Thanks for your posts, Chang and Zhukov. As I said from the outset, I love this game.
Dabapic! Did you even read my post?
I guess what I was looking for was some responses about whether others have had a similar experience, that is, wondering whether this game was playtested much at all. It’s just that the first few times I’ve played it, I’ve noticed some glaring things that I don’t like and I wouldn’t think a lot of other people would like. I just got the feeling the first few times I played (and I’ve played A&A since 1992) that
I think the opening setup of 41 is very historically accurate. I guess, as someone pointed out, the A&A premise is to set you up at a point in history, and then “you” are in command. So history means nothing once the game starts - embarassingly, it’s taken me awhile to realize this. After all, Japan has 9 fighters to start, and 3 carriers. In my games Japan can go full bore after USA and has a good chance of taking them down, just as Germany traditionally does Russia. So again, A&A wasn’t meant to be historically accurate - I have to keep telling myself this. A&A simulates, if each power had these military capabilities at this point in history and all politics were removed, what might have been?
You know, I’m sure I’m very biased. I used to play classic, usually solo. Once you learned how to play the Allies, they always won. So I got used to a game that was pretty “historically accurate” (Allies working together to cave in Germany from its high point of power, then island hopping and conquering Japan). They had a couple optional rules, like Russia restricted attack, German jet power and Jap super subs. Also, the economic victory thing. So the Allies could lose if they gave up too much land to the Axis, even though with enough time they could often STILL win.
Nowadays it seems most players (and I got caught up in this too) want “balance”. That is, they want it to be like other games, everything from Chutes and Ladders to Chess to Risk to Stratego, where each side has a 50/50 chance from winning from the outset. Balance has its place, like when you are playing a stranger on line, or in a tournament or something.
But maybe imbalance has a place, too. Take the 1941 scenario with full NO’s. My experience so far has been that the Axis steamroll the Allies if the OOB rules are used. And for the first time, I’m thinking maybe that is OK with me. You know, if you took the Axis position and 1941, and took away the technology differences and the politics and some natural climate conditions (Russian winters, to name one), oh and the Nazi infighting, and the brilliance of various field commanders, and a lot more - then the Axis would romp and take over the world from the 1941 point after they had been gearing for war for almost 10 years.
Yes, if you really oversimplify WWII and make it into a “beer and pretzels” game you get A&A. So, I admit, I’m pretty slow but I’ve finally come to terms with what this game is, and now I think I am ready to appreciate it that much more. First, (and I’m talking about playing OOB with no house rules) you must accept that the sides will not have a 50/50 chance of winning and that this is a game made more for the purpose of having fun than proving that I am a better strategic game player than you are.
I am also into the house rules. There is a huge board of house rules on this site, because many players are not satisfied with OOB and they agree with my statement that A&A greatly oversimplifies the realities of WWII. I guess a player has to figure out how much “realism” and “historical accuracy” you want, and then you can make AA50 into that. I applaud the gamemakers for creating a game that allows us to do that.
Oh, and thanks for ditching the “blow-up boxes”!!