Hey everyone. Take a look at my setup below. Looks weird, huh? That’s because I came up with a new way to play. Well, not really new, but different.
First, I write down all the names of all the territories on little pieces of paper and pile them together, with the exception of each nation’s capital. Each of the six nations starts with their original capital: USA = Eastern US, UK = United Kingdom, Japan = Japan, Germany = Germany, Russia = Russia + Archangel, Italy = Italy + Balkans.
The reason I combined Russia and Archangel is to give the Russian capital access to the sea, plus it made the Russian capital worth 8 instead of 6. As for Italy and Balkans, I just wanted the Italian capital to be worth more than 6. This way no capital is worth less than 8.
Next, I do the same thing with all the sea zones with the exception of any sea zone that has each country’s home fleet: USA = SZ 10, UK = SZ 2, Russia = SZ 4, Germany = SZ 5, Italy = SZ 14 and Japan = SZ 62.
Now, for each country’s capital setup. Each country has their main force starting in their capital territory and is allotted the following:
1 Major Industrial Complex
1 AA Gun
1 Strategic Bomber
1 Tactical Bomber
1 Mechanized Infantry
Now for each country’s home fleet setup. Each country has a main home fleet in the sea zone next to their capital (as listed above).
1 Aircraft Carrier with 1 fighter and 1 tactical bomber
Next each player rolls to see who goes first in placing the controlling infantry pieces.
Now for the fun part. Each player takes turns drawing from the papers with territory names and places 1 infantry in whatever territory they draw, plus a control marker if it isn’t one of that country’s original territories. The first two will end up with 13 territories while the remaining four get 12 each. Do this until all territories are controlled.
Next we do the same thing with all the sea zones. Each player draws a slip of paper with a sea zone on it and places a destroyer there. Five players will get 10 sea zones while the last player gets 9.
We allow all players 13 infantry and 10 destroyers. The last 4 infantry and last destroyer will simply double up on any territory or sea zone of their choice.
Now we move on to each player’s secondary armies and navies. Each player is allotted the following:
2 Mechanized Infantry
Following the same turn order as above, players place one piece at a time until all pieces are placed on the board. Placement restrictions for secondary units are as follows:
No land or air units may be placed with your capital army and no naval units may be placed with the home fleet.
When placing land units, there can be no more than FIVE units per territory. This includes the original controlling infantry unit.
When placing sea units, there can be no more than THREE ships per sea zone. This includes the original controlling destroyer unit.
Roll dice again for turn order and start waging war.
There are no alliances so if there is an enemy warship in your path, you must fight it. Also, in regards to the Suez Canal, YOU must own both Egypt and Trans-Jordan in order to pass through it. Neutral spaces are still untouchable but the Dardanelles is open to any sea traffic.
You can build Minor ICs on any territory worth 2 IPCs or more but you can NOT build any new Major ICs. If you conquer an enemy capital, that Major IC stays a Major. That is the only way to acquire another Major IC.
I’m not exactly sure how this random setup will work, but I’m anxious to find out. I am thinking of trying to figure out some type of NOs that would be compatible with this game. One idea is “X” IPCs for control of all your original territories, but that might be too hard for some countries (USA, Japan, England). Perhaps total control of continents like in RISK. Maybe I will just go by territorial income for the first game. If anyone has ideas that might work for NOs in this type of game, I’m listening.