• '18 '17 '16 '11 Moderator

    Actually d142, I was thinking on it some more and I think any deficit should be as bad as any other deficit, just from a game mechanic’s point of view.

    Therefore, if Germany had 1 infantry in London, then England would get a 1 in 6 chance of liberation.  If Germany had 7 infantry in London, then England would get a 1 in 6 chance of liberation.

    However, to compensate for the reduced odds of liberation, only infantry would be counted as garrison units.  Therefore, Germany could have 125 tanks in London and if no garrison infantry were present, then England would have a 1 in 6 chance of liberation.

    This is, of course, per round, until the garrison is stationed there.

    I was also thinking of territories were 0 IPC or 1 IPC would not need a garrison as there is obviously not much of value in those territories and in some cases, there is hardly a civilian population to rise up anyway.  This would free Germany significantly in Africa (2 Infantry for Egypt + 2 Infantry in S. Africa would be all is required, that’s a 12 IPC investment for +9 IPC in gain a round.)  And it would free up Japan a bit because they would not have to garrison the Siberian Tundra nor would America have to garrison silly things like New Guinea.


  • yeah, i think the idea of no garrison in 0 ipc value regions is a good idea, as for the 1 in 6 chance to defeat an army of 7 infantry and 125 tanks ,i disagree, my thoughts were about a resistance type ,small scale skirmish and sabotage force, that could disrupt or disable the occupier, or even banish them altogether with good dice roll’s, unless the occupying force could manage to bring in high value units to reduce the number of dice roll’s and damage the resistance could do, i dont think it would be worth keeping 6 -36 ipc’s worth of infantry in a region to keep an ipc value of only 2 -12,
    maybe a scaled down garrison would work better, i.e a region of ipc value 3 would need 2 units and a region of value 6 would need 4 units, anything less and there would be a revolt.
    about the 1 ipc value regions like africa and other places, i think if they are unoccupied there could be a dice roll to determine if a force is successful in capturing it unless there is more than 1 or 2 infantry in the invading force, this would only apply to conquering forces, if they leave on a subsequent turn they could risk a guerilla type operation,
    like timerover51 described.


  • here is an awesome hopuse rule every 2 turns germany gets a free tank from germany/italy or in the battle field and 1 inf in suez canal on every turn do these look apropriate for a balanced gaem it shows egyptian might and panzers of how hitler wanetd bigger and better tanks (the movement of his tanks clsoe to the end of the war sucked because they used some things not meant to carry that much weight so they had to amek them drive slower)


  • yeah, i think that could work, seeing how difficult it is for the axis to win, maybe after round 5, germany could purchase 1 tank for 3 ipc’s every round and that tank would only have a movement of 1, and they could get 1 infantry every turn if they control trans-jordan and anglo-egypt, would this idea work, transport units by air, instead of paying 15 ipc’s for a bomber, a transport plane could be purshased for 12 ipc’s, this could transport the same as a transport ship, although it can only land in friendly regions, and cannot attack,


  • thank you for agreeing with em and yes transport planes would be good but they would only be able to carry infintry 1 inf-2 inf no tanks or artillery


  • i would definetely go with the 2 infantry option, simply because i think the cost out-weigh’s the gain if you are only carrying 1 infantry. and they could be used like paratroopers, maybe the cost could be revised to 13 or 14 to counter balance the advantage you get from the longer range transport


  • i can see that but i would go 13 because transports can carry an artillery and inf./ 1 armour but the transport plane could not carry tanks and artillery only 1-2 inf.

  • '18 '17 '16 '11 Moderator

    If you want to go the route of Free Infantry I would say:

    Russia gets 1 Free Infantry if they own Norway, W. Russia and Ukraine
    Germany gets 1 Free Infantry if they own Egypt, Trans-Jordan and Persia
    England gets 1 Free Infantry if they own Egypt, Trans-Jordan and Persia
    Japan gets 1 Free Infantry if they own India, China and Sinkiang
    America gets 1 Free Infantry if they own Philippines, China and Sinkiang OR Kwangtung, China and Sinkiang

    That’s per round you own those three territories.  Notice how many of them are mutually exclusive so not everyone can own them all, and they help direct the conflict across the board. (Russia can attack Japan to prevent them from getting free infantry.  The middle east is now a target.  The pacific is now a target.)


  • here’s a rule that i think will work, transport plane’s, cost,15/move,6/defend,1/, they can carry 1 artillery or 2 infantry. they can carry 1 tank, or 1 infantry and 1 artillery, only with the heavy bomber’s development, they can move in the combat or non-combat move phase. when carrying a tank or artillery long range aircraft does not apply. i think i will try this out in the next game.


  • ok 1 artillery is less then 1 tank and 1 inf. i think 1 artillery and 1inf. no armour/tanks are allowed in transport planes

Suggested Topics

  • 1
  • 4
  • 1
  • 9
  • 34
  • 7
  • 6
  • 27
Axis & Allies Boardgaming Custom Painted Miniatures

30

Online

17.0k

Users

39.3k

Topics

1.7m

Posts