@Vendetta said:
@KurtGodel7 said:
On another matter, the new air system seems to be working out well. Four bombers per land territory max, along with four fighters max. I was afraid this would create a GUI problem, but that has not been the case.
The Soviets sent their dive bomber against a German army. Granted, that dive bomber got aborted, so no attack. But I think the real time for the Soviets to push back in the sky will come later in the game. The four plane limit is doing its job of giving both sides a reason to fight for control over the sky. Thanks to @vendetta for pushing me on this.
Clever, I hadn’t thought of that as an option. Glad it seems to be working out.
I think the solution to US min-maxing the two theaters of the war might be to give Germany and Japan both some very powerful national objectives that can pay off big in PU output if they manage to fulfill them and put them on a peer level with the US in economic output.
It strays from strict historical realism, but if it’s calibrated right it does mean the US can’t afford to ignore either theater completely - it has to at least put enough forces in to keep one power contained from filling all its objectives while it’s busy trying to knock out the other one.
Yeah. Axis and Allies Naval Miniatures really is a good game. The designers of that game came up with the idea of limiting each sea zone to four air per side. So I can't take any credit for coming up with this.
IIRC, Larry Harris came up with the idea of national objectives for Anniversary Edition, using I think logic similar to yours. I could be wrong--I haven't played a lot of Anniversary Edition--but I suspect this might not have been enough to prevent the U.S. from maxing out one theater while ignoring the other. What I do know is that in his next map, Global, he made a stronger push to prevent the U.S. from maxing out on one theater in particular. That stronger push was victory conditions. The Allies can lose the game on the very same round that they conquer Berlin--if they let Japan take enough victory cities.
If you look at the rules changes from Classic to Revised, I'd say pretty much all of those were good rules changes. Going from Revised to Anniversary Edition there were some potentially good ideas as well. No more transports as cannon fodder, changes to strategic bombing. But the game also became more technical due to having to constantly worry about your own National Objectives, as well as those of your opponents. "My opponent needs to do X to gain an extra 5 PUs. I must not let that happen." I would say Global became more technical due to scrambling, naval bases, air bases, diplomacy, etc. NWO uses the Revised rules and Domination 1914 NML uses Anniversary Edition rules--but without any of the National Objectives.