artyar
Posts: 5
Joined: 8/27/2007 Status: offline
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I think that in a head-to-head game the allies are at an advantage even when playing house rules like only 2 British units in France and no moving the African garrisons. I find that by purchasing as many garrisons as possible each turn as the French you can make a wall 2 to 3 units deep that virtually esures that the takeover of France will take the Germans "too long" and basically means the game is decided in 1940. Here are my suggestions to even the balance... First, I believe the Germans should start the game with another tactical bomber and a fighter to escort it. Second, I believe that the Germans should start the game with the following units already in the development pipeline. An armor unit available second turn, another armor unit availabe third turn, and a battleship availabe fourth turn. These units would allow the germans to attack Holland on the third turn. Also, The extra bomber, batttleship, and armor units would make the British hesitant to contribute more than a couple of garrisons to the French defense as an attempt at Sealion would be a more realistic concern (alleviating the need for the "house rule" involving British units). Third, I believe the Germans should receive a 150 pp bonus when they capture Paris. These bonus pp's would make the Germans next moves more unpredictable (i.e. Britain would have to worry that the Germans might use them to build a more formidable navy to help with Sealion rather than buying more units to attack Russia with). There could also be bonus pp's (for axis only) for conquering Norway and Sweden. As it stands, there is little incentive or opportunity to attack these countries. Fourth, I believe subs should be allowed to move four hexes in any direction after they attack a transport. Right now, the german sub maybe reduces the transport by 9 or so pp's but is then immediately attacked by the destroyer and perhaps other ships and gets knocked down to seven or less. The way it is now, the subs (which cost 70 pp's) are lucky to to do 15 pp's damage to the transports before they are destroyed. What I'd like to see is a little more cat and mouse out there. You would add some sort of symbol on the transport (to let the allied player know it had been attacked) but you would not see the where the sub is located. Accordingly, you would have your destroyer or other warship move through the hexes where you guess the sub moved and maybe you would stumble upon it and attack it or maybe you wouldn't. To increase the liklihood that you would find it you might use more ships for escorts but then you would have those Sealion fears too. Also, i think the damge the subs do should be increased by 25% or so. Finally, on a more technical subject, I do not believe the native units that occupy the capitals of Denmark and Holland should be allowed to move or attack. The reason for this is that a sneaky allied player can park an infantry unit in a tranport next to these capitals and then, when the unit is red with a power at four or below can have the native unit perform a suicide attack at the surrounding units then unload the fresh unit in the capital. Thus making the conquest of these countries more than it should be. Let me finish my essay by saying that this is a great game and the designers should be very proud of their product as is. I think with just a few tweaks, this could be one of the best games ever. OK, I'm finished.
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