@schulz Yeah that's the other edge of the sword I guess.
For my part, the ideal A&A game would basically be a stripped down version of Global that played more or less like 1942.2 just on a much larger board and with those extra unit types like mech and tac Bs. You know with TT values adjusted upwards rather than Objectives. No weird nation specific rules, no complex production profiles, no politics - just a total war start date and a bit more of the familiar that way. I say that mainly because I can imagine actually persuading my friends to play a game like that, whereas FTF Global is like kind of a pipe dream. Everyone digs the way it looks sure, so many pieces! It's super impressive in that regard, but actually setting it up and playing it out in a reasonable timeframe with your pals, pretty tall order there lol.
I think I might be kinda boring in terms of my preferred unit roster actually. For starters, if I have to paint my sculpts or order a bunch of new sculpts from HBG just to play a scenario, that's almost a non-starter for me, at least in terms of set ups I'd want to readily explore. Just too onerous for my taste. So that becomes a bit problematic when peeps want to include Elite infantry or multiple versions of the same basic unit types, cause it's like where you gonna get those sculpts right? hehe
Then there are other preferences I have too, that sort of play in to what I like to see presented in an A&A game. On the one hand we're already sort of pushing it I think, by making a fun family-friendly game, where the player can delight in pretending to be Germany during WW2, or bombing cities to rubble in anything but the most abstract fashion. I also think it's super problematic to have SS themed combat units for example, which is just an extension of the A&A/TripleA no swazi policy in my view. There are some things you just don't want to touch really, lest the game become fraught like that. You know rather than being some quaint 1950s version of plastic army men, or a Hollywood World War 2 movie in boardgame form. I always worry about creating too many opportunities to glorify the wrong stuff with this one. I'm not a militarist or anything, so it's always kinda amusing to me, that my favorite game would be a war strategy game like A&A, but for me it's basically plastic army men, just with a built in geography lesson lol.
All that just to say that'd I'd be inclined to play it pretty safe I guess, when it comes to unit stuff. I'd leave some level of historical 'realism' at the door, for sure. Anything that might come across a bit sketch or have TripleA getting associated with revanchist hate group type stuff, I'd prefer to avoid that by a long mile, obviously lol. Like there's definitely a reason why the official A&A boardgames try to present in the way that they do, with a couple clear dodges on the dicey stuff. That's a bit of a digression I suppose, and not to get too Disney with it here, but just something to consider when thinking about what sorts of unit stuff the game should try to model. We should try to get out ahead of things and shore that up to the extent possible, at least for the standard package. Also people who really want to can always still change their units and flags, the decor and the relief details or whatever, but standard naming conventions for units are more built-in. So I think those should be more generic when possible, like particularly when it comes to the German faction/unit list.
That's me though, and the kind of A&A game I'd enjoy most. I might not be the best barometer of what's popular generally. People can do with the games whatever they like I guess, I just want the maps to look cool! heheh
There's no real need for a new TripleA WW2 game to follow the OOB straightjacket though, since we have a lot more flexibility here in the digital realm. I just wanted to get a World Projection that could work for it too, cause I know that's still TripleA's bread and butter haha. A couple birds with the same stone, was all I was thinking there. If I can draw the TTs and SZs so they work for global, that seems like a good point of reference from which to tweak it out further.
The more I look at the SZ map above, the more the East Indies annoys me. From a graphic design standpoint, I really don't like how those lines are drawn OOB. It creates weird tangents, and also makes the zones hard to adapt. You know like if you wanted to split the SZ further. Just too many diagonals converging in that area OOB. On my next pass I'd like to try a different blocking for that area of the board.