@malmessi said:
Ok it is as I said, Russia need to pay a lot for fighters just to get point 1) but this was the same in normal A&A games with one difference, russian fig can be also used to attack and take back precious territories
About point 2) it was predicted by me but I have never seen Rus purchasing bombers or battleships or other expansive units in any game over teh last 10 years playing TripleA. It all depends on the cost for those dive bombers; if a bomber costs like 4 inf it will allow to kill 4 german inf in the incoming 4 turns but on the otjher side it will be a -4 inf for Stalin too...
I am sure you balanced your game very well, my posts are just opinions of a player who did not crrated the game, did not even read complete rules, just trying to help in a construcitve way
Normal Soviet behavior varies depending on the map. If you're playing Revised, the Soviets would maybe buy fighters for back-and-forth battles. But probably no bombers, and definitely no navy of any kind! If you're playing New World Order (a player-created map of the European theater), it would be somewhat normal for the Soviets to buy bombers for back-and-forth battles, or to help threaten the German Baltic fleet.
But the rules set I've created for this map is completely different than what anyone is used to. Different logic is going to apply. Fighters for my map serve a role which does not exist for Larry Harris maps. The one task of fighters is to shoot down enemy air. This, they do well. If you're building air units for a Larry Harris map, you're probably building them either to take out land targets (back and forth battles) or for naval battles. Or maybe strategic bombing raids.
For my map, if you're looking for a plane that's good at taking out land units, you want a dive bomber. For naval battles, a torpedo bomber. For strategic bombing raids, a strategic bomber. Fighters, dive bombers, and torpedo bombers each cost 10 PUs. Strategic bombers cost 18 PUs. If you're building a fighter, dive bomber, or torpedo bomber, that's essentially costing you 3.3 anti-tank guns (cost of 3, attack and defend on a 1).
In a Larry Harris map, air units cannot strafe land units. Instead, the air units fire, then the land units fire. This is not strafing. It is normal combat. In my rules set, air units are able to strafe. The dive bombers fire at the land units, the land units do not fire back at the dive bombers. The way to prevent your units from being strafed is to build fighters and assert control over the skies.
"I am sure you balanced your game very well." I like your optimism on this subject! I wish I shared it.
In my first test game things were unbalanced in favor of the Allies. I made balance corrections. Those corrections were apparently too heavy-handed, as things became unbalanced in favor of the Axis. In particular, Barbarossa was too strong. I then made pro-Allied balance corrections, and in my most recent test game things were unbalanced in favor of the Allies. I'm sure I'll get this right eventually.