atarihuana
chess white goes first> advantage… that’s why in pro -tournaments a draw with black is a good result.
How did I know someone would say something like that? I almost put that…point…in my earlier post. :|
In chess (not that I am a great chess player or A&A player for that matter) :-o some could/would argue that going first IS an advantage…and others would argue going first is NOT an advantage. BUT (I don’t know all the “details” to support this…I’m not a HUGE chess fan) but it IS EQUALLY POSSIBLE to win a game of chess no matter if you are the white army or the black army. Going 2nd is not a 100% proven, guaranteed unarguable disadvantage. (or is it?)
TG Moses VI
Builder_Chris, whether it was your intent or not, it seems like your post couldn’t separate the forest from the trees.
That WAS my intent. :wink:
In A&A some would argue that “such and such” is an advantage…and some would argue that that same “such and such” is NOT an advantage. The only fact is that it IS equally POSSIBLE to win a game of A&A no matter if you are the Axis or the Allies. (Right?)
TG Moses VI
No single game is “balanced,” as the outcome of every roll is unpredictable, though after rigorous play testing, patterns start to emerge.
Exactly my point also; BUT are these patterns (of advantage or disadvantage) that have emerged from play testing; are they truly unarguably, guaranteed, provable, measurable advantages/disadvantages? Or are they PERCIEVED advantages/disadvantages?
Each Power/Side in the game has its different…challenges…to overcome in the game. I won’t argue with that at all. But this game (thanks in large part to the dice and in part because it is BASED on history) has way too many immeasurable factors; HOW can anyone truly determine if A&A is unbalanced game unless we reduce the playing field to identical starting factors?
EVREYTHING that IS A&A would need to be reduced to the CORE…basics…much like those of chess to be able to have a “balanced” game.
***The board would need to have an even/equal number of spaces (both of sea and land)and the spaces would need to be arranged so that Continents are the same size, seas are the same size and the positioning of the continents and seas are equally located in relation to each other on the board.
***Both sides would need to start with the same equal amount of game board spaces in their control (Axis gets half the land and sea and Allies get half the land and the sea)
***The teams would need to be the same size (1-v-1, 2-v-2, 3-v-3, etc.).
***Each player would need to start with the same amount of each type of available units (i.e. 8 infantry, 2 tanks, 2 fighters, 2 bombers, 2 carriers, 2 subs, etc, etc, etc…)
The mechanics of the pieces are already EQUAL; just because the Germans have different molds for their pieces than the other Powers do for all of their pieces does not give anyone an advantage or disadvantage (they may look different BUT they ALL work the same).
***IPC values of territories would need to be adjausted to be exactly equal also.
You could reduce the factor of the dice by playing LL (Low Luck) or to make it even more fair you could make it so that each type of unit attacks and defends with the same number (i.e. infantry 1/1, fighters 3/3, bombers 4/4, etc, etc, etc…) OR you could even reduce that to chess like battles, the attacker ALWAYS wins.
A&A is not, has not ever (thankfully) been designed to be THAT TYPE of game. If we truly want true “balance” …play chess…or Stratego.
The primary thing to keep in mind (IMO) is that A&A is this; A Historical Strategy Board Game.
Historical –
1. of, pertaining to, treating, or characteristic of history or past events: historical records; historical research.
2. based on or reconstructed from an event, custom, style, etc., in the past: a historical reenactment of the battle of Gettysburg.
3. having once existed or lived in the real world, as opposed to being part of legend or fiction or as distinguished from religious belief: to doubt that a historical Camelot ever existed; a theologian’s study of the historical Jesus.
4. narrated or mentioned in history; belonging to the past.
5. noting or pertaining to analysis based on a comparison among several periods of development of a phenomenon, as in language or economics.
Strategy
1. the science or art of combining and employing the means of war in planning and directing large military movements and operations.
2. the use or an instance of using this science or art.
3. skillful use of a stratagem: The salesperson’s strategy was to seem always to agree with the customer.
4. a plan, method, or series of maneuvers or stratagems for obtaining a specific goal or result: a strategy for getting ahead in the world.
Board Game
1. a game, as checkers or chess, requiring the moving of pieces from one section of a board to another.
2. any game played on a board.
Simply because of what A&A has been DESIGNED to be; (A Historical (no matter how loosely some may argue that it is) Strategy Board Game, A&A is bound to be “unbalanced” in some way shape or form.
How bad one BELEIVES that balance is skewed in favor of one Power or Side is (IMO) PURELY a matter of opinion rather than any measurable FACT or any “broken” mechanics of the games design.
So rather than attempting to balance A&A by rewriting/redesigning the game(s) and trying to figure out how to make them something other than what they have been designed to be by rewriting rules that each of us have/could come up with to “correct” the imbalance of the game, why are we not rather ACCEPT…admitting…agreeing…that A&A IS unbalanced (like life…like history) and admit that that is partly why we play it. I know that is a big part of why I play A&A; I like the challenge of trying to rewrite history…as imbalanced as that may have been.
And one last thing…even if there was a way to determine/prove that A&A is an unbalanced game; would any of us argue that it is a game that is NOT worth playing BECAUSE of that imbalance? I don’t think so.
So, I personally have come to believe the “almighty Bid” is the perfect way to “correct” the “imbalance” of any A&A game.
If you really do think the game is unbalanced use a bid. It’s a great simple way to offset any PERCIEVED advantages/disadvantages (CHALLANGES) that a Power/Side and even an individual player might have.
I have a friend that believes I am TOTALLY nuts for giving him an 8 or 9 IPC bid at the start of a game of AAR if he is the Axis and we are playing a 12 city victory condition. He thinks I’m also equally in sane if I give him an 8 or 9 IPC bid at the start of a game of AAR if he is the Allies and we are playing an 8 city victory condition. I don’t believe I am because I perceive/believe that in a Long game the Allies have the advantage and in a short game the Axis have the advantage.
…after rigorous play testing, patterns start to emerge. (showing advantages/disadvantages)
Agreed.
The KEY to what balances EVERY A&A game is operational tempo (Axis) balancing industrial might (Allies).
Also agreed.
Which leads me to my final point; to discuss balance in AAC and AAR is good fun debate…BECAUSE…they have endured such rigorous play testing. But to discuss the balance of AAA is premature to say the least. As Craig Y Yope said on this same subject on Harris Game Designs forum, “give it time (before we/you decide if AAA is unbalanced)”.
Over time patterns WILL emerge (perceived and/or “proven”). And when that happens, I would advise using a bid over any rule changes.
:mrgreen: peace