ALPHA +.2 THEORY CRAFTING THREAD
-
- Posts: 136
- Joined: Wed Aug 05, 2009 3:04 pm
- Location: Ontario, Canada
ALPHA +.2 THEORY CRAFTING THREAD
Please post your theory crafting ideas for Alpha +.2 here.
Regards,
Captain Crunch
Take time from your busy day to play Axis & Allies and to eat a bowl of cereal.
Captain Crunch
Take time from your busy day to play Axis & Allies and to eat a bowl of cereal.
Re: ALPHA +.2 THEORY CRAFTING THREAD
Increase in Japan's NO cash received for not provoking USA
AND/OR
Decrease in USA NO cash received for going to war with Japan if NOT provoked
These allow for the increased possibility of Go North (IJA's preferred strat) or Go South (IJN's preferred strat), and/or reflect the less resolve to fight the Americans would have had.
According to the at least the authors in this book: http://books.google.com/books?id=ogwJAAAACAAJ&hl=en
Japanese invasion of the East Indies would not certainly drawn the US into the war. Perhaps allowance of the invasion of the East indies (regardless of UK/ANZAC ownership, but NOT UK or ANZAC territories) without provocation of the US woud be appropriate. I don't think the new turn order affects the fact that te Japanese really don't have much of a chance of defending Japan and the East indies at the same time.
AND/OR
Decrease in USA NO cash received for going to war with Japan if NOT provoked
These allow for the increased possibility of Go North (IJA's preferred strat) or Go South (IJN's preferred strat), and/or reflect the less resolve to fight the Americans would have had.
According to the at least the authors in this book: http://books.google.com/books?id=ogwJAAAACAAJ&hl=en
Japanese invasion of the East Indies would not certainly drawn the US into the war. Perhaps allowance of the invasion of the East indies (regardless of UK/ANZAC ownership, but NOT UK or ANZAC territories) without provocation of the US woud be appropriate. I don't think the new turn order affects the fact that te Japanese really don't have much of a chance of defending Japan and the East indies at the same time.
“A lie never lives to be old.” — Sophocles
-
- Posts: 136
- Joined: Wed Aug 05, 2009 3:04 pm
- Location: Ontario, Canada
Re: ALPHA +.2 THEORY CRAFTING THREAD
I think you will probably be right. But it will be interesting to see how it plays out now with the new order.mantlefan wrote:Increase in Japan's NO cash received for not provoking USA
AND/OR
Decrease in USA NO cash received for going to war with Japan if NOT provoked
These allow for the increased possibility of Go North (IJA's preferred strat) or Go South (IJN's preferred strat), and/or reflect the less resolve to fight the Americans would have had.
According to the at least the authors in this book: http://books.google.com/books?id=ogwJAAAACAAJ&hl=en
Japanese invasion of the East Indies would not certainly drawn the US into the war. Perhaps allowance of the invasion of the East indies (regardless of UK/ANZAC ownership, but NOT UK or ANZAC territories) without provocation of the US woud be appropriate. I don't think the new turn order affects the fact that te Japanese really don't have much of a chance of defending Japan and the East indies at the same time.
Regards,
Captain Crunch
Take time from your busy day to play Axis & Allies and to eat a bowl of cereal.
Captain Crunch
Take time from your busy day to play Axis & Allies and to eat a bowl of cereal.
Re: ALPHA +.2 THEORY CRAFTING THREAD
I really like the new alpha. (in theory -- haven't tested yet)
However, there were a number of nice ideas that a number of folks had that were not included (which is good -- its hard to make sense if too many things are changed at once)
Most all the Alpha 2 changes were set up or NO based
The next step is to figure out which of the basic rule changes (if any) that have been suggested be included:
I'm attempting (from memory) to make a list of some of them here as an impetus for discussion focusing on the ones that I thought Larry felt promise:
Pocket Battles
Blitzing/more mobile units can move thru an occupied enemy territory if a force of 2:1 (in terms of unit number ) are set aside and dedicated to attacking the units defending the tt being passed thru.
For calculating number of units (of either defender or attacker) count planes as 3 and ground units equal to there move value.
Thus (in an extreme example) a territory with 2 inf, 1 mech, and 1 fighter would require a force of: 3(2+2+3) = 21 Movement points to envelope ( 21 inf, or 14 mech, or 7 mech, 1 Inf and 2 planes etc.)
Quite an extra investment -- but for those times that just 1 INF is left to stall a horde it would only take 1 mech an an INF to handle it.
Difficult Amphibious assaults/fortified coasts
Attacking Land units are -1 attack value on the first combat round when assualting from a transport.
Marines
Cost 4, Attack 1/2 Move 1
Ignore Amphibious assault minus
1 unit can be transported in a DD, BB, or Cruiser
Naval Combined Arms
A BB and a Cruiser together act an AA gun vs enemy air attacks when on defense.
Making Cruisers more desirable to buy
In addition to adopting the above rule, (which will also make BBs more desirable)
Give a choice each turn of
*) On Station - counts as 2 units for convoy disruption purposes
*) Calvalry of the Sea - can "scramble one space" like planes from an airbase to aid in a sea defense.
(if that's too powerful allow a 50% roll to see if they arrive in time)
Or simply make them a 4 attack 3 defense unit
AA Gun simplification
Just make them "Fodderable"
i.e. The owner can take them as a casulity anytime they want.
That's enough for now....thoughts ?
However, there were a number of nice ideas that a number of folks had that were not included (which is good -- its hard to make sense if too many things are changed at once)
Most all the Alpha 2 changes were set up or NO based
The next step is to figure out which of the basic rule changes (if any) that have been suggested be included:
I'm attempting (from memory) to make a list of some of them here as an impetus for discussion focusing on the ones that I thought Larry felt promise:
Pocket Battles
Blitzing/more mobile units can move thru an occupied enemy territory if a force of 2:1 (in terms of unit number ) are set aside and dedicated to attacking the units defending the tt being passed thru.
For calculating number of units (of either defender or attacker) count planes as 3 and ground units equal to there move value.
Thus (in an extreme example) a territory with 2 inf, 1 mech, and 1 fighter would require a force of: 3(2+2+3) = 21 Movement points to envelope ( 21 inf, or 14 mech, or 7 mech, 1 Inf and 2 planes etc.)
Quite an extra investment -- but for those times that just 1 INF is left to stall a horde it would only take 1 mech an an INF to handle it.
Difficult Amphibious assaults/fortified coasts
Attacking Land units are -1 attack value on the first combat round when assualting from a transport.
Marines
Cost 4, Attack 1/2 Move 1
Ignore Amphibious assault minus
1 unit can be transported in a DD, BB, or Cruiser
Naval Combined Arms
A BB and a Cruiser together act an AA gun vs enemy air attacks when on defense.
Making Cruisers more desirable to buy
In addition to adopting the above rule, (which will also make BBs more desirable)
Give a choice each turn of
*) On Station - counts as 2 units for convoy disruption purposes
*) Calvalry of the Sea - can "scramble one space" like planes from an airbase to aid in a sea defense.
(if that's too powerful allow a 50% roll to see if they arrive in time)
Or simply make them a 4 attack 3 defense unit
AA Gun simplification
Just make them "Fodderable"
i.e. The owner can take them as a casulity anytime they want.
That's enough for now....thoughts ?
- questioneer
- Posts: 1328
- Joined: Tue Jun 22, 2004 11:23 am
Re: ALPHA +.2 THEORY CRAFTING THREAD
I want sharks with freaking lasers on them added to this game. 

Re: ALPHA +.2 THEORY CRAFTING THREAD
I want a new game order, with joined players. They have their own separate economy, but buy units simultanesly, move and attack together, place units and collect income at the same time, just like the UK Europe and UK Pacific players. They have separate economy, but move and fight together. I think this will speed up the game pace, ant prevent game fatigue.
1) USSR + France - buy, move, fight, place and collect at the same time.
2) Germany + Italy- buy, move, fight, place and collect at the same time.
3) UK + ANZAC- buy, move, fight, place and collect at the same time.
4) Japan
5) USA + China - buy, move, fight, place and collect at the same time
This is better than the All Axis then All allies move suggestion, or the current one and one moves, that is very time consuming.
Also I think UK Pacific and ANZAC should be one economy and one player, at least in the global game.
1) USSR + France - buy, move, fight, place and collect at the same time.
2) Germany + Italy- buy, move, fight, place and collect at the same time.
3) UK + ANZAC- buy, move, fight, place and collect at the same time.
4) Japan
5) USA + China - buy, move, fight, place and collect at the same time
This is better than the All Axis then All allies move suggestion, or the current one and one moves, that is very time consuming.
Also I think UK Pacific and ANZAC should be one economy and one player, at least in the global game.
Last edited by Eagle on Sat Jan 15, 2011 3:50 pm, edited 1 time in total.
Re: ALPHA +.2 THEORY CRAFTING THREAD
Or a 6 player game:
1) Germany
2) USSR + France buy, move, fight, place and collect at the same time.
3) Italy
4) UK + ANZAC buy, move, fight, place and collect at the same time.
5) Japan
6) USA + China buy, move, fight, place and collect at the same time
This would be the best balanced game order
1) Germany
2) USSR + France buy, move, fight, place and collect at the same time.
3) Italy
4) UK + ANZAC buy, move, fight, place and collect at the same time.
5) Japan
6) USA + China buy, move, fight, place and collect at the same time
This would be the best balanced game order
Re: ALPHA +.2 THEORY CRAFTING THREAD
The new scrambling rule should be:
An Airbase let the defender scramble up to 3 Fighters and/or Tacs, into any adjacent seazone or territory, both during general combat and/or SBR.
It dont need to be any friendly units in that contested space. If any enemy unit end its combat move there, both in general combat and/or SBR, the defenders may scramble.
Every Airbase that get affected by this enemy combat move, should be able to scramble. This rule allow several Airbases, even with different owners, to scramble into the same space, during the same turn.
An Airbase let the defender scramble up to 3 Fighters and/or Tacs, into any adjacent seazone or territory, both during general combat and/or SBR.
It dont need to be any friendly units in that contested space. If any enemy unit end its combat move there, both in general combat and/or SBR, the defenders may scramble.
Every Airbase that get affected by this enemy combat move, should be able to scramble. This rule allow several Airbases, even with different owners, to scramble into the same space, during the same turn.
Who is online
Users browsing this forum: Bing [Bot] and 33 guests