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Quartermaster General: Alternate Histories» Forums » General

Subject: Some early concerns about game balance rss

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Gary
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I played my first game with AH yesterday (just the base game + AH), it was an easy win for the Allies with Japan and Italy running out of cards by about turn 14. My impression is that the Allies are now even stronger.

The Allies' 2 extra starting armies on the board, each getting 2 extra VPs/turn and both needing an Axis power to land battle them before getting back to the stutation where the base game starts, does seem to be a big advantage. Added to this, the increase in the number of cards which force discards seems to favour the Allies, who are much better placed to run down the enemy decks.

Please can someone point out what I've missed - what are the new options/strengths for the Axis in AH to balance the above out?


(Edit 1 + 2: to fix typing errors)
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Marc Nelson Jr.
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The Axis is definitely under pressure to get off to a quick start. The Allies can win on Turn 4 or 5 if the Axis is sluggish.

But I think the Axis got the more powerful new cards in the expansion. Ardennes Offensive, Sea Lion, Spain, and Fall Weiss are very strong, while Japan raises its points ceiling with the new scoring cards.
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James Hamilton
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One play so far and it was an Axis win. I was concerned too but some of the new Axis cards are a lot more powerful than the new Allied ones.
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N P
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Landkruezers and west wall change the game. You just can't invade Germany like you used too. We had an axis win on our first game too.
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Jon Day
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Haven't played yet, but I had assumed that the addition of the new factions would water down the decks of the UK & USA and make it harder to maintain pressure in Europe.

is this the case?
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Ian Brody
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Definitely. No more bombing campaigns and Sea Battles launched from China.
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Jim O'Neill (Established 1949)
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Gentlefolk,

I have played many games where expansions seem to be added to extract more money from the players and, in themselves, add very little to the game or just clutter it with extra rules to justify their existence.

I have played Quartermaster General on its own, Quartermaster General with the Air Marshal expansion and finally Quartermaster General with both the Air Marshal and Alternate Histories expansions. Each expansion has taken the game to a new level without spoiling it by unnecessary complications and I strongly feel that the best experience is to be found in playing the base game with both expansions.

The more I play it, the more I feel that this is perfectly balanced and that each player, no matter which country they play, has a great time because of the subtleties involved in handling the strengths and weaknesses of each deck.

As far as I am concerned, this game sets a new standard for both co-operative and competitive play.

Warmest regards,


Jim

Est. 1949

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Gary
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Thank you everyone

I can be a fair gap between games of QMG as we need to assemble exactly 6 players. So it's great to know that we have a lot to look forward to and a lot to learn (at least I do) in the expansions.

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Brian Bankler
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oneilljgf wrote:

The more I play it, the more I feel that this is perfectly balanced and that each player, no matter which country they play,


I'm glad to hear this. A fair number of our games have been (QMG or QMG + 1st Expansion) have been lopsided, but it's mainly just card variability (and the inclusion of new players). Adding even more variability has me worried, but I'm hopeful for this...
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