All of your questions make total sense. When I made all those rules I thought there would be some questions about them. I feel that they are needed to avoid any possible exploitations in the rule as well as increase the realism of the game. Let me know, everyone, if you feel different about it and why.
The only exceptions to this are that a maximum of only 3 infantry per turn may be placed at the UK and US capitals and only 1 Japanese infantry per turn at each of the Japanese major and moderate VCs.
Why only 3 in the capitals?Â
If Western Allies can build only 3 in each capital per turn, it will do 2 things: 1) it will slow down D-day a little, thus helping the Axis (improves game balance). 2) it will restrict the Western Allies to spend more on heavy priced units (enhances realistism).
As for the first (game balance), the Allied assault won’t be slowed that much, but it will require more planning on the Allies part. The US can supplement infantry placed in the capital by placing a couple in C. US too and moving them over next turn. The Allies might end up being slowed down 1 turn extra.
Let me add that infantry are too powerful in the game! Fodder is such an integral part of the game that if you want to find the easiest and simplest way to handicap someone I believe you should restrict his infantry purchasing ability. Infantry placed in the western capitals usual go on to assist in D-day. Added restrictions in these capitals will balance out D-day better than it’s already represented in the game.
The 3 infantry limit will also emphasize a little bit better how many more men the Germans and Russians had over the Western Allies.
Why only 1 Japanese infantry per mainland Asian territory?
Otherwise Japan could build 7 inf per turn without needing any transports. That’s too powerful. I want to speed up the game by allowing German and Russian troops the ability to be more quickly placed on the front lines, not by making it even easier for Japan to take over Asia. First, moving men through Asia is a lot harder than through Europe. Second, Japan can beat up on China too much already. I want the Second Sino-Japanese War to be represented a little more accurately in difficulty for Japan. With these new rules, Japan can start out building 3 infantry in mainland Asia compared to 4 for the Western Allies. That’s pretty even, but slightly favoring the Allies more than it is with the out of box rules. That’s good. Sure, this favors the Allies which is at first thought bad, but the reduced infantry placing limits for the Western Allies coupled with the ability for infantry to be placed directly on the front lines (which arguably helps Germany the most… 2 in Ukraine, 1 in Karelia with Russia only able to put 3 in Caucasus) more than compansates for this. The result is a simple change can give an overall advantage to the Axis while enhancing the realism globally on all fronts.
-For captured Allied VCs, the occupying Axis nation may purchase and place no infantry at a captured minor VC and 1 infantry per turn at all other captured VCs.
-For captured Axis VCs, the occupying Allied nation may purchase and place 1 infantry per turn at a captured minor VC and 2 infantry per turn at all other captured VCs.
The Axis are more likely to take over VCs (at least early on). I don’t want there to be an avalanche effect when these VCs go down early. Thinking of realism and game balance again, I don’t want Japan to be able to build 2 infantry in China when it falls. My god, that’s like a free IC! I want China to hold out a little longer for a nice compromise between realism and game balance, but when it falls I don’t want Japan to run over Russia that easy.
In fact, if you look at every instance on the board, you’ll see that 1 infantry for all non-minor captured Axis VCs is the most realistic representation.
As for the Allied VCs, the major factor for this decision is realism. I have them able to place 1 more infantry in each VC because most of these swing Axis VCs rose up to more significantly help fight against the Axis when they were freed. France? Italy? Ukraine? Freed Chinese provinces? But does this realism throw off the game balance? Not really. Remember that the Allies need to take over the VC and hold it for 1 turn first. This means that the Axis were pushed back 2 turns ago. 2 turns after the Axis get pushed back the game is just about over anyway, and besides, 1 extra infantry is not that big an advantage especially since the Allies can’t consolidate these extra infantry for a compound fodder effect (that’s what you really have to look out for!).
-If any territory containing a VC is attacked before the defender’s first turn, then the defender of that VC gets to immediately purchase any number of infantry not exceeding more than the respective maximums outlined above and place them at that VC. These infantry units are purchased and placed just before the battle takes place. This rule applies only before the defender’s first turn.
Remember it’s only before the 1st turn, so it applies to Germany attacking Cairo, but not Leningrad (Russia already had their 1st turn by the time Germany moves). It applies to Japan attacking China, but not Buryatia or India (yeah, like Japan can ever attack India turn 1 anyway! :lol:) So, it only applies to Egypt and China. Both these places held out pretty well against the Axis! How are they falling in turn 1?! I think a good balance between what actually happened and what needs to happen in the game for balance purposes is to give these VCs a little boost if they are attacked on turn 1. As for extending the game, I don’t think that’s necessarily true. Any VC that can be attacked on turn 1 will be certainly captured by turn 2-3. Resistance is pretty futile for these VCs! :evil: Also, this rule acts as a deterrent against Russia attacking Ukraine, Norway or Manchuria and UK attacking FIC, Kwangtung or Philippines on turn 1. This is pretty big for the Axis.
-The total IPC value of all non-infantry units placed per turn at any IC in a given territory may not exceed 4 times the IPC value of that territory.
+++ again what is this rule fixing? and how?
I don’t want India building 3 armor units, or even worse yet, an armada that could rival a Japanese battleship. Isn’t it more realistic to have territories worth 3 IPCs to be restricted to either 3 rtl or 1 rtl and 1 armor, or 2 armor, or 1 non-capital ship, or a fighter? More realistic for territories worth only 2 IPCs to only make either 2 rtl or 1 armor or 1 transport or sub? Now the high priced units have to be built in the capitals (or S. Europe and W. US) where they should be built! Now we’re talking realism with a very simple modification! That’s what I like to see.