icym
Posts: 152
Joined: 8/15/2013 From: Australia Status: offline
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Thank you for the comments and suggestions regarding the Triumph scenario. German Oil: This has proved a problem for many players. It is briefly mentioned in the game manual (last para of Germany, p.21) that Germany needs to improve mines and wells and work with its allies to maximize resource production, but that warning is easy to miss. In the May turn, Germany should move most of their army up against the Russian lines as German movement (and consequently oil consumption) are discounted in May. As ernie and Twotribes have suggested, transferring a second Axis Minor oil well to Germany and upgrading the oil wells is vital. Germany begins with 27,500 oil production (including their synthetic oil plants). Upgrading the already gifted Romanian oil well from level I to III increases that to 42,500. Gifting a second Lvl. 3 Romanian oil well to Germany brings the total per turn to 62,500. Germany begins the game with an oil reserve of 22,500 which should be enough to sustain them through the first few months until the improved oil wells from Romania start to have an effect. If following the above plan, Germany should have enough oil through 1941 to be fully active in Russia, poke its nose into the Med, fight an air war over France (if the British get frisky) and engage in some troublesome anti-supply operations with its subs. If Germany does run short, gifting the third Romanian oil well for a turn or two should alleviate the problem (the Axis Minors don't need a lot of oil). In a revised scenario version coming in 2017, the SS is given the option to "loan" its synthetic oil plant to Germany for a while, giving an extra option. With the onset of Winter, German operations will mostly cease in the east and they will have the chance to rebuild their oil reserves for the 1942 offensive. Is it possible for Germany to run out of oil, even if juggling oil resources between the Axis Minors or even Italy? Probably. The most likely reason would be building too many new factories and too many motorized/mechanized units. Running out of oil/raw/supply are all painful and take a while to recover from. The suggestions to reduce production of oil-consuming units and/or boost oil production slightly are both worth consideration. Probably before I tried doing that I would like to hear how a new game worked out if the above ideas were employed. Turkey and Spain: Turkey and Spain are specifically prohibited from allying with the Western Allies (see rule book, Spain and Turkey, p. 21) unless Germany has declared war on Spain first. If this alliance is happening/has happened in your existing game, I would suggest a house rule that no allied units be allowed to enter Spain or Turkey and Spain or Turkey not be allowed to move/attack outside their borders. I agree an alliance such as you described destroys game balance and should not be allowed. For a more realistic game, Spain and Turkey could probably benefit from some ernieschwitz-style diplomatic magic being introduced into the game. Unless that happens I would politely refer your opponent to the Spain Turkey section of the rules to show what is and is not legal in this scenario. Small Bugs: Ernie is right, the inland neutral hexes are frozen lakes. This could be fixed, but that is probably more trouble than it's worth. Minefield Bug: Yep, that is a bug and it's my fault. One of the late changes made to your version of the scenario messed up preselection for what hexes could be attacked by minefields. In the earlier, correctly-functioning version, land hexes (including ports) couldn't be attacked. Moving any ground unit into Cherbourg from an adjacent hex will restore the situation for next turn. In the meanwhile, remind your opponent he can only play mine attack cards on sea hexes (Minefield attacks, p. 27). This will be corrected in the next version. Bombing factories I acknowledge Larry's post is a good summary of the effect of early-war bombing. Most games have not progressed to the stage at which strategic bombing becomes a major factor. It is certainly possible that it might be necessary to make some adjustments to play balance if this aspect of the game proves unrealistic. Again, thank you all for the feedback.
< Message edited by icym -- 12/21/2016 10:45:23 PM >
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