The J1 DOW is back again -- can Chris's Allies finally find a way to respond to it? This is our first game played under the Omega 3.0 version of the AMS House Rules, which you can find here: www.dropbox.co...
HI guys, been watching you folks play for a while now, but first time commenting. IN most of the games I've watched the balance seems tilted toward the allies, too much so, IMO. In this match, Japan had Sydney, the money Isle, PH and HI, contained China, and still the Axis lost. Something is wrong. If you ask me, I don't like the idea of military bases, and in our games we have used mainly OOB rules with two main tweaks and we find that after about 20 or so games, Axis and Allies are well balanced. What we do is, (we do it both ways and both ways seem to work the same mechanic) with transports we either reduce their cost to 5 IPC's and they remain defenseless, OR, we up their cost to 8 IPC, and they can defend against air units at a value of 1. If attacking player retreats his air units, transports can no longer role a die, if transports hit on dice the attacker must remove an air unit. Transports still last to be taken off the board though. Another thing we do is lessen the impact of strategic bombing and also convoying. By half, so you roll normally and calculate normally then reduce by half. The key to tweaking rules is you have to ask yourself, does this new rule or variant, prefer one player nation over another. We find that the rules we implement do not, everyone gets to benefit from them. Also, one other thing we do not use victory points for tech, we use the OOB rules, where you buy the dice and need to roll a 6 and then roll for your tech. Only that instead of 5 IPC we charge 7, it makes the decision a bit tougher. Like watching your recaps in real time though, great job guys.
Don't attack Hawaii when doing a J1. Your transports should be taking money away from UK_Pacific, not killing 4 ships for the loss of 1-3 ships. That's the whole point of the J1 - killing India quickly, which you did not do this game. Although the Sydney crush was pretty interesting. Couldn't you have built 1 inf to claim the remaining 3IPCs/turn in time? Bit of a problem losing France F1! What if you ignored Normandy and Southern France? That means the USA can't take ownership of either factory, although under your house rules I guess that's less relevant because you only get a military base.
thanks for the critique. This was meant to be an unconventional J1. I like the Pearl Harbor attack, because it really kneecaps the US's ability to project into the Pacific--but it's not for every game. By the same token, the Sydney crush is something I've wanted to try for a long time. I actually think my primary mistake was going for Hawaii the second time--to occupy it. I should have sent those transports to Calcutta instead of dividing my forces at that point, which would have let me occupy it sooner. Of course it was all undermined by how hard German sucked on that France attack.
When the Allies can totally abandon Japan in the beginning and still win (yes, Brian under your rules this is a CLEAR allies Victory) there is something wrong with your House rules. It's fun to watch you guys play but at the same time completely meaningless as it is a totally different game with your rules. You should just play OOB with a bid. Then it would be easy to follow and comparable to normal G40.2 games.
You're not wrong that abandoning Japan and still winning feels wrong. This would have been solved by reducing the victory threshold from 4 to 3 tokens, or by assessing victory immediately instead of at the end of a turn (which would've made it possible to wipe out US's Pacific fleet and get that 4th token--a fix we need to make anyway). This is one reason I wasn't ready to concede even if he wiped out Europe. But the basic mechanics of the game are all the same, so I still think watching and playing a game under these rules is still relevant and instructive for any G40 player. That said, in the final analysis, as much as we appreciate the community's interest, we play this way for our own enjoyment, not anyone else's.
When we played with the OOB rules (Games 1-10), it got to where the Axis always won. That's what inspired our house rules, which we continue to tweak for maximum balance, and that has worked out pretty well.
@@BrianPlaysG40 do you intend on releasing a parts buy list for your variant when its fleshed out ? And how close to finished would you say your variant is ? Im eager to try it, as well as Bloodbath rules
Hello! Nice to see the game. I am also a global player from the Netherlands. Is it possible that you can sent me the house rules? I am very curious about them. Greetings!
Please look... The USA could've taken Japan by the next turn! Go with the navi and the Transports over 25,16,6 .... if you land the planes instead of on the Aircraft on the Island they could land on the Aircraftcarrier supporting the assault on Japan... Easy win