Why don’t we beef up Italy’s African holdings? If Italy can force it’s way into Africa and Trans-Jordan with relative ease that’s 10 IPCs, not including Madagascar. If you leave the land values as they are, Italy will start with 11 but through Africa should be at 21 in a couple turns.
Posts made by Adonai
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RE: The Map Modification Question
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RE: Where are you from? Sign our guestmap!
I’m from the Kitchener-Waterloo-Cambridge area, about an hour and a half from Toronto.
If only Canada was smaller. All us wargamers are scattered across the map
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RE: Holy crap!
Yep, the Tri-Cities breeds some true heroes… like me :-D
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RE: AARHE: Phase2: Game Sequence
I love copy and paste :-).
I am a big fan of Diplomacy, but can’t imagine adding simultanious movement to A&A. First, as Imperious Leader noted, there would be a large amount of moves to write. In Diplomacy a leader has to write at most 17 orders, but will generally need to issue 5-10. In Axis and Allies both the number and the complexity of the orders increases.
Second, writing down orders will likely serve as somewhat of a deterent to inivation. For example; as Germany I draft a set of orders to strike the U.S.S.R at Causcus and Karelia. If I suddenly see a stronger strategy that involves me completely changing my orders for both countries, the time I already put in that will be lost and the time I will need to write up new orders may deter me from attempting my new course of action. Having to continuously edit a page or two of orders will be tedious.
Third, in real life military leaders would re-act to enemy movements. If as Japan I ordered my units in Kwangtung, Manchuria, and French Indochina to attack China, but was attacked by units in Soviet Far East and India my attack would not proceed. Not only that, the Manchurian units would likely be diverted to re-inforce and/or counter-attack. -
RE: AARHE: Phase 3: Revised NA's
Perhaps a simple counter system? Every Infantry unit captured gives you 1 counter, and ever X counters gives you 1 IPC?
What about Arm and Art? Can you capture them? -
RE: AARHE: Phase 2: National victory conditions
Not only that, it could be used to determine the ‘MVP’ of a side.
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RE: AARHE: Phase 2: Units
I think this would be part of phase two, but there may be overlap into phase three.
Espionage ~ Throughout WW2 spies were utilized to weaken enemy positions. A well-known example of this is the insertion of English speaking Germans in American uniforms behind Allied lines during the Ardennes offensive.
New Unit: Spy – Costs 10 IPCs, does not take part in combat. Spies can move into territories occupied by enemy forces as long as a Counter-Espionage Force is not present. Has a movement of 1.
Spies can conduct a single act of espionage per turn, chosen from the options listed below. Acts of espionage, unless otherwise listed, must be done in a territory controlled by an opponent.
Industrial Espionage – Reduce the opposing nation’s total IPCs by 1/2 of the spy’s current territory’s production value, rounded down. For example; Japan has 30 IPCs saved, and a USSR spy conducts industrial espionage in Manchuria. Japan loses 1 IPC, bringing it’s total to 29.
Gather Technological Intelligence - Chose a technology your opponent has more research completed in than you. You gain one research point towards the completion of that technology.
Incite Rebellion – Receive X free infantry, where X is one third of the nations production value plus one (if the territory was originally owned by your nation but captured, you receive two thirds instead of one third) rounded down. If no enemy units are present in the territory you gain control of it. If enemy units are present combat takes place, with you as the attacker. The infantry attack in the opening fire step, as they would have surprised the defending forces.
Confuse Defenders - Two units from the same territory chosen by you attack each other. A single round of combat takes place, with both units using their offensive value. After casualties are removed the remaining units end combat, having realized their error.
Assassinate Government Personnel - Roll one D6. If you roll a six, the territory the spy is currently in will not contribute to the nation’s IPC count during the next collect income phase.
Counter-Intelligence – The spy gains the ability of a Counter-Espionage Force, allowing it to attack enemy spies. However, the spy can still not partake in regular combat. Note: a spy does not need to be in an enemy territory to sue this ability.
New Unit: Counter-Espionage Force – Costs 4 IPCs, attacks on a 1 and defends on a 2. Has a movement of 1.
A Counter-Espionage Force is capable of detecting spies. If it enters a territory containing a spy, all units within the territory will instantly attack the enemy spy. When attacking a spy the Counter-Espionage Force attacks on a 4 or less.
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RE: AARHE: Phase 3: Revised NA's
I thought POWs were removed from the frontline to labour camps for fear of the enmy doing just that?
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RE: AARHE: Phase 2: Neutrals
Looking through Google, it appears that Rommel did fight in the Sahara during WW2. It appears combat could and did take place in the desert.
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RE: AARHE: Rule files
Imperious, it says you’re in charge of graphics and player aids. Does that mean you plan to produce examples, like in the standard rulebook?
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RE: AARHE: Phase 2: National victory conditions
I wouldn’t mind working on this system if Alexander Patch has his hands full, but I’ll go whever I’m needed. Sorry for jumping around the topics - there’s just so much to see, and so much to do :-)
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RE: Condensed 'Bring-me-up-to-speed' information?
Awesome! It’s suprisingly fun designing wargames.
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RE: AARHE: Phase 3: Revised NA's
Hitler sent ‘lesser’ people to labour camps, and the Russians (if memory serves) did the same to captured German units. Perhaps there’s a way to add this into the game?
I.E. For every five German Infantry Russia destroys, add one IPC to your national reserves.
Once per turn a German infantry, instead of participating in combat, can deport citizens of their current country to labour camps. This adds 1 IPC to your reserves Note: You may only deport three times from the same territory. - The deportations could also be added to the NVC. -
RE: The Map Modification Question
Merely something to consider. I’m up for a little charity work :-)
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RE: AARHE: Phase 2: Technology
I have read it. Unless I’m mistaken, though, the idea so far still involves free dice. That’s the main thing I’d like to see changed.
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RE: The Map Modification Question
Looking at the rulebook copyright, and the amount of time you all (and hopefully soon me as well) have put into this project, another question comes to mind.
Why not publish the game as a new and seperate entity? Create a new map and modify the system that is being designed at the moment. With some extra work we could create the ultimate WW2 wargame. Not an A&A variant - our own game. Avalon Hill owns the current map, and I’m sure by researching the patent we’ll find out what else. A tweak here, an innovation there, and this ‘for-fun’ project could pay.
Just an idea I’m throwing out there. I’m looking forward to helping out no matter the desired end result, but I like to think big. Everyone here seems to have a head on their shoulders and a great grasp of WW2. I’ve always wanted to create a wargame, but my friends never were interested. -
RE: The Map Modification Question
but if we want to modify the rules why not the map?
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The Map Modification Question
From what I’ve read, it seems the plan is to stick with the current map, with a secondary map having Italy in it. My question is: Why don’t we change the map. When A&A became A&A revised the map was changed, and players still stuck with it. That shows that the main reasoning ‘changing the map will turn players away’ is false. If anything, modifying the map will encourage play because it opens up the doors to a number of new strategies. If properly developed the new map could be designed to accent many of the rule changes being made, and opening up the map for alteration allows us greater lee-way when changing/creating rules.
One of the main problems with A&A revised is the somewhat one-sidedness of the game. Rule modifications will likely help in evening the scales, but I’m sure part of the Ally’s advantage lies in the geography of the map. -
RE: AARHE: Phase 2: Technology
Whew this was a long read… and there’s even larger topics to go. Yay for summer! J
War has traditionally been a time for technological advancement - primarily because circumstances force. Free dice, though, doesn’t seem real to me. Instead, what about a progressive investment scheme?
It would go something like this: For every X IPCs you invest into research per turn you receive X number of research credits. Each technology/development costs X research credits. This helps to eliminate those instances where you effectively lose the game because of a few bad rolls (God knows how many times I’ve lost 10-15 IPCs trying to get rockets… and failing). It also makes research more realistic, as every breakthrough would have a different cost and time frame.