koontz1973 wrote:So you would like the starting troops to go up to 3 for each of the territs. How about two for now and then we can go up to 3 later if that does not solve it for you.
As I see it there are several possible solutions.
1) Increase the starting troops per region to 2 or 3. This would fix the one-roll issue, as well as give players some options for reinforcement.
2) Increase the number of starting regions. If each player started with 15 that would fix the one-roll issue and also give a little bit of a cushion in terms of early dice luck. With 15 starting regions a player would not be punished so hard for first turn bad luck as it is very unlikely an opponent would be able to take the necessary three regions for an upgrade in troops due.
3) Lower the neutral troops on the non-bombarding regions. I like that the planes and artillery have a high neutral count because they are very powerful, but if you want to keep the starting troops at 1 for players then lowering the neutrals could be a good way to make it so the players can do more stuff - e.g. take regions, take bonuses, get cards, etc.
4) Some combination of the above options. I don't think it's a good idea to both lower the neutrals and increase the player starting troops, but some other combination may be worth considering.
I think it is also important to note that I have literally no experience with map design. As such I would like to know the reasons why you made the map this way so I can better understand what you are trying to do. I like the layout and the overall idea that each player builds up until one decides to "go over" and then they slug it out, I just think the starting settings need some tweak(s). As far as what that tweak should be, I am unsure.