Well spies played a important role in ops during WW2 plus they got captured alot and blackmailed (think of Knights of the Double Cross)… 1 Spy starts in the enemies capital… unfortnately the only way to work it is to have a moderator… well let me think here a sec…
Spies(Version 1.0)
Spies:
Cost: 4 IPC’s to Recruit and 2 IPC’s per mission
Movement: 3 spaces
A/D: None
1 German Spy starts in Moscow and Great Britain
1 British and Russian Spy starts in Germany.
Spies are used to gather enemy intelligence from a tageted country.
At each Opposing Player’s end of either Combat Move or Non-Combat Move,(but only one or the other) you can choose to do up to 2 missions per spy in an enemy capital… after declaring how many spy missions you will preform the enemy starts with counter-intelligence. You roll three d6 and whoever has a higher number wins; Exception: You can gain a advantage for the rolls by paying IPC’s to the bank. for every 1 IPC you pay (or your opponent plays) you get 2+ on the dice roll (all money given for gaining advantages by either side is given secretly to another player who declares what was given after both parties are given the chance). if the Counter intelligence wins then a d6 is rolled. if a 1-4 is rolled then the spy was killed and that was that! if a 5 or 6 is rolle then the spy is captured and you can either use him for false intelligence or Blackmail (totally up to you :wink: )… a another d6 is rolled… if only one mission was preformed, then 3 or lower meansthat the enemy country does not know it failed and he can be used for False Intelligence… if a 4-6 the enemy country knows and he is only good for black mail or the firing squad :wink: … if the spy wins then a d6 is rolled… if a 1-2 then a attack or move just preformed is Randomly chosen… if a 3-4, Spy chooses it… if a 5-6 the target country chooses it… if an attack is chosen then all dfending pieces +1 on defense… if a move that move can either be stopped (through means mentioned a bit later in the post :wink: ) or it can be attacked ( only if it is a air or sea move)… to stop the move 3 d6 is rolled… depnding on how important the piece is (1= Infantry, Artillery, and Anti Aircraft Guns. 2=Tanks, Destroyers, and Subs. 3= Fighters and Transports. 5=Bombers, Aircraft Carriers, and Battleships.). then the die is modified minus how much the unit modifier (the above in parenthesis). your goal is 9 or higher. Spies can be moved out of a country only by walking or you can try to whisk him out… if you pay 4 IPC’s then you can put him back on his capitol (as long as the move is not hindered by water). If it is hindered by water then the cost is increased by 2 (6 IPC’s)…
now if the spy is captured and you op for false intelligence then it goes as follows… for every false piece you feed, it cost no IPC’s (limit 1 per spy)… now 2d6 are rolled(again)… if a 1-8 is rolled then the spy can give them a false piece of Information… if a 9-12 the Govermnent knows he is captured and he is only good for :( … oh never mind 8) … but you think I won’t roll a 9-12 he’ll give 'em plenty of stuff that will through him haywire… the problem is that for each piece of false info you feed the country loses trust in him… the roll now becomes 1-7 and 8-12 or -1 modifier… so then you have to feed them correct info but that means that the opponent can do the normal spy advantage, like get a +1 on defense in a territory that you are attacking! so it can be good and bad… if you get all the way own to 1 and 2-12 the the next false piece and the Goverment won’t trust them… but here are the Advantages to false Intel… for every SBR they do you can take away 2 IPC from each of the bombers that attacked (if 2 Bombers SBR and do 8 IPC’s damage it is only 4 they Take away to the Bank) note: this only works for Captured Spies… for every false attack you feed that player must move 2 units from adjeacent Territories (one chosen by you one by the opponent) to the false attacked Territory… for any attack that he might do you can prevent it by “beefing” it up… for avery unit you have in the targeted territory, take half it’s amount of units (rounded up) and put the units of your choice (limit: 1/4 of them can be aircraft) down on a piece of paper symbolizing the fake force… everyone votes (honestly) on wether they would attack the space if the fake units were real… if no is chosen then the attacker has to pull his army back to it’s original location… if yes is chosen the fake army is destroyed first with every unit the enemy has one for one wihtout attack at the real army… then you get to defend normally! That is what I have for Counter Intelligence…
As many spies as you want can be recruited… Spies cannot be traded among allies and spies are never destroyed because of Invasion.
that is spies for ya…
what do you mean money? :lol: …
now weather… Winter will do -1 for attack for every unit in a Russian or Scandinavian Territory evcept for Russian units…
that is what I have for now… hope it helps 8)
GG