• 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.


  • Banned

    Hi All,
    In regards to POW I don’t feel like adding war crimes to a game. I think AA games should stay on a tactical and strategie level.

    That said it doesn’t mean there isn’t room for POW labor.

    My suggestion how to use POW labor is as a discounts point to facilities. Say you want to build a railroad, factory or airbase, you pay its price minus the number of POW’s you have. They cant be used to build units. But they could be used to make concrete, barb wire and so on.

    How do you get POW’s. Infantry that roll a six in the last battle round of a combat are POW’s. Replace for a marker such as the HBG POW marker A:0/D0/M1inNCM

  • Banned

    You only get the discount if the POW is in the territory you build your facility. You can rail POW.

  • Banned

    They can repair damage to exiting facilities; -1 damage per turn. But choose the discount or the repair per POW, not Both.

    Liberation:
    If the territory a POW is in is captured, you may place an infantry per POW in your Place New Units Area.

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