@arreghas I already have the required āCargo Shipsā in 8 colours so I donāt need to look at another version.
WW1 1914 Balance Recommendation
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@SuperbattleshipYamato said in WW1 1914 Balance Recommendation:
Huh.
While every game I played ended long after turn 5, I just thought that meant the historical outcome was a major fluke, with dice rolls really being in the Ententeās favor.
Still, 6 months still doesnāt really workā¦
No version of canon series axis and allies articulates how much time a turn represents. This is intentional.
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@SuperbattleshipYamato yea I disagree with calling the historical outcome a total fluke based on the game and your interpretation of how long each game turn represents. Thatās quite backwards thinking my friend.
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@The_Good_Captain šÆ
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I consider Global 1940 6 months per turn.
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Okay then.
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@The_Good_Captain said in WW1 1914 Balance Recommendation:
@SuperbattleshipYamato said in WW1 1914 Balance Recommendation:
Huh.
While every game I played ended long after turn 5, I just thought that meant the historical outcome was a major fluke, with dice rolls really being in the Ententeās favor.
Still, 6 months still doesnāt really workā¦
No version of canon series axis and allies articulates how much time a turn represents. This is intentional.
The closest comes from the original Axis & Allies Europe FAQ:
āRemember that a battle in A&A:E doesnāt represent a single bombing raid, it represents a commitment of resources to months of combat. A fighter āshot downā by a bomber represents planes destroyed on the runway, shot down by tail gunners, or shot down by the minimal fighter escort that you can assume is included with every bomber unit. It could even represent planes that crashed because of mechanical failures and damage to aircraft factories or maintenance facilities. At the mega-strategic level of A&A:E, itās important to look at the big picture when analyzing whatās going on.ā
For what itās worth, I also kinda interpreted 1 round in this game as being one year more or less. Regardless how you interpret it Italy enters the war too early in this game imo.
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@kwaspek104 @SuperbattleshipYamato its a never ending conversation anywhere folks talk about axis and allies.
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Yep. Along with discussions of how many men a unit represents.
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Also, tanks enter the war on turn 3 or 4. This corresponds well enough with 1916.
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@SuperbattleshipYamato turn 4 not turn 3 and I donāt buy it. Sorry.
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Oh well.
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@The_Good_Captain if I adopt No. 3, that means USA canāt attack Spain and use it as a staging post. Whatās your recommended strategy for USA in that circumstance?
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@mcclellansGhost great question. In my experience its best to think of Canada as the place where all us purchases from the turn prior move to. It is from here that they will deploy to another front.
I like to get USA up to seven transports and split them however you like (I usually split them 6/1) with the base sz being Canada and the shuck SZ being 8, 15, or 16 as needed. very easy to spread the love in this way or react to threats.
7 transport flip shuck
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@The_Good_Captain thanks!
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Thank you! Iāll try that next time.
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One thing I like to do as well is to have a transport or two in sea zone 8, then ferry forces from the US directly to Ireland (it only takes 1 turn for ships to move from there), then onwards to Picardy or Brest (the transports in sea zone 8 bridging). They can also move into sea zone 9 and desposit them in Belgium depending on the situation.