The ground rules for this AAR are simple. This will be a narrative AAR and will NOT include strategy & tactics discussions or critiques by Jesper, myself or the community while the game is in progress. Though "neutral" posts/comments by all are not only welcomed by encouraged.
Die Rolls.
I'm rolling the die/dice and then entering the result. I believe Jesper is using the MWiF pseudo-random number generator for his rolls.
Optional Rules.
[ax] Same optional rules as before?
[al] Did we make any bold choices?
Did we have the same optionals in our 4-player (4PG) game?
[ax] One optional I'm not really fond of is cruisers in flames. I think that may be the one difference.
[ax] Do you want to use the same optionals as the 4PG?
[al] I guess the controversional ones are Nazi Soviet pact, Food in Flames, Chinese attack weakness and Cruisers in Flames. Any thoughts? And what are our stance on construction engineers?
[ax] I absolutely hate construction engineers. [:@]
Cruiser in flames. I'm not a big fan but can play with it. I feel it makes it too easy for the allies to negate the battle of the Atlantic.
Chinese attack weakness I usually play. Without it I think it's too easy for the Chinese versus the Japanese.
Food in flames. Very pro allied as it gives the CW a potential 3 PP's per turn addition. However, I'd be willing to give you food in flames if you'd be willing to not play with Cruisers in flames AND give me breaking the Nazi-Soviet pact.
And throw in Chinese attack weakness too. [:)]
[al] Interesting.
I am willing to take you up on that offer, it will make sub-warfare a lot more interesting.
For both the less amount of CA/CL and food in flames incentives you to make a move on the shipping.
[ax] Ok
