Shannon V. OKeets -> RE: Food for Thought-Simulating Different National Goals (10/8/2008 6:01:30 AM)
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quote:
ORIGINAL: Mike Dubost quote:
ORIGINAL: brian brian I can't say I miss those objective groups. As for making different places worth different points, I would not want to see this. An obvious one would be to make Suez or Cairo worth double for Italy. But would you really want that in the game? In a 6 player game, Italy would always be trying to get the Axis to support an Egyptian campaign. Anything that veers from the WWII historical line in WiF could be questioned. Is it 'historical' for Germany to build a lot of ships and dedicate it's war effort to conquering England? We all know Hitler just wasn't likely to have pursued that strategy. But if the possibility of Germany doing this was far less likely because Kiev was worth more victory points than London, WiF would have gotten stale a long time ago. For Italy going 'all-in' with Germany during Barbarossa, it's not hard to imagine a somewhat different Italy trying this; maybe Italy went through turbulent Communist revolutions in the 20s and Mussolini came to power as a fervent anti-Communist in the Hitler mode. As for the Italian empire, their colonies were actually a drain on the treasury; perhaps Mussonlini encouraged emigration to countries like the USA where his peeps could be sending money back to Italy instead of costing him money trying to colonize Libya. In general though I think the game works fine as a multi-player game, but is best with Japan and Italy combined, because we all know Italy is the least likely to survive until 1945. Solving the problem of Italy building nothing but air force to participate in Barbarossa could be better addressed by increasing the action limits on airplanes. The game encourages this as the action limits now stand; the Western Allies can see similar historically strange building programs later in the war. Is it realistic for the proud Free French to build nothing but landing craft and bombers? My idea for this would be to make any hex that is ground struck, port struck, or strategically bombed, cost one air mission, instead of each plane costing one mission. That would be a small easy change that could open up the game some I think. I did not explain myself clearly enough. The "kitchen sink Barbarosa" is merely where the discussion began. I had not intended to require Italy to pick the Med. group. The historical Mussolini did, but a player could choose otherwise. It just sparked the thought that the 2 European Axis powers had "selected different groups". Your hypothetical anti-Bolshevik Mussolini would pick the group containing the USSR, and a naval-minded Hitler would pick the group containing the UK. The idea would be to allow a choice, independent of what the other powers chose, and giving extra rewards for success in a region of significance. A total alignment of goals would be simulated by choosing the same group, but even closely cooporating allies did not view each "objective" equally. The UK was much more interested in driving Japan out of Burma than the US was, so Churchill weighted the southeast Asian group more heavily than FDR did. A hypothetical FDR who selected southeast Asia as a major objective group would pursue a much different strategy than that pursued by the historical USA, but it would not be wrong, just different. Anyway, I am glad that the idea has sparked some good discussion. I played in a tournament at an Origins (in the 1970's) where the players drew their objective evaluations randomly from a hat. I crushed my opponent in a Civil War game slaughtering his units 5 to 1 to my losses, conquering the entire map and reducing him to 2 units remaining. Needless to say, I lost that game because he had victory conditions that if he destroyed a small number of my units he automatically won.[:@] I've never been keen on hidden victory conditions since then.[:-]
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