naval buy on G1 won’t break the German offensive against Russia. Two, they can spend $15 to put a transport and a DD in the Baltic, for a fleet of something like SS, DD * 2, CA, 2 trans. If the British want to sink it, they have to send their entire starting London air force (2 ftr + 1 bmr), which means there’s nothing left to sink any German subs in the North Atlantic, and the British still might lose. Even if the British win the battle and sink the Baltic fleet, they could easily be left without any surviving fighters, making a B1 carrier buy extremely dicey – the Germans might be able to retaliate by sinking the new British fleet on G2, or the British might be forced to avoid a B1 fleet buy altogether. The British might even have to wait until B3 to get a fleet in the water if they lose their starting fighters. As another plus for the Germans, if they hold the Norway factory and the British decide to put 100% into the Pacific, then the Germans have the ability to drop transports into the Norwegian Sea (SZ 3), which is only one turn’s move from Eastern Canada.

    Meanwhile, the Russian factory in the Soviet Far East gives Japan a lot to think about – if you build a tank in the Soviet Far East factory on R1, then you can afford to stack 4 inf, 1 tnk there (leaving 1 inf in Buryatia to block the new Manchurian tank), which is pretty defensible against the maximum Japanese attack of 1 inf, 1 tnk, 2 ftr, 1 bmr – the Japanese can take the factory if they really want to, but not without heavy losses (2+ hits) in the air, and not without leaving themselves vulnerable to an R2 retake, with, e.g., the 2 Russian infantry that start in Evenki and the new starting Russian bomber. If the Japanese do eventually secure the SFE factory, then it’s useful for a campaign against Alaska and Western Canada (although not especially useful for a tank drive to Moscow). If they don’t secure the SFE factory, then they have to leave a garrison in Manchuria and let the Allies keep most of the Russians’ Siberian income – it’s very hard to take Siberia with that factory sitting on your back door!

    The Japanese factory in New Guinea, like the German factory in Moscow, is at least as much of a liability as it is an asset – if the Japanese can hold it, then it can help re-fill transports that are heading to Hawaii, Australia, Mexico, or Brazil, but it’s just as likely that the Americans (or the British) will be able to take back New Guinea, forcing the Japanese to defend a fixed point or cede an asset to the Allies that will help with a KJF campaign. Together with the starting factory in Eastern Australia, which helps give the Australian continent some thematic and strategic importance, this should help push the focus of Japanese attention out away from Egypt and back toward Guadalcanal, where the battle for the Pacific was historically fought and won.

    The British artillery in India helps shore up India against a Japanese blitz, and, more importantly, gives Britain some modest but important offensive options in the Pacific theater on B1 and B2. They can use the Indian transport to ferry 1 inf, 1 art to Egypt (combined with the 1 inf in Trans-Jordan and the fighter on the Indian carrier, that makes 2 inf, 1 art, 1 ftr for a counter-attack on Egypt, which is likely to overwhelm anything that the Germans can manage to leave standing in Egypt on G1). They can use the transport to carry 1 inf, 1 art and attack Borneo with good odds. They can stack up in Burma with 4 inf, 1 art, 1 ftr, 1 AAA, or they can immediately use the Indian transport to attack French Indochina with 2 inf, 1 art, 1 ftr, 1 CA (50-50 odds).

    The American destroyer in the Panama canal can be used to successfully counter-attack German submarines on A1 if the subs hit the American Atlantic fleet on G1. In my opinion, the problem with the OOB German attack on the US transports isn’t just that the Americans are forced to lose a lot of expensive ships – it’s also that the position of the German subs makes it extremely awkward to remove them! You really don’t want to send the British Canadian destroyer south to clean up subs; that destroyer is needed as the nucleus of a new British Atlantic fleet. But if you don’t send the Canadian DD, and the only American DD in range is dead, then the fastest the Americans can hope to progress is to build a new DD on A1, attack the German subs on A2, and then finally start Operation Torch (attacking North Africa) on A3. With an extra DD waiting in Panama (plus the usual CA, plus the American air force), the Americans can trivially kill off the German subs on A1, build new transports on A1, and start Operation Torch on A2 – a full turn earlier, and therefore early enough to “catch up” with the Germans in Africa before they plunder all of Africa. Of course, if the Germans don’t attack the American fleet on G1, or if you prefer a KJF strategy, the destroyer and cruiser in Panama can also reach the San Francisco sea zone on A1 to help bulk up your fleet there, so that you can drop a fleet in the San Francisco sea zone on A1 that’s likely to be able to move to the Solomon Islands on A2 – again, a full turn ahead of the typical OOB schedule.

    Finally, the American AAA gun in Szechuan means you can get 50-50 odds against the maximum attack of 1 inf, 1 art, 2 ftr, 1 bmr just by adding the 1 Russian infantry from Kazakh – no need to send a Russian tank or fighter. The factory in Sinkiang means that if Japan passes up the attack on Szechuan, you can withdraw in good order to Sinkiang on A1, build a tank in the Chinese factory, and wind up with something like 4 inf, 1 tnk, 1 ftr, 1 AAA, depending on how many Russian infantry you want to use as reinforcements on R2. If Japan really wants to attack that stack on J2, then Japan is going to have to sacrifice something important: either multiple fighter casualties, or let Russia keep its factory in Vladivostok, or ease up on India to the point where Britain can start going on the offensive, or let the Americans have the New Guinea factory. The point is that now it’s not just the Allies who have impossibly many targets to secure on the first couple of turns – now the Axis do too!

    Technically, the overall “bid value” is 74 IPCs for the Allies and 42 IPCs for the Axis, meaning a net bid of $32 for the Allies, but all of these bids are so sub-optimal compared to what a traditional bidder would choose that I hardly think it’s worth the effort of counting it up.

  • '17 '16

    Soviets: +1 Factory Soviet Far East, +1 bomber Moscow
    Germans: +1 Factory Norway, +1 destroyer Baltic Sea (SZ 5)
    British: +1 Factory Eastern Australia, +1 artillery India
    Japanese: +1 Factory New Guinea, +1 tank Manchuria
    Americans: +1 Factory Sinkiang, +1 AAA gun Szechuan, +1 DD in Panama Canal

    I like many of them, US pretty interesting. ! 👍! 👍! 👍
    Instead of New Guinea, I rather prefer VC Shanghai but add 1 Art+1 TP troops in Carolines Islands to help for Invasion of Australia or Hawaii.
    IC freed a TP for longer expeditionary amphibious, and allows some IJN shuck shuck in PTO.
    If only Melbourne Australia could become a VC!!!

    Germany IC in Norway can replace my IC in Paris.
    I like the possibility to launch u-boat in Northern Arctic sea.
    But still, I would be curious of naval warfare impact of this vulnerable IC in Paris VC for Allies to take.

    Soviet Far East IC can easily recreate some kind of trans-siberian railroad theme. It pours a single unit far away from Moscow.

  • '21 '20 '18 '17

    Morning crew!  I think Argo is really hitting it:

    “That said, the bungling series of blunders that WotC/Avalon Hill actually engaged in – releasing AA50 as collectors-only, and then releasing a Spring 1942 edition that was barely changed from Revised, and then a 1942.2 edition that was barely changed from Spring 1942, and then releasing the Europe & Pacific 1940 editions in two separate $80 boxes that were so inadequately playtested that they needed three sets of semi-official rules patches just to be playable, all within 5 years of each other…well, it’s no wonder that the Axis & Allies brand is now mostly dead as an ongoing commercial concern. You only get so many second chances.”

    In the face of other, stronger games and companies, its no wonder.

    “On a practical note, I wonder what it would take to get some house rules for 1942.2 together that would be accepted as official enough to be used in tournaments. What are the major A&A tournaments, besides GenCon and the TripleA ladder? Who runs them? Is Larry Harris available for comment on 1942.2 changes? If not, is there anyone at WotC who serves as the de facto Axis & Allies czar? Is there any combination of players from this forum whose word, collectively, could be taken as official?”

    Greg Smorey runs the Gencon tournament.  There are no official tournaments, only as you said, major attractions, Origins I believe also has one and he runs several regional game meets x2-x3 times a year.  He understands the editions, and has set out “tournament VCs” for each one, if necessary, such as economic victory.  Mr. Harris has occasionally commented through Krieghund and his other friends, who lurk and sometimes comment here.  One comment they have made is that because there is such a wide variation of opinions (here, on axa.org) about which team has the advantage, or if either team has the advantage, that this means that a fix is not necessary and that there is not a consensus about balance.  I’m def. guilty here as I argued (at first) that the Allies were more or less equal in Global, whereas Arthur Bomber Harris’ statistics simply put that argument to rest g(g40: +55% Axis victory with 20+ bid in 250+ games).

    Czar?  It seems not really, other than Dave Jensen and the people who maintain the community, or perhaps LH’s real life friends, but they don’t comment on future plans.  A community patch crew?  Tons of candidates and effort ready, but there are many reasons not to let that happen.  Many PC games (Company of Heroes 2, Civ 6) have considerable controversy with allowing the community to do the work of the developers, to improve and repatch the game (which amazingly, often gains a consensus as a semiofficial edition–in the vein of DOTA).  Either the dev kit is restricted, or it is sold last among all the DLC, after the cash grab is over.

    Getting back to our general discussion, one of the other commenters laid out the problem;  The US gets wiped off the board by the first turn, and it never recovers.  In other editions, this is overcome by giving the US scads of money, so why Germany has 48 and the US 38 income during the main part of the game is pretty abusive.    You can change the middle all you want, by adding 6 Russian artillery;  this may scare Germany for a turn or two from stacking against Moscow, but it won’t affect the crush around the rest of the world.

    Like the “everyone gets a factory” idea, but both the American and USSR factories you propose seem pretty easy for Japan to press and take, which saves them the necessity of building their own IC.

    Mr. Elk;
    My recount of Game 121 may have been a bit defective;  I think 3 inf 2 arty attacked 3 additional tanks; in any event;  he didnt’ live with 1 tank, he lived with 8.  There wasn’t much pressure on Germany proper (though we did take all of north Africa and retook Egypt this time), but the German tanks were already produced and on the front by the time any pressure would have mattered.  I’m sure its a combination of my awful luck and poor play (and that I keep picking the Allies out of masochistic desire), hope to have better game reports for you all soon.

  • '17 '16

    He understands the editions, and has set out “tournament VCs” for each one, if necessary, such as economic victory.   Mr. Harris has occasionally commented through Krieghund and his other friends, who lurk and sometimes comment here.

    I would like to know which ones VCs are in Tournament rules.

    Like the “everyone gets a factory” idea, but both the American and USSR factories you propose seem pretty easy for Japan to press and take, which saves them the necessity of building their own IC.

    I believe that Japan cannot go in all directions while defending Homeland SZs against a major US fleet stranglehold.
    And IPCs invest/rewards is not the same, for sure.
    North (3-4 IPCs, Soviet Far East), West (5 IPCs, Sinkiang, then Moscow), South West (5 IPCs, Calcutta, then Caucasus), South (3 IPCs, Australia) and East (1 IPC, Honolulu), North East? (2 IPCs, Alaska).

    The question remains, does adding IC in PTO decrease the Center Crush occurrence or increase this Crush? IDK
    Is there any way to win for Axis without it?

    Getting back to our general discussion, one of the other commenters laid out the problem;  The US gets wiped off the board by the first turn, and it never recovers.  In other editions, this is overcome by giving the US scads of money, so why Germany has 48 and the US 38 income during the main part of the game is pretty abusive.   You can change the middle all you want, by adding 6 Russian artillery;  this may scare Germany for a turn or two from stacking against Moscow, but it won’t affect the crush around the rest of the world.

    Still, I wonder if US would get a restricted USA R0 with the last ICs on many TTys. USA saved warships (more historical) but would not have much money, but Sinkiang IC would get 1 Infantry and

  • 2024 '22 '21 '19 '15 '14

    These ideas sound interesting. I’ll admit my crystal ball feels a little cloudy. With certain tweaks it’s easier for me to picture how the game might develop than it is with others.  For example, with an A0 round, I have a pretty good sense of what the initial priorities would look like for each side. Going with unit additions for each nation instead and it’s somewhat harder for me to see. I always felt Germany would be fun with another anchor IC, but it’s hard to know how that is offset by the British. UK is really poor on income, and lacks a way to develop the royal navy. Russia is likewise really poor and barely able to withstand Germany, even when the UK is sending every available ipc to their defense. Basically the Allies are playing a game of pass the buck. Russia is entirely dependant on UK fighter support for survival. The UK is in turn dependant on the USN to get anything going on the Atlantic side of the map, while the US itself is stalled by 3 rounds.

    If you want to preserve this dynamic, but shift the balance in favor of Allies, then the focus should be on the US, since an accelerated entry by the Americans cascades down the line (which was the main idea behind my A0 suggestion). If you want to break with this dynamic, and shift the balance in favor of Allies, then I think the focus should be on Russia, because this would remove the chain of dependency, allowing the UK to spend it’s money for something other than propping up Russia.

    Beyond that, I think the real balance disparity is twofold, involving both production and income. The production issue seems a lot easier to solve than the income one (just adding factories where needed). I would worry though, that without a way to trade territory sooner and maintain income parity, the UK/US would end up with more responsibilities but without the cash necessary to manage them. With Russia the income issue is even more intractable, since there is an upward ceiling at around 30 ipcs that you’re not going to get beyond, regardless of how many extra units you give them.

    I can picture a lot of ways to get around these income problems with additional rules, but I’m assuming these wouldn’t be of much interest to most players who simply want a game that tries to balance the map using extra units alone. So the challenge is how to strike a good balance (with enough variety to be both entertaining and historically grounded), while using no new rules and relatively few additions to the starting units (since we don’t want a giant list, or something that takes too long to set up). Also, creating a balanced mod that required a bid, would be self defeating, so you’d want a pretty good sense of how the script for the opening pans out, and what the viable incomes/purchases are for each nation during the first two rounds.

    I think something that pulls Germany West rather than East has potential. An anchor IC could be used in this way. A German navy might also work in a similar fashion (where they are encouraged to pull units off the Russian front to maintain a navy). Or simply more Allied ships or amphibious threats that Germany has to manage right off the bat.

    Likewise something that pulls Japan East instead of West, seems like it would be advisable. Whether this can be achieved with 1 ipc factories in the PTO is tough to say, but I’m inclined to think it might help.

    Keeping with the 9/10 split on VCS, I would like to see a game that is decided by Paris/Rome/Shanghai/Manila vs Leningrad/Honolulu/Calcutta being at least as viable as one that hinges on Moscow alone. Would be nice if San Francisco could be contested, though this seems particularly far fetched (even with additional 1 ipc starting factories nearby.) Japan really only has one route in, via the northern push, but it’s hard to see how they ever match American production doing that, at least while Russia is still alive. I think this is a map issue, where you’d need more tiles in North America, impassable Rockies or something along those lines, to make it work. That’s not an option here. But even if you can’t give Japan a realistic option vs W.US, at least we could give them a more intense defensive campaign for the South Pacific. I think the US might need a bit more to pull that off consistently, otherwise I imagine they’d probably still go KGF exclusive, pulling ships out of the Pacific, using whatever they have in China to bolster Russia.

    Perhaps a Midway opener for Japan/US would be more interesting than a second Pearl? If there was a USN presence at Midway, we could force a choice on Japan. Basically a script where Midway is the more attractive target? Like say a lone US battleship at Midway? If Japan sinks it then the carrier in sz53 “escapes”, if they go for the carrier instead, then the USN has a second Battleship to form the nucleus of a rebuilt Pacific Fleet.

    This could provide a historical theme for the mod. Suggests a timeline for the end of the first round that is roughly six months after Pearl Harbor, ie. the second round kicks off in June 1942.

  • '17 '16

    Perhaps a Midway opener for Japan/US would be more intetesting than a second Pearl? If there was a USN presence at Midway, we could force a choice on Japan. Basically a script where Midway is the more attractive target? Like say a lone battleship at Midway? If Japan sinks it then the carrier in sz53 “escapes”, if they go for the carrier instead, then the USN has a second Battleship to form the nucleus of a rebuilt Pacific Fleet.

    I thought that Hawaii US Carrier was a kind of Midway replay, just a few miles South.
    There was only USA Cruisers, DDs, CVs in Midway (USS Yorktown, Hornet and Enterprise).

    @Black_Elk:

    Keeping with the 9/10 split on VCS, I would like to see a game that is decided by Paris/Rome/Shanghai/Manila vs Leningrad/Honolulu/Calcutta being at least as viable as one that hinges on Moscow alone. Would be nice if San Francisco could be contested, though this seems particularly far fetched (even with additional 1 ipc starting factories nearby.) Japan really only has one route in, via the northern push, but it’s hard to see how they ever match American production doing that, at least while Russia is still alive. I think this is a map issue, where you’d need more tiles in North America, impassable Rockies or something along those lines, to make it work. That’s not an option here. But even if you can’t give Japan a realistic option vs W.US, at least we could give them a more intense defensive campaign for the South Pacific. I think the US might need a bit more to pull that off consistently, otherwise I imagine they’d probably still go KGF exclusive, pulling ships out of the Pacific, using whatever they have in China to bolster Russia.

    Perhaps a Midway opener for Japan/US would be more interesting than a second Pearl? If there was a USN presence at Midway, we could force a choice on Japan. Basically a script where Midway is the more attractive target? Like say a lone US battleship at Midway? If Japan sinks it then the carrier in sz53 “escapes”, if they go for the carrier instead, then the USN has a second Battleship to form the nucleus of a rebuilt Pacific Fleet.

    This could provide a historical theme for the mod. Suggests a timeline for the end of the first round that is roughly six months after Pearl Harbor, ie. the second round kicks off in June 1942.

    Increasing Hawaii to 3 IPCs and Midway to 2 IPCs and Alaska to 4 IPCs would make for a +6 IPCs USA IPCs to reach 48 IPCs.
    And increasing the opportunity target for Japan within 2 SZs from Japan (6 IPCs) and 3 SZs (3 IPCs).
    And another reason to not let this additional income into USA hands, to reduced their means against Germany in KGF.
    So, that way, Alaska can receive a Japanese IC and at 4 IPCs can built a substantial forces to fight against San Francisco from North (Alaska) and South (Hawaii), for a different ‘WHAT IF’ scenario.
    If China is 4 US IPCs, and Alaska, Midway and Hawaii is 9 US IPCs, this means 13 IPCs to grasp for Japan.
    That way, this make US the main enemy of Japan economic interest. So USA can start at 48 and going down to 35 and Japan from 30 to 43 IPCs.
    (This was possible in old A&A game Classic : World War II The expansion, Pacific extension II.)
    What do you think?

    I’m just talking inspired somehow by the Vichy rules from Balanced Mode project.

    Just adding a few US warships in Midway will make for a scripted battle but which let dice decides the future R2 and others in PTO.

  • 2024 '22 '21 '19 '15 '14

    Yeah, I was thinking more about how the battleship unit could serve as a target of oppertunity. Players always have a strong incentive to attack lone battleships, since they are so much more vulnerable at that point than when they converge with other ships. But if the battleship seems a stretch then perhaps a pair of cruisers would work just as well. Like you I had assumed that the carrier fleet in sz53 OOB was meant as a nod to the Midway battle, but that connection would be strengthened if there were actually some ships at Midway to start.

    As for the production spread, I would be in complete agreement with your proposed suggestions for the PTO (increasing the value of those territories) if the goal here was a map redesign. But I think this goes beyond what many would accept. Adjusting printed IPC values goes a lot farther than simply adding units, and would require more overhead in the set up (including a way to represent those changes at a glance.) This is easy to achieve in tripleA, but much harder face to face. Even if I wish the map looked that way myself, it would violate the idea set forth earlier, that any balanced mod be achieved purely through the addition of starting units.

  • '17 '16

    Yeah. I was day dreaming, I know.  :lol:

    @Black_Elk:

    Yeah, I was thinking more about how the battleship unit could serve as a target of oppertunity. Players always have a strong incentive to attack lone battleships, since they are so much more vulnerable at that point than when they converge with other ships. But if the battleship seems a stretch then perhaps a pair of cruisers would work just as well. Like you I had assumed that the carrier fleet in sz53 OOB was meant as a nod to the Midway battle, but that connection would be strengthened if there were actually some ships at Midway to start.

    As for the production spread, I would be in complete agreement with your proposed suggestions for the PTO (increasing the value of those territories) if the goal here was a map redesign. But I think this goes beyond what many would accept**. Adjusting printed IPC values goes a lot farther than simply adding units, and would require more overhead in the set up (including a way to represent those changes at a glance.) This is easy to achieve in tripleA, but much harder face to face. Even if I wish the map looked that way myself, it would violate the idea set forth earlier, that any balanced mod be achieved purely through the addition of starting units.**

    I still had these US/Japan IPCs points tokens.

  • '17 '16

    Soviets: +1 Factory Soviet Far East, +1 bomber Moscow
    Germans: +1 Factory Norway, +1 destroyer Baltic Sea (SZ 5)
    British: +1 Factory Eastern Australia, +1 artillery India
    Japanese: +1 Factory New Guinea, +1 tank Manchuria
    Americans: +1 Factory Sinkiang, +1 AAA gun Szechuan, +1 DD in Panama Canal

    Here is my own synthesis from your ideas (BlackElk and Argothair) to get more opening options:
    Soviets: +1 Factory Soviet Far East, +1 bomber Moscow
    Germans: +1 Factory France: Paris VC +1 destroyer Baltic Sea (SZ 5)
    British: +1 Factory Eastern Australia, +1 Factory in Eastern Canada +1 Artillery India
    Japanese: +1 Factory New Guinea +1 Infantry, +1 Artillery in Carolines Island + 1 Transport in SZ
    Americans: +1 Factory in Hawaii: Honolulu VC +1 Factory Sinkiang, +1 AAA gun Szechuan, +1 DD in Panama Canal
    I prefer to increase naval actions as much as possible. That’s why many IC outside center can bring something more.

    Japanese IC in New Guinea is a game input for Rabaul Base in New Britain.
    Any unit built there can be considered as a ‘Tokyo Express’ to make pressure on surrounding Islands.

  • '21 '20 '18 '17

    Making those territories worth more makes them more attractive as targets, whereas they are only landing zones otherwise.  It also boosts income without hiding that income “onshore” CONUS where it cannot be taken from the US.

    the Hawaii fleet is so awkward in its defensive composition that the only way that Japan will refuse to attack it is if something happened on UK1 that makes the alternatives look less appealing.

    “UK is really poor on income, and lacks a way to develop the royal navy. Russia is likewise really poor and barely able to withstand Germany, even when the UK is sending every available ipc to their defense. Basically the Allies are playing a game of pass the buck. Russia is entirely dependent on UK fighter support for survival. The UK is in turn dependant on the USN to get anything going on the Atlantic side of the map, while the US itself is stalled by 3 rounds”

    its just a 4 line indictment of the playtest here–forget balance as an abstract;  why it is fun to run uphill for 3 turns in a game that only lasts 4 turns as a result?  Why attempt any other moves than a drive on Moscow?  Even after Germany attacked me, assuming I lived with Russia, Japan was ready to hit me again with 3 tanks and 3 planes, this all on turn 4.  Moreover, like in Global40, they owned my USSR land and income and once Russia has to turtle hard you cant even make attacks that recover adjacent money.

    G41 by oztea feels really different than this;  the initiative seems equal, and he addresses 4 allied weaknesses 1) UK fleet can be saved 2) US starts with plenty of troops to carry so it doesn’t waste money buying them 3) ANZAC is a power in its own right without adding all that much 4) there is a soviet far east army.  Germany and Japan get more stuff, but its nothing compared to how different the game feels simply because the allies begin turn 1 with choices, rather than recovering from a massive, unavoidable and ungameable shellacking at the outset.

    However, just as with the U0 idea, it simply shifts the balance AGAINST the Axis, because while they can still break thru to Moscow and threaten the spice, they cant hold it as in G40.    That I suppose is what we want;  it seems like if the game began with 1) a US fleet off NYC that can either cross on U1 or go to the pacific 2) enough Russian pieces to prevent a G1 stack/take 3) anything in india at all such that you have choices other than to turtle it 4) a less favorable geometry of squares that make Japan invincible but UK/US helpless.  Its probably too much to fix.

    Mr. Baron;

    I didn’t mean Victory Cities, I meant Victory Conditions.  It is possible for the Axis to achieve these in 42.2, it has happened.  In the other versions, an alterative Victory Condition may be stated in the interest of time (just like 1985 edition; such as Axis wins if > X income, loses if not).

  • 2024 '22 '21 '19 '15 '14

    No problem with pipe dreaming.  :-D

    It’s possible that I’m not the best one to offer suggestions for a balance mod. I can imagine a whole host of interesting options for additional units, but have a tough time envisioning myself actually playing the mod enough to fully stand behind those options. I’ve done the mod thing a couple times in the past on various boards with mixed results. It takes a lot of time and dedication, with a core playgroup of testers willing to play it to death, and even when successful it still takes a back seat to the official game, so it can be hard to find willing opponents.

    Usually, if I’m going to alter the base game, I like to do so in a way that is extremely simple, or narrowly focused. It’s just easier to persuade my friends to try something new that way. I’m not sure how convincing I can be with assurances that a whole series of unit adjustments are all going to balance off each other in a satisfying way. Usually the best I can offer is that it will be a new start, or at least enough of a reset that the overall balance is not yet clear. But like most people who take that approach, it’s hard to find something that sticks, and I’m often sent back to the drawing board.

    At this point the only set up change I’ve been able to convince myself about (and a few others in my group) is that Russia could really use a bomber in 1942.2. Here I think I can make a strong case that the red bomber is less distorting, more dyanmic and entertaining overall, than a comparable bid for Russian ground. I also think it’s better for balance than ground or a 3rd Russian fighter. But beyond the Red Bomber I have a harder time pinning this board down.

    Personally I think the Americans took the biggest hit, compared to previous editions. All their shucks are gone, transports are harder to defend, and America lacks sufficient starting units/income to make an impact on the early game.

    For something hard and fast, my inclination would be to give the Russians a bomber by default, and then let players bid for the Allies. But I suspect the bid would typically be allocated to Russia/UK rather than the US, which is a little unfortunate, since the US is rather boring to play.
    This leads me to suggest a Russian Bomber and a US Atlantic Destroyer by default, which is still considerably less distorting than an open bid of 20. At least gives the US something to do in the opening round if the transports survive, but still doesn’t solve the issue with Japan going all monster, and it’s hard to say whether even this would be enough to produce the desired balance by sides.

    +1 Russian Bomber, + 1 US Atlantic Destroyer
    and then bid for Allies?

    This would be a much narrower bid, probably in the 3-9 range, likely going to Russia in Caucasus for ground, or to the Brits in Egypt/India for ground, or perhaps to the UK for an additional sub somewhere.

    I’ll admit it is a lot simpler for me to imagine a full redesign of the game map and production spread, than it is to fix the existing map just using units haha.

  • '17 '16

    @taamvan:

    “UK is really poor on income, and lacks a way to develop the royal navy. Russia is likewise really poor and barely able to withstand Germany, even when the UK is sending every available ipc to their defense. Basically the Allies are playing a game of pass the buck. Russia is entirely dependent on UK fighter support for survival. The UK is in turn dependant on the USN to get anything going on the Atlantic side of the map, while the US itself is stalled by 3 rounds”

    its just a 4 line indictment of the playtest here–forget balance as an abstract;� why it is fun to run uphill for 3 turns in a game that only lasts 4 turns as a result?� Why attempt any other moves than a drive on Moscow?� Even after Germany attacked me, assuming I lived with Russia, Japan was ready to hit me again with 3 tanks and 3 planes, this all on turn 4.� �Moreover, like in Global40, they owned my USSR land and income and once Russia has to turtle hard you cant even make attacks that recover adjacent money.

    However, just as with the U0 idea, it simply shifts the balance AGAINST the Axis, because while they can still break thru to Moscow and threaten the spice, they cant hold it as in G40.� � That I suppose is what we want;� it seems like if the game began with 1) a US fleet off NYC that can either cross on U1 or go to the pacific 2) enough Russian pieces to prevent a G1 stack/take 3) anything in india at all such that you have choices other than to turtle it 4) a less favorable geometry of squares that make Japan invincible but UK/US helpless.� Its probably too much to fix.

    IDK, but I believe if with restricted USR0 and EastCoast Naval units and everything below, this can easily lift UK burden to built a strong Royal Navy.
    That way, Germany need to dealt partly against this threat in ATO. But, with 1 more DD can keep his Baltic TP (to back up Norway, or fast track Germany Infantry toward Karelia).
    So Russia is partially relieved and can built a few units (Tank, Art, Inf) in Far East to hold is few TTys IPCs against Japan. And better fight back and forth with StB (and 2 Fgs) supporting ground attack.
    USA will need to balance between his 3 entry points: ATO, China and PTO according to what Japan does.
    Not enough money to make a 3 fronts war, at least a surviving Carrier in PTO provides a Naval core.

    @Baron:

    Here is my own synthesis from your ideas (BlackElk and Argothair) to get more opening options:
    Soviets: +1 Factory Soviet Far East, +1 bomber Moscow
    Germans: +1 Factory France: Paris VC +1 destroyer Baltic Sea (SZ 5)
    British: +1 Factory Eastern Australia, +1 Factory in Eastern Canada +1 Artillery India
    Japanese: +1 Factory New Guinea +1 Infantry, +1 Artillery in Carolines Island + 1 Transport in SZ
    Americans: +1 Factory in Hawaii: Honolulu VC +1 Factory Sinkiang, +1 AAA gun Szechuan, +1 DD in Panama Canal
    I prefer to increase naval actions as much as possible. That’s why many IC outside center can bring something more.

    Japanese IC in New Guinea is a game input for Rabaul Base in New Britain.
    Any unit built there can be considered as a ‘Tokyo Express’ to make pressure on surrounding Islands.

  • '17 '16

    ‘What if’
    USA R0 restricted and 1 Red StB in Moscow to increase russian dynamics.

    What can be added to Axis, Japan and/or Germany, to balance?

    The minimum number of units to open up a maximum of options?

  • 2023 '22 '21 '20 '19 '18 '17 '16

    A0 noncombat turn (no purchase), Russian bomber in Moscow, German destroyer in Baltic, Japanese factory in New Guinea, British artillery in India, British factory in Eastern Australia?

    You lose the China campaign and the Siberia campaign and the Norway campaign, but that also means you have fewer deviations and variations to test. You should still get interesting campaigns in the South Pacific and North Africa.

  • 2024 '22 '21 '19 '15 '14

    For the A0 + bomber idea, to the question about max options for Axis with the minimum number of pieces, I think factories have to be considered.

    I start to wonder how many factory markers come in the box haha. I’ve probably misplaced a few and tend to use my plastic pieces from previous boards rather than the punch outs.
    But let’s just say we’ve got like a dozen beyond the OOB set up. Here are some ideas… Thinking about factories purely as targets/anchors for fighting…

    Norway? It was suggested earlier, with some solid points. The only downside I see is that it might be a bit hard to hold without a naval investment, and so Axis might not see it as a boon so much as an Achilles heel. But I like the target aspect.

    France? It seems a bit hard to justify factories elsewhere around the globe while ignoring France. This would be a significant change, since it makes light trading for income here less likely. Germany would have a strong incentive to hold it, as would the Allies. It’s hard to say what the effect would be in terms of SBR. It would give the Allies another target for bombing campaigns, but the downside there is that Germany has another place to spawn units. The potential of a France factory for the battle of the Atlantic (and also for the Med/Africa) would be considerable.
    Probably the most dramatic single alteration one could make, just using production.

    Northwestern Europe? This would be less potent than France, but it’s right next door and so could give a nod to the Fortress Europa angle. It borders three sea zones (for battle of Atlantic options),  and is in range of Canada and Archangel. Could serve as a target territory for Allied invasions, but perhaps a bit less dramatic on the swing. It strikes me as somewhat of a compromise between France and Norway.

    I think any of those would alter the German game sufficiently to create some cool new dynamics. But I wouldn’t use more than one.

    Alternatively extra destroyers could also be fun, though the gameplay potential there is a bit more one dimensional than a factory. (No chance the Allies could use it against you at some point.) Still would be fun to have a Kreigsmarine for a change.

    On the Pacific side things seem more delicate. With a zero turn their naval defense is more complicated. I think a Philippines factory would provide the most gameplay interest. It’s right in the middle of everything (giving Japan some manuveravility), but also presents a nice target for the Allies.

    Part of me thinks a US factory in Alaska could be fun. It’s an ill advised purchase, but as a starting unit it might open up the North Pacific. Gives the Japanese a target that might make a sneak on North America more attractive. Alternatively would give the USN some flexibility if they wanted to go North instead of South. Though I suppose with an A0 turn the US doesn’t need it, and would be pretty deadly on US2 if you wanted the zero turn to include a purchase phase. Just A0 non com at this point?

    I wonder which is more interesting for A0, only a non com move? or only a purchase phase?

    Most of the other starting factory locations that seem interesting to me are 1 ipc locations. Like Malaya, New Guinea etc. Or for the Allies places like E. Australia, New Zealand, W. Canada, Hawaii, Soviet Far East, or in China.

    I don’t think E. Canada factory is necessary with an A0 turn. That suggestion was geared more towards the standard sequence with Russia opening.

  • 2023 '22 '21 '20 '19 '18 '17 '16

    Questions for everyone. :-)

    Black Elk, what is the reasoning behind an East Canada factory? How is it supposed to work? Wouldn’t a French factory encourage more light trading, because neither side could afford to let the other take and hold the factory?

    Baron, what is the Caroline Islands transport supposed to attack? On what turn(s)? As a one-shot attack, or as a shuck-shuck? What’s to stop that transport from going to Burma on J1 to setup a J2 capture of India?

    Taamvan, if we left the rest of the map alone (OOB), what Russian units would you put in Eastern Europe so that the Russians would be able to keep the Germans out of Karelia, West Russia, and the Caucasus for three full turns even without Allied help?

  • '17 '16

    @Argothair:

    Questions for everyone. :-)

    Black Elk, what is the reasoning behind an East Canada factory? How is it supposed to work? Wouldn’t a French factory encourage more light trading, because neither side could afford to let the other take and hold the factory?

    Baron, what is the Caroline Islands transport supposed to attack? On what turn(s)? As a one-shot attack, or as a shuck-shuck? What’s to stop that transport from going to Burma on J1 to setup a J2 capture of India?

    Taamvan, if we left the rest of the map alone (OOB), what Russian units would you put in Eastern Europe so that the Russians would be able to keep the Germans out of Karelia, West Russia, and the Caucasus for three full turns even without Allied help?

    Nothing can prevent this maneuver. But hope for more elsewhere.

    IDK if India with additionnal Art and purchase can overcome that reinforcement, I hope so.

    TP in Carolines (with Carrier, 1 Fg, 1 Cruiser) is to provides some immediate incentive to move forward toward East (Hawaii), South (Australia) or South East (New Zealand), instead. With more IPCs to grasp and keep more than a single turn (unlike Burma).
    Assuming that US and UK will react to such aggression.

    An IC on France or Northwestern Europe if trade too lightly can escape to the German attacker, then UK or US can easily reinforce this TTy in addition from what coming from TPs.

    A France IC taken and hold by US would mean an incredible amount of units right near Germany or Italy and probably shorten the game once achieved.  Compared to OOB, which need numerous UK, US TPs to achieve a constant flow of units.

    Northwestern Europe is still an interesting place to put an IC, giving 3 SZs access for build placement.

  • 2023 '22 '21 '20 '19 '18 '17 '16

    I think a starting factory in NW Europe would be very thematic – it represents the increased ability of the Allies to supply their European armies with food, amno, fuel, etc. based on control of the only intact deepwater harbors in the region, and it represents increased Axis piwer projection toward the Atlantic based on control of the Dutch shipyards.

    I’m not on love with the starting French factory, partly because it is fun when playing the Allies to try to hold France long enough to build your own factory there. If the Allies can build, hold, and use a French factory without losing London or San Francisco, that is usually as good a place as any to call the game and accept Germany’s unconditional surrender.

  • 2024 '22 '21 '19 '15 '14

    @Argothair:

    I think a starting factory in NW Europe would be very thematic – it represents the increased ability of the Allies to supply their European armies with food, amno, fuel, etc. based on control of the only intact deepwater harbors in the region, and it represents increased Axis power projection toward the Atlantic based on control of the Dutch shipyards.

    Agreed, Northwestern is probably ideal. 2 production points is enough to open up some interesting  possibilities for either side without being too insane.
    :-D

    My thought with France is that the Germans would stack it so deep that D-Day becomes do or die for both sides. This might tilt the balance away from the Eastern front towards the Fatherland (which could be cool), but my concern is that it would just be too simple for Germany to lock down.  Probably makes a naval build too simple, allowing them to crush Egypt or Caucasus, or even go after UK.

    Northwestern on the other hand, still allows for a German fleet link up in sz 8, but doesn’t provide the same kind of transport spam potential. If G wants to go crazy on the water they could still try nutso moves like a double carrier buy, but at least there is a production cap. Alternatively they could drop a couple uboats in the water to try and strangle UK a bit, but again with less overkill potential. The SBR effect is a lot less dramatic, since raids on a 2 IPC territory are not optimal, but at the same time it doesn’t make things too easy on Berlin (they have 2 more production points elsewhere if the capital is bombed out, but these are at least one turn out of position from the eastern front.) I think it’s a nice trade off. Still useful for D-Day, but not the be all end all that a France factory would represent. Germany should have fun with it.

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