Avoiding Infantry blobs. Change their Cost to 3.2!



  • I have played a few different versions of Axis and Allies and a common strategy that seams to work really well is building a huge amount of infantry. These blobs are the dominant strategy for the attackers in most maps.

    The attack moves forward to a space that makes the defender hold 2 places. (they can’t so they defend one of them) so the Blob goes back to the other space and the defender just has to keep retreating slowing.

    Changing the cost of infantry from 3 to 3.2 makes it harder to make a blob. and makes building the more interesting units a better option. It makes tanks, artillery and mech-inf a better idea.

    infantry at 3 IPC vs Artillery at 4 gives a 4 inf to 3 artillery ratio. So for 24 IPC the 8 inf has an advantage on the deference vs the 4 inf and 3 artillery.
    With 3.2 it lessens the difference now the ratio would be 5 inf VS 4 artillery

    You can use monopoly money for the change. If you want you can change the cost to 3 and 1/3 or even higher.



  • @Grinchveld FYI. There are many TripleA games and variants that change unit costs or revamp the unit roster all together. Some make infantry more expensive and some even make them cheaper. Generally its easier to keep units with pretty even costs so its easier to track so if you wanted less infantry then doing something like 2 inf for 7 IPC (3.5 per inf) would probably be reasonable and avoid all the side tracking.


  • 2019 2018 2017 2016 2015 '14 Customizer '13

    @redrum said in Avoiding Infantry blobs. Change their Cost to 3.2!:

    @Grinchveld FYI. There are many TripleA games and variants that change unit costs or revamp the unit roster all together. Some make infantry more expensive and some even make them cheaper. Generally its easier to keep units with pretty even costs so its easier to track so if you wanted less infantry then doing something like 2 inf for 7 IPC (3.5 per inf) would probably be reasonable and avoid all the side tracking.

    This is correct. Inf are to strong with the d6 system. The 3.5 would at least be better if anything as mentioned. Also have it where you need 2 pieces to block instead of one.
    With the d6 system you going to have 3 pieces that are just not right for C A and D.



  • @redrum Thanks for you input. I do like triple A, though it has been a while since I have played. Can you change the cost to a decimal? or just integers (3,4,5…) I find that making extra change ins’t a lot more work but yes you can try it that way. Although i think that less than 3.5 is better. 3 and a third (10 for 3 inf)


  • 2019 2018 2017 2016 2015 '14 Customizer '13

    Or make Inf A@1 and D@1 but an Art boosts 1 Inf on A and D +1.



  • @Grinchveld TripleA only support integer costs right now though you can do 2/3/4 for X to somewhat simulate decimal costs which is what many maps do. And yeah you could do like 10 for 3.

    You can also just increase all of the income on a map by 10x and leave unit production limited to what is now and then have more refined units costs for example 32 for inf, 40 for art, 50 for tank, etc.



  • @redrum Yes I have thought of that to! But adding monopoly mony that represents 0.1 accomplishes the same thing and it feels like less of a change. I like your idea lots! Although I am a bit surprised at how much many people find that idea difficult/complicated. Having a coin that =1/3 or 1/5 of an IPC seams simpler than 3 inf for 10 IPCs to me.



  • @Grinchveld Yeah, its all essentially the same thing just slightly different ways of presenting it. In my experience, most people hate fractions/decimals. My guess is 2 reasons: 1. they kind of appear less clean and more complex then integers, 2. many people really struggle with even simple fraction/decimal math.



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