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Topics - Gamer John

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Reviews / Feedback from New Players
« on: August 24, 2012, 11:56:09 AM »
I haven’t seen much action on these posts, so I thought I’d offer some comments as a new owner of the combined Europe-Pacific game.  Four of us are playing our first game and it has taken a good deal of time to digest and in some cases wrangle over and agree on exactly what some of the rules actually mean.  Mark has been most helpful in providing feedback to our questions.

Since we were printing our own map, instead of 12’ by 4’ we shrank it to fit our tabletop, so it’s 84” by 28” and this is working very well.  The only issues are with some smaller/italicized print in white which we replaced with expanded print.  The full-sized counters fit fine on this.  The graphics on the map and the counters are very pleasing.

For anyone who is looking for a step up from the world of A&A, as we were, this game is ideal, more on the order of at least two steps up.  The variety of units, the economics and production, and the approach used in combat resolution are refreshing and much more involving, but still very intuitive.  A lot of new thinking has been brought in, not altogether new to gaming perhaps but in how the ideas could be adapted to a game of this scale.  I already mentioned combat, which now includes front line units, reserves, leaders, enhanced integration of air with both land and naval combats, and meaningful modifiers for terrain and weather, plus armor effects and more.  Paratroop units have considerable value, partisans are factored in.  The USSR and USA move gradually toward declarations of war, forcing the Axis to initiate hostilities or lose the chance to capture the initiative.  Speaking of “Initiative”, another element new to a game of this scale is having variable initiative on each of three fronts.  Sub warfare, threats to the Atlantic lifeline and the ASW campaign are modeled effectively and interestingly.

While admittedly we’re still only halfway through our first game, as “historical” gamers we’re impressed that the European theater has been able to be played along historical lines, and the Pacific has started out that way too.  China was just too tough a nut to crack, but the Japanese have expanded rapidly once initiating war with the West.  Next time around we may try to stretch the design some, but the first test is whether the game can mirror the historical outcome, and it appears to be successful in that so far..

There’s only one element of the game which has given us fits, and it stems from the fact that this game, like A&A, depends heavily on die rolling to determine combat outcomes.  For whatever reason, there seems to be a high propensity for dice to deliver extreme outcomes.  In a real-world situation, and in games using odds tables, a 4:1 will result in a loss/retreat outcome for the defender and at worst the attacker would lose the same as the defender, though generally losses would be minimal.  With dice, the outcomes are wildly unpredictable, so that in a 4:1-type situation the attacker could lose numerous key units which could blunt an entire offensive.  Since this can ruin a contest that we’ve invested lots of time in, it’s something we’re giving some thought to.

One piece that has yet to be tested is the concept of tying game play to a fixed timeline.  Each turn is intended to represent three months of time, and the game end time is fixed.  We don’t know yet how well this works, it’s a challenge with any game, and we’re not sure that we really like the idea that everyone knows the duration of the war – certainly no one had this foreknowledge in real life.  We’ll keep playing and hold judgment till we get through it.

Anyway, we really are into this game and we thank the designers for putting this together!

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We just received the combined Europe-Asia game and have a number of questions as we start play:
1   Rules state that forts which take 1 hit are replaced by front line infantry.  Are these 2/3 or 3/4 infantry?   
2   Rules state that naval units that receive an "R" result due to enemy air attack move to reserve   
      If R result is received from naval attack, units retreat.  Is this disparate treatment intended?
3   For amphibious attacks, there is no attacking leader for the first round.  Which leader's strategic   
      value is used to bring up reserves for round 2 - use the NL column?
      
4   There are no National Rules for Germany or Japan, that seems odd considering all the detail on the others   
5   Example under Convoy Escort ASW on page 21 appears incorrect.  This would apply if the date was   
      Fall, 1941, prior to US entry.  After entry, box has value of 10 British/10 US/5 Lend-Lease
6   Port supply rules seem to be at odds with Italian Med convoy zone rules.  Italians in North Africa are to count   
      "number of port boxes", put that number of chits in the Med strat box, and that's how many units get supplied.
      Tripoli is a 10 port, and per supply rules that means 10 units could trace supply through there.
      Allies may reduce the number of chits by strat attack.
      Benghazi 5, Tobruk 5, Tripoli 10 - Is that 3 chips or 20?
7   We note that Rumania, Bulgaria & Hungary all enter upon fall of France.   
      Historical dates of entry would be
      Bulg 3/1/41, Rum 11/27/40, Hungary 11/20/40
      Triggers would be a good addition
8   What purpose do U-boat pens serve if submarines have unlimited supply?   
      Place to house subs to enable anti-invasion sortie?
9   Shouldn’t Germans be required to keep significant Eastern garrison until at war with Soviets?   
10   Rules say strategic leadership factor determines how many initial front line units the leader may    
      command in a battle.  This is not repeated in the Combat rules, it's fixed at 6 minimum for land, sea 3.
11   Cannot (easily) replicate Baltic States overrun - this actually was done in days with no fighting.   
      It did not occur till 1941.
12   National production charts are missing some lines   
      France has no AT production line
      Chinese no AT/AA lines
13   Once Holland/France conquered, are their units removed from the Pacific too?   
14   There are no white (winterized) Russian units, can we assume all non-2/3s function as winterized?   
15   When do Russ start to count their added +20 factories - at outbreak of war?   
16   If they build more pre-war, assume they start immediately.   
17   Only 8 locations in USSR have a +, where do the other 2 factories start?   
18   There are partisan units and rules for them in version 1_2012, but no mention of them   
      in version 5_2012 rules.  ???  Do we use the counters?
19   Russian attack on Bessarabia - how does this work and how does it end?   
      Can Rumanians elect not to fight and leave vacant?
20   Are all Russian Far East forces locked in place till war breaks out with Japan or Germany?   
If this would be easier to work with as an attachment, let me know.
Thanks,
John

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