@kdfsjljklgjfg:
I love the idea and and very interested in where you might take it, but have you considered developing this independent of Axis & Allies? I think this may actually be able to thrive better as an independent game with its own map and combat system, if you’re willing to put the time into it.
Thanks for the compliments!
This game is intended to be entirely independent of Axis and Allies. A different map (which has yet to be devised), a different combat system (which has already been created), and a different big picture approach.
Most units have multiple hitpoints. To prevent this from becoming overpowered, whoever is inflicting damage gets to choose how the hits are allocated. Presumably, the person allocating hits will choose to finish off injured enemy units before moving on to uninjured units.
The worst possible light tanks have a land combat value of 0.5 and one hitpoint. The land combat value of 0.5 means that if you have two light tanks, you will inflict exactly one hit on an enemy land force each combat round. Light tanks cost 3 PUs each. Fully upgraded light tanks also cost 3 PUs each, but have a land combat value of 1 and 2 hitpoints.
The worst possible medium tanks have a land combat value of 1, 2 hitpoints, and cost 5 PUs each. Fully upgraded medium tanks have a land combat value of 2.5, 4 hitpoints, and also cost 5 PUs each. The U.S. and the Soviet Union each have technology they can research which allows them to decrease the cost of their medium tanks to 4 PUs each. Should Japan find itself in a land war against the Soviet Union, and if Japan uses 15 ton light tanks to the Soviets’ fully upgraded 25 ton medium tanks, the Soviets will get much more bang for their buck than will the Japanese. This is one of several reasons why the main threat to the Soviet Union will typically come from Germany, not Japan.
Germany may research “Panther tanks” on its third turn. Doing so allows it to build 50 ton battle tanks. Battle tanks are also available to the U.S., Britain, and the Soviet Union, but those nations’ path to receive them is much slower and far more costly than Germany’s. The worst possible battle tank has a land combat value of 2, 4 hitpoints, and costs 8 PUs to build. Fully upgraded battle tanks have a land combat value of 5.5 and 8 hitpoints. On round 6, Germany is allowed to research special technology which reduces the cost of battle tanks to 6 PUs each. All of this may sound impressive, but Germany’s battle tanks cannot be fully upgraded before round 7 at the earliest.
If Germany is not content with 50 ton battle tanks, it can research 75 ton heavy tanks (King Tigers). Entry level heavy tanks have a land combat value of 4, 8 hitpoints, and cost 12 PUs to build. Once Germany has researched all technology relevant to heavy tanks, its heavy tanks will have 18 hitpoints, a land combat value of 15, and will cost a mere 10 PUs to build. This is by far the best tank situation in the game. However, this represents a long-range goal for Germany. It must chip away at that goal a little a turn, and will not be able to fully achieve it before round 12. By that point it will have spent a staggering 45 EUs on tank research. Had those EUs instead gone into improving Germany’s industrial cities, they would have resulted in an income increase of 22 PUs per turn. Considering that Germany’s starting income is 43 PUs per turn, that kind of income increase is nothing to sneeze at!