I agree that 1941 would be a good test-bed for developing the NCHR. Excellent suggestion.
I’ve taken my previous 13-point list and stripped it down (partially based on the latest feedback from Baron and Black Elk, though I didn’t have time to study it in detail) to what I think would be the core elements of a 1941 application. It’s not a final model; it’s just a first shot (with a few gaps that I didn’t try to fill) at what the core 1941 NCHR might look like, which I’m posting here for discussion purposes.
In revising my original list (and examining the suggestions that have been made by Baron and Black Elk since I originally posted it), the question I asked myself for each point was: “Is this strictly necessary to make the system work?” If yes, I treated it as a core element. If not, I treated it as a possible extra, or at least as a point for later discussion.
I also drew a distinction between “Is this strictly necessary to make the system work?” and the separate question of “Would this make the system work better?” A good example of this distinction is a question that Black Elk raised: should all Axis convoys start out “flipped” or inactive during the first round? The NCHR might certainly work better if that was the case, but at this stage I’ve been trying to focus on the minimal number of elements that are needed to make the system work at all, not on the ones that will make it work in an optimal way. Making the system work as best we can is certainly important – for instance to make sure that it doesn’t produce wildly unbalanced income levels – so some of those adjustments will probably need to be built into the core rules…but let’s start first by finding the lowest common denominators of the system, then work our way up from there.
In some cases, I’ve put in “PROBABLE EXTRA” paragraphs to show that a particular idea should probably be considered an optional extra. I’ve also put in some “COMMENT” paragraphs to explain my rationale for a particular core rule. The “TO BE DECIDED” paragraphs are place-holders for things that will definitely need to be part of the core system, but which I haven’t written up yet because I’m hoping we can nail down the easy general principles first, then move on to the finer details that will be more complicated to decide.
1. Each power starts out the game with 2 convoys. The convoys provide additional IPC income, over and above each power’s regular income. Convoy income and regular income are tracked separately, but the two types of IPCs are collected and spent in the same way and are treated as a single pool of money.
2. Each convoy is represented on the game map by a convoy marker which shows its location and the nationality of the power which owns it. Players can use flag roundels as convoy markers, or optionally whatever other type of marker they prefer.
3. Prior to the start of play, the game’s convoy system is set up by consulting the NCHR setup chart and placing the indicated number of convoy markers of the correct nationality on the numbered sea zones (SZs) that are specified by the chart.
TO BE DECIDED: Obviously we will need to decide which convoys of which nationality will go in which SZs. I haven’t looked in detail at the latest proposals that have been made on this subject because I don’t have a 1941 map in front of me right now, and also because I wanted to focus on some of the other basics first.
4. Each SZ can contain either 1 convoy or no convoys, as indicated by the setup chart. Convoys cannot move.
COMMENT: This is the simplest possible model, hence the most suitable one for the core system. Variants with multiple convoys per SZ are certainly possible, and they could be very enjoyable, but they should be considered optional extras because they introduce a lot of complications.
5. Each convoy has a value of 2 IPCs when it is Operational and 0 IPCs when it is Disrupted. A convoy which is Operational is indicated on the map using a face-up convoy marker. A convoy which is Disrupted is indicated on the map using a face-down convoy marker. Convoy markers are never removed from the map.
COMMENT: A two-tier system (with a value of either 2 or 0) is much simpler than a 3-tier system (with a value of 2 or 1 or 0), so that’s the most straightforward option for the core system. I’m assuming that 2 is a good value for Operational convoys – but if you feel that 1 or 3 would be better, that’s an easy change to make.
PROBABLE EXTRA: If you compare this version of point 5 with the earlier version of point 5, you’ll note that I’ve scrapped the entire section dealing with Convoy Routes. The concept of Convoy Routes was based on the assumption that there could be more than one convoy per SZ, and therefore that we needed terminology to distinguish between single convoys and groups of convoys. We can make that distinction in optional variants where multiple convoys per SZ are allowed, but in the core system the simplest option is to have just one convoy per SZ.
6. Convoy income is generally not affected when the control of land territories passes from one power to another power. If, however, a particular power does not control at the Collect Income stage any land territories that are adjacent to a SZ, it cannot collect convoy income. In such a situation, that power’s convoy markers are covered by a poker chip (without changing their face-up or face-down position) and the game’s income-tracking is adjusted accordingly. If that power later regains control of a coastal territory, the chips are removed from the convoy markers and the game’s income-tracking is adjusted to show that convoy income can once again be collected by that power.
PROBABLE EXTRA: The original concept of Convoy Routes reflected the assumption that, in order to collect income from a convoy, players not only needed to have an operational convoy, they also needed to control a designated Port of Departure and a designated Port of Arrival. That’s definitely an interesting idea, because it means that convoys could be neutralized “from the land” rather than just “from the sea”, but once again it introduces a lot of complications which are not strictly necessary to make the core system work. So I think that we should save this concept for an optional extra. Ditto for the idea that some convoy routes can be taken over by another power under certain circumstances.
COMMENT: Notwithstanding the fact that the whole “Port of Departure and Port of Arrival” model has been reclassified as an optional extra, I realized that we do need to introduce the minimal condition that a player must control at least one coastline to collect convoy income because it would be absurd if that condition didn’t exist (even though there’s not much chance that any power could end up controlling no coastal territories).
7. A convoy which is Operational becomes Disrupted when…
TO BE DECIDED: This point is a place-holder.
8. A convoy which has been Disrupted becomes Operational when…
TO BE DECIDED: This point is a place-holder.
And that’s it (I think) for all that we need to make the core system work. We’ve gone from 13 points to 8, and some of the surviving points themselves are a lot shorter than their original formulation, so this is a huge simplification compared with the last version. Obviously, points 7 and 8 need to be filled in, and there are other details that will need to be worked out…but as a basic foundation, how does this look?