It depends on what “work” means – in other words, on whether players would consider a Kursk scenario appealing. Conceptually, Kursk would be similar to A&A D-Day (minus the water) in the sense that the battle was fundamentally a frontal assault on a heavily-defended static position, and similar to A&A Battle of the Bulge in the sense that it would involve ground forces driving into enemy lines, but different from both games in the sense that from the German point of view Kursk was a pincer movement aimed at pinching off a salient, and that from the Russian point of view it was a two-stage offensive-defensive battle. Personally I think it has good potential to make an interesting game, if it’s designed properly.
Re: Field Marshal Games Pieces Project Discussion thread
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yes u are :-D. and i dident say that i wanted them included in the axis and allies europe game :-P. i just stated that thay wolud be a kick A** power is they were to be included in any major way :evil:. 8-)
i aggre that they would break up britans income to much and not allow for enogh units to keep germany away from london :-(, but they would still be kick A**. :evil: 8-)
I would love canada to be represented in the game but not as a major power. All I want is for Canadian IPCs be spent in the Quebec Factory. Just split income in Europe. In fact this is how I will play the game when it comes out. :mrgreen:
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I am not FMG, but I can pretty much guarantee they will be hard plastic like A&A - otherwise detail in the pieces would pretty much be impossible to see!
Guys, lets be honest about Canada - even making a couple pieces would cost a few thousand dollars, and really you would end up with the exact same UK/India/ANZAC pieces.
As powers in Axis & Allies, we already have:
Russia
Germany
UK
India
ANZAC
Japan
China
US
Italy
FranceThat is a HUGE investment, in terms of money and time to make pieces. If FMG makes all those, and they sell out succesfully (a big if!), then maybe additional countries could be made. However, if new units will be made, most probably it should be a neutral set, with a pro-axis and a pro-allied neutrals and they would probably include some “cast-off” or “early-war” units, such as Panzer II’s for Spain/Portugal etc, and T-26’s for Mongolia/Turkey etc.
After those have been made, perhaps FMG can make some pieces for Canada - there are a couple ways they could do this, one is by selecting a few pieces from the UK/US selections and just molding them in different colors, or they could make a couple unique land pieces and mold those in a new color. In any case, I do think it will make sense for FMG to do a “Canadian” unique infantry eventually - but much patience will be necessary!
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To be honest, Cminke, I have no affiliation with FMG other than being a great fan of his company, and of the work that he is doing.
I am not sure how expensive it is to mold the same units in new colors - it might be a reasonable amount, but only FMG would know. However, making sculpts, and then making molds out of the sculpts, and finally molding plastic units in large quantities, requires a lot of money.
I know FMG will do everything possible to accommodate us in all of our requests.
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Different colors is not a problem as long as you are using the same mold. Plastic is cheap. It is the mold that costs money and they are not cheap especially if you have detailed pieces, which is what they are making.
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Only pictures of Italy have been released
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Does anyone have any house rules for these commander units, blockhouses, and Army HQs?
I’ve had a few ideas of what i wanted to do with these.
Mechanized Infantry (the half tracks)
cost 5
Attack 2( 3 when paired with artillery)
Defense 2
Move 2
May blitz like a tankMotorized Infantry (trucks)
Cost 4
Attack 1 (2 when paired with artillery)
Defense 2
Move 2
May increase the move of an infantry division by 1
May blitz like a tankPillbox/Blockhouse
Cost 20
Attack 0
Defense 3
Move 0
Increases the defensive value of all infantry in the province to 3.
Limit of 6 of these may be built. If you don’t lose your fortress as a casualty before the final round of combat and you lose the battle, then the fortress will be captured by the occupiers of the province. They will then gain the benefits of the fortress.commander units -
Cost 15 ipcs
attack 1
defense 1
move 2
Raises the attack or defensive rating of one type of unit by 1 for the duration of a battle. The effects can stack with the fortresses. So, for example, commander Chukov could make Russian infantry defend at a 4 in the fortress city of Stalingrad.Army HQ
Cost 20 ipcs
attack 1
Defense 1
move 1
Raises the attack or defense rating of a single type of unit by one for one battle in the HQ’s province or any adjacent land province. -
Does anyone have any house rules for these commander units, blockhouses, and Army HQs?
I’ve had a few ideas of what i wanted to do with these.
Mechanized Infantry (the half tracks)
cost 5
Attack 2( 3 when paired with artillery)
Defense 2
Move 2
May blitz like a tankMotorized Infantry (trucks)
Cost 4
Attack 1 (2 when paired with artillery)
Defense 2
Move 2
May increase the move of an infantry division by 1
May blitz like a tankPillbox/Blockhouse
Cost 20
Attack 0
Defense 3
Move 0
Increases the defensive value of all infantry in the province to 3.
Limit of 6 of these may be built. If you don’t lose your fortress as a casualty before the final round of combat and you lose the battle, then the fortress will be captured by the occupiers of the province. They will then gain the benefits of the fortress.commander units -
Cost 15 ipcs
attack 1
defense 1
move 2
Raises the attack or defensive rating of one type of unit by 1 for the duration of a battle. The effects can stack with the fortresses. So, for example, commander Chukov could make Russian infantry defend at a 4 in the fortress city of Stalingrad.Army HQ
Cost 20 ipcs
attack 1
Defense 1
move 1
Raises the attack or defense rating of a single type of unit by one for one battle in the HQ’s province or any adjacent land province.Why would the Hq cost more than the commander and have less ability?
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Does anyone have any house rules for these commander units, blockhouses, and Army HQs?
Why would the Hq cost more than the commander and have less ability?
Go to the House Rules Thread, Stay on Topic
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Back on the colors idea:
Canada: Tan (b/c UK is light tan and ANZAC is dark tan)
India: Maroon
*Philippines: Dark green (I think it would be cool to have a Filipino Scout unit)
For the neutrals, I think there might be too many to have a color for each, but…
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In order for FMG to make any money, a little standardization is in order (He probably will have to make batches of 2,000-5,000 sets of pieces at a time!).
So Neutrals will probably be 1 color, and possibly 2 (pro-axis/pro-allied).
Not too sure about the rest of your suggestions…
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Back on the colors idea:
Canada: Tan (b/c UK is light tan and ANZAC is dark tan)
India: Maroon
*Philippines: Dark green (I think it would be cool to have a Filipino Scout unit)
For the neutrals, I think there might be too many to have a color for each, but…What makes you think there will be Canadian, Indian, and Phillipine game pieces?
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@Brain:
Back on the colors idea:
Canada: Tan (b/c UK is light tan and ANZAC is dark tan)
India: Maroon
*Philippines: Dark green (I think it would be cool to have a Filipino Scout unit)
For the neutrals, I think there might be too many to have a color for each, but…What makes you think there will be Canadian, Indian, and Phillipine game pieces?
Nothing. There might be none at all. It’s FMG’s decision, and we already know that only the 8 main powers will be in the set they are making now.
However, FMG has expressed interest in later expansions. Also, this is “technically” not an exclusively AAA pieces set, but a general WWII set that be used in any game.
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Back on the colors idea:
Canada: Tan (b/c UK is light tan and ANZAC is dark tan)
India: Maroon
*Philippines: Dark green (I think it would be cool to have a Filipino Scout unit)
For the neutrals, I think there might be too many to have a color for each, but…
I’m pretty sure Russia’s already maroon. Or at least I’d call it maroon. Also why would you want a Filipino unit? Philippines is one territory and a whole designated unit would see little if any use
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Hello? Historical Accuracy, anyone?
Filipino Scouts and an IC? Seriously?
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77 pages…mostly of crazy demands…perhaps a seperate thread for insane wishes should be made :-)
I’m just looking forward to a complete product for me to purchase. :wink:
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@Danger:
77 pages…mostly of crazy demands…perhaps a seperate thread for insane wishes should be made :-)
I’m just looking forward to a complete product for me to purchase. :wink:
I’ll be happy temporarily just to get my hands on the Italians.
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Let’s first make this a profitable proposition for FMG before we start demanding all of our little pet units/pieces.
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@C_Strabala:
Let’s first make this a profitable proposition for FMG before we start demanding all of our little pet units/pieces.
Ooh! Pet units… good idea. I need some farm animals for Agricola. The wood ones are a little lacking in realism. :-D
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Hello? Historical Accuracy, anyone?
Filipino Scouts and an IC? Seriously?
IC? Who said anything about that. China doesn’t have an IC but still fields units. Don’t see how one implies the other….
but, yeah. i’m just throwing out ideas. not much else to do when you’re waiting for the next Italy pic.
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I kinda like the idea of having Filipino units. Just maybe a lighter colour of the U.S. with a couple different sculpts. I’d also give them a minor factory to spend there income. This might help balance Pacific. Buy the way there probably wouldn’t be that many pieces.
Turtle, you came up with the Scout idea, and Finnman upped it to a minor IC - for 1 territory, that is a bit much. even China has 10+ territories for it’s units.