• 8-)
    I really like your idea IL on how to handle combat orders with headquarter units allocating resources to the front. But I am not certain that the best way is to have free points for each HQ, above one that is. I think, that it will help keep down unit buys somewhat, if command points should have to be purchased just like units, etc…
      Example:
        Let’s say that Army Group North wants to attack Karilia with 8 units. during the buy phase, AGN would have to buy X number of command points to put their troops into the attack mode. For the sake of my example, it costs 1 point for every 4 units that are to be moved. So, AGN has to buy 2 IPC to “get er done”.
    Sure, it adds a little complexity to the game, but I think that we here are willing to go that little extra step to get a better game. :wink:
      Also, the -1 /+1 due to weather is brillent! But when is it winter? Every odd numbered turn maybe?
    And the truck tokens for moving infantry and artillery is cool too. How much do you think they should cost? 2 points each?
    Oh well, that is my 2c worth, hope someone else likes it.
        :-)


  • Also, the -1 /+1 due to weather is brilliant! But when is it winter? Every odd numbered turn maybe?

    +++++++++ every third or forth turn. The first time should be a surprise for the Germans…(determined by the Soviet player on either turn 1,2 or 3)… i suggest its up to the soviet player to start the first poor weather within turns 1-4 and pick the worst turn to introduce it to the German player (after he has selected his attacks)

    And the truck tokens for moving infantry and artillery is cool too. How much do you think they should cost? 2 points each?
    Oh well, that is my 2c worth, hope someone else likes it.

    +++++ the two types of tokens fuel and ammo represent movement and combat allocations.

    each HQ has a radius of two territories and can perform (command really) up to 4 actions including up to a maximum of 3 attacks. each allocation is paid for in either ammo or fuel depending on the action. The HQ is reduced by one level for each action it ‘orders’ these units in range.

    Fuel costs 1
    Ammo cost 2

    each nation ‘gets’ a certain number of allocations of these chits each turn freely and extra must be paid for.
    Defender does not pay, only attacker pays and all types of units either moving or attacking in groups pays.

    you can increase costs during the winter +1 to demonstrate logistical problems in winter
    You can add specific territories on the map to act as resource points that  ‘give’ free or take away the free fuel or ammo each player gets…

    this will introduce strategy like hitting Caucasus to force the Soviets to deny them the free fuel and ammo each turn.

    Use AARHE as a template for localities on where these “fuel” points are located.


  • AARHE didn’t have fuel. AARHE 1939 map had though.

    To save you the trouble here’s that list.

    Balkans, Caucasus, Kazakh, Saudi Arabia, Persia, East Indies, Borneo, Venezuela, Eastern United States, Central United States.

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