TeaLeaf -> RE: Historical Global War AAR #2 (4/6/2015 2:17:55 PM)
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@rkr: I saw that you play 2d10CRT now instead of 1d10. I found the 1d10 and 2d10 very, very different in play. For example: with 1d10, Russia can build up quite strong defensive river lines. with the 2d10, Germany can build up strong 'wandering stacks of super units' (providing a lot +1's) to whatever attack they want to do. I found it impossible to defend (effectively) against this with Russia, other than just constantly counterattacking from the start of Barbarossa (hurray for Zhukov + his offensive chit). So from my experience, the 1d10 allows a more defensive playstyle while the 2d10 forces a more offensive mindset upon you. Be prepared ;-). Regarding the oil rule: I am undetermined about where (and for whom) the true advantage lies. I reckon the allies need to save a lot MORE oil (for all their ships) than the axis and once Russia starts requiring resources as aid, I think the allies need to make some difficult choices. If playing without oil they can have max production, send enough aid to Russia and 'fuel' all their units. With the oil rule, I feel one of those 3 things has to suffer. Compared to playing without oil, this looks like a set back. On the axis side, Italy has a problem with saving oil, costing them about 1BP/turn and the same for Japan. I have not seen Germany with oil problems yet. They can have maximum production and save enough oil as well. It must be said though, I prefer the 1d10CRT, for less disorganized units on both sides, wich may help germany here. Then again, it has been a while since I played, but now with MWIF I plan to play a bit more. Less time to set up (and clean up after gaming).
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