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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This is exactly AARHE 2004. Same exact idea and it works well enough. Saves about 1/3 time and keeps everyone involved.What are your experiences?
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:
US/UK (France) Europe Map
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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