I was searching around here for a thread on railways and came across this one;
http://www.axisandallies.org/forums/index.php?topic=34455.0
I would have posted there but the thread went off the rails (pun intended) so I’m going to start a new one.
I have 20 of those railway markers and 5 damaged rail markers from HBG and I’ve been pondering how to use them so I’ll bounce this off the forum and see if any good ideas come out.
I was thinking that perhaps one way to add a little flavour to the game would be to not have a particular initial setup in which the markers are placed the same way every game. I did a bit of research and found that there were railways all around the world in 1940 (although with different gauges in some cases). It seems to me that you could put them just about anywhere you wanted and it would be plausible if you ignored the different gauges in the interest of playability.
Rather than give the markers to each nation to begin with I think it would be cool to give them to the players sitting around the table to place on the board before the game begins. They could put them in any land territory they want, including those belonging to the opposition. An example of that is the axis player may want to place markers in French territories or Chinese territories. Either side my want to place markers connecting neutral territories they plan on annexing or invading in the first or second round. The only place I can’t see wanting to place one is connecting to a strict neutral territory.
I would give 8 markers to each side to place before the game begins. After that any nation could purchase one of the remaining 4 markers for 3 IPC’s to place on a territory which they control (only 1 per turn so others have a chance to purchase a marker). I would limit it to those 20 markers because I don’t want to litter the whole board with them.
The nation controlling the territories where the markers are located and their allies can use the railway to move 3 land units up to the entire length of the railway on non-combat movement only. These units do not have to begin or end in the same territory. Units that have a movement ability of 1 (infantry, artillery, AAA) have to be in the territory to jump on the train. Units with a movement ability of 2 (tanks, mechanized infantry) may move one space to get on the train or non-combat move 1 space after getting off train. This is so that there is still a difference in movement ability between land units to respect the mechanics of A&A. There are no rail stations, it is assumed that there is one in each territory the railway passes through.
You can only use a tactical bomber to damage a railway (1 die per bomber at 2 or less).The marker is on the border between 2 territories so the bomber can attack it from either of the territories. The only defence against a bombing raid on a railway is an anti-aircraft artillery (AAA) so it might be a good idea to place one in territories containing a railway. It costs 2 IPC’s to repair a damaged rail marker on the controlling nation’s place units phase during their next turn. The reason they have to wait for that phase is so they can’t use a damaged railway for 1 turn. Why else would you even bother bombing one if there is no effect other than making your opponent pay a couple of IPC’s?
What do you think of those those ideas? Do you have any to improve upon that?