@redrum: I wouldn't mind continuing this when you're less busy.
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Recent Posts
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• read moreI am still having fun but I feel I should speak out now.
So I think there is no way for the axis to win without modifying this game MUCH MORE
Suggestions (for our game for example)
The USA/UK must attack the neutrals by turn 10 or whatever - the axis need the benefit for the game to be interesting otherwise it is just too easy for the allies to win.
And there should be some way to force more cool stuff upon the both Axis powers. Where are the thousands of Jap mini subs?
Where are the HItler youth and wire-guided anti-tank missiles, etc.
And what do fighter aces do versus ME262s. None of that makes any sense to me for the axis because it is never going to make sense financially. So I suggest we Make it easier by giving the axis special fighter groups - so no need to try and balance limited funds.
What do you guys think? I want to keep playing this game but would love to start another where I crush it as the allies again because I fully feel the balance is to the allies.
Anyway just some thoughts... GOOD NIGHT
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• read more@trout OMG. how many YEARS did it take for you to learn this game.
I just spent an hour trying to figure out if I have to blow up factories that I don't care if you take. And I still don't know.
But ok I will check this and figure out how this happened. I recall getting some gifts but who knows. I'll keep to 8
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T• read more
@johnnycat Good evening sir. Before USA considers your invite to enter SZ 6, they request that you redo your turn because we see 10 navy fighters there and the maximum allowed per rules is 8. So for carrier-based fighters, the rules are:
G can build two UK can build four J can build eight and limited to Pacific only USA can build eight and limited to Pacific only All of them can only be used to and from carriers - if they cannot land on a carrier, they die at end of turn because no carrier for them to land on