@Cmdr:
You know, there are a few house rules I’d like to play test myself. Not all of them are mine, but here’s my list:
1) SZ 16 is closed. Only Russia may move into and out of this sea zone.
2) SZ 5 is closed. Only the nation that owns both NW Europe and Norway may move into and out of this sea zone. (no, America cannot own one and England the other. One nation must own BOTH.)
3) SZ 12/13 is treated like a canal. You, or your ally(s) must own both Algeria and Gibraltar at the start of your round before passing through the Gibraltar straight.
4) The Chinese Fighter is stationed in Sikang (the defacto Capitol of China.)
5) Battleships have AA Guns (same rules as AA Guns, so 5 battleships in a sea zone still only get 1 AA shot per. This rule is more of a method to negate the massive power of heavy bombers in naval warfare. Now you can have Radar Battleships.)
I have a whole set of revised rules as well, still working on beatification of the document and then I’ll gladly post them for critique and would love some play testing. But those 5 seem just needed to make the game a bit more balanced.
SZ 12/13 should save the Italian fleet and allow Germany some leeway on their luftwaffe use in round 1.
SZ 5 gives Germany a realistic break from amphibious assault on Berlin until the Allies truly have the upper hand.
SZ 16 stops the unrealistic Italian suicide mission to knock down Russian defenders allowing Germany an easier assault before Russia can recover.
The move of the Chinese fighter at least gives China a chance to do something other than die. Now they have a chance to fight back, which, I believe, was the original idea of giving them a fighter!
And of course, the battleships (as I mentioned) having AA ability helps restore the balance against Jet Fighters and Heavy Bombers a little. Not massively, since in WWII the preferred method of sinking the enemy was through the use of aircraft, but at least enough that it’s no longer a bone headed idea to buy a BB.
Hi Jennifer thanks for the rules. here are my thoughts on them…
1) SZ 16 is closed. Only Russia may move into and out of this sea zone.
I think this is a great rule, because currently the axis can Steamroll into Moscow using Italy as suicide fodder as you have stated. It makes for a more interesting game for the Russian/Allied player.
2) SZ 5 is closed. Only the nation that owns both NW Europe and Norway may move into and out of this sea zone. (no, America cannot own one and England the other. One nation must own BOTH.)
I don’t understand why allied powers can’t control both sides of this new canal in order to gain access to the sea zone… and practically I can’t see how I would explain the real world connotations of this rule to my playgroup. “America wont let you in to the sea zone…”, “But why…? Damn Yanks!” :wink:
3) SZ 12/13 is treated like a canal. You, or your ally(s) must own both Algeria and Gibraltar at the start of your round before passing through the Gibraltar straight.
I already play this rule and it is working well :) Sometimes it forces troops to land in Africa… Which is good.
4) The Chinese Fighter is stationed in Sikang (the defacto Capitol of China.)
Anything that makes china stronger is fine with me.
5) Battleships have AA Guns (same rules as AA Guns, so 5 battleships in a sea zone still only get 1 AA shot per. This rule is more of a method to negate the massive power of heavy bombers in naval warfare. Now you can have Radar Battleships.)
I’d like to see cruisers with aa guns as someone posted in this thread also.
I still think India falls too easy and the Japanese will still just stomp over most of Asia without a fight. Maybe a rule to allow china movement into Burma and India might hold of the Japanese for a while longer.