Well for me boosting other pieces can get crazy out of hand. As I mentioned before my system is not quite like those games as I posted chart in above post.
I just don’t agree here on a few pieces not being able to get a shot. Plus who’s to say my battleship is shooting at a destroyer and not another battleship and vice versa or its aa guns are also trying to kill a plane. IMO.
OK I’ll bow out of this topic. Don’t want to jam it up for you guys. Take care.
Welcome, Corporal Clegg. I mostly agree with axisroll’s comments and Baron Munchhausen’s comments above – any time you add complexity to this game, you have to think about what you’d be willing to trade away. Would you scrap dogfights? Carriers? National objectives? Friendly neutral powers? Nothing? If you choose nothing, it probably means adding several extra hours onto the play time, which could be the difference between finishing your game at 8 pm and going home satisfied, or failing to finish your game at midnight and going home frustrated and tired.
One way to preserve the essence of your ideas while minimizing the added complexity might be something like:
In land battles, whenever any unit rolls a 1, you can choose to kill an enemy tank. In sea battles, whenever any unit rolls a 1, you can choose to score a hit on a carrier. In all battles, you can roll only 20 dice per round of combat – so if the Germans invade Moscow with 30 units against a defense force of 21 units, both sides will roll 20 dice in the first round of battle, but in the second round of battle, the Germans will probably still be rolling 20 dice, and the Russians will probably be down to 14 or 15 dice.
I have seen elements of this game mechanic for research in past threads, but you have enough original parts to make it seem fresh again. What you have is a skeleton of an idea that still draws a lot of questions and loop holes, the obvious being… how much are chips? which opponent has the right to block breakthroughs, and is there a maximum amount of chips for one field.
My idea long ago was to have 3 types of facilities for purchase and each turn you received a die roll for each facility you own, a Laboratory, a Training Academy, and a government agency. Each facility had its own chart of 6 breakthroughs which stopped the nonsense of paratroopers and war bonds being categorized as a “technology”. Of course some of these ideas came from someone else’s idea of a laboratory facility.
I’t really hard to evaluate ideas like this because they are so raw in their delivery. I appreciate your open ended approach letting the user expand the mechanic with what ever they can imagine, but one thing I have come to understand about house rules is… if the creator leaves them open to modification, someone will try to sell you a truck load of crazy and the idea burns to ashes. If you finish the rules, solidify the angles, and close the loop holes… I would present it to my group.
I have worked up an Event Cards chart, combining a standard 52 card deck with a cross-referenced chart for the following A&A games: Classic, Revised(2004), First Edition Pacific, and First Edition Europe. We have been playtesting them for several years now. For added realism, I use for the card deck a set of WW2 Aircraft Recognition cards, but an standard deck can be used. The events cover weather, technological improvements, production improvements, and one-time bonuses/windfalls. All are based on actual WW2 data and history. I anticipate selling the set through Historical Board Games along with my 6-player expansion rules for First Edition Pacific.
To use the deck, each player draws a card at the beginning of his turn, and the effects are checked and noted. Technology changes take effect immediately, and may be shared with any allies, is so noted on the chart. Weather effects take effect immediately, and last until the next turn of the drawing player. Production improvements and one time bonuses/windfalls take effect at the end of the players turn. Separate charts exist for the Allied and Axis player, and obviously, if an Axis player draws a card, that effect is denied to the Allied player. The Random Events have worked well in playtesting, and so far, both the Axis and the Allies have appeared to benefit equally.
I am working on adding Italy to the first edition Europe game, so I will need to revise the Europe chart to add Italy to it, and that will result in two separate charts for the Axis for Europe, and eventually Classic and Revised as well, along with the Global Rules that I am working on.