The unit storage boxes are actually big enough to combine three or even four versions of the game into them. I just keep the boxes out on the shelf for use with whatever version we use. No more troubles with running out and no more need for chips unless you want to use them.
Our house rules on tech was it wasn't random and you got the tech you wanted as long as you spent $18 on it. One turn or multiple it didn't make any difference as long as it added up to $18 and there wasn't a $6 minimum. You could spend $1 if you wanted. Basically Germany could buy heavy bombers on round one or Russia could spend $18 on the first round for industrial production, but it didn't take effect immediately, it took effect on the next turn's buy. It really encouraged people to experiment.
The random-ness is part of gaming. Should someone use 18 IBCs to buy tanks? or gamble it all on Tech? Realism wise, sometimes you could be just researching up the wrong tree, e.g., Germany's pursuit of heavy water as a moderator. I'll like a house rule that strides between random-ness and some advantage towards the next turn's research if you fail this round.
@@jim47-XXV We NEVER spent on research except when we first started playing because it rarely paid off. We made it easier to get to change up game play. I can't disagree about some tech. dead ending The German rocket program was almost as bad as their heavy water experiments. The V1s and V2s killed on average one person. per rocket. At $100,000 DMs per rocket that's not a good return on their investment.
TY for the video but some of the "improvements" you give may not please me. The good > Big Map + Factories + AA guns (& rules) The bad > Extra Nations + Technologies Let's keep the game pure and simple!
A major difference is time lenght. A fullon Global 1940 (Europe + Pacific) lasts over 12 hours, whereas this can be completed in 6 hours. This is very important for game hosts whom multi-day sessions is not an option.
The larger map and the boxes are both nice, but the real game difference are the national objectives that were introduced with the Anniversary Edition. They add more money and more objectives to the game. If you want more changes to the other games, here are five house rules that I play with (among quite a few others, but these five are the best): 1. Place one industrial complex in each territory containing a victory city. No ICs can be purchased. USSR gets a bonus IC in Novosibirsk once Leningrad or Stalingrad have fallen. Production is limited according to the IPC value of the territory (i.e. IPC value = four times the IPC value of the territory may be spent at the IC (UK 4 x 8 IPC = units may not cost more than 32 IPC) OR IPC value = number of units that may be placed ) => the UK is a real world power now with ICs in Canada, India and Australia and there are no ridiculous IC placements on remote money islands. And victory cities are way more important in this game and thus get more attention. 2. A non-aggression treaty between Japan and USSR is in place. If Japans income exceeds 37 IPC income (without NO bonus) it can attack the USSR => no pincer movement early on in the war. And the treaty is over when either Berlin or Moscow have fallen. 3. China gets five additional infantry in every territory that is attacked for the first time by an Axis power => China isn't an easy walkover anymore. Historically, Japan lost more soldiers in China than against the US during the Pacific campaign. 4. The US may support UK (6 IPC) and USSR (4 IPC) with via Lend Lease with IPCs and the UK may support USSR (3 IPC) via Lend Lease. The US have to pay 2 IPC for each money transfer, the UK 1 IPC per transfer. This reflects the convoi costs. But not a single air, land or naval unit may be transferred or stationed in USSR held territory and vice versa => They were unlikely Allies - united only by a common cause. 5. If you play with National Objectives (NO), there is one nation where they need to be changed and that is the Soviet Union. Here is how I changed them: • »Родина-Мать зовёт!« (The Motherland Calls): Receive an additional 5 IPC if the Soviet Union holds Russia and the Caucasus OR the Karelian SSR. • »Великая Отечественная Война« (Great Patriotic War): Receive an additional 5 IPC if no original Soviet territory is occupied by the Axis. (These two objectives are way better than no Allied troops on USSR territory. It is not allowed in my home rules anyway, so I had to change this NO. • »Мировая Революция« (World Revolution): Receive an additional 5 IPC if the Soviet Union holds three of the following territories: Finland, Poland, Bulgaria/Romania, Czechoslovakia/Hungary and the Balkans. (Why should the USSR gain money for territories held by the USA or the UK?) With these five simple rule changes the game play is much better.
The unit storage boxes are actually big enough to combine three or even four versions of the game into them. I just keep the boxes out on the shelf for use with whatever version we use. No more troubles with running out and no more need for chips unless you want to use them.
Super happy you do this video! You are kind of the premiere A&A player. Not sure if I'll buy this, but I now know I want to!
Our house rules on tech was it wasn't random and you got the tech you wanted as long as you spent $18 on it. One turn or multiple it didn't make any difference as long as it added up to $18 and there wasn't a $6 minimum. You could spend $1 if you wanted. Basically Germany could buy heavy bombers on round one or Russia could spend $18 on the first round for industrial production, but it didn't take effect immediately, it took effect on the next turn's buy. It really encouraged people to experiment.
The random-ness is part of gaming. Should someone use 18 IBCs to buy tanks? or gamble it all on Tech?
Realism wise, sometimes you could be just researching up the wrong tree, e.g., Germany's pursuit of heavy water as a moderator.
I'll like a house rule that strides between random-ness and some advantage towards the next turn's research if you fail this round.
@@jim47-XXV We NEVER spent on research except when we first started playing because it rarely paid off. We made it easier to get to change up game play. I can't disagree about some tech. dead ending The German rocket program was almost as bad as their heavy water experiments. The V1s and V2s killed on average one person. per rocket. At $100,000 DMs per rocket that's not a good return on their investment.
Loved this game as a kid. Nice how they added Italy and China as playable nations.
BG music...... 😢
TY for the video but some of the "improvements" you give may not please me.
The good > Big Map + Factories + AA guns (& rules)
The bad > Extra Nations + Technologies
Let's keep the game pure and simple!
A major difference is time lenght. A fullon Global 1940 (Europe + Pacific) lasts over 12 hours, whereas this can be completed in 6 hours. This is very important for game hosts whom multi-day sessions is not an option.
The larger map and the boxes are both nice, but the real game difference are the national objectives that were introduced with the Anniversary Edition. They add more money and more objectives to the game.
If you want more changes to the other games, here are five house rules that I play with (among quite a few others, but these five are the best):
1. Place one industrial complex in each territory containing a victory city. No ICs can be purchased. USSR gets a bonus IC in Novosibirsk once Leningrad or Stalingrad have fallen. Production is limited according to the IPC value of the territory (i.e. IPC value = four times the IPC value of the territory may be spent at the IC (UK 4 x 8 IPC = units may not cost more than 32 IPC) OR IPC value = number of units that may be placed ) => the UK is a real world power now with ICs in Canada, India and Australia and there are no ridiculous IC placements on remote money islands. And victory cities are way more important in this game and thus get more attention.
2. A non-aggression treaty between Japan and USSR is in place. If Japans income exceeds 37 IPC income (without NO bonus) it can attack the USSR => no pincer movement early on in the war. And the treaty is over when either Berlin or Moscow have fallen.
3. China gets five additional infantry in every territory that is attacked for the first time by an Axis power => China isn't an easy walkover anymore. Historically, Japan lost more soldiers in China than against the US during the Pacific campaign.
4. The US may support UK (6 IPC) and USSR (4 IPC) with via Lend Lease with IPCs and the UK may support USSR (3 IPC) via Lend Lease. The US have to pay 2 IPC for each money transfer, the UK 1 IPC per transfer. This reflects the convoi costs. But not a single air, land or naval unit may be transferred or stationed in USSR held territory and vice versa => They were unlikely Allies - united only by a common cause.
5. If you play with National Objectives (NO), there is one nation where they need to be changed and that is the Soviet Union. Here is how I changed them:
• »Родина-Мать зовёт!« (The Motherland Calls): Receive an additional 5 IPC if the Soviet Union holds Russia and the Caucasus OR the Karelian SSR.
• »Великая Отечественная Война« (Great Patriotic War): Receive an additional 5 IPC if no original Soviet territory is occupied by the Axis. (These two objectives are way better than no Allied troops on USSR territory. It is not allowed in my home rules anyway, so I had to change this NO.
• »Мировая Революция« (World Revolution): Receive an additional 5 IPC if the Soviet Union holds three of the following territories: Finland, Poland, Bulgaria/Romania, Czechoslovakia/Hungary and the Balkans. (Why should the USSR gain money for territories held by the USA or the UK?)
With these five simple rule changes the game play is much better.