@TG:
Keep in mind that this is online play and some of us have 5 or 6 games going at once so that is why some of our observations may seem way different. I have played around 20 games already.
Online play does have its perks – easier to find players, board is already set up, steps like combat resolution and collect income are done automatically, but for me, nothing compares to the real thing. I do use Triple A on occasion, but it’s ugly, clunky, and buggy. In all fairness the program is free.
Battlemap is free too and it’s more widely used than TripleA, it also has that added ability that you can edit the map on your computer to leave notes for yourself that your opponent cannot see if you want.
Also, I think I’ve broken 50 games of Anniversary already. So far, I can say, Tech and NOs are the key to winning the game. If you do go for Tech or can steal your opponents NOs early on (usually the Axis taking out NOs since most Axis NOs are easily recoverable) you’ll probably win.
If you do not go for tech, you’re hamstringing yourself. IMHO, the NOs are there specifically for tech buys, allowing you full IPC for builds and NO bonuses for technologies. (Hence why NOs are so important as well!)
To me that means America should be doing no less than +1 researcher every round. Period.
Germany is probably +1 or 2 a round, maybe as much as 3.
Italy is 0, but only because with NOs it’s earning in the low 20s and needs to send everything it can to Hold France and stop England from taking it anymore. (I find 15 infantry, 5 armor and 2 fighters does this nicely.)
Japan’s probably doing 3 or 4 researchers at any given time.
Of course, NOs are something you don’t get until after the first turn, therefore, technology is something I don’t think you should try for until your second turn. Though, once I did get Long Range on England 1, which was fun until none of my pilots could hit squat and the Italian navy shot me down. :/
Next: The Key to Europe is East Poland. If you own East Poland, you basically have the center four squares of the chess board.
The Key to the other side of Russia is Chinghai (if you have it, there’s no China anymore anyway.)
The Key to America is, yer screwed, America’s got 40-50 IPC income, you can’t even land enough troops in time to own America, give it up!
The Key to Japan is SZ 51 and/or SZ 64 (Alaska or Carolines.)
I like Carolines myself, they give England a NO and you can hit Iwo Jima or Okinawa from there and set up bomber airstrips.
For once, SBR is not broken. FINALLY! There is now an officially released game where you can actually do SOMETHING about being SBRed into oblivion, and if you cannot afford the damage, YOU DO NOT HAVE TO PAY IT! Meanwhile, the risk to the enemy has only gone down slightly compared to before.
That said, I’d like to see a few changes:
1) Super Submarines. WTF is this still doing in the game??? I mean, HONESTLY! Has this EVER been the “go to” technology for the majority of players!?!?! Can we please replace this with AA Guns for Battleships and/or Carriers? (Same rule applies, only one can fire at a time) Or if that’s too powerful for you, maybe Shipyards for Aircraft? Fighters cost 9, Bombers cost 10? Again, if that’s too powerful (aren’t I nice, I give you THREE options!) how about mobile industrial complexes? They can move 1 space and can only go to territories you own! (You can’t build in them until the next turn.)
2) Italy needs a third National Objective. Before you run screaming from the room tearing out your hair at the blasphemy, I’m not talking something easy to get. The third should be: Axis Control of Ukraine, Caucasus, Jordan, Egypt, Libya, Algeria, Gibraltar, France, Bulgaria, Italy and Balkans and be 5 IPC. That should be easily stoppable in most situations, but at least reward Italy for doing something other than buffing the defenses of France.
3) Destroyers should only defend at 2 if they have a transport or more with them. Otherwise, they should defend at 1.
4) Escort carriers would be snazzy. But now we’re adding in extra units and that’s normally a bozo-no-no. If we did, however, it would have to att 0, def 0 carry 1 fighter. Maybe cost 8 or 7.
5) Russia should have another NO for keeping SFE, Buryatia, Stanovoj, Yakut, Evenki and Urals in Russian control. 5 IPC. It’s easy enough for Japan to stop if they want too, and since Japan normaly doesn’t want too, it will aid Russia in holding back the Germanic hoards.
6) Honestly, can England have a navy on UK 1? Please?
7) Perhaps each nation should start with 1 Technology Right off. USA/UK/Japan: Improved Shipyards. Italy/Germany/Russia: Advanced Artillery. Neither is overly powerful, but they’d give the game an added depth. (Think like the optional rule that Germany had Jet Power and Japan Super Submarines in Classic. This is not unprecedented!)