Building Infantry Without Industry


  • Ya are rules are like that too.  But can’t build new complexes.


  • knp7765,
    My vision would be like you said, 6 IPCs (half the minor factory cost).  I would say first off a recruitment would be considered a factory of sorts.  Therefor, no other “factory” could exist in the same territory.  With that said there should be a limit I suppose of say 3 units per turn.  For game play purposes I would say these units could be captured by enemy players.  The issue with the Xeno rules and other similar variants is that is slows the game down.  It creates an almost trench warfare feel to the game.

  • Customizer

    @Maofator:

    knp7765,
    My vision would be like you said, 6 IPCs (half the minor factory cost).  I would say first off a recruitment would be considered a factory of sorts.  Therefor, no other “factory” could exist in the same territory.  With that said there should be a limit I suppose of say 3 units per turn.  For game play purposes I would say these units could be captured by enemy players.  The issue with the Xeno rules and other similar variants is that is slows the game down.  It creates an almost trench warfare feel to the game.

    This idea is sounding better and better to me. So with the “no other factory” clause, take the US for example. Since E US, C US and W US all have ICs, the US couldn’t build RCs there, but could in Alaska, Mexico or Hawaii, right?
    This sounds like a great idea to me, plus make it so much easier to get men out to some more remote areas without having to rely on transports. Yeah, I do see a possible problem of too many men in some cases (RUSSIA), but you would still have to buy those men so you would still be limited by your income. A Recruitment Center doesn’t generate “free” infantry, right?
    One other question: In regards to China. RCs built on Chinese soil, probably by Japan, would be treated like ICs and removed upon that territory being liberated. Since other Allies couldn’t use them because that territory is now Chinese and China can basically plop men anywhere they want anyway, there would be no need for an RC to remain. That sound right to you?

  • '12

    @Maofator:

    knp7765,
    My vision would be like you said, 6 IPCs (half the minor factory cost).  I would say first off a recruitment would be considered a factory of sorts.  Therefor, no other “factory” could exist in the same territory.  With that said there should be a limit I suppose of say 3 units per turn.  For game play purposes I would say these units could be captured by enemy players.  The issue with the Xeno rules and other similar variants is that is slows the game down.  It creates an almost trench warfare feel to the game.Â

    If no factory is allowed (which makes sense), can a recruitment centre be upgraded to a minor factory?  8ipc?  26ipc to go straight to major?


  • This is an old AARHE idea. ( 2004)

    We just charge more for infantry depending on original, former enemy controlled, or separated by oceans


  • I think it might make holding the Russian Front easier for Germany in 42.


  • From my AARHE

    Variable Infantry Costs
    Infantry units are constructed at victory cities. Optional unit Airborne Infantry units are constructed in your
    home capital. Other units are constructed at your Industrial Complex.

    Germany and Soviet Union Infantry Cost
    Original Capital Victory City 2
    Connected Victory City* 3
    Other Victory City 4
    *connected to Capital via contiguous land territories controlled by you or friendly nations

    Japan and Italy Infantry Cost
    Original Capital Victory City 3
    Other Victory City 4

    US and UK Infantry Cost
    Original Capital Victory City, 1st 2
    Original Capital Victory City, 2nd 3
    Original Capital Victory City, 3rd+ 4


  • knp7765,
    The idea I have kicked around would allow for example the US to build a RC in Alaska.  I would hesitate to allow them on islands to prevent a staging point build up like in the Philippines.  Keep in mind the idea would still take time to develop.  I’d say it still has to follow the same rules for construction as a factory.  The player must control the territory for 1 full round before a RC can be built.  So it’s a couple of round for a newly occupied territory to start producing Infantry.  They would not produce free infantry, just the ability to build and place them in a more cost effective way.  As far as China goes I’d say your right.  They would just be eliminated from play if liberated.

    IL,
    I imagine there aren’t that many original ideas left out there.  If I’ve suggested an idea that someone else has already developed, I assure you it wasn’t an intentional “theft”.  I’ve seen some ideas that I borrow and tweak, but try to give credit were it’s due.  Our 2 ideas are similar, but definitely tactically & strategically different.

    Again, this is just an idea that I’ve been tossing around in my head. I’ve never played it.  Anyone can take what they like and leave what they don’t.  If anyone does try it, I’d like to know how it worked.


  • not saying anything like that, except as far as i know this idea was first used back in AARHE days. Then i posted what the idea was.

  • Customizer

    Think of every tt with an IPC value as having an infantry “depot”. The limit raised per turn based on the IPC value is reasonable.

    But in the long term (and I’m thinking in particular of WWI) the number of men of fighting age available in any area is limited. WWI would not have gone on indefinitely; each side would simply have run out of men. Furthermore, the more you try to recruit in a particular area, the quality of troops raised decreases, and resistance to conscription grows.

    Also consider depots as infantry training centres; a unit recruited there receives basic training, say the equivalent of a 1-1 infantry unit.

    Leave it there another turn and it improves to a 1-2 unit, or you might use the turn to train it as storm troopers, paratroopers etc. You have to decide on the value of properly trained units against the immediate need for troops at the front, even if they’re just raw recruits to soak up hits.

    A further refinement is to indicate the nationality of a depot; some nationalities will fight for more than one side, for example Romanian units might be raised by Germany or Russia depending on who controls Bucharest.

    Units starting the game can be assumed to be fully trained, those raised from scratch start as raw. You can even consider some casualties to be wounded, and needing to be sent back to the depots for recuperation.

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