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Subject: A complete overhaul of National Advantages and Research rss

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Ger Lam
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Hiya...i'd like to mention that me and my group have been using the below variants, or set of rules, on a regular basis since BEFORE anniversary edition came out. So they are thoroughly tested and not "stolen" in any way(such as the paratroopers thing)...there was a post from before details on anniversary came out in the OLD tripleawarclub-forum, which unfortunately went down...but maybe one of the regulars around there(krieghund or imperious leader) can confirm that.

Anyway, here goes:

First up is National Advantages, which are now called "Doctrines". Each nation starts with 3 Doctrines, that means 3 basics or 1 upgraded and one basic. In order to upgrade a doctrine, you first need the BASIC one. At the END of each of your rounds(that is, after a players turn ends), you(that player) may choose one doctrine(or upgrade a existing basic one) to activate.
Thus, as the game progresses, more and more specials become 'active'.
A very nice touch we added to this, was to keep doctrines hidden.
(as in, written on a piece of paper, and only revealed once that doctrine was used for the first time....so you never knew if a russian winter was coming up or if japan had super-powerful battleships....naturally, that caused a few problems as japan SHOULD know if it has a non-aggression-threaty with the UDSSR. In the latest(german) version, 1 advantage per nation is flagged as (public knowledge), thus Nonagressionthreaty, U-Boat-Interdiction, colonial garrison, most powerful battleships, and chinese divisons are always "public" knowledge, if you choose them, everybody gets to know about it.)

It's also worth to mention that the BASIC version is basically the same as the LHTR suggest, and wasn't changed much, but an attempt was made to balance them out and make less useful ones more valuable in the upgraded version. They are gathered in such a way as to allow easy copy-pasting into any editor, and two-sided printing with the front page having the normal advantages, and the backside having the advanced version. So please don't point out that the basics are identical with LHTR.

Again: start with 3 per nation, 1 added for each player at the end of each of his turns, basics cost 1 to activate, advanced need the basic and cost 1 to upgrade...simple really.



U.S.S.R. National Advantages

1. Russian Winter
RUSSIA’S GREATEST ALLY WAS ITS WINTER COLD. GERMANY’S INVASION
STOPPED DEAD AS THE SNOWS CAME DOWN.
Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry defend on a 3.

2. Nonaggression Treaty
THE JAPANESE REFRAINED FROM ATTACKING THE SOVIET UNION DURING MOST
OF THE WAR. THEY ALREADY HAD ONE BEAR COMING AT THEM FROM THE EAST.
The first time in the game that Japanese forces attack any Soviet-controlled territory, you may place four of your infantry for free in any Soviet-controlled territory (including the one being attacked) that is adjacent to a Japanese-controlled territory before resolving combat. If you attack Japan before it attacks you, you lose this advantage.

3. Mobile Industry
IN RESPONSE TO THE THREAT FROM THE RUSSIAN FRONT, THE SOVIETS MOVED
THEIR FACTORIES EAST. THEY PRODUCED 5,000 TANKS EAST OF THE URALS IN
1942.
Your industrial complexes each may move 1 territory during your noncombat move phase. It may be used in the same turn to place units (up to a maximum of the new territory's value) if you controlled both the industrial complex and its new territory at the start of your turn. They cannot
move during the combat move phase. If an opponent captures them, that opponent cannot move them.

4. Salvage
AFTER THE BATTLE OF KURSK IN 1943, THE GERMANS LEFT THE SHELLS OF THEIR
WRECKED TANKS BEHIND. THE SOVIETS FOUND INTERESTING USES FOR THEM.
If you retain control of a red territory against attacking tanks and at least one attacking tank is destroyed, you may place one free Soviet tank in that territory.

5. Lend-Lease
WITH THE UKRAINE LOST AND FACTORIES MOVING EAST, THE SOVIET UNION
COULD NEITHER FEED NOR REBUILD ITSELF. THE ALLIES CAME TO ITS RESCUE.
During your mobilize new units phase, you can convert one U.K. and one U.S. land unit into Soviet units if they are in a red territory. Remove the affected units from play and replace them with the same units of your own color.

6. Trans-Siberian Railway
THE TRANS-SIBERIAN RAILWAY SPANNED 10,000 KILOMETERS FROM MOSCOW TO
VLADIVOSTOK, THE LONGEST MAIN LINE IN THE WORLD.
In the noncombat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.




U.S.S.R. ADVANCED National Advantages

1. Russian Winter
RUSSIA’S GREATEST ALLY WAS ITS WINTER COLD. GERMANY’S INVASION
STOPPED DEAD AS THE SNOWS CAME DOWN.
At the end of your collect income-phase, roll a die, if it comes up 1 or 2, there will be a russian winter this turn. This does not affect your ability to activate this ability once on your own. You have to decide wether to activate It before rolling a die. (That is, you cannot roll a die for this ability and afterwards announce a Russian winter.)

2. Nonaggression Treaty
THE JAPANESE REFRAINED FROM ATTACKING THE SOVIET UNION DURING MOST
OF THE WAR. THEY ALREADY HAD ONE BEAR COMING AT THEM FROM THE EAST.
If the threaty is still in effect, double the infantry gained to 8.
If the threaty is already broken or as soon as the threaty is broken, gain one free infantry per turn at the beginning of your turn in your easternmost territory.

3. Mobile Industry
IN RESPONSE TO THE THREAT FROM THE RUSSIAN FRONT, THE SOVIETS MOVED
THEIR FACTORIES EAST. THEY PRODUCED 5,000 TANKS EAST OF THE URALS IN
1942.
Your IC's become immune to strategic bombing runs of any kind. This includes rocket damage.

4. Salvage
AFTER THE BATTLE OF KURSK IN 1943, THE GERMANS LEFT THE SHELLS OF THEIR
WRECKED TANKS BEHIND. THE SOVIETS FOUND INTERESTING USES FOR THEM.
You may also gain a free tank if you're attacking and destroying at least 1 defending german tank. You need to win the attack in order to get the tank, which is placed in the territory in which the battle took place.

5. Lend-Lease
WITH THE UKRAINE LOST AND FACTORIES MOVING EAST, THE SOVIET UNION
COULD NEITHER FEED NOR REBUILD ITSELF. THE ALLIES CAME TO ITS RESCUE.
Instead of one land unit per power, you may assimilate 1 infantry plus one other land unit per power, per turn. (that is: USSR can replace one transport load worth of units(any composition) of UK and one load of US for a total of 4 units.)

6. Trans-Siberian Railway
THE TRANS-SIBERIAN RAILWAY SPANNED 10,000 KILOMETERS FROM MOSCOW TO
VLADIVOSTOK, THE LONGEST MAIN LINE IN THE WORLD.
The movement bonus becomes valid through all of your original or occupied territories. It still only works during noncombat-move, though.





Germany National Advantages

1. U-Boat Interdiction
THE UNTERSEE BOATS SWARMED ALLIED SHIPPING LANES, SINKING SHIPS
REGARDLESS OF THEIR CARGO. SOME “CARGO” WAS NONCOMBATANTS.
During the collect income phase of the U.K. and U.S. turns, subtract 1 IPC from the collecting power's income for each of your submarines on the game board.

2. Atlantic Wall
THE GERMANS FORTIFIED THE EUROPEAN ATLANTIC COAST WITH MASSIVE
DEFENSIVE SYSTEMS FROM NORWAY TO SPAIN.
During any amphibious assault against a gray territory, all your infantry defend on a 3 during the first cycle of combat.

3. Panzerblitz
THE COLOSSAL PANZERS RUMBLED ACROSS EUROPE AND NORTH AFRICA. THEY
WOULD BREACH ENEMY LINES, THEN TURN AND WREAK HAVOC ON THE DEFENDERS.
If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any of your surviving tanks in the attacking forces may move 1 territory during the noncombat move phase.

4. Wolf Packs
WOLF PACKS OF U-BOATS PROWLED THE ATLANTIC, WORKING TOGETHER TO
DOWN ALLIED CONVOYS. THE ONLY SURE THING ABOUT A U-BOAT WAS THAT
THERE ALWAYS WAS ANOTHER NEARBY.
Your submarines attack on a 3 (4 if you have the Super Submarines development) if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this National Advantage. The submarines may come from different sea zones, but they must attack the same sea zone.

5. Luftwaffe Dive-Bomber
EUROPE WAS BLITZED AND BOMBED. THE JU-87 STUKA DIVE-BOMBER, A SMALL
PLANE, PLAYED A BIG ROLE. ITS SCREAMING SIREN GENERATED TERROR ON ALL
BATTLE FRONTS.
Your fighters may conduct first round tactical bombing runs. They are subject to antiaircraft fire as normal. In the first cycle of combat, if there are no defending fighters present, the fighters hit on a roll of 5 or less in land battles only. Any units hit still fire back normally in that round of combat. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this first cycle ability is cancelled.

6. German Scientists
GERMANY GATHERED SOME OF THE GREATEST SCIENTIFIC MINDS IN THE
WORLD TO MAKE TECHNOLOGICAL BREAKTHROUGHS TO AID THE GERMAN WAR
EFFORT.
Your Weapons Development dice cost 4 IPCs instead of 5.


Germany ADVANCED National Advantages
1. U-Boat Interdiction
THE UNTERSEE BOATS SWARMED ALLIED SHIPPING LANES, SINKING SHIPS
REGARDLESS OF THEIR CARGO. SOME “CARGO” WAS NONCOMBATANTS.
Since you greatly focus on your U-Boat Weapon, by permanently foregoing the ability to build naval units of one type, you can make your submarine production cheaper by 1 IPC's per ship type. (e.g. Germany decides it will never build Battleships or Carriers, 2 ship types. So submarines in the future will cost only 6(8-2) IPC's for Germany, but Germany can't build Battleships or Carriers. Germany may choose as many Ship types as wanted when gaining this advantage, or 1 additionally per turn afterwards. If Russia falls(to Germany or Japan), Germany is allowed to undo one build restriction per turn (while increasing the cost of submarines accordingly, as well).

2. Atlantic Wall
THE GERMANS FORTIFIED THE EUROPEAN ATLANTIC COAST WITH MASSIVE
DEFENSIVE SYSTEMS FROM NORWAY TO SPAIN.
Your coastal batteries fire at transports to stop invasions dead in their tracks. Roll a number of dice equal to the number of transports unloading in an amphibious invasion against a grey territory, for every 1 rolled, 1 transport including it's contents(Invading powers choice) are removed from the gameboard before the invasion takes place.

3. Panzerblitz
THE COLOSSAL PANZERS RUMBLED ACROSS EUROPE AND NORTH AFRICA. THEY
WOULD BREACH ENEMY LINES, THEN TURN AND WREAK HAVOC ON THE DEFENDERS.
The principle of Blitzkrieg and highly mobile panzer forces was at the heart of the German War Effort. Even if the battle took several combat rounds, your tanks may always move one territory during non-combat-move.

4. Wolf Packs
WOLF PACKS OF U-BOATS PROWLED THE ATLANTIC, WORKING TOGETHER TO
DOWN ALLIED CONVOYS. THE ONLY SURE THING ABOUT A U-BOAT WAS THAT
THERE ALWAYS WAS ANOTHER NEARBY.
Your submarines gain a protective coating in an attempt to hide them from Sonar and other detection. If there are only submarines on your side of the battle at the start of the combat round, any unit except destroyers can only hit them on a roll of 1 or 2.

5. Luftwaffe Dive-Bomber
EUROPE WAS BLITZED AND BOMBED. THE JU-87 STUKA DIVE-BOMBER, A SMALL
PLANE, PLAYED A BIG ROLE. ITS SCREAMING SIREN GENERATED TERROR ON ALL
BATTLE FRONTS.
While most efficient to weaken up enemies, tactical bombing runs were a core strategy for the luftwaffe, even going as far as to make the Me262 a fighter-bomber. Any offensive(not during defense) attack rolls by your fighters that come up as 1 are considered to have been fired during the opening round, so the chosen casualty is removed before firing back. You have to roll for your fighters FIRST during the normal combat round.(that is, right after submarines/rockets fire).

6. German Scientists
GERMANY GATHERED SOME OF THE GREATEST SCIENTIFIC MINDS IN THE
WORLD TO MAKE TECHNOLOGICAL BREAKTHROUGHS TO AID THE GERMAN WAR
EFFORT.
The efforts put into the German war science were unparalleled. Every time you buy at least 2 dice in a category, you get a third one in the same category for free.

U.K. National Advantages
1. Radar
BRITAIN’S RADAR ALERTED IT TO THE THREAT OF GERMAN PLANES CROSSING
THE CHANNEL.
UK owned antiaircraft guns in tan territories hit air units on a roll of 1 or 2.
2. Joint Strike
THE MOST POWERFUL STRIKE IN THE WAR WAS THE JOINT ALLIED ASSAULT ON
NORMANDY. THE PLANNING REQUIRED TO LAUNCH THIS SIMULTANEOUS
INVASION HAS NEVER BEEN EQUALED.
Once during the game at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is
rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.
3. Enigma Decoded
WORKING IN A SECRET FACILITY IN BLETCHLEY PARK, ALAN TURING’S
CRYPTOGRAPHERS BROKE THE CODES OF THE NAZI ENIGMA MACHINES. THEY
COULD THEN SEND FALSE MESSAGES BACK.
Once per game, after Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from one space into an adjacent space that was under the control of the Allies at the beginning of the turn. This movement must be either into and/or out of a space being attacked by Germany (Germany
moving sea units to an empty sea zone does not count). If moving out of an attacked space, you must leave at least one unit behind in the space.
4. Mideast Oil
THE UNITED KINGDOM’S 1920 DIVISION OF THE MIDDLE EAST TAPPED INTO THE
POWER FROM THE SANDS. THE GERMANS TRIED TO GET THAT POWER FOR
THEMSELVES.
If an air unit you own lands in Anglo-Egypt, Trans-Jordan, or Persia during your noncombat move phase, it may then move an additional number of spaces equal to its normal movement.
5. French Resistance
FRANCE FELL QUICKLY TO THE GERMANS. THOUSANDS OF FRENCH PATRIOTS
WHO WOULD OTHERWISE HAVE DIED IN BATTLE ON THE FRONTLINES LATER
ROSE UP AGAINST THE OCCUPIERS.
Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.
6. Colonial Garrison
WORLD WAR II REPRESENTS THE HEIGHT OF THE UNITED KINGDOM’S COLONIAL
EMPIRE. TWO DECADES LATER THE COMMONWEALTH WAS A SHADOW OF ITS
WORLD-SPANNING FORMER SELF.
You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

U.K. ADVANCED National Advantages

1. Radar
BRITAIN’S RADAR ALERTED IT TO THE THREAT OF GERMAN PLANES CROSSING
THE CHANNEL.
Your AA Gun's can also fire at a 2 in foreign territories, not only in tan ones. Place your nationality marker below any AA guns in a foreign territory to make sure you don't mix them up.

2. Joint Strike
THE MOST POWERFUL STRIKE IN THE WAR WAS THE JOINT ALLIED ASSAULT ON
NORMANDY. THE PLANNING REQUIRED TO LAUNCH THIS SIMULTANEOUS
INVASION HAS NEVER BEEN EQUALED.
Careful logistical planning allows you to not skip your non-combat-move in the round in which you announce a joint strike. Therefore, you may move into a more advantageous attack position that the US Player can utilize.

3. Enigma Decoded
WORKING IN A SECRET FACILITY IN BLETCHLEY PARK, ALAN TURING’S
CRYPTOGRAPHERS BROKE THE CODES OF THE NAZI ENIGMA MACHINES. THEY
COULD THEN SEND FALSE MESSAGES BACK.
Excellent planning makes sure you utilize this advantage as well as you can. If you are retreating, you may split your forces and move into several spaces. If you are reinforcing, any air units within 2 spaces of the attacked territory may also reinforce.

4. Mideast Oil
THE UNITED KINGDOM’S 1920 DIVISION OF THE MIDDLE EAST TAPPED INTO THE
POWER FROM THE SANDS. THE GERMANS TRIED TO GET THAT POWER FOR
THEMSELVES.
The oil of the Middle East was a very valuable commodity, literally the fuel of war. The IPC-Value of Anglo-Egypt, Transjordan and Persia is increased by 1 for you only, as long as you keep at least one land unit in these territories.

5. French Resistance
FRANCE FELL QUICKLY TO THE GERMANS. THOUSANDS OF FRENCH PATRIOTS
WHO WOULD OTHERWISE HAVE DIED IN BATTLE ON THE FRONTLINES LATER
ROSE UP AGAINST THE OCCUPIERS.
Not only the French resistance rose against the German occupation. The polish in Eastern Europe and Tito in the Balkans also did their best to fight the Germans. When either of those 2 countries are liberated for the first time by the Western Allies, place 3 UK Infantry in them(once per country).

6. Colonial Garrison
WORLD WAR II REPRESENTS THE HEIGHT OF THE UNITED KINGDOM’S COLONIAL
EMPIRE. TWO DECADES LATER THE COMMONWEALTH WAS A SHADOW OF ITS
WORLD-SPANNING FORMER SELF.
If the territory containing your Colonial Garrison is ever taken(or was already taken) by the Axis, the IC will shut down(place it laying on it's side to represent this). The Axis cannot use it, and they cannot build another Industrial Complex in this territory. Once only, If the territory is recaptured by the allies, immediately place a number of UK infantry there equal to the territories production value.


Japan National Advantages
1. Tokyo Express
THE JAPANESE HIGH COMMAND USED DESTROYER CONVOYS TO FERRY
INFANTRY. ALLIED FORCES AT GUADALCANAL DUBBED THIS THE “TOKYO
EXPRESS”.
Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Destroyers are still allowed to conduct shore bombardment if they have the "Combined Bombardment" weapons development even when unloading simultaneously.

2. Kamikaze
A TERRIFYING DEVELOPMENT WAS THE WILLINGNESS OF JAPANESE PILOTS TO
FLY THEIR PLANES DIRECTLY INTO ALLIED SHIPS. THEY EVEN DEVELOPED
“FLYING BOMBS” PILOTED BY THE SOLDIERS INSIDE.
During Japan's turn, at the start of any sea combat in sea zones 58, 59, 60 or 61, the Japanese player can attack one Allied surface sea unit (not a submarine) with Kamikaze. This attack occurs before the first round of combat, and any casualty is removed before the battle begins (if a
battleship is hit once, turn it on its side - if two 1's are rolled, the battleship is removed from play). If a carrier is selected as the target, any fighters aboard that carrier are assumed to have been launched before the kamikaze attack and may defend in the air normally in the ensuing
battle, whether or not the carrier is sunk. The aircraft used for the Kamikaze planes are not represented on the board. To make the attack,
the Japanese player indicates which ship is being targeted and rolls two dice. For each “1” rolled a hit is scored. Only one Kamikaze attack may be made per turn.

3. Naval Night Fighting Skills
JAPAN TRAINED LONG AND HARD IN THE TECHNIQUES OF NAVAL OPERATIONS
AT NIGHT. IN CONTRAST, THE UNITED STATES HAD A LOT OF CATCHING UP TO
DO.
On the first round of all sea battles, whether you are attacking or defending, your battleships each fire twice (roll two dice).

4. Most Powerful Battleships
THE LARGEST AND MOST POWERFUL BATTLESHIPS OF THAT TIME SAILED UNDER
THE JAPANESE FLAG.
Your battleships attack and defend on a 5.

5. Dug-In Defenders
MANY JAPANESE TROOPS DEFENDING PACIFIC ISLANDS ELECTED TO DIE IN
THEIR BUNKERS RATHER THAN SURRENDER.
All your infantry on islands defend on a 3.

6. Banzai Attacks
A FEARSOME RALLYING CRY OF THE IMPERIAL JAPANESE ARMY, “BANZAI!”
MEANT, “MAY YOU LIVE TEN THOUSAND YEARS.”
When you move only infantry into a contested space during the combat move phase, you may at that time declare the intended attack to be a banzai attack (for an amphibious assault you may also include offshore bombardment support). If you do so, all those infantry attack on a 2 for the first round only. You may not withdraw from any banzai attack, regardless of whether it is amphibious or not.

Japan ADVANCED National Advantages
1. Tokyo Express
THE JAPANESE HIGH COMMAND USED DESTROYER CONVOYS TO FERRY
INFANTRY. ALLIED FORCES AT GUADALCANAL DUBBED THIS THE “TOKYO
EXPRESS”.
A good idea made better, your battleships can now double as transports(with the same restrictions to load capacity and movement). Just as destroyers, they may conduct naval bombardment the same turn they unload in an amphibious assault.

2. Kamikaze
A TERRIFYING DEVELOPMENT WAS THE WILLINGNESS OF JAPANESE PILOTS TO
FLY THEIR PLANES DIRECTLY INTO ALLIED SHIPS. THEY EVEN DEVELOPED
“FLYING BOMBS” PILOTED BY THE SOLDIERS INSIDE.
You may now conduct Kamikaze attacks in any Sea-Zone containing an island under your control or neighbouring a Sea-Zone with an Island under your control. You do no longer need to attack with conventional forces for this.
Also, landing restrictions for your airplanes are lifted, you may send them into a battle without providing a landing space for them.

3. Naval Night Fighting Skills
JAPAN TRAINED LONG AND HARD IN THE TECHNIQUES OF NAVAL OPERATIONS
AT NIGHT. IN CONTRAST, THE UNITED STATES HAD A LOT OF CATCHING UP TO
DO.
During the first round of combat only, enemy destroyers can not prevent your submarines from instant-killing the casualties inflicted. This includes destroyers chosen as casualties. Enemy submarines still fire in the opening fire step and can fire back regardless of being choosen as casualties.

4. Most Powerful Battleships
THE LARGEST AND MOST POWERFUL BATTLESHIPS OF THAT TIME SAILED UNDER
THE JAPANESE FLAG.
The Japanese Battleships were near unsinkable and took considerable damage to destroy. If one of your battleships is dealt a hit, roll a die. If it comes up 1 or 2, no damage is dealt.

5. Dug-In Defenders
MANY JAPANESE TROOPS DEFENDING PACIFIC ISLANDS ELECTED TO DIE IN
THEIR BUNKERS RATHER THAN SURRENDER.
The American Fleet bombarded Japanese Island Fortresses with air and naval support fire for hours and hours, only to find that when they landed, there was still fierce resistance. Your defenders on islands become immune to naval support fire and air units if you only have ground units defending. Only ground units in an amphibious assault may deal damage to them(air units cannot support this kind of amphibious landings on ground units). If you have any airplanes on the island, this ability is cancelled.

6. Banzai Attacks
A FEARSOME RALLYING CRY OF THE IMPERIAL JAPANESE ARMY, “BANZAI!”
MEANT, “MAY YOU LIVE TEN THOUSAND YEARS.”
You may now also include airplanes in Banzai Attacks. Tanks and Artillery still cancel this ability.


U.S. National Advantages

1. Island Bases
MACARTHUR’S FORCES BUILT MANY AIRBASES ON THE ISLANDS THEY
CONQUERED. FROM THESE BASES, THEY COULD LAUNCH ATTACKS DEEPER INTO
JAPANESE-HELD TERRITORY.
When moving your air units, you may treat island groups as part of the sea zones containing them. For example, a fighter (move 4) could travel from Midway to the East Indies in one turn, assuming your side controlled both island groups.

2. Chinese Divisions
THE CHINESE HAD THREE HUNDRED DIVISIONS IN 1942. PRESIDENT ROOSEVELT
SPENT MUCH OF THE WAR TRYING TO GET CHIANG KAI-SHEK TO DO SOMETHING
WITH THEM.
During your mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.

3. Marines
“SEND IN THE MARINES!” WAS A POPULAR U.S. RALLYING CRY IN WORLD WAR II.
Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.

4. Mechanized Infantry
WITH ITS FLEET OF TRUCKS, THE U.S. ARMY WAS THE MOST MOBILE FORCE OF
SOLDIERS IN WORLD WAR II.
Your infantry have a move of 2 and may blitz as tanks do.

5. Fast Carriers
THE U.S.S. INDEPENDENCE WAS THE FIRST OF NINE LIGHT CARRIERS
CONSTRUCTED ON CLEVELAND-CLASS CRUISER HULLS.
Your aircraft carriers have a move of 3.

6. War Economy
THE US MOBILIZED ITS ECONOMY FOR WAR ON A SCALE NEVER BEFORE SEEN.
EVERY RESOURCE OF THE COUNTRY WAS TAPPED FOR THE WAR EFFORT.
RATIONING, WAR BONDS AND ROSIE THE RIVETER BECAME ICONIC PARTS OF
THE AMERICAN CULTURE.
Your cost of buying sea and air units is reduced by 1 IPC.













U.S. ADVANCED National Advantages

1. Island Bases
MACARTHUR’S FORCES BUILT MANY AIRBASES ON THE ISLANDS THEY
CONQUERED. FROM THESE BASES, THEY COULD LAUNCH ATTACKS DEEPER INTO
JAPANESE-HELD TERRITORY.
The US already moved air units to forward bases just as airfields were constructed. Your air units may land on islands you have conquered in this turn. You may not land in non-island territory's conquered in the same turn, for these, normal rules apply.

2. Chinese Divisions
THE CHINESE HAD THREE HUNDRED DIVISIONS IN 1942. PRESIDENT ROOSEVELT
SPENT MUCH OF THE WAR TRYING TO GET CHIANG KAI-SHEK TO DO SOMETHING
WITH THEM.
If either Sinkiang or China are under your control, you may treat either of these territory's as if you had an IC there. That is, you may place up to 2 units of your purchase in ONE of them. This is in addition to the 1 Infantry you get from Chinese Divisions.

3. Marines
“SEND IN THE MARINES!” WAS A POPULAR U.S. RALLYING CRY IN WORLD WAR II.
The Marines are now supportable by artillery, raising their attack during the first round of combat to 3 if supported by artillery.

4. Mechanized Infantry
WITH ITS FLEET OF TRUCKS, THE U.S. ARMY WAS THE MOST MOBILE FORCE OF
SOLDIERS IN WORLD WAR II.
The same fleet of trucks could also tow field artillery quickly and efficiently. Your artillery now also has a move of 2 and may blitz as tanks do.

5. Fast Carriers
THE U.S.S. INDEPENDENCE WAS THE FIRST OF NINE LIGHT CARRIERS
CONSTRUCTED ON CLEVELAND-CLASS CRUISER HULLS.
Your planes taking off from carriers get ONE extra movement during noncombat ONLY to land on the carrier they have taken off from. (For example, they may move 4 territories to attack somewhere, then 1 territory back to land on the carrier that moved 3 territories in this same direction)

6. War Economy
THE US MOBILIZED ITS ECONOMY FOR WAR ON A SCALE NEVER BEFORE SEEN.
EVERY RESOURCE OF THE COUNTRY WAS TAPPED FOR THE WAR EFFORT.
RATIONING, WAR BONDS AND ROSIE THE RIVETER BECAME ICONIC PARTS OF
THE AMERICAN CULTURE.
Serial Production was key to the US War Economy. If you build 3 or more of the same naval or air unit in the same turn, all of them are another 1 IPC cheaper than listed. (for example, 3 fighters would cost 24 IPC's instead of 27 or 30).





now, i also messed around with the research, big time. this time around, there's actually a explanation on the sheet, it's designed to fit on two pages of double-sided print, as well. again, the BASIC research is basically the same as LHTR, but level 2 and 3 are added to this.

here goes:



Weapons Developments

How weapon development works:
At the beginning of your turn, you buy development dice for one or more technologies(Keep track separately).
Then you roll your dice for those technologies. If you roll the correct number once or more, this technology is advanced to the next level.(0 to 1, 1 to 2, 2 to 3). In case of such a breakthrough, eliminate half of the dice you had for this technology(rounding down the remaining dice).
The remaining dice(or all of them, if you did not suceed) go back to your research pool(tracked separately for all techs).
You may move dice from one pool to another at a penalty of half the dice moved.
If at a later turn you buy more dice for this technology, add all of the pooled dice for the roll. Even if you do NOT purchase additional dice for a pool, you may always re-roll the dice you HAVE purchased for a tech pool.

Research area finished:
If you research all levels of technology in an area, you may redistribute the remaining dice between your other research areas without penalty(half of the dice, rounded up, are already removed after your success).

1. Jet Fighters
Level 1: Your fighters are now jet fighters. Their defense increases to 5.
Level 2: If air units are attacking or moving over one of your territorys with defending air units present, you may intercept those air units. Interception is ONE round of combat in which all air units(attackers and defenders) use their attack value, and only the air units take part in the fight(thus all casualties of that round of combat go to air units.)
In defence against a bombing run, instead of intercepting, your AA Gun rolls 1 extra dice per fighter present. (Example, 2 US Bombers attack Germany. Germany has 2 fighters and an AA-Gun in Germany. Germany rolls a total of 6 Dice, 3(1 plus 2 bonus) against each US Bomber. Roll against every bomber separately. The attacker may add escort fighters to his bombers to REDUCE the number of extra dice rolled(so two fighters as escort would negate the 2 german fighters supporting the AA Gun). Escort fighters are NOT subject to AA fire.
Level 3: Your fighters become immune to AA-Fire.

2. Rockets
Level 1: Your antiaircraft guns are now rocket launchers. In addition to their normal combat function, they can reduce enemy industrial production, using one dice at range 3 to inflict damage.
Level 2: Range increases to 6. Still only one missile can be fired per anti-aircraft-gun.
Level 3: The missiles can instead be targeted at land units. Hit probability is 6 if the target is one space away from the firing AA and decreases by 1 per space. (So to hit a unit 3 spaces away from the AA Gun, you need to roll a 4 or less). Defender decides casualties, as usual. Multiple AA Guns can fire at the same territory in this way, but only one per territory may fire(and still only ONCE per turn). This attack takes place in the opening fire step, so any units hit by Rockets may not fire back during a normal combat(but you may not blitz through territories emptied by your rockets, either. It all happens during combat move).


3. Super Submarines
Level 1: Your submarines have advanced radar and sonar installed. They are given the option to submerge at the beginning of combat(before the attacker rolls), unless a enemy destroyer is present.
Level 2: Your submarines are now super submarines. Their attack and their defence both increase to 3.
Level 3: Your submarines have mastered their first strike ability. In any naval battle during your conduct combat phase, if you have more than twice as many submarines as the defender has destroyers, any extra submarines may assign their hits as wanted, that is, you get to decide on the casualties of the defender.
Roll attack dice separate for those submarines that may choose the casualties.
E.g. Germany attacks UK with 8 submarines, UK has 3 Destroyers present. So 2(8 - 6) German submarines get to choose their inflicted casualty.

4. Long-Range Aircraft
Level 1: Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters’ range increases to 6. Your bombers’ range increases to 8.
Level 2: Airlift, during your noncombat move, your bombers may transport 2 infantry or one other land unit if they did not take part in combat this turn. They don't have to land in the territory they are transporting units to.
Level 3: Paratroopers. In combat move, your bombers may take up to two infantry with them(these Infantry must begin their turn in the same territory as the bomber.) and drop them off in a territory you can reach with your bomber. These infantry attack on a 2 during the whole combat and the bomber may take part in the attack as normally. You can not retreat ground units from such an attack.

5. Combined Bombardment
Level 1: Like battleships, your destroyers now can conduct bombardment during an amphibious assault.
(Their attack is 3.)
Level 2: Your Battleships and destroyers may take part in a naval battle and still support an amphibious assault with coastal bombardement afterwards.
Level 3: Even after the initial assault, the long-ranged Battleships provided suppression fire against the defenders. For every battleship supporting an amphibious invasion, one defenders roll is reduced by 2 during the whole combat. (Defenders choice, he assigns a number of units every combat round equal to the number of battleships supporting the invasion)


6. Heavy Bombers
Level 1: Roll 2 Dice in combat. Use the better one.
Level 2: Torpedo Bombing. If your bomber takes part in a naval battle, you can hit twice if both rolls hit and add up to less than 7.(e.g. 2 and 4 is 2 hits, 3 and 4 is only one.)
Level 3: Precision Bombardment. If your bombers hits in land combat, you get to choose the casualty. If you choose a fighter while there are other units left, this fighters defensive fire is aimed at the bomber(that is, you don't get to choose the casualty yourself, but have to take the bomber as loss if the fighter hits during the return fire step of combat. Note this ability does NOT work during naval combat.






Summary: All in all, we found it to greatly improve the game. Adding a second layer to the National Advantages not only allowed to balance them out slightly, but also to add more strategy to choosing them, the fact they are introduced slowly, also adds another level of depth, as you get to react to whats happening? Lost all those subs as germany? forget about further upgrading the sub-related NA's, Japan too strong in the pacific? Ignore Island Bases for now...it feels a lot more dynamic.
As for the technology, basically all high-level plays i saw before omitted technology, it cost too much for too little chance at getting something. Here, tech got bought on a REGULAR basis in our games. Not only would it stay with you until you get something, but could even last you longer than that(2 dice bought in R1, may eventually give you 2 improvements on that tech, with enough luck)...while it STILL is somewhat a question of luck as to wether you get a breakthrough or not, especially germany and the US really get to play a tech-game here...with Japan and the UK having technology become a valid option at least...as said, it was fully tested for a long time, a few slight changes were introduced to a final german version that are not represented here, but this version also was not fully tested yet...(for example, it includes changes to the "Fast carrier" e.g....where the basic upgrade reduces carrier defense to 1, but lets them take 2 hits in defense(like a BS), and advanced upgrades their defense to 2 and allows them to also take 2 hits on offense, or changes to colonial garrison or enigma decoded...all of which need more playtesting though)...what is offered here is a long-tested and basically balanced variant of the ruleset that gave us(and a few other local gaming groups) a lot of enjoyable evenings that i'd like to share with you. If some things DO seem overpowered or imba-combos, be assured that there ARE working counters against it...and basically everything has been tried already. Have fun...
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Mathew Gibson
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I am pretty convinced that the NAs are broken, and this list doesn't really do anything to change that. Here are my reasons:

1. The Allies get get 50% more advantages. This could theoretically be balanced by the quality of the advantages, but it isn't.

2. While there are many crappy and dubious advantages, the good Allies' advantages are much more useful than those for the Axis. This is because the game is won and lost on land, where the reources are. The Japanese fleet advantages (double-strike BBs on 5) are awesome, but the pacific is a backwater compared to Russia, Asia and Africa.

3. The Colonial Garisson tops the list of broken advantages. Starting with an IC in India is way to powerful - there really is no effective response to it.

 
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Ger Lam
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to answer that:

1.: Yes, the allies get more advantages. They also get 50% more turns and technically, against Germany in a KGF, a 1-2-3 punch by Britain, US, and Russia acting in turn...

The point being, what those NA's do, or are supposed to do, is to emphasize or support a certain way of playing. And that is WHAT they do, for both sides. That is ONE reason as to why we introduced a dynamic system of adding ONE doctrine per turn. That way, you will not be stuck with something you can't use.
If you start Japan with those double-strike BB's on 5, fine...if after Pearl the US decides not to contest the pacific, well, you can try and put your fleet to good use regardless, or go the banzai/kamikaze-route instead.

2.: Well, there's another point: One more is added every turn, so not only did the system become more flexible, but you can't just cherry-pick the best stuff and be done with it. More and more gets added, so the allies eventually also have to pick stuff they can't use, and overall, theirs are more situational.
While Germany may ignore Submarine's(for which they have 2 NA's), until Round 6 they may instead have Uberpowered Airforce, supercheap tech, coastal batteries and panzers basically immune to counters because they return.
As for Japan: Yes, many or their advantages are only ever useful in marine encounters, dug-in defenders only really helping in the pacific, if it is contested. Tokyo Express, Most Powerful Battleships and Naval Night Fighting Skills, however, are useful whereever Japan decides to deploy it's navy. I've seen a Japan not only harassing, but actually becoming a REAL pain for the US, just as well as the classic of going to the Atlantic through Suez...and believe me, a 2 upgraded BBs+Carriers+Subs-Japanese Fleet in the Atlantic can do a LOT of damage to the allies...without japan even having to invest much in that...(and with the added chance of drawing the US into pacific action...)

3.: Colonial Garrison was not broken at all before, the opposite was true, it was a GIFT to the japanese player if britain took it. Claiming there is no effective response makes me believe you never really played Japan? Britain can get what, like, 3 tanks per turn at india? While completely neglecting Europe?(after Germany blitzes through Africa that leaves about 5 IPC's for the European Theater...and going India means no Egypt Counter...). And Japan? Oh, if they take only China and hold their original territories, they can already afford 4 tanks+4 inf(4 transport loads) per turn. Oh, yes, Japan also starts with 6 fighters and a bomber, so unless you also took the upgraded flak(and even then in some instances) they also come for a visit. You do the math. It can delay them, sure, but a.: the japanese are capable of pushing out a LOT more troops there, and b.: india is next to the ocean, so those 5-hit BB's can apply support hits there...if necessary, every round.
It's only ever helpful if you add in a Sinkiang-Factory and Soviet Efforts...but in that case, Germany will have a Field Day in Europe, and the Japanese NA's will really help prevent the pacific islands from falling easily while helping re-conquer coastal mainland...
In the upgraded instance, at least the usage of this IC is denied, so Japan can only shut it down, not have if gift-wrapped by turn 3 or 4.


As mentioned: please do give it a try, they've been tested a long time, they DO have a certain high level of play as a requisite to be balanced, though, i admit that. This is not meant insultative, but if you actually have problems overcoming a NORMAL Colonial Garrison in India, this optional set of rules may just not be for you. (Just to compare: I am actually quite happy to see a colonial garrison as either Axis Player...as Germany, i expect that i have a easier time in Europe as Britain diverts resources to the pacific, as Japan, i expect to take it quite early and save 15 IPC's for a mainland IC...)
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Mathew Gibson
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There's no need to be patronizing, of course I have played Japan.

There are some things that you need to consider, but first of all, let me detail the opening Commonwealth turn.

Keep the Fleet in the India Sea Zone
Move the 'Australian' Fleet to Sea Zone 40
Move the Bomber in UK to Kazakhstan or Persia
Move the persia Inf to India.
If the Germans did not attack Egypt, move the Fighter to India
Build 3 Fighters or 3 Armour in India.



1. This is essentially an economic game.

The Axis begin 26 ICs behind the Allies, and unless that changes the Allies will eventually win, as they outbuild the Axis. So, the Axis must capture at least 13 IPCs in territories from the Allies. US-China and India might normally account for 7 of these essential IPCs. If they cannot take India and the Commonwealth uses India to roll into IndoChina then the Axis are not only not getting some of the easy IPC gains, but they are now losing ground even further in this race.

2. The Japanese start weak on land.

Yes, the Japanese navy is strong, but their land forces are not. On the first turn, the Commonwealth can build 3 units in India. Depending on what the Germans do, this can be 3 Armour, 3 Fighters or some combination thereof. The choice will be dependent on what the German's do. If they seem to have built for a crazed invasion of the UK, then go 3 Armour, otherwise 3 Fighters gives you a lot more flexibility. You move the Persia Inf to India and the fighter from the Carrier. The Carrier and the Destroyer stay put to challenge the Japanese fleet in case it tries to transport 2 additional Inf. This also prevents Shore Bombardment. This gives India a total starting defence of (at least) 4 Inf, 3 Armour, 1 AA and a Fighter. Now, what can Japan actually throw at this on their first turn? 4 Infantry, 1 Bomber and 4 Fighters. Even if the Japanese get lucky and none of the air units gets hit by AA, they still have 4@1, 4@3 and 1@4 versus (a minimum of) 4@2 4@3 and 1@4. The odds are stacked against them, even when the CW builds only Armour, instead of 3 Fighters.


3. The true cost of assaulting India

OK, so Japan wants to take out India to get the factory and because it needs to prevent the CW from building 3 more tanks each turn. In order to get those four fighters to India and those two Inf from Kwantung on the Transport they have to throw everything at India. This means the following:

a. The attack on the 2 Inf and Fighter in China will be seriously compromised. At BEST 3 Inf and a single fighter will be available for the attack, and this invites the Russians to attack on R2. It is also a signal for the US to build an IC in Sinkiang on US1, because the likely outcome of this Japanese attack is that they'll have a single Inf in China and cannot contemplate attacking Sinkiang on J2.

b. If the Japanese want to get 2 fighters to India from the Carrier in the Indies, they have 2 Options. First, the fleet could avoid the India sea zone and move to the Indo China sea zone, which is a little safer, but means the fighters have to land in Indo China, not back on the Carrier, but then this means that they cannot force the additional 2 Inf from Kwantung into India via Amphibious Assault. The second option is that they attack the CW Fleet off India in order to get the Transport to land the troops. But if the Fighters are committed to the Land combat, then the Carrier and the BB are the only attacking units AND the Transport cannot be used to absorb Naval hits (obviously). I realise that the CW only has a Destoryer, Carrier and Transport (assuming the Germans took out Egypt or the Med Destroyer), but that is 2@3 and 1@1 with 3 hits to be taken. For the Japanese the first hit is the BB tip and then it gets very expensive. The Japanese will have chosen the double-strike NA for 2@4 and 1@1, so while it is in their favour, it is far from a sweet deal. All odds being even, the Japanese will have to lose the Carrier or the BB if they want to commit both fighters to India and have the extra 2 Inf for the Amphibious Assault.


4. Leaving Germany to 'Run Riot'

So what is Germany doing in all of this? And how does Commonwealth commitment to India affect it? There are three main German strategies: the Carrier build in the Baltic (with a possible view to invading the UK); Africa for its 9 IPCs and crushing Russia. Let's look at each of these:

a. The invasion of the UK is always a long-shot, because the UK can be stacked with Infantry and the second NA the Commonwealth would choose is the AA upgrade. Plus, with Japan concentrating on ousting the Commonwelath from India, the US can concentrate most of its builds on supporting the UK, if that is required.

b. Africa, with its 9 new IPCs, is a classic move for the Germans. An IC placed in South Africa can prevent the complete takeover, but India can also provide the Germans with a real headache (once established). If the Japanese have gone full-on to try and take India, then the US can throw its weight behind Africa, making the 9 IPCs hard (and evntually impossible) for the Germans to obtain and hold.

c. Assuming the Germans go for the big push into Russia, the IC in India is one of the fstest ways to get Armour and Fighters into Russia (province) and Caucasus to support Russia (state). Depending on the Japanese response, they can be in Rusian territory in the second turn.




So, I definitely do not accept that the India IC puts significant pressure on the Commonwelath in Europe/Africa. India is closer to either Russia or Africa than the UK, for a start, and so is better positioned to confront the Germans. And it all goes back to the economic game. If the Japanese don't take India on turn 1, then when do they take it? And how? If they choose the build up forces, this is a signal for the US to build an IC in Sinkiang on US1, and the Japanese will wilt under the weight of these two build areas. They will lose the Chinese mainland and instead of being ahead 7 Asian IPCs (from China, Sinkiang and India) they will be behind 7 IPCs, something that only the fall of Russia can fully account for. (Good luck on that front without Japanese aid).

If they do gather forces, well, so does the Commonwealth. On turn 2 they have another 3 Armour (or 3 more Fighters!). Even if the Japanese build an IC in Asia themselves, the units can only arrive J2 and can't be available to fight (except defend) until J3, by which time the Commonwelath has 9 Armour in India (or, rather, about 4 in Indo China, having taken it in CW2). Of course, if the Japanese wait until turn 2 to strike into India, the Commonwealth now have double-strength AA, and blow up a third of all the invading Air units: it only gets uglier.

The big push in Asia also means that the Japanese fleet making the long journey under South America to the Atlantic is a fantasy. What, exactly, would be left to protect the remaining Japanese resources? If they build an additional fleet, then they are certainly conceding the 7 Asian IPCs without a real fight.

So, give it a try. It really doesn't sound like you have pursued this strategy before, and are writing using supposition only. Play it out, then write back with a detailed explanation of how Japan deals with the IC in India.
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Ger Lam
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kissybooboo wrote:
There's no need to be patronizing, of course I have played Japan.

There are some things that you need to consider, but first of all, let me detail the opening Commonwealth turn.

Very well, i did not mean to patronize you, and i see you did not just mean to shout out how unfair(great) CG is(as i have often seen, new players like to do), but actually put thought into this, thus, i will respond in kind.

kissybooboo wrote:

Keep the Fleet in the India Sea Zone
Move the 'Australian' Fleet to Sea Zone 40
Move the Bomber in UK to Kazakhstan or Persia
Move the persia Inf to India.
If the Germans did not attack Egypt, move the Fighter to India
Build 3 Fighters or 3 Armour in India.

first of all: to test this, i started a LL game on tripleA, with a standard bid of 8 to the axis(going to a tank and inf in africa), a bid of 15 going to britain(for a indian IC).

russia did a standard opening(west russia+ukraine), quite successfully, and produced 2 inf, 2 art(caucasus) and 2 tanks(russia).
you did not mention if you would stack bury in this case, i did not(which would be quite necessary to know about for the japanese turn).

germany retaliated, taking karelia and ukraine..norway was vacated, one inf going to karelia and 2 shipped to eastern, which was also reinforced from germany. The baltic fleet was split(and sunk by the british airforce, except for a lone destroyer in SZ 6). 4 fighters landed in western europe, 1 + bomber in lybia. egypt was taken with 2 tanks, and art and an infantry remaining, and produced 5 inf, 3 tanks(1 each in southern europe) and 1 fighter.

okay, so the indian Fleet stays.
The australian fleet starts in SZ 40. I take it you meant SZ 30?
The Bomber in UK goes to Persia, the persian inf to india. I took 2 russian infantry from kazakh to persia, because germany attacked egypt, and the german bomber is in lybia(thus in range of persia, so i doubt you want a lone british bomber there.
Transjordan infantry stayed.

I also took the liberty of using the indian fleet fighter to sink the japs kwangtung transport and land back on the fleet.
Britain built 3 fighters in india, to project additional air power over the surrounding sea zones and potentially "scare" the japanese fleet into not sinking the fleet in round 1.

Britain ends turn with 4 inf and 3 fighters in india + 1 AA gun.

japan's response: build 3 transports and two infantry.

skip pearl, hit bury if stacked, unload in kwangtung if not, consolidate fleets, attack china. FIC is empty, china has 4 inf, kwangtung 2 inf and 2 fighters, manchuria empty, burytia one inf. there are 2 BB, one carrier, 2 fighters and a transport in SZ 59, and a carrier, a destroyer, 3 transports, a sub, and 2 fighters in SZ 60.
While attacking the fleet is NOT sensible(though it is possible to hit both british fleets on Turn 1, but then forego building transports because they wouldn't be save...), i'd prefer to try like this(rather than killing the fleets and going for dual IC's.

US wasn't doing much in turn one, other than building a Sinkiang Factory hoping for reinforcements before J2, building some fleet and pulling together at Pearl...If you'd prefer to go Germany with US, tell me. (maybe an african campaign? Does US withdraw from pacific after pearl was skipped and just put effort into Sinkiang?).
Russia traded territories with germany and reinforced Sinkiang with 2 tanks from russia itself(hopefully they will not be needed inmediately anyway, as russia prefers not trading territorys with tanks...) and attacked bury with the yakut stack(7 inf sitting in bury now). Most likely, they will die to Japan next round, but possibly buy another turn for sinkiang and India.

Germany took back the territories on russian border, the destroyer moved to SZ 7, africa was overrun, and landed in Transjordan.

At the advent of B2, the brits have 28 IPC's and stand to gain 23.


kissybooboo wrote:

1. This is essentially an economic game.

The Axis begin 26 ICs behind the Allies, and unless that changes the Allies will eventually win, as they outbuild the Axis. So, the Axis must capture at least 13 IPCs in territories from the Allies. US-China and India might normally account for 7 of these essential IPCs. If they cannot take India and the Commonwealth uses India to roll into IndoChina then the Axis are not only not getting some of the easy IPC gains, but they are now losing ground even further in this race.

very true, indeed. But the truth behind the matter is: Germany starts at 40, and thanks to africa, will at least for a while be stronger than that...while russia starts at 24, and should never quite get stronger than 30. Japan and Britain start equal in power, but Britain should suffer earlier, due to the, at least temporary, loss of africa...and britain also has limited production capability, while japan can pump out fully.
Both the matchups Germany/Russia and Britain/Japan are favoring the axis, which is where the US comes in. US needs to make enough of a difference(often by retaking africa etc.) to make the allies win. Your scenario deviates from the typical KGF where all allies focus on germany, but instead your britain focuses on containing japan...which technically allows for a longer game, trying to "outlast" the axis through economical superiority, the problem here being that the african mainland alone is worth 9 IPCS(out of the 13 needed for equality). If russian eastern provinces fall, they are likely also gone for good, as, most of the time, are australia or, as you aptly pointed out, india. The thing is: one of the main ideas of warfare is to strike where oneself is strong, and the enemy is weak. attacking japan in the pacific is not exactly a grand idea here. Also, assuming you have a colonial garrison, i'll upgrade those japanese battleships with double-shot. (just because i want to get an idea about your pacific campaign.)

kissybooboo wrote:

2. The Japanese start weak on land.

Yes, the Japanese navy is strong, but their land forces are not. On the first turn, the Commonwealth can build 3 units in India. Depending on what the Germans do, this can be 3 Armour, 3 Fighters or some combination thereof. The choice will be dependent on what the German's do. If they seem to have built for a crazed invasion of the UK, then go 3 Armour, otherwise 3 Fighters gives you a lot more flexibility. You move the Persia Inf to India and the fighter from the Carrier. The Carrier and the Destroyer stay put to challenge the Japanese fleet in case it tries to transport 2 additional Inf. This also prevents Shore Bombardment. This gives India a total starting defence of (at least) 4 Inf, 3 Armour, 1 AA and a Fighter. Now, what can Japan actually throw at this on their first turn? 4 Infantry, 1 Bomber and 4 Fighters. Even if the Japanese get lucky and none of the air units gets hit by AA, they still have 4@1, 4@3 and 1@4 versus (a minimum of) 4@2 4@3 and 1@4. The odds are stacked against them, even when the CW builds only Armour, instead of 3 Fighters.

oh, they wouldn't want to go against it during their first turn. Not at all, actually, i wouldn't even want to be in striking distance during the first turn. I'd much rather strafe the fleet in the second, if it's still there, then wear you down.
The point is: no matter what you put in there, once i start bombarding once per turn, you are going to have problems...upgraded japanese BB's hit at a 5, so most likely, it will be 2 kills per round.(even if you play at a normal 4, you will feel it). problem being, you can only PUT 3 guys there. you are exposed to coastal bombardment every single turn, and the one inf i waste for that won't hurt japan. If you do extend into FIC, all the better, as a barrage of planes will help retake the territory.
Technically, as long as i can force you to mainly produce for india in a lost cause situation, or force the US into a serious pacific action(sinkiang factory, fleet action...one of the reasons i'd skip pearl here), my japan achieved exactly what it wants. Especially if playing with national advantages(such as colonial garrison), as those battleships and tokyo express really work out then. Also i ask to take note that in the new research system, it's very valid for japan to take 2 dice for coastal bombardment, just build destroyers instead of transports, go with banzai infantry attacks and support the landings with many, many coastal shots. technically, contesting the japanese holdings will be very costly, but with sufficient dedication, possible....as always in such situations: "meanwhile in europe...."


kissybooboo wrote:

3. The true cost of assaulting India
OK, so Japan wants to take out India to get the factory and because it needs to prevent the CW from building 3 more tanks each turn. In order to get those four fighters to India and those two Inf from Kwantung on the Transport they have to throw everything at India. This means the following:

a. The attack on the 2 Inf and Fighter in China will be seriously compromised. At BEST 3 Inf and a single fighter will be available for the attack, and this invites the Russians to attack on R2. It is also a signal for the US to build an IC in Sinkiang on US1, because the likely outcome of this Japanese attack is that they'll have a single Inf in China and cannot contemplate attacking Sinkiang on J2.

oh, not at all. as said, the transport, with your setup, is killable. as you have superior firepower with 4 inf and 4 fighters available, i will not leave doomed personal in FIC, instead dropping everything into china and vacating FIC, leaving 1 guy only if you opted to build tanks instead of fighters(though in that case, your fleet will be annihilated instead and a IC will go to east indies). The russians, to attack on R2, need to stack bury, which in turn invites japan to skip pearl and hit them in bury with everything available. Killed russians are the most valuable kills for the Axis. In the above scenario, 2 russians went to sinkiang in R1, so there's 4 guys against 4(5 if not lucky on defense or one left in FIC) japanese in china(+ japanese air fleet)...you could help them out with planes in R2, but still, it's questionable if you will hold.(at least, i'll probably strafe you.)

kissybooboo wrote:

b. If the Japanese want to get 2 fighters to India from the Carrier in the Indies, they have 2 Options. First, the fleet could avoid the India sea zone and move to the Indo China sea zone, which is a little safer, but means the fighters have to land in Indo China, not back on the Carrier, but then this means that they cannot force the additional 2 Inf from Kwantung into India via Amphibious Assault. The second option is that they attack the CW Fleet off India in order to get the Transport to land the troops. But if the Fighters are committed to the Land combat, then the Carrier and the BB are the only attacking units AND the Transport cannot be used to absorb Naval hits (obviously). I realise that the CW only has a Destoryer, Carrier and Transport (assuming the Germans took out Egypt or the Med Destroyer), but that is 2@3 and 1@1 with 3 hits to be taken. For the Japanese the first hit is the BB tip and then it gets very expensive. The Japanese will have chosen the double-strike NA for 2@4 and 1@1, so while it is in their favour, it is far from a sweet deal. All odds being even, the Japanese will have to lose the Carrier or the BB if they want to commit both fighters to India and have the extra 2 Inf for the Amphibious Assault.

as mentioned, the kwangtung transport, in regular play, never lives to see J1, if you actually WANTED it to survive to lure me into action, i'd have to say i would still not hit India in J1 with a 3-fighter build and potentially double-chance flak guns.
I'd much instead consolidate my forces and prepare to kill the fleet(or scare it away) by turn 2, and start the siege by turn 3. In this instance, time is on japan's side, by getting 8 units per turn into action, while you get 3 units. Of those 8/3, one japanese infantry is sacrificed in a banzai attack with support shots, most likely killing 2 guys...lets be fair and state the the net gain of units involved will be 7 for japan and 1.5 for britain. Even if you start with a 7 unit headstart, that will not go long for well, UNLESS you get the US to go full pacific, which will be a pain against a national advantaged japan.
(as for the 8 units, as mentioned, 32 is 4 transport loads with tanks and inf. But especially for japan, i may in the above system also decide that i can't afford those tanks and instead go banzai, where 8 units are 24 ipcs...even if japan loses 2 mainland holdings, thats still 8 units per turn landed with support shots...)

kissybooboo wrote:

4. Leaving Germany to 'Run Riot'

So what is Germany doing in all of this? And how does Commonwealth commitment to India affect it? There are three main German strategies: the Carrier build in the Baltic (with a possible view to invading the UK); Africa for its 9 IPCs and crushing Russia. Let's look at each of these:

Lets take a look, yes...while i did like the carrier for a while, nowadays i mostly just split up the baltic fleet and more often than not, the lone destroyer is left alone and may even join the med fleet...or support a suicide attack on other fleet units. So thats out. Since the German bid more often than not, goes to africa, thats a taken. After this is done, most likely the prospect is crushing russia.

kissybooboo wrote:

a. The invasion of the UK is always a long-shot, because the UK can be stacked with Infantry and the second NA the Commonwealth would choose is the AA upgrade. Plus, with Japan concentrating on ousting the Commonwelath from India, the US can concentrate most of its builds on supporting the UK, if that is required.

As mentioned, going for an invasion of the UK without seriously putting the pain on them first, not the best idea. especially since the us can easily reinforce them rather quickly, and it needs a lot of dedication to german naval build. Don't like. So scratch this.

kissybooboo wrote:

b. Africa, with its 9 new IPCs, is a classic move for the Germans. An IC placed in South Africa can prevent the complete takeover, but India can also provide the Germans with a real headache (once established). If the Japanese have gone full-on to try and take India, then the US can throw its weight behind Africa, making the 9 IPCs hard (and evntually impossible) for the Germans to obtain and hold.

Well, as mentioned above, in LL, i stand with 4 guys in Anglo-Egypt, 2 guys+2 planes in lybia, and 2 more in southern europe ready to be transported. That also means, even if you move the lone inf from SA up, most likely in G2, there will be 2 tanks next to SA(at least 1). an IC in South Africa may be used to counteract, but will then REALLY stretch the british resources, and would have had to be build in UK1, because building it on UK2 just hands it to Germany in G3, as it will be empty. And also, even if working, it would invite a more active japanese intervention(less fighters means more naval freedom, and a japanese task force can intervene there rather fast...or after india fell.)
The thing is: you always state how india can provide a headache, the point is: To be that, you have to move units out from india, which in turn weakens it's defense. It can only be a headache if it's free to act, which it will not be. So yes, the most likely case is that the US will land in africa and keep doing that. Maybe your planes from india want to kill the german fleet, also fine, then they gotta land in transjordan or you have to move the indian fleet. Also, the earliest they can do that is in UK2, when transjordan, and africa except french west, madagascar and south africa are already german and germany has a total of 8 ground troops in africa. Also, with transjordan gone, that means your fighters have to land on the carrier in SZ 34, meaning you have to leave india.
Remember, i just claimed that those rules, as a set, are balanced...in this setup, double-shot, 5-hit transporting battleships may be just that.
Anyway, yes, africa is a short-term injection of IPC's, germany best makes what it can from it, and gains against russia. Most likely, being as agressive as it can. I prefer a more moderate approach though, i have to admit.

kissybooboo wrote:

c. Assuming the Germans go for the big push into Russia, the IC in India is one of the fstest ways to get Armour and Fighters into Russia (province) and Caucasus to support Russia (state). Depending on the Japanese response, they can be in Rusian territory in the second turn.

Once again, getting Armor and Fighters into Russia and Caucasus means that those Armors and Fighters are NOT in india. To make any difference at all, you often will need more than 1 or 2 units. By sending up 6 units, thats 2 turns of indian production that are all of a sudden lacking from your defenses...and once india falls, japan just got on the fast-track, as...let me quote that..."India is one of the fastest ways to get Armour and fighters into Russia (province) and Caucasus" to attack Russia(state)". As said, sure you can support them, but in my japanese response, you will need everything you build there, just to hold it for as long as possible...think stalingrad...delay me at the cost of the guys you put there. My claim is that it will be a pyrrhic victory, in the end. You seem to think otherwise.

kissybooboo wrote:

So, I definitely do not accept that the India IC puts significant pressure on the Commonwelath in Europe/Africa. India is closer to either Russia or Africa than the UK, for a start, and so is better positioned to confront the Germans. And it all goes back to the economic game. If the Japanese don't take India on turn 1, then when do they take it? And how? If they choose the build up forces, this is a signal for the US to build an IC in Sinkiang on US1, and the Japanese will wilt under the weight of these two build areas. They will lose the Chinese mainland and instead of being ahead 7 Asian IPCs (from China, Sinkiang and India) they will be behind 7 IPCs, something that only the fall of Russia can fully account for. (Good luck on that front without Japanese aid).

Yes, India is closer, but, and thats 2 big but's:
a.: India is exposed to attack. Not only is it in the middle of a main invasion route, juicy and nice, but also on a coastal territory, inviting the Japanese BB's that often have nothing better to do, to bombard away on the guys therein.
Opposed to that, unless germany attempts to sealion britain, britain itself is pretty immune to attacks...at worst, the luftwaffe may attack the royal navy, and even that can be made too costly, especially with a little US support.
b.: britain can produce 8 units a turn, which are likely to make a difference whereever they are put. India can produce 3 units per turn, which more likely than not, will be needed for defense against the japanese...not going to africa, russia, or somewhere else. Yes, they do tie up japan, yes, they block japan...but long enough? I doubt it.
So yes, it will be a build-up scenario, which you respond to with a Sinkiang IC and Russian action. Even with Sinkiang AND chinese divisions, thats 3 units in india and 3 in China, per turn. Less than the 8 from japan that may attack EITHER of those territories. technically, it's a losing proposition. even if you build more expensive units, japan can simply overwhelm them(unless you incooperate an early joint strike here, whereas japan has a chance to lose a territory. Point being: japan starts at 30, 9 of which are on the mainland, and for 24 ipcs can build 8 infantry to attack with...+ the fighters and bombardments it starts with...more than likely taking one or 2 mainland territories back per turn even if it managed to somehow lose them. Attacking Japan without a naval basis is not the best of ideas, and to overcome japan on a naval basis is hard with national advantages.

kissybooboo wrote:

If they do gather forces, well, so does the Commonwealth. On turn 2 they have another 3 Armour (or 3 more Fighters!). Even if the Japanese build an IC in Asia themselves, the units can only arrive J2 and can't be available to fight (except defend) until J3, by which time the Commonwelath has 9 Armour in India (or, rather, about 4 in Indo China, having taken it in CW2). Of course, if the Japanese wait until turn 2 to strike into India, the Commonwealth now have double-strength AA, and blow up a third of all the invading Air units: it only gets uglier.

3 more fighters would mean egypt failed. Highly unlikely with a competent germany. also as mentioned: you can take and trade FIC for a while with me, while i build up and bombard you. Thats one unit you send there every turn, to die. if you start getting lazy with fighters and my fleet is strong enough, your's dies or is scared away. in the above scenario, on J2 fleet kill and staying in indian SZ with 2 BB's(shooting twice@5), a carrier, 2 fighters, and a transport(any hits beyond soaking taking during attack go to fighters). (so 3 hits soaked(transport), and return fire at 4*5, 2*4, 1*3, 1*1 for an average of 5.3 hits...go ahead and hit this with your 6 planes(1 bomber, 3 fighters from T1, 2 fighters(can't afford 3) from turn 2).
Oh, and on a later now, after this is done, an IC in east indies is opened. Firstly, this counteracts possible US pacific action, secondly, that allows to produce right there 4 units per turn, to suicide-invade with bombardment, and/or be transported to FIC.
point being, if you up the fighters, japan ups the BB's. 2 fighters cost 20, get on average one hit on the offense, and take 2 hits to kill. A japanese BB costs 24, gets on average 1.75 hits on offense and defense, and takes 2 hits to kill. With SOME soaking material, japan has the better deal...as those upped BB's also provide coastal bombardment into india.

kissybooboo wrote:

The big push in Asia also means that the Japanese fleet making the long journey under South America to the Atlantic is a fantasy. What, exactly, would be left to protect the remaining Japanese resources? If they build an additional fleet, then they are certainly conceding the 7 Asian IPCs without a real fight.

uhm, nope, no long journey under south america. If Japan goes to the Atlantic, my Japan does through the Suez. In hopes of protecting a.: german interests in the med, b.: threatening caucasus with a naval operation, and c.: directly going for the american navy at SZ 12.(with added shielding during the approach for the german navy, if still alive...)


kissybooboo wrote:

So, give it a try. It really doesn't sound like you have pursued this strategy before, and are writing using supposition only. Play it out, then write back with a detailed explanation of how Japan deals with the IC in India.

I assure you, i am not writing supposition only, i played this game plenty enough, and would like you to show me how you would do this, in a triple-a game, which we can then post as session report.
I'd really welcome this opportunity.

Also take note: In the scenario above, despite LL, the allies were more lucky in key rolls, and there is no national advantages for either germany or japan included, only the extra IC for britain.
 
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Ger Lam
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oh, as for the triple-a game,

online is fine, as is pbem, if you feel like having a game and testing this out, just tell me what you prefer, and a email or what times you are usually online(as you are canadian, it may be hard to find a good time for a live-online game in the lobby, but still possible-we'd have to do this during your lunchtime, i guess..)

oh, and, just to add:
i am willing to play under conditions as mentioned above. Free IC for britain, no other compensations for either side(as most national advantages would need regular editing), and standard bid of 8 IPCs for the axis...or, if you don't mind, 9 IPCs(8 to germany, 1 to japan), as a super-slight compensation for the extra IC.
 
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Mathew Gibson
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I have no time for online play, but thank you for the offer.

Your counter-analysis is very interesting.

We have never interepreted the Japanese NA of Double Attack to extend to Shore Bombardment, as the description (not the rule) speaks about their naval skills, so we felt it didn't apply to Shore Bombardment, which we feel is already overpowered. Clearly, if the online versions have programmed it that way, this is how it was intended. Yet another reason to not play the standard game ...

Also, we don't play with bidding, which is also not part of the standard game. I am aware that the Axis usually gets additional units as a result of this process, but my analysis does not take account of it, obviously, because we don't play with it.

Your analysis here leaves me wondering if there is anything the Allies can do. If a forward, agressive approach of the India IC would wilt before the power of the Japanese, then surely conceding Asia to them would make it even worse. If Japan has enough IPCs to take out Asia (even with conentrated Allied opposition), then once they gain those additional 7+ IPCs they are surely unstoppable. I am not sure at what point you imagine the Allies are able to turn the tide.
 
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Ger Lam
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ok, thanks

as for double attack: nope, it doesn't extend to shore bombardement, but the most powerful battleships, i always interpreted to do. Even with NEITHER advantage carrying over into coastal bombardment, it is overpowering already. We also use the house-rule that only as many ships as units landing can support a landing(so to support fire with two BB's, 2 units must be landed in invasion).
Still, Japan starts with 2 BB's it will try to preserve, and 2 BB's, with 66% chance to hit each, will usually get 1 or 2 hits in. for something like india thats painful, since thats half their production.

online versions don't support national advantages, at all...unfortunately

as for bidding, i take that as pretty standard as it seems to make for a very equal game...i rather see it as a fix, not a mod. a fan-patch, if you want. Online lists and tournaments seem to have around a 50% win chance for both sides with it. In table games with friends, i will usually forego it, but in competetive play, i prefer playing with bid.(think of it as kind of a "handicap", much like the 6.5 points komi for white in go.)
but yes, in this, it shouldn't even change much. you are not in a position to hit back at egypt in UK1, and that attack has quite a high success chance. So at worst, about 3 german units less will be marching through africa in G2...the other strategys remain the same.

The thing is, you only discussed the Indian IC, claiming it to be the single most broken thing in the lists...i stated that it alone will do nothing to upset the balance. In the greater picture of things, Russia may be able to leave it's eastern defense to a non-agression treaty, the US may use a war economy with serial production to flood the pacific with subs(upgraded with technology) and carriers, while their upgraded chinese divisions may equal a round 1 IC in sinkiang that can't be captured.

I merely stated that as a whole, the above list of things opens many avenues while remaining balanced. Much so because of the flexibility in the game, as you may choose to develop into other "areas" as needed. I, too, was not really happy with the standard NA's, neither was i happy with the LHTR NA's...some seemed way too weak, others close to broken.
Thats when i started coming up with this mod.
Even if you never enjoyed playing that way before, i'd only ask you to give it one try. I hope you will find that engaging in the pacific as you suggested IS very valid if you add other advantages, as is a traditional KGF...or, even, a german fleet strategy...if britain and the US go pacific especially, upgraded u-boats may start to swarm shipping lanes...

it's all i ask, do give it a try once, or even twice, before judging it

if you ever do feel like a game(also friendly, without bid), give me a shout.
 
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Mathew Gibson
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I never really meant to judge the mod, and I probably ought to have voiced that more clearly in the intial posting.

Your mod was an interesting approach, but I only wanted to question why there was no change to the Colonial Garrison, which our group - and its play style - found to be too strong.

The people I play with simply sit around a table and play. Crazy, I know. So we are mostly unaware of the online world and the bid systems and the like.

Your mod is a fun idea, and I am always willing to give new ideas a try, being a game modder myself.

We actually play with a lot of modifications, but have found the NAs too much to mod, with endless tweakings to get some kind of 'balance'. The Colonial Garrison was the one that caused the most headaches.

Thanks, and happy gaming,

Matty
 
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Ger Lam
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well, i mostly attempted not to weaken NA's that already exist, but to compensate by strenghtening weaker ones, or, especially for the axis, further empowering certain aspects.

Allowing germany "opening round kills" with their fighters and giving them dirt-cheap-tech, or allowing japan to use Fighters in their Banzai-Attacks and transport troops on their battleships...so actually, colonial garrison may well turned out to be fixed by a.: making it more dangerous to leave germany alone and b.: making it easier for japan to respond...

naturally, there is also a few combo's seeming very powerful, but ultimately, only are if you are not paying attention. I once won by abusing the Kamikaze Bombers to drop an Army of Paratroopers in lightly-defended Washington. But that means a Bomber-Heavy Japanese Build and pursuit of Technology+Kamikaze Doctrines...sooo...it wasn't too sudden, it was just an oversight on my enemy's part, which i would usually not take advantage off, but germany also was knocking on russias door and the game was running late
anyway, i'm rambling...i am merely saying that i do understand what you mean, but even in the normal game, i actually like to see an indian IC. A colonial garrison means one turn earlier production and no wasted british IPC's, so yes, it's not an optimum for Japan...but it also means Britain will have to sink IPC's in there like it's no tomorrow...or loose everything it has invested.

Anyway, as said, depending on your playstyle and "level of play", it may not feel too balanced, especially on the first game, when nobody knows what someone else is capable of. but on the second game, swapping spaces, you'll find that there's a lot of tweaking that went in there, many little changes are still being made, also one, as mentioned, to CG(slightly weakening the upgrade version...)

best of luck to you, and i hope you get around to try them
not much feedback yet, and i assure you, it's a bit frustrating seeing how much time went into this, that nobody even wants it for free It's a total conversion pack with a new modus operandi for NA's and a rehaul of research to make it valid...what more do people need to even post here? -_- So on that point, i already have to say thanks to you, especially as it was an interesting chat
 
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Mathew Gibson
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Do not be discouraged.

I write a free mod for a computer game, and have done for 4 years.

The forum is often quite empty. Even when I have a poll, only 10-15 people vote, but the page gets viewed 100 times or more individual member as having visited.

And when a new patch goes up, it gets hundreds of downloads.

Lot's of people look, and play, but say nothing.

Your ideas haven't been up that long, and it may be that people are already trying them. You just never know.

I hadn't really noticed the changes to the Banzai attacks (allowing fighter support). This would alter things somewhat for the Japanese.

We are playing again with the NAs and I am trying your approach, but it isn't working. I am reduced to two provinces in China, although it is only the second turn. Admittedly, we are playing with all the NAs, which I still feel favour the allies, as do my gaming friends.

The German advantages, for example, look really good, but just don't play out that well. The German's can't afford tech, they are too desperate to build tanks and other units for the three threatres they have to attack/defend it. The Stukas are nice, but only affect the first cycle of combat. Moving the panzers happens rarely, we find, because you have to win in the first cycle of combat, so a even a single stray Russia INF kills that off, and this is most of the time. As for the Wolf Packs and the Interdiction, they seem like a viable strategy in print, but Germany can't afford to spend big on subs in the early game, and the payoff just isn't there to justify having no tanks rolling our of Germany for two turns. AND we play that submarines cannot be attacked by air units alone and can always deny combat to naval forces without a Destroyer present.

Just our 2 cents.
 
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Ger Lam
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well, thanks a lot for the feedback.

you are right, it will take a while, especially since you are right, i would like people to actually give feedback after trying stuff, not from just reading half of it and shouting.

either way: yep, kicking in all of the advantages at once doesn't allow you to get strategic...Here it's especially important that starting choices are hidden. In that case, for example, it gets valid for germany to try and buy some tech(it's 8 IPC for 3 dice...and yes, rockets, for example IS definitely worth that...)...also, going with the subs(to the exclusion of all other ships) and interdiction, bundled with tech, can give 4-IPC subs that take one IPC each from britain and US and attack in wolfpacks to hit on 4. but: it takes time to set up. It NEEDS to take time to set up and let others respond to it.

We already found that it's highly unbalancing to start right off the bat with all the advantages in LHTR or other variants. So yep, it's quite necessary to force people to make choices. The axis each have only ONE big theater to worry about, and have to decide on what path they want to take, but for the ALLIES, it's a decision between which theater they will get involved in.(marines and island bases? or mechanized infantry and serial production?)...

so yeah, it IS a gamble to go tech with germany, but i found spending 16 IPCS for 3 dice in 2 categories(usually rockets and something else) works wonders for me...as eventually those rockets will be online, the economic aspect kind of pays for itself- but you are right, it is a question as to wether you want to go for a long enough game for it to pay off.

Some nuances like the Banzai attack are easy to miss/not so easily comprehended as to the level on which they work.
The same is true for the Panzers you mentioned: As you saw, the upgraded version does allow for SEVERAL rounds of combat...only necessity is that you WIN the combat. That also means you can use them as a mobile anti-invasion strike force...say britain and America land in France, lost some planes to the AA, and can attack again next turn. Usually Germany would have to choose: Possibly sacrifice air power in the attack? Send in armor and hope it goes well enough to deter a second wave? With this, they can simply attack with all the tanks, leave one token unit in france and return all the tanks to germany. It's more powerful than one would think...also for the land-trading-war with russia, that stray infantry or two won't trap your tanks in trading territory any longer.

As for the Stuka's, yeah, their highly successful first-round hit only goes off once, but the instant-kills during attack on a 1, stay with them through the combat. There was quite some discussion about this, but technically, it remains balanced.

I do have to admit, i only had the subs work for me once, though, and that was when the allies went for a pacific campaign...against japan...and i saved some money and then got u-boat interdiction and the improved version on 2 consecutive turns, to put 15 u-boats into the seas in one turn.-it's really a question as to wether germany want to get involved in a naval war...i guess there's some ways it could work to add a sub or two per turn and confront the allied navys at some point...especially with your house-rules...but i prefer air power that can be projected against russia, personally...

it seems if you really tried with all of them active at once, you had some things overlooked, and activating them all at once eliminates much of the strategic depth given by choosing them per turn and developing into a certain direction to react to whats going on on the board.(think as "gearing up into war production/going for total war").

still thanks a lot for trying and for the feedback-
 
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John Griffey
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Excellent work, I'm overwhelmed. Pity it's hard to gather people to a game and harder to get them to accept rules changes, especially lengthy rule changes, however well-thought out and play-tested they are, Perhaps the author could offer a simpler selection of what he considers his best and most important variants.

 
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