Fascist Tide game balance (Full Version)

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christo -> Fascist Tide game balance (10/29/2009 8:12:42 AM)

I have tended to play the "Fascist Tide" senario due to a combination of only two players, limited time and limited space.

While of course this is about to be remedied by MWIF I have tended to find that the Germans seem to be at a disadvantage when compared to the four map games. I had always felt that this was due to the ability of the USA to build early war land units and planes rather than having to build the Pacific Fleet. This means that the USA has the ability to put real pressure on the euro axis early.

To some degree this is compensated for by only 50% of the late war production being available for the european front but again here with only one front to concentrate on, the need for the super combined does not seem so great.

I would be interested in hearing other opinions re game balance for this senario.

Cheers

Chris




Lothrim -> RE: Fascist Tide game balance (10/29/2009 8:56:09 AM)

I tend to disagree with you.

Early on in the game the axis have the full force available to commit against either the USSR or CW.
The USSR is handicapped by not having enough space to retreat and CW is handicapped by not having USA come to the recue with the entire pacific fleet to secure england, and a restricting on building building MIL/GAR units.

Later in the game the allies benefit from having a greater forcepool. You have alle the special units available that would normally be split between the 2 theatres. I do not find that having 50% production for the USA is fair since we usually commit far more than 50% of the USA ressources to fighting germany. The ability to chose actions freely is however a great advantage, perhaps the biggest allied advantage.

But WIF is a game where an imballance usually grows bigger over time, so I find that the early Axis advantage is far better than the later allied advantage.

I have played a number of solitaire Vassal-games of Fascist tide. I have mostly tried the USSR attack and I usually manage to cut the russian army in 2. From there on the writing is on the wall and USSR begins to hurt from not having enough cities to place reinforcements in. Also the frontline gets smaller since the entire middle front can be left empty of german units, this helps with german supply problems and air supremacy. Some houserule seems appropriate here, but I cannot find a fair rule.

Regards
Jesper






micheljq -> RE: Fascist Tide game balance (10/29/2009 2:53:23 PM)

The inability for USSR to retreat far in the east if things goes really bad against Germany is a major one from my point of view. Either USSR does a good defense, or die, there is no forgiveness in a Fascist Tide campaign.




hakon -> RE: Fascist Tide game balance (11/18/2009 2:39:15 PM)

Nothing forces the US to focus their pre war production on Japan in the Global War campaign. In fact, at this year's eurowifcon, the US player at my table did quite the opposite, and focused most of his builds vs Germany (me), which was quite a lot, since he took option 34 in M/J 41, and was at total war in S/O 41.

Even with the great production boost that he enjoyed, it wasn't until late 1942 that he had all available Essex class carriers on the production circle, and most of his BB were in the Med.

Btw, he did take CW Reinforce the Pacific before option 34, to make sure that they could garrison Rabaul. Together with quite heavy sub focus, this enabled him to still put some pressure on Japan in the early war.

Cheers
Hakon




Breunor -> RE: Fascist Tide game balance (11/19/2009 3:56:02 AM)

I think that the Fascist Tide is a little bit easier for the Axis that the four map game. The reason for this is that with 2 map games, the US doesn't have the ability to 'pick' the theater for concentration. Forces are kind of split - this isn't a bad strategy, but in a 4 map game, it isn't the ONLY strategy which it is for a 2 map game. A good US player will decide how to concentrate forces and this adds strategic flexibility.

Breunor




Shannon V. OKeets -> RE: Fascist Tide game balance (11/19/2009 8:11:19 AM)


quote:

ORIGINAL: Breunor

I think that the Fascist Tide is a little bit easier for the Axis that the four map game. The reason for this is that with 2 map games, the US doesn't have the ability to 'pick' the theater for concentration. Forces are kind of split - this isn't a bad strategy, but in a 4 map game, it isn't the ONLY strategy which it is for a 2 map game. A good US player will decide how to concentrate forces and this adds strategic flexibility.

Breunor

Welcome to the forum.[:)] You might want to browse the threads at the top of the forum for an overview.




hakon -> RE: Fascist Tide game balance (11/19/2009 11:18:41 AM)

One question about facist tide: Does anyone know whether off map factories count as "printed" factories for the purpose of conquering Russia? This is a rather important part of game balance for the facist tide scenario, since taking out all printed factories on the european map is not all that hard.

If, however, the off map factories also counted, it would be impossible to conquer Russia. Taking all their cities would prevent them from placing any builds and place all units out of supply, though, so it would be quite simmilar to a conquest.

Cheers
Hakon




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