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Author Topic: Advanced Rules Set  (Read 1631 times)
KurtGodel7
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« on: May 12, 2009, 07:55:40 pm »
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I just finished creating a website with an advanced rules set for a WWII strategy game. Notable differences between this rules set and Axis and Allies:
  • Instead of having offense and defense values, units have anti-land, anti-naval, anti-air, and anti-industrial combat values
  • Fighters are specialized for anti-air, fighter bombers for anti-land and anti-naval, and strategic bombers for anti-industrial attacks.
  • Fighters represent the main defense against enemy strategic bombing attacks.
  • Individual nations have unique advantages and disadvantages, based on my interpretation of their historical strengths and weaknesses. Discussion about my interpretation of those strengths and weaknesses is welcome.
  • Each nation has its own list of technologies available for research. For example, the T-34-85 tech is only available to the Soviet Union, the jet can only be researched by Germany, and the Superfortress can only be discovered by the U.S. Technologies are researched by paying a set price, not by buying dice and hoping for good luck.
  • Territories change in value throughout the game. Industrializing a territory increases its value; while starvation, scorched earth tactics, and strategic bombing raids are each capable of permanently reducing its value.
  • Many kinds of units have multiple hitpoints. However, once you have allocated a given category of hit to a unit (anti-land, anti-air, etc.), you must continue to allocate that kind of hit to it until combat ends, or the unit is destroyed.
  • Tanks are intended to absorb enemy punishment, while artillery is good at dishing that punishment out.
  • Infantry are produced by using manpower points and a small number of IPCs; whereas other units are purchased strictly through IPCs. This forces nations to employ most of their IPCs to non-infantry purchases.
  • The Allies have a large advantage in available manpower points, as well as in industrial capacity. I've had to fudge other aspects of the game in an Axis friendly way to create a balanced game that's still relatively consistent with the overall historical feel of WWII.
  • Nations are required to retain transports in specific sea zones to avoid economic penalties. This means that the U.S. cannot simply abandon the Pacific, unless it is willing to sustain a massive reduction in its income. Britain (Indian Ocean and Atlantic) and Japan (Pacific) are also vulnerable to commerce warfare.
Available technologies and other advantages and disadvantages mean different nations are specialized in different things. Germany and the U.S.S.R. are the best at land war; though the United States can close much of that gap later in the game. Germany has the best air units; though American units are second. In many ways, American air units are actually superior to their German counterparts. Japan is relatively unimpressive at land war, but (initially) has good technology for waging an air/sea war. However, improvements to Japan's naval and air units are less dramatic than analogous improvements to their British and American counterparts.
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Emperor_Taiki
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« Reply #1 on: May 13, 2009, 01:15:59 pm »
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i quickly looked over your website and the rules seem very interesting, it probalby would not be so hard to incorporate those rules into the AA50 map, but it is important that your game has its own map. How detailed do want the map to be? Judging by the movment range of the aircraft it would be similar to a regular axis and allies game. Perhaps you could use all the terriotores from the Europe and pacific axis and allies and use the AA50 boards terriotories to fill in the other parts of the world

Another interesting idea for a map would be one that looks down from the north pole so that the north pole is at the center, although the southern hemispehre would be really distorted so thats not a good idea

also do you want the US divided like in a&a or in the center perhaps. i guess i prefer the A&A presentation

I'll try to read your rules in detail and report what I think. also if you get a map i would love to talk about what territories should be considered.
I dont have any map making program skills, but many people on this forum do
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Emperor_Taiki
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« Reply #2 on: May 13, 2009, 01:19:09 pm »
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also i did not see a reference to a start date?
but flame and steel is a really cool name and i love the hardened infantry peice
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Emperor_Taiki
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« Reply #3 on: May 13, 2009, 01:39:34 pm »
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have you thought about starting the game in early 1940 and perhaps adding France or Italy to the mix.

I have always wanted a 1940 axis and allies type game with Panzer IIs tearing up the french country side,  i think it would increase the distictivness of your game.

anyways i also like how all of your rules feel hisotrical and i can tell you have a good understanding of world war II, yet you also leave room for intersting varations on history like a nazi space program!
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Emperor_Taiki
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« Reply #4 on: May 13, 2009, 03:18:34 pm »
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another idea, have you thaught about adding rules or a unit for airborne operations since they were one of the major new developments in warfare. perhaps you could have an airborne units or tech to illistrate this.

also what about having a tech for increaded mechanization in the different armies or some way to simulate how the way armies moved was different and changed over the course of the war
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KurtGodel7
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« Reply #5 on: May 13, 2009, 06:33:31 pm »
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have you thought about starting the game in early 1940 and perhaps adding France or Italy to the mix.

I have always wanted a 1940 axis and allies type game with Panzer IIs tearing up the french country side,  i think it would increase the distictivness of your game.

anyways i also like how all of your rules feel hisotrical and i can tell you have a good understanding of world war II, yet you also leave room for intersting varations on history like a nazi space program!
I've thought of a variant which involves the addition of Italy, Romania, and Finland. Italy has four or five manpower points, but it's plagued with the "light infantry" "light tanks" and "inefficient manufacturing" techs. Romanian and Hungarian infantry are lumped together in the Romania category (no offense to Hungarians intended!) and are roughly equivalent to Soviet infantry. I've lumped the Baltic States and Norway in with Finland, and have given them infantry roughly analogous to Germany's. None of those three nations are allowed to send lend-lease aid to anyone, and they are considered "close allies" of each other and of Germany.

I hadn't considered a 1940 variant, but if this rules set catches on, hopefully someone will implement one. Game balance might be tricky, but could potentially be addressed if the U.S. stayed neutral throughout the game. (Or it could just be a passive source of lend-lease aid.)

Edit: I just updated the Flames and Steel website to include an optional variant with Romania, Italy, and Finland as separate nations.
« Last Edit: May 13, 2009, 07:21:45 pm by KurtGodel7 » Logged
KurtGodel7
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« Reply #6 on: May 13, 2009, 06:43:34 pm »
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another idea, have you thaught about adding rules or a unit for airborne operations since they were one of the major new developments in warfare. perhaps you could have an airborne units or tech to illistrate this.

also what about having a tech for increaded mechanization in the different armies or some way to simulate how the way armies moved was different and changed over the course of the war
I'd thought about the idea of airborne tech, which I think would be appropriate for a map carved into very small pieces. I could envision some little place--such as Crete or Cyprus--taken over by paratroopers. The map I envision would have roughly as many territories as AA50; which may not be quite small enough to justify paratroopers. But I'd have no objection to having it included as an optional rules variant.

As far as increased mechanization--I'd love to be able to figure out how to include that in a way which did not unduly complicate my rules set. (You have no idea how many good ideas I've discarded in order to get things as simple as they are!) What I'd like to do is create two additional kinds of resources: raw materials and oil. The amount of oil available would determine the optimal level of mechanization for your army. Of course, a nation with little available oil, such as Germany, should be able to build synthetic oil manufacturing facilities.

Unfortunately, I haven't been able to translate this into game terms. Which may not be a bad thing, because the Axis has enough problems already, without the Allies' oil advantage being thrown in for good measure.
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Emperor_Taiki
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« Reply #7 on: May 14, 2009, 06:56:19 pm »
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have you thought about starting the game in early 1940 and perhaps adding France or Italy to the mix.

I have always wanted a 1940 axis and allies type game with Panzer IIs tearing up the french country side,  i think it would increase the distictivness of your game.

anyways i also like how all of your rules feel hisotrical and i can tell you have a good understanding of world war II, yet you also leave room for intersting varations on history like a nazi space program!
I've thought of a variant which involves the addition of Italy, Romania, and Finland. Italy has four or five manpower points, but it's plagued with the "light infantry" "light tanks" and "inefficient manufacturing" techs. Romanian and Hungarian infantry are lumped together in the Romania category (no offense to Hungarians intended!) and are roughly equivalent to Soviet infantry. I've lumped the Baltic States and Norway in with Finland, and have given them infantry roughly analogous to Germany's. None of those three nations are allowed to send lend-lease aid to anyone, and they are considered "close allies" of each other and of Germany.

I hadn't considered a 1940 variant, but if this rules set catches on, hopefully someone will implement one. Game balance might be tricky, but could potentially be addressed if the U.S. stayed neutral throughout the game. (Or it could just be a passive source of lend-lease aid.)

Edit: I just updated the Flames and Steel website to include an optional variant with Romania, Italy, and Finland as separate nations.

I like Italy, but the way you have incorporated Finland and Romania/Hungary is very unhistorical.  all of norway the baltic states and greece were under direct germany control and this was also true for most of Yugoslavia.  having obviously ahistorical rules in your game is just out of place.  I like the idea of adding Finland and Romania but lets not put them on steroids.

also i think the rule set would have a lot easeir time of catching on if it had a different start date. the beuty about a spring 1940 start is that you have avoided all the scripted and boring moves of 1939, but it is still early in the war. Also if your going to go through the trouble of changing all the ipc values and adding new resources to the game, you might aswell add some new territories and France
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KurtGodel7
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« Reply #8 on: May 14, 2009, 10:54:17 pm »
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I like Italy, but the way you have incorporated Finland and Romania/Hungary is very unhistorical.  all of norway the baltic states and greece were under direct germany control and this was also true for most of Yugoslavia.  having obviously ahistorical rules in your game is just out of place.  I like the idea of adding Finland and Romania but lets not put them on steroids.
I'll agree that putting Norway and the Baltic States under Finnish rather than German control is . . . a bit of a stretch. I had three choices here:

1) Give Finland one territory (itself) and one manpower point.
2) Carve the map up into smaller pieces than I'd originally envisioned
3) Stretch things a little to make Finland a little more important.

I chose option 3, at least for now. I'm open to suggestions on how to improve that aspect of it.

I'll grant that most of Yugoslavia and Greece were under German control. However, Romania and Hungary were independent. "East Balkans" is my euphemism for Romania, and "West Balkans" means Hungary. If the map were carved into smaller pieces, then Germany could be given the Yugoslav and Greek portion of the Balkans, and Romania could be given the Romanian and Hungarian portions.
Quote from: Emperor_Taiki
also i think the rule set would have a lot easeir time of catching on if it had a different start date. the beuty about a spring 1940 start is that you have avoided all the scripted and boring moves of 1939, but it is still early in the war. Also if your going to go through the trouble of changing all the ipc values and adding new resources to the game, you might aswell add some new territories and France
I hope that people make a lot of mods for this game. Different maps. Different techs. Additional nations (such as France). Modifications to existing techs and existing units. New units.

For example, someone could throw in a torpedo bomber: a plane that's better against naval targets than a fighter bomber would be, but less good against land targets. Or a medium bomber: kind of a hybrid between a fighter bomber and a strategic bomber.
 
I have the feeling that whatever default version of the game I create will not necessarily be the best possible mod.

To address your specific suggestion--I've played an Axis and Allies variant which includes France. It's an excellent variant, but adding in France doesn't help that much. Germany has to take it quickly, because otherwise it's doomed in the long struggle against the economic might of the Allies. Taking Paris very early on has become a routine German move. My map treats France as a single territory, so the battle of France would be considerably less interesting than the variant I've played. Considering all the economic strength I've given the U.S. and U.S.S.R., Germany's need to quickly conquer France would be at least as great as is the case in the variant I've played.

But while I don't see a way around these problems--at least not now--someone who puts enough time and thought into creating a good 1940 scenario might. If you want to develop a scenario with France, don't let me stand in your way. I can't possibly think of every viable mod, and I love the idea of other people experimenting with the basic rules concepts to create things I hadn't thought of.
« Last Edit: May 14, 2009, 11:01:30 pm by KurtGodel7 » Logged
Emperor_Taiki
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« Reply #9 on: May 15, 2009, 06:16:07 pm »
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another note, i think the Finnish winter war and molotav cocktail ability and the UK's ultra+radar tech should only apply when they are defending becasue it just does not make sence if it helps them when they are attacking. and the ultra+radar should only wen their are air bases in the terriotry

And Italy not being able to move into western europe and fight with german troops in the soveit union is a weird rule  seeing as many Italians were garrisoned at the beaches of Normandy in static divisions and even more Italians fought in the Soveit Union with Germany and other allies
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Emperor_Taiki
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« Reply #10 on: May 15, 2009, 06:25:37 pm »
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my suggestion is to not add new major resources that become just as important or replace IPCs like metal, coal, and oil. Becasue then you have to have a chart that represent industrial capacity with wierd formuals nobody likes.
in my experice adding one major resource equals in additonal complexity about five new units each with a unique special ability
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KurtGodel7
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« Reply #11 on: May 16, 2009, 08:11:41 am »
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another note, i think the Finnish winter war and molotav cocktail ability and the UK's ultra+radar tech should only apply when they are defending becasue it just does not make sence if it helps them when they are attacking. and the ultra+radar should only wen their are air bases in the terriotry
I agree--especially with regard to the British Ultra + Radar tech. (One could argue that Finnish soldiers could still use Molotov cocktails even when on offense.) However, my rules set does not allow units to have different values for offense and defense. Maybe I should rename the British tech "Spitfire." 

Quote from: Emperor_Taiki
And Italy not being able to move into western europe and fight with german troops in the soveit union is a weird rule  seeing as many Italians were garrisoned at the beaches of Normandy in static divisions and even more Italians fought in the Soveit Union with Germany and other allies
Okay . . . I may have more thinking to do there. (The optional rules variant with Italy et al is a relatively recent addition to the rules set.) My fear was that, without that rule in place, all Italian infantry would simply be thrown away as cannon fodder against the Soviet Union or other Allies. Which would not have been historically accurate; as Italy's main focus was on North Africa and its war against Britain. But you're correct to say that some Italians did, in fact, serve on the eastern front.

Probably the best way to fix this problem is to give Italy three transports in the Mediterranean, perhaps to make Africa and the Middle East a little more valuable, and to ensure that few if any non-Italian Axis transports are in the Mediterranean. That would likely tempt the Axis player into sending most of his Italian strength into Africa.
 
Quote from: Emperor Taiki
my suggestion is to not add new major resources that become just as important or replace IPCs like metal, coal, and oil. Becasue then you have to have a chart that represent industrial capacity with wierd formuals nobody likes.
I agree, which is why I haven't added them. And I'm very unlikely to add them in the future, as much as I'm tempted to do so. Too much complexity will ruin any otherwise good rules set.
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Emperor_Taiki
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« Reply #12 on: May 16, 2009, 09:21:01 am »
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Probably the best way to fix this problem is to give Italy three transports in the Mediterranean, perhaps to make Africa and the Middle East a little more valuable, and to ensure that few if any non-Italian Axis transports are in the Mediterranean. That would likely tempt the Axis player into sending most of his Italian strength into Africa.
 

Yes definently, make the mediteranian a  more important theater, even in the Europe A&A this theater is not important at all and it is al about the eastern front which is quiet a boring theater  becasue it uses less that half the games units. Who cares if 20 million Russians were killed, its boring if they are killed exactly the same way.

I would suggest even adding more territories. Add tunisia, sardinia, looks like you have already added sicily but allow land movement between Italy and sicily so that the inland is accually important, add malta, Greece, and split Liybia into Tripolitania and Cyrencia. plus add two more sea zones. also if this is in 1940 add Crete and somaliland and vichy France. There are some idiots that add Moracco which is the worst terriotry to add because algeiria and morraco wher both captured in torch at the same time while their was a huge battle in tunisa

I dont know if you have VCs in your game but if you do make Tunis a vicotry city. Many will say you should add cairo, but this leads to is the british player building up defence in egypt which is not hisotrical as it was  the british who carried out the first offensive in the desert.

also about units having defence bonus's. I dont think just becasue the base units do not have explict defensive or offensive advantages does not mean you shouldn't have tech or other modifiers that are bias torwards defence. You would argee with me that in war defendes have many advatages over the attacker and that defence is much cheaper that offence.
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Emperor_Taiki
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« Reply #13 on: May 16, 2009, 06:17:38 pm »
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more toughts

shouldn't the Russians have the same light infantry rules as the Italians, you know, becasue of the purges

For Finalnd you could add the vyborg territory which incompasses the land ceded by Finland to the Soveits in the winter war. This terriotry is in A&A Europe and if you also make leningrad a sperate territory from Karlia if helps defend finland.
Once Finland has a second terriotry if would not need to also control Norway and the blatic states.

I would also think a third finish terriotry in northern finland would also add a bit of excitment to the game
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KurtGodel7
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« Reply #14 on: May 18, 2009, 08:37:15 am »
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more toughts

shouldn't the Russians have the same light infantry rules as the Italians, you know, becasue of the purges

For Finalnd you could add the vyborg territory which incompasses the land ceded by Finland to the Soveits in the winter war. This terriotry is in A&A Europe and if you also make leningrad a sperate territory from Karlia if helps defend finland.
Once Finland has a second terriotry if would not need to also control Norway and the blatic states.

I would also think a third finish terriotry in northern finland would also add a bit of excitment to the game
Changes I've made to the main rules set:
- London's value has been decreased by three, with that value going to Africa instead.
- Britain's "Ultra + radar" tech has been renamed "Spitfire," because it works on both offense and defense.

Changes I've made to the minor nations variant:
- The Italians' "Rebuild the Roman Empire" tech has been eliminated
- Italy receives three transports in the Mediterranean.
- The "North Finland" Territory has been created

Changes I'm contemplating:
- Adding in territories like Vyborg, as well as the African and Mediterranean territories you mentioned

The scenario begins in the spring of 1942. While Soviet infantry fought poorly early in the war, by the spring of '42 they were fighting quite well. Not as well as the German infantry (on a man-for-man basis) but that was more a case of Germany fighting well than of the Soviets fighting badly. Witness the Soviet performance in the undeclared war between itself and Japan, or the Soviets' invasion of Manchuria in 1945. The latter was seen by both sides as a prelude to any would-be Soviet invasion of Japan itself. Japanese resistance collapsed in the face of the Soviet onslaught. 
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