So, A&A takes place in an era where the locomotive is a mature and widely-implemented technology, even in remote regions like Africa. Why can infantry only move one space? For combat movement, this makes complete sense. The troops are moving in a hostile situation in which every mile can be a struggle. But, why couldn’t the USSR move troops from Vladivostok to Leningrad in a single turn? Turns represent a lot of time, plenty of time to shift all the resources that go along with an infantry unit. Trains are fast, when its simply a matter of moving men and equipment through friendly land.
Now, A&A is a game and is not always realistic. But, being able to move troops more fluidly within friendly territory could open up the game’s strategies somewhat. I think it makes an interesting thought experiment. I’m using AA40G to think this through - but it could be applied to other versions as well. Its particularly important for the AA40 series though because of the larger map size that can mean some land units move entirely through friendly land can sometimes take 5-6 turns to get where they are going - far too long. 4 Turns to shift infantry from Normandy to Poland. 6 turns from Korea to Burma. Russia’s Eastern Front to the west… etc. This unnecessarily ties game resources up.
All powers in possession of their capital may move land or units that have not moved in combat at all and are on a land friendly space (not on a transport) to any other friendly land space, as long as a path can be traced that only involves land spaces that started the turn under your control. Air units may then make an additional non-combat move as per regular rules.
Can you guys help me think this one through?
The game is not designed around this, which means assured problems with the setup. Is there any potential leapfrogging abuse? Say, my ally takes over a space, and then during my turn this paves the way for me to take some abusive path.
It also means the extra price of Mech and Armor is not as worth it. They are much more flexible on the front, since they can attack two spaces away, but it does boost the effectiveness of Infantry and Artillery which decreases Armor and Mech by comparison.
How it would affect powers:
Germany: I actually think this would add a lot to the game, since Germany’s troop deployment is more liquid. You still have to keep troops on the Atlantic coast to resist allied landings, but Germany can also react to these landings effectively. This also means that getting air units to Norway is easier.
The USSR has 18 infantry on its eastern front. If they are more easily able to send things between east and west, those 18 become a bit much. This seems solvable though - reduce infantry that start there and then add some in case of Japanese attack or some such. I think the change will make their front with Germany more interesting.
Japan is able to funnel troops into SE Asia much more easily. It presents an interesting dynamic where Japan could keep lots of transports in the sea of Japan to funnel troops into Manchuria, then from Manchuria to their destination the next turn. I like this dynamic, but this rule change seems like it could break an already troubled India. Perhaps a reduction in starting units could offset the advantage that increased mobility gives them - they benefit from it more than any other Pacific power.
UK is now able to move troops from South Africa to Egypt very easily. This makes stopping Italy very hard. Other than that, so much of the UK is overseas that they benefit very little.
Anzac can move troops to Western Australia with ease. I think this is a good thing - it means if Japan invades they don’t invade lightly.
Italy is able to help Germany out on the eastern front more easily. They also are able to shuffle troops plunging into Africa back to defend Morocco.
United States: This makes it easier to shuffle troops between the east and west coasts. A plane built in Eastern US can make it to Hawaii. Which actually makes a lot of sense. I don’t view the decreased need to commit builds to one front or another as a major problem for the game - naval builds are still committed and other builds are committed the second they leave the continental US.
France doesn’t have their capital and can’t take advantage of this. This stops them from stockpiling their African troops in Egypt.
China doesn’t have a capital, can’t ever use this.
Anything I am missing? Thoughts?
I have found 2 changes to the map that enhance the game play - thought I would share.
Darfur - Minor Aligned with Ottoman Empire (1) IPC. This new territory sits between French Equatorial Africa and Anglo-Egyptian Sudan, with Belgian Congo keeping a border on AES. This change provides more action in Africa, without it just becoming a big waste of space by turn 3 or 4 and an IPC pump for the British.
Sea zone 31 - A new sea zone that splits SZ17 in half. SZ31 borders SZ16 to the west, SZ17 to north, SZ19 to the east, and Libya/Egypt to the south. All of Greece borders the new SZ31 and SZ20. This change provides much more freedom of movement of any CP ships that leave their home ports from mine rolls. From the Allied powers standpoint - protects from an AH early thrust into the Black Sea or Eastern Med.
Advanced Fighter Design. Great Idea in air combat, but your making a fighter stronger than your med. bomber in ground attack and as strong as a regular bomber in ground attack. Fighters should not have the same ability to inflict damage to ground and naval targets as a strat bomber or tac bomber, IMO
yep. make them 3-4-5-14 w/ the special escort/intercept. or 3-4-4-12.
Along the lines of what you have proposed:
I am not sure about the suitability of having ports have any defense, but rather coming up with a unit that can adress a number of characteristics of a fortified territory (think maginot defenses).
REPAIR DAMAGED BATTLESHIPS
Battleships are powerful units. A damaged battleship may be repaired if it is in a sea zone adjacent to a territory with an IC controlled by its country. The repair costs are equal to the roll of one d6. The battleship may not move or participate in combat during the turn of repair. The repair is complete at the end of the players turn.
These units can be added to any controlled territory for the cost of 10 IP and can defend only with two rolls each combat round with a defense value of 3/3.They â€œprotectâ€ the defending units from direct attack. The units inside the fortress cannot be affected by attacking combat rolls until the fortress is destroyed by a roll of 1 only. Once built they cannot move and if destroyed cannot be reused by enemy forces. The maximum number of fortresses is limited to the IP value of the territory and in the case of China is limited to one.
NEW sculps, huh. Well, without a doubt I want:
1.) An AIRBASE that’s 3-D but doesn’t have too big a “footprint”.
2.) A NAVAL BASE " " " " " " " " " .
I think almost ALL of us have been dreaming of these for years! The new “markers” aren’t
3-D. I want a 3-D unit like the Factories(I.C.) in the old original A&A games. The Risk game has some that work great for Minor I.C.'s.
Please Santa(HBG), I’ve been a good soldier(grin).
Japan’s starting IC violates the island prohibition, even in the OOB game, which always struck me as inconsistent.
Japan is not an island, its a continent like Europe, Africa, Greenland or Australia.