• For the slave labour which a player gets by capturing POWs, you might want to add a factor which, for each batch of prisonners taken, causes their numbers to decrease gradually as they die from malnutrition, illness, overwork, exposure, poor sanitation, harsh discipline, reprisal executions and other forms of bad treatment.  These things affect long-term workforce productivity, to put it mildly.


  • Sounds cool but could the liberation rules be clarified?

    And also, SBR’ing POW’s wouldn’t make sense as it’s attacking your own men and that would definitely not happen.


  • @Gargantua:

    There need to be POW rules for Axis and Allies!

    -POW’s can be targetted by SBR, they do not have built in AA support,

    how do you sleep at night…

    Also you mentioned an enemy choosing to give POWs in battle, this makes it less of a consequence of the dice and perhaps a viable strategy.  If that’s the case then the other power should have the option of executing POW.  And idk much about WWII history so if someone says “the allies are the good guys” i’d say “war is war play to win”

  • Liaison TripleA '11 '10

    I sleep at night by winning the war :D

    I’ll go through all the rules, and everyones posts again, and revise everything later today in the top post!


  • Any nation should be allowed to execute POWs at the time they are captured or in the future on their turn. This only makes sense as I’m sure I won’t always have spare infantry to guard prisoners. Also, if I see that my prison area is going to be conquered/liberated, I won’t want those POWs being reassembled into my enemy’s army. Lastly, I’m sure the threat of executing POWs would come in handy during a face-to-face game.

    The advantage of SBRing POWs is that you are destroying your enemy’s slave camps even at the expense of killing your own countrymen? Am I right about your thinking here?

  • Liaison TripleA '11 '10

    That’s exactly correct.

    Bombing civilians should be an optional rule - also included in this package.  You can send your bomber to any territory, bomb it’s civilians/infrastructure, to prevent tanks blitzing through the territory until the end of your NEXT turn. :D

    Dresden Style…


  • POWs may be killed at any time by the power who has taken them prisoner.

  • Liaison TripleA '11 '10

    I agree, they can be killed at anytime.

    HOWEVER, it takes resources and time to kill prisoners,  thus the rule should be that you can only -eliminate- them during your purchase new units phase,  OR kill them in battle, if you dedicate units to the task, on a 1 to 1 ratio.

    So if you attack my 3 infantry defending 2 POW’s,  to SAVE the prisoners,  instead of rolling dice against you, I can choose on a 1 to 1 basis, to -eliminate- POW’s.


  • can’t you just starve them to death?

  • Liaison TripleA '11 '10

    Well that has to be considered, and I think we’ve already discussed a place for “maintenance” of POW’s.  You know, whether some escape, or starve, or worse…  I don’t want  to make the rules too complex though!


  • we should probably add food rules for the rest of the units too, more realism.  Also pooping rules


  • @Gargantua:

    or add them to the defence of the closest true Neutral land connected territory.

    -If there are MORE escaped POW units in a true neutral territory than it’s home guard, the escaped POW’s can attempt to overthrow the government, and make it a PRO Neutral for their side, if they FAIL, it becomes a PRO Neutral for the other side.

    Feel free to improve upon these, or add your own comments?!?!?!

    This part doesn’t seem to go along with the way true neutrals are treated throughout the game. While I really like the idea of swaying true neutrals toward my side without having to conquer them, letting POWs enter true neutrals doesn’t fit the rest of the game. I’d love for there to be a retooling of true neutrals so that they could be swayed peacefully into joining the war on either side, but I don’t think runaway POWs is the answer.

    Now, if allied POWs escape Japan’s control and Mongolia is the only non-hostile territory within 5 spaces, I understand the realism of the POWs running to Mongolia. Perhaps once there the allied power can pay the Mongolians (the bank) to transport the POWs to an allied territory– say 1 IPC per unit per 3 spaces of movement.
    Since Mongolia will treat Axis or Allied powers this way, it keeps them a true neutral. They are merely returning people to their own powers and being repaid for the inconvenience.

    With such a rule, it would be interesting to see a power attack a true neutral for the purpose of recovering POWs.

  • Liaison TripleA '11 '10

    Great Thought McNaughton!

  • Liaison TripleA '11 '10

    Just had another one boys.

    You know all those times you screw up, and move a unit to the wrong place, or FORGOT something?  And ask to adjust it during your opponents turn?

    You may Torture prisoners for ‘information’. The information you forgot, which moved your pieces to the wrong spots.

    Thus the new rule:
    -IF you ask your opponent to allow you to correct a move, EXECUTE a POW.  If your buddy lets you move, because it’s an obvious mistake, great.  If not, you tortured and executed the prisoners for NOTHING.  - 1 morality point.

    OPTIONAL
    -As soon as your opponet has planned his combat move and asked for scramble orders, you may do the following.
    *Choose an amount of enemy prisoners (From the power who’s turn it is) to be executed and tortured for applicable battlefield information, roll 1d6 for each prisoner.  For every 1 you score, you may move a ground unit, 1 space away from battle.


  • Yes we need a rule for torture.

    I still think we should have something for complete extermination of the enemy.  How about if you kill the last unit of any power you get 10IPCs as a bonus for extermination (e.g. you sink the French destroyer you get $10).  The last Russian killed gets Germany $10.

  • Liaison TripleA '11 '10

    Does that include exterminating their POW’s too? And what about China?


  • extermination is extermination.  You have to kill all POWs held in your detention camps.  The extermination of the Chinese is a good goal for Japan so gie them the $10.

    http://www.youtube.com/watch?v=YQLbwOGT8eM

  • Liaison TripleA '11 '10

    If you can get POW’s to a research facility, you can kill one, to reduce your roll from tech on a 6, to tech on a 5 or 6 for that turn.

    :)


  • research subjects.

    Maybe a simple way to add up war crimes score would be to just add up all the IPCs that you gained (or didn’t have to spend) by doing the war crimes.  Genocide (killing the last enemy unit) would get you $10 but you also get 10 war crimes points.


  • Equipment plundered from captured enemy units:
    You may strip the heavy equipment from captured enemy ground units and use it as your own.  At the end of the combat move phase you may convert your infantry units into some of the unit types that were captured.  For every 2 captured armor units, you can upgrade one of your infantry units that survived the battle into an armored unit.  You can also swap 2 captured artillery or 2 captured mech for the upgrade of 1 of your infantry into an artillery or mech.  You must have infantry left at the end of the battle to do this swap.  All capured enemy units become infantry and are moved to your capitol during the noncombat movement phase.

    This plunder of equipment, money and personal possessions from captured soldiers is against the rules of war and for every swap you incur -1 war crime point.

Suggested Topics

  • 1
  • 2
  • 4
  • 31
  • 17
  • 5
  • 19
  • 1
Axis & Allies Boardgaming Custom Painted Miniatures

29

Online

17.0k

Users

39.3k

Topics

1.7m

Posts