Orm
Posts: 22154
Joined: 5/3/2008 From: Sweden Status: offline
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quote:
ORIGINAL: rkr1958 quote:
ORIGINAL: Centuur Of course, Mr. Orm is right. However, I can understand that you don't want to play with CVP's, since they make things more difficult. Pilots, however, is an optional rule which is quite good to use. It gives you the opportunity to decide after you build a plane to actually use it (and there are a lot of crappy planes being build which you might not want to use). Pilots saves you build points in those cases. So I suggest that you leave the CVP's out but include the pilots. Also: use HQ support. It is a really easy rule to have but it adds to the HQ's usefullness. Now, if you use Amphibious rules, I suggest that you also use SCS transport, since it becomes really tough to make invasions. Now, on the rules regarding planes: why not include Fighter-Bomber, Twin engined FTR, Large ATR, Bomber and no paradrop ATR and Tank Busters? All these rules don't add much difficulty to the game, but makes things, let we say, more interesting and historical. Most of the things these rules do is generated automatically by the program and I believe you are ready for those too. So here's the set that I leaning towards right now for a second try at the global war scenario. It includes all your suggested air rules and pilots. I'm also learning towards NOT including amphibious rules, SCS transports, cruisers in flames as well as carrier pilots. I really enjoyed how the naval portion of my first full global war played out so why change it? Unless, there's some balance issue addressed by one or more of these rules? My last question is what about Chinese attack weakness? Right now I'm leaning towards including that one. My reason was that I found that after US entry the Chinese push against the Japanese in China was relentless. The Chinese were able to push the Japanese not only out of China but also out of French Indo-China, Manchuria and Korea. Maybe it was my poor play instead of a deficiency with the rules? I would include Combat Engineers, Bottomed Ships and Internment to your list. I think that they all add flavour to the game without adding much complexity. Mastering on how to best use the combat engineers might take a while but it is easy enough to learn the concept.
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Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
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