OK. I’m going to post some info here to give everyone an idea of what’s gong on. Maybe getting this out there, getting some feedback, might just light a fire to get me motivated to get this thing finished!!!
- Axis (Germany, Italy, Hungary, Romania, and Bulgaria) versus Allies (Great Britain and the Commonwealth, Russia, Greece, and Yugoslavia) with Vichy French Territories up for grabs.
All Axis players go at the same time, then all Allied players. Repeat process. This allows coordination of units.
Victory Conditions: Axis captures two of the following: Gibraltar, Cairo, or Stalingrad OR capture “X” number of Victory Points. Allies Capture “X” number of victory points OR last “X” number of turns.
Mountain Terrain: Applies penalties to attacking ground units. (Seems more logical to apply penalties to attackers than bonus to defenders for gaming purposes)
Rivers: Stalls Blitz attacks
New Mechanic Concepts:
Naval Transports: GONE. I’ve always been frustrated with Transports. I understand the concept, but I’ve felt that countries that NEED these units to get involved in the war are at a disadvantage. Frequently a country must spend as much money on transports as it cost for the units they want to move or more. For a country to build a enough transports to make a major difference is a huge undertaking. Not only do you have to build the transports but you have to build other naval units to protect your transports. The fact that transports have such a high cost and have NO effective combat value is tough for countries that need them. For Mare Nostrum all destroyers can carry one ground unit. Conceptually, the cost of naval transports are built in to all naval units. Just like you don’t have fuel tankers, or tug boats, etc. Destroyers act as “escorts” for transport ships carrying units.
Sea Zone Control: Just like land territories, sea zone can be controlled. The Allies needed a way to extend naval movement and the Axis needed a way to restrict it. So, naval units (other than submarines) have a movement of 3. However, just like land territories sea zone can be “controlled”. The idea of “controlling” the sea zone is more along the lines of “Recon has spotted enemy naval units in this area, proceed with caution” thus stopping movement.
Combat Value: Rather than units having an attack and defense value they have a single combat value. This is designed to simplify the game.
Air units, and air combat: I’ve focused a bit more on this area by separating Air to Air combat as a separate part of the combat sequence, rather than clumping it into all combat. Air units in the same combat zone must resolve Air to Air combat first. Once resolved they receive “free shots” on naval/ground units. Naval and ground units get token AA shots prior to that. Air units also have “Air to Air”, “Air to Sea”, and Air to Ground" combat values. This offers a more realistic and strategic value to air units.
Production Sites: I’ve created what i feel is a more realistic production system. Rather than having a factory that can pump out 10 infantry all of a sudden, I created a more limited production/reinforcement system. The number of of infantry, mech, air, and naval units that can be placed is limited each turn. (see photo) The yellow circle represents the number of infantry that can be produced per turn. Green, the number of mech units (mechanized infantry, artillery, tanks). Blue, the number of air units. Grey, the number naval units. The numerical value in the factory icon represents how much total money can spent per turn placing new units.
Two roll combat units: Units like Tanks, Bombers, and Battleships get 2 combat rolls to score hits. It seem too frequently these game become a war of attrition. In order to play the odds players frequently purchase lower price units to add die rolls rather than invest in heavy hitters. By giving some units two rolls to score hits, it entices players to invest in more expensive units.
That’s in for now. I may add more info later on. If you have questions or comments please let me know.