Best Rules Version
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What rules set (as opposed to game situation) do you prefer?
As I get ready to start posting the scenarios I have in my files, it would be a good time to add xml's that reference a standard rules set for ease of play.
I think the favored rules are v3 (Anniversary edition) & Global. The major differences are
- Factories build up to territory value in v3 but Global has 2 types of factories with limits on placement.
- Armor costs 6 in Global but only 5 in v3. More recent versions of A&A also used a cost of 6 for armour
- Global has naval bases & air bases
- v3 has 2 hit battleships that repair at end of a turn. Global battleships & carriers are 2 hit but only repair at naval bases
- Global adds mechanized infantry & tactical bombers
- Global has scramble rules
My personal opinion is
- I prefer the simpler, more flexible factory rules from v3
- I am uncertain about armor. The higher cost may be better on larger maps
- I like naval & air bases, especially on larger maps
- I like the repair rules from Global
- I don't like tactical bombers. I think they add complexity for little benefit
- I am not sure about mechanized infantry
- I like the rules for scrambling from Global
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@rogercooper i really like alot of the rules from TWW v3 versus global to me is a tie. i pretty much agree with a lot fo the things you pointed out although I'm not sure i agree about tac bombers and ports (airfields make more sense to me).
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I don't like Global factory rules. It is unneeded complexity for me when v3 factory rules are doing well.
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Armour cost should never be double of infanty.
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Naval & air bases are also unneeded complexities.
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I don't like 2HP units because they increase TUV swings way too much considering naval and air units are already expensive it just add more irreversibility.
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Mechanized infantry & tactical bombers are duplicative units. For me they are not unique enough to justify their existence.
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I like scramble feature.
However there are still v3 rules that I don't like.
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The capital rule: I've always hated this rule why nations should lose their remaining incomes and mobilization abilities??? They are already deprived of huge incomes and their the most important factory what is the reason of this further punishment??? It is not realistic also. China did lose its capital but never surrender while Italy did way before Allies reached Rome.
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The factory rules: While I prefer v3 factories over global ones but still don't like the ability of using captured factories and being able to mobilize units.
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@rogercooper
Don't forget the different concepts of Antiaircraft Artillery in v3 and Global/v5. -
I recommend not using naval and air bases, because the ai doesn't handle them well. Scramble is good to have though; not sure how hard it is to have scramble without airbases.
6 cost armor is better in general. The extra movement on armor is a big help; and armor at 5 tend to be underpriced and a bit too powerful.
For bb's, I think repair at start of your own turn only is best, that way multinational forces attacking can get through bb's better; and if you attack with a bb and use it to take a hit, it'll be more vulnerable to counterattacks - reduces the TUV swings.
The factory variations don't seem that necessary; the v3 system works fine.
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@zlefin said in Best Rules Version:
I recommend not using naval and air bases, because the ai doesn't handle them well. Scramble is good to have though; not sure how hard it is to have scramble without airbases.
I have see the AI bomb Gilbraltar to reduce allied mobility, so it seems to have some understanding of the value of bases.
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It has some understanding, but not a complete understanding; from what I've been able to tell. It does, at least partly, recognize the movement bonuses units will get in terms of avoiding counterattacks, though I'm not sure it does so fully.
In terms of strategic bombing, I'm not sure to what extent it specifically targets harbors/airfields that are relevant right now, vs simply targetting anything in the area that's raidable that it's not already invading. (and of course bombers often have regular combats worth doing as well).
It does not seem to preferentially move units on/next to harbors/airfields so as to get the movement bonus.
I was trying out Global recently, and some of the moves quite clearly showed the ai not 'getting' the impacts of those bases.