• but thats not limiting the builds of infantry which is the exact concern of the thread starter. he is tired of seeing only infantry builds nearly every turn. how is that addressed?

  • '18 '17 '16 '11 Moderator

    @Imperious:

    but thats not limiting the builds of infantry which is the exact concern of the thread starter. he is tired of seeing only infantry builds nearly every turn. how is that addressed?

    Sure it is.  If you can only have 32 infantry and you already have 32 infantry then you cannot build more.


  • rather then being arbitrary
    you need to ask yourself is the “32” for example used to reflecting income upkeep, or population limits?

  • '18 '17 '16 '11 Moderator

    @tekkyy:

    rather then being arbitrary
    you need to ask yourself is the “32” for example used to reflecting income upkeep, or population limits?

    It’s hard to say what would be a good reflection of income, upkeep, training, population limits and supplies are in the game.  However, if you consider that each IPC represents X numbers of hours of work and that the infantry was just a small portion of the world’s population, it could be representative.

    BTW, an interesting rule I’ve heard before is that everyone makes their round’s equipment purchases BEFORE Russia’s turn.  This represents that work orders would have been submitted for fulfillment before casualties for that year were sustained.


  • yeah you don’t want combat first and then let them decide later what to build

    in AARHE we settled at all axis buy before combat, and then all allies buy before combat


  • I found this on the net;

    World War II’s basic statistics qualify it as by far the greatest war in history in terms of human and material resources expended. In all, 61 countries with 1.7 billion people, three-fourths of the world’s population, took part. A total of 110 million persons were mobilized for military service, more than half of those by three countries: the USSR (22-30 million), Germany (17 million), and the United States (16 million). For the major participants the largest numbers on duty at any one time were as follows: USSR (12,500,000); U.S. (12,245,000); Germany (10,938,000); British Empire and Commonwealth (8,720,000); Japan (7,193,000); and China (5,000,000).

    and;

    The human cost of the war fell heaviest on the USSR, for which the official total, military and civilian, is given as more than 20 million killed. The Allied military and civilian losses were 44 million; those of the Axis, 11 million. The military deaths on both sides in Europe numbered 19 million and in the war against Japan, 6 million. The U.S., which had no significant civilian losses, sustained 292,131 battle deaths and 115,187 deaths from other causes. The highest numbers of deaths, military and civilian, were as follows: USSR more than 13,000,000 military and 7,000,000 civilian; China 3,500,000 and 10,000,000; Germany 3,500,000 and 3,800,000; Poland 120,000 and 5,300,000; Japan 1,700,000 and 380,000; Yugoslavia 300,000 and 1,300,000; Romania 200,000 and 465,000; France 250,000 and 360,000; British Empire and Commonwealth 452,000 and 60,000; Italy 330,000 and 80,000; Hungary 120,000 and 280,000; and Czechoslovakia 10,000 and 330,000.

    What really catches the eye, is that the USSR did mobilize the most men, but at one moment in time in duty, the US had just as much. What should be used to reflect history for infantry limitations? 1)Total, 2)or total on duty at one time? I think option 2

    When we you take that, and say that an A&A infantry unit reflects 2500000 men than the following limits could be used based on history;

    USSR 50 inf
    US  50 inf
    UK  35 inf
    China 20 inf ( if a player)

    total 135 inf without china

    Germany 45 inf
    Japan 30 inf
    Italy 14 inf (if a player) ( not in list but Italy had about 3 to 3.5 million man mobilized)
    Minor Axis 6 inf (ad to Germany)

    Total 95 inf

    Axis 30% less then Allies… that will probably hurt the Axis big time…


  • Yeah Axis less than Allies.

    In my latest proposal wrt infantry raising power:
    USSR 18
    German 18
    UK 11
    Japan 15
    US 15

    Axis 33
    Allies 44

    Although the stats shows US had more deployed at peak than Germany (12.2mil vs. 10.9mil)…the US had a navy to service. Stats on army/navy break down whould show USSR and Germany having the more infantry power.
    Of course my numbers attempt to incorporation political factors, dictator vs. democracy.


  • Y’re correct, US had to service a big navy also. Germany was all about infantry the last years. Y’re numbers are per turn/round right?


  • Its best to take what the peak armed forces were for each nation to determine the max at any one time. plus much of this information includes totals from navy, air and land, when you only need land ( army) as the figure.


  • @Micoom:

    Y’re correct, US had to service a big navy also. Germany was all about infantry the last years. Y’re numbers are per turn/round right?

    Yep they are per turn/round.

    @Imperious:

    Its best to take what the peak armed forces were for each nation to determine the max at any one time. plus much of this information includes totals from navy, air and land, when you only need land ( army) as the figure.

    In which case Japan needs to be reduced to UK’s level.
    Although I was modelling Japan’s dictatorship and thus considered them to be able to raise more if they wanted to.

    A further realisim touch,
    different values of infantry raising capacity for a territory when its controlled by different powers.

    Its hard to imagine Japan turning Chinese population at Kwantung/China/Sinkang into Japanese troops. Manchuria I can understand. Pacific Islands I can understand (colonies rather than Nations).


  • that last idea is too complex IMO.


  • yeah it is
    thats why we don’t have it in AARHE  :-D


  • In my opinion we shouldn’t rely on history to elaborate a rule for limiting infantry builds.

    After all, i’ve never seen an A&A game go exactly like history… (Anyway, not when I play with Germany  :-D)

    This game is an alteration of history. Imagine if Germany really conquered egypt on R1… How many people would have decided to join the axis instead of the allies, imagine the ressources involved. More oil, more money, more manpower. This has to be taken into account.

    This is why the rule for limiting infantry builds should be related to the number of territories (IPC’s) you own at the beginning of your turn. (Example 50%: of IPC’s allowed for INF builds)

    So, If Germany has 40 IPC’s at the beginning of their turn, they can allocate 20 IPC for INF builds (6 INF) which is reasonnable in my opinion.

    Same rule applies for all countries.

    This will limit the stacks of white and red chips on our capitals…


  • I just want to point out again that the issue concerning realism isn’t just about the number of infnatry, but where the infantry can be placed. This is the major reason why I designed the victory city infantry placement rules the way I did where the infantry placemnent maximums are per victory city and not per nation. It’s important for a nation to be able to palce some infantry close to the front lines to easily speed up the game and to realisitcally model how infantry are raised. I used the varying cost per infantry to create an incentive to place infantry closer to capitals.

    You can say that the UK can use 50% of their IPCs on infatry, but if all the infantry are placed in London that’s not very realisitc IMHO. Many of the infantry divisions were rasied steadily at each of the commonwealths. This is one example why I think infantry placment limits per space (not just per nation) is important.


  • So, If Germany has 40 IPC’s at the beginning of their turn, they can allocate 20 IPC for INF builds (6 INF) which is reasonable in my opinion.

    Funny thats exactly the answer i made to start my response in this thread.


  • @DasReich:

    This game is an alteration of history. Imagine if Germany really conquered egypt on R1… How many people would have decided to join the axis instead of the allies, imagine the ressources involved. More oil, more money, more manpower. This has to be taken into account.

    Well for that we play with the Neutrals.
    Depending on different situations the Neutrals give income to axis or allies or neither.

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