BTW guys, if/when you switch to TFH, you should be careful about the maximum stacking penalty. It gives ridiculous results when the players stack air units or CVs. Just look at North America Series Game #5 AAR.
I saw that. It seemed dodgy and very boring for a realism-nerd as me. We'll have to discuss that.
I would like to hear some suggestions on the possible way the Axis may have scored a victory in this game. Before we suggest some changes in their(!) house rules we should be sure that the Axis had no real chance to win. So let me start:
Nice reflections there

. In any case, other commenters are quite right. We will shift to TFH after this game and will have to make a serious go-through of the current HRs which has been tailored for this specific version.
New amphibious assault rules, new LL mechanics, new armour penetration rule... Major changes which can affect balance. Some modding will be necessary, e.g. the LL can easily get out of hand.
Feel fre to contact me personally (not in the AAR) and give a sugestion on how LL-mechanics can be handled in MP.
Honestly, they enjoy the rules they have, they are able to put on an entertaining show for us peanut gallery AAR readers, and they are all rather skilled. I don't see a need for drastic HR revisions until the switch to TFH is made.
Right. Also, it is an impossible task to perfectly tailor HRs. You tailor it judging your last game, but maybe a specific players brilliance/error changed ballance in the way you did not realize, and when tables are turned in next games, you adjustments really can make your game more unballanced, or open for a strategy you did not think off. But we try...

And as said before. I think this one was pretty good. I don't blame the HRs for how things turned out... so far.
That is because these two things are very, very different. The flying circuis can attack anywhere at any time, retreat and repeat the same insane operation on the other side of the world within short while the temporay capture of Moskov was anything but surprising. Millions of Axis forces creeping towards it giving you ample warning time. It really only was Zids mistake not having sufficient forces around to stop this.
On the other hand, it doesn't do much to sap Soviet strength while the flying circuis forces the Axis to have ready troops around basically everywhere at the same time. If the Allies do landings somewhere, it's all good and well, but the tactic to attack somewhere, destroy some units and rush out just to repeat the same thing very quickly in lots of different places is what makes this tactic so unrealistic (and boring).
I must agree. Although its odd that stuff just teleport away, you need to protect your capital or take the fall. Amphibious rules, as discussed many times, are not logic at all. But with adjustments in this version I am quite satisfied.
I don't believe it was due to pressure on the UK but due to the UK losing a whole army corps in the opening stages of the game. If gamla had saved these units, he would have had sufficient good and fast troops for such a thing.
Ouuh. He lost more than an army-corps in Holland *evil grin*
What would be really interesting would be if a player could actually hold out as Nationalist China.
Not possible in TFH with a -38 start due to low unity.