convoy zones do a good job of transforming subs closer to thier true nature of economic and logistical shit disturbers, rather than thier current use of a warship for attacking other warships.
however, convoy zones will not work on a map the scale of revised. a good fix for this would be to have subs do economic damage like strategic bombing raids for bombers.
this is a simple fix for the sub and gives the sub a new feel (economic inhibator). it also encourages sub purchases as they have new benifits.
Hey Flashman.Flashman wrote:Didn't quite know where to put this, but I wondered if people have seen these A&A "tutorial" videos? Check out the first turn UK purchase.
I think tutorials are a great idea to include with a deluxe set. Over at Caspian Sub, we wrote one-page cheat sheets for each power.
The idea was that you could hand the sheet to a generally experienced gamer, and he would start off playing a competent game. The sheet listed moves for the first turn, goals for short/mid/long term, and some variants.
So I HEARTILY ENDORSE the tutorial concept in some form.
Heck, at one point I recommended that someone write up tutorials for LHTR, and I even gave permission for an LHTRist to rip off our template and slap an LHTR logo on it
As for the Morrison material, I appreciate his efforts, but he recommends moves that are both flagrantly illegal and strategically bad. I suspect if he played a wider set of guys his recommendations would improve.
That being said, he's got the right idea about how to build the game.
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And does anyone leave areas empty like that? Surely you would always leave at least one infantry to defend an IPC territory, yet he just abandons Leningrad to the Germans!
But I don't want to hijack this thread - let's get back to the main topic.
1. Do you plan to address the "imbalance" between Axis and Allies? I have to say that actually I am quite amazed at how close the battle between the two are in Revised. It's really close.
But in any case, it's generally accepted that the Axis need somewhere between 3-9 extra IPCs to start with in order to have a fighting chance. If you were to release a deluxe Revised, would you try to address this small imbalance with some sort of initial unit change?
2. Do you plan to rebalance navy costs at all? Sometimes I get the feeling that destroyers at least are overpriced; no one really builds them except for the one token one you need to counter subs.
I know you probably aren't trying to make a massive overhaul and I'm quite pleased with the overall game, but maybe a couple of babysteps would help the balance.
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