Rick
 We make war that we may live in peace. -Aristotle Num Posts: 407 |
A Few Rule Changes Ok after talking with Robb, we've decided to make a few small changes to better balance the game. None of these are all that huge of a change so hopefully it doesn't mess up any games currently in progress.
1) Eliminating the militia rule. If a country loses all its units it will remain empty and can be blitzed. Its now legal to try to team up and blitz through.
2) Cruise missiles will destroy all but the last piece on a country which might include hero pieces taken off. You will not be able to destory the last piece using cruise missiles.
3) Bombers with the cluster bomb technology will now get 3 dice over both land and water (instead of just land). The idea is to make bombers more valuable and give airforces a chance to take out navies.
4) The third "air power" technology will give bombers partial stealth and make them only susceptible to 1 ad gun. This will make bombers much more valuable and deadly in the game. This will include bombing raids.
5) General specialty units that add cruise missiles will have to pay 2 ic per attacking dice, which will make them more costly.
6) All artillery vehicle units will get free attacks into adjacent sea zones.
So there it is. That should shake things up a bit and put air forces back into the game. Most of these are already in place oir will be by tomorrow. =) Thursday 7/29/2010 |
General Robb

Num Posts: 45 |
Re: A Few Rule Changes Nice. I still think cruise missiles should be able to kill even the last unit but everything else looks great! Friday 7/30/2010 12:18:40 AM |
Mike186
Num Posts: 5 |
Re: A Few Rule Changes Those look like good rule changes. Lets play them for awhile and see how it works out. Friday 7/30/2010 04:34:07 AM |
AndrewAAGamer
Num Posts: 58 |
Re: A Few Rule Changes To clarify Rick, are you saiyng $2 per dice or $2 per each attack pip on the dice.
For example the Sea SHadow has 2 attacks at 5 each. So is that $4 more or $20 more? Friday 7/30/2010 10:07:58 AM |
Rick
 We make war that we may live in peace. -Aristotle Num Posts: 407 |
Re: A Few Rule Changes $4 more Friday 7/30/2010 10:40:42 AM |
AndrewAAGamer
Num Posts: 58 |
Re: A Few Rule Changes Okay I have 2 issues then.
Issue 1) As I have now said in three different threads I feel ANY automatic Tech given to a Custom Unit, especially Cruise Missiles, is overpowered for 3 main reasons:
a) It eliminates all risk associated with trying to get a particular Tech. Everyone else may not get the Tech at all no matter how hard they reasonably try.
b) It drastically reduces the cost associated with the use of a Tier 2 Tech early in the game foregoing goodness knows how much money that would need to be invested towards achieving that Tech in the early rounds of the game to achieve it. By not having to invest anywhere from $50 to $200 of money in Tech you allow the custom built player to invest in other units while guaranteeing him a cheaply purchased Tech. How is giving the Cruise Missiles Tech to a Player for $4 a unit at all compare to the cost any other Player would have to pay for it to achieve it? If I buy 5 units that is a cost of $20. Compare that to the $80, $120, $160 dollars any other player has to spend on the Tech. If my opponents try to Tech to match my built in Cruise Missiles I will crush them with all of the money I saved over them which I can invest in infantry. There is no way, barring extremely lucky Tech dice, that any other player can match this ability.
c) It gives the Player an immediate payback on his investment. Every other Player trying to gain Cruise Missiles has to buy the ships and buy the techs waiting to hit the Tech. For every Turn that he waits hitting the Tech his investment is useless as far as destroying land troops. If it takes four Rounds to achieve, which sounds pretty lucky to me, that is 3 Turns his investment is idle. The Player with the built in Tech gets an immediate payback. He can start killing land units right away and by the time his opponent ever gets his Cruise Missiles his custom ships are already paid for.
I think at almost any cost it is totally unbalancing to give Cruise Missiles away as a built in feature…period.
Issue 2) Okay I can not convince you and you want to give Cruise Missiles to Custom Units. At the very least you must make it much more expensive to have that as a built in ability. First I would suggest ignoring the number of dice and instead focus on the amount of firepower being obtained. Why should a unit that attacks with 5 dice at 2 pay more than a unit that attacks with 2 dice at 5? They both have a10 firepower. I also would recommend that based on all of the early advantages gained it should be $2 per point of firepower. However since that would make a custom built unit more expensive at the beginning of a game, which it should be to match what any normal player would have to invest, it is too much to pay for a unit purchased later in the game once everyone already has Cruise Missiles. So I would recommend a cost of $1 per point of firepower. This still gives the player with a Custom Unit an advantage in the early rounds of the game, say till Turn 9-10 but removes it after that.
Nuff said….
Friday 7/30/2010 11:22:26 AM |
TGB
 They exerted themselves and like dragons did they fight. Num Posts: 334 |
Re: A Few Rule Changes I just came back here to review Rule Change #1
As Africa I used a Chemical Bomb to clear France so that Rocket Buggies and Tanks from Spain could blitz through to join the amphibious forces attacking Germany. (Not a game changer in this game, just turned it into a 1 round battle instead of 2 or 3 - "Giggles" Round 12)
My question/concern is this:
Rick stated that allies could team up and blitz through. This allowed the same country to clear the way and immediately blitz through - thus double attacking France. Wednesday 8/4/2010 05:49:25 PM |
Bishop
Num Posts: 23 |
Re: A Few Rule Changes 1, 2, and 5 sound reasonable to me.
I don't think 3 & 4 are a good idea. Bombers have always been popular and have never gone out of favor. They are just less common, and rightly so, because they cost more. They have remained popular for strategic bombing, destroying navies, and providing offensive punch to infantry. The stealth tech change that was previously done increased the popularity of fighters a lot due to them being able to avoid AA...prior to that fighters were way underused compared to bombers. This just swings the pendulum back to bombers again. I think 3&4, taken together, give to much power to bombers; but we'll see how it plays.
Rule 6 is the worst though. I really hope the effect of this rule is observed closely to see if it needs reconsideration. Artillary, as a unit class, are already the most high powered type of unit for their cost in the game. In the hands of a smart player a good artillary force makes offensives against them grind to a halt...this will make one of the main tactics that avoid stagnation, amphibious attacks, much more difficult. The med will become a death trap for navies, as multiple nations will be able to "shell it" each turn for free.
Rules 3,4, and 6, in addressing concerns that navies have gotten to strong, go too far in the other direction and make it far too easy for navies (composed of relatively expensive units) to be destroyed relatively cheaply. I guess we'll see how the rules play, but I think that the artillary rule especially could be bad in effect. Wednesday 8/4/2010 06:41:43 PM |
Rick
 We make war that we may live in peace. -Aristotle Num Posts: 407 |
Re: A Few Rule Changes i think you will find the rules actually work out pretty nicely.
keep in mind bombers are very expensive and can still be shot down by air defense, so there is still a high risk in using them. the extra dice is not a huge advantage when you are talking about fleets of 24 subs.
The artillery is actually a perfect rule and it should be included in the board game version as well. Keep in mind fully upgraded attacking subs can take out the artillery using cruise missiles ao the balance is good. also, fleets in their own docks are perfectly safe. Its only when you go attack your enemy and leave your subs in their waters that you face counter attacks, which seems very fair to me. Wednesday 8/4/2010 07:04:35 PM |
General Robb

Num Posts: 45 |
Re: A Few Rule Changes I think all the rule changes are excellent Wednesday 8/4/2010 08:26:16 PM |