Quicker game play

Have you been playing with some house rules over the years - or even recently invented, that you'd like to share?
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marten
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Joined: Sat Jan 21, 2012 5:18 pm

Quicker game play

Post by marten » Sun Mar 23, 2014 5:23 pm

Last week, we played with 5 players a game of Global 1942 with a shortened game round. We played as follows:

Round 1:
1. Russia
2. Germany & Japan (excl Italy)
3. All Allies incl Russia

Round 2 and upwards:
1. All Axis
2. All Allies

It worked quite well: rounds were definitely shorter and it felt like there was a lot more action going. We managed to finish the game in just over 5 hours, but that was also due to a quick conquest of Moscow. On the down side: you miss a lot of the action on the other half of the board as we were often resolving battles simultaneously. Overall, we were very pleased and we will probably keep on playing like this in the future.

Are there any other groups who play with shortened game rounds in which axis and allied nations take their turn simultaneously? What are your experiences?

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Imperious leader
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Joined: Tue Jul 06, 2004 3:04 am
Location: Moving up to phase line red...

Re: Quicker game play

Post by Imperious leader » Sun Mar 23, 2014 9:22 pm

What are your experiences?
This is exactly AARHE 2004. Same exact idea and it works well enough. Saves about 1/3 time and keeps everyone involved.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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Craig A Yope
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Joined: Tue Feb 08, 2005 12:23 am
Location: Saint Clair, MI

Re: Quicker game play

Post by Craig A Yope » Tue Mar 25, 2014 12:08 pm

We have done this before, but there are pluses and minuses.

It does speed things up and allows for coordination of attacks unlike that which happens in a regular game with separate power turns.

On the other hand, there are no "can opener" situations to exploit (which personally doesn't bother me) and the aforementioned coordinated attacks can be too much for one to defend against (all the Allies pooling their resources to hammer Japan is an example).

An in-between choice could be to have a turn order like this:
USSR
Germany/Italy
US/UK (France) Europe Map
Japan
UK Pacific Map
US Pacific Map/China

It allows for some interaction/coordination, but it does force a bit of disjointedness upon the Allies. That way Japan isn't crushed by a massed fleet action in the Pacific. You would still have the ANZAC and UK India spending separately to also further disperse their punch power.

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