Hello,
I have the 2004 edition and would love to play some other versions. I have a few people locally but always excited to expand! Let me know if you’d care to Join us.
Hello,
I have the 2004 edition and would love to play some other versions. I have a few people locally but always excited to expand! Let me know if you’d care to Join us.
2 Turn Rounds:
I am wondering if anyone has tried something like this.
Last game we had took 4 hours, so i am trying to let some slower players do stuff at the same time.
Start the game as normal, for the first few rounds, when the UK player is ready, change the turn order so the UK goes after Japan.
(if your group thinks the UK needs some compensation feel free to give them 5 IPCs or if the UK has a 2nd factory place 1 infantry there before changing turn order)
Before the Japanese goes. (or whatever player gets to skip) the skipped player (UK) should get to do a non combat move for every unit closer to Japanese (territory or units) than to any axis powers. (Germany)
After the swap, The Allies can do most of their turns at the same time and so can the Axis.
Different powers still may not attack together.
If their are turns where one attack depends on a previous attack let the different powers do combat moves & resolve combat separately (but in order!)
You can have different combat rounds for the allied powers.
Allies:
COMBAT 1: (move and resolve) USA > Japan | UK > Ger
COMBAT 2: (move and resolve) RUS > Japan | USA > Ger
COMBAT 3: (move and resolve) UK > Japan | RUS > Ger
Axis:
COMBAT 1: (move and resolve) Japan > UK | GER > USA & USSR
COMBAT 2: (move and resolve) GER > UK | Japan > USA & USSR
Although if friendly powers are not fighting in the same territories you can ignore the separate combat steps and just make all your moves. (often applicable for the Axis)
Combat move and resolve are the only steps that get messy.
All the other turn phases can be done simultaneously, and this speeds up the game.
This also solves the problem of the USA not getting to collect from territories in China that go back and forth being fought over by Russia and Japan. A small thing that has bugged me an unreasonable amount!
[warning: Idea stage. rules still being formed]
If anyone has played the small card game “air land sea” My idea is similar to that. In that game players constantly have the opportunity to cut their loses. This gives the losing player still meaningful decisions to make no matter how bad their hand is.
For Axis and Allies:
If after round 3 (or whatever) one side is losing enough they can concede the game. BUT the war goes on. The losers get some objectives. If they conceding side does well enough with those objectives, the game ends in a tie. This would allow players to still compete meaningfully, and give someone who thinks they have lost a new lease on life without having to clear the table/reset the board prematurely.
OBJECTIVE IDEAS:
- War weariness? inflict enough casualties on the other side (thematic for USA or UK but not really for the others
- Hold enough territory for the next 2 rounds
- Hold enough Victory Cities for the next 2 rounds
- Some negotiation track? Public opinion track?
Restrictions/Abilities Post Conceding?
- After a side has conceded maybe they are allowed to build fortifications that are very strong
- The conceding side is not allowed to attack any territory it did not start the game owning. And may only attack sea zones adjacent to those territories.
Anyone out there? I have the 1942 but open to trying other games
@ everyone
After thinking about this on and off for months I have come up with an idea that introduces zero new components!
No changing costs or stats. Instead change the casualties.
When picking casualties, you cannot pick the same unit type 3 times in a row. So instead of killing 3 inf you would kill 2 and the 3rd would have to be something else. And if no other units are left then u kill 2 inf on the 3rd hit every 3rd hit
Grinchveld
Waterloo
Ontario Canada
HAS: D-Day and the 2004 global
This Idea came up through talking to people here about avoiding infantry blobs. Spamming infantry is often the best way to play, but that can be boring. So to encourage more diversity in strategy, we came up with the following:
When taking Casualties, if you select the same unit type as a casualty 3 times in a row, you must take an extra casualty. So if you were defending with ONLY infantry and took 3 casualties, you must remove 4 infantry instead. [you may apply the same rule to all units or just infantry]
Players can adjust this to their liking. Every 4th unit must be different or even every 2nd unit must be different. I would love to play test this more online but not sure how to do that unless people use tabletop simulator.