What to change from the game?
I invite all new players to read this great threat:
https://www.matrixgames.com/forums/tm.a ... 2�
The last entry by hansondavid4 is exactly what happened in this game:
"The game heavily favors an Axis player who knows what they are doing.
If the axis player focuses on knocking out the Soviets and not be distracted by ancillary activity, the Soviets will fall. If the Soviets are gone, the western allies just cannot compete. If need be, Italy can pull out of North Africa and turtle, freeing up more more resource (Italian HQ's to lead minor allied armies) for the east front and avoid moral hits for lost units there.
The European Axis can try some different gambits just to make the game interesting.
Japan is too powerful. They basically get all the units they need for free. They really only need to build some garrisons to free up the armies and corps in Manchuria; build the minor units for additional garrison duty; and artillery units to dig out the Chinese fortification and moral before attacking. Maybe an extra bomber. Once these are all in place, Japan pretty much can roll over the Chinese.
Japan get all the units they need for the Pacific for free to establish the historical defensive parameter. You need to set asside several turns worth of production to get them all on landing craft. This frees up MP's for research, replacements, and a few extra units".
As Alcibiades73 said:
"Contrary to the wishes of most of the posters on this thread, I am going to stress that there is a great danger in niche games being balanced toward both elite, hardcore players and multi-player (MP) experience. The simple reason is that the vast majority of gamers will not play a particular game long enough to become "expert" players - nor will they explore MP game modes. Hence, tuning games toward both expert and MP segment of the player base may alienate the majority of the customer base. Yet, the majority of the most vocal posters and especially beta testers in many turn-based strategy/tactics games also tend to be hardcore and MP players. So the devs have a tendency to only get the feedback from a very small segment of the player base and implement changes that will only cater to that minority. I have seen many games, for instance, where the game was virtually unplayable for casuals at release, because the beta testers were in a race to ratchet up the difficulty in an e-peen measuring contest, and the devs obliged, because they had no other feedback source."
Thanks for following and good gaming!!