• @Imperious:

    “Strategic movement: All land units that do not move until Non-Combat may move one extra territory as long as these are originally controlled territories at the start of the game.”

    No I dont agree. This is 1940 after all, and a lot of places in Africa and Asia didn’t have any railways.

    If you pay 15 IPC for a Railway Station, you build railways and trains in that specific territory, that allow for fast travel in that specific territory.

  • Customizer

    Yes, it is vital that rail movement is not into combat.  Since I don’t have a NCM phase it also cannot be into newly captured areas.

    It can thus be unlimited, as the enemy can counter with his own rail movements before you can use the detrained  forces to attack.


  • Rail movement could also be hampered by strategic bombing, similar to air and naval base damage.


  • @mike55:

    Rail movement could also be hampered by strategic bombing, similar to air and naval base damage.

    Good idea. I think this whole rail movement is gonna’ end up being a house rule though.


  • @mike55:

    Rail movement could also be hampered by strategic bombing, similar to air and naval base damage.

    Yes, like in the real wars. But then we need a Railway Token to put the damage markers under, just like we do with the NB and AB. Cost 15, and can still work with 3 damage, and take 6 damage total. We cant do this with Flashman’s fantazy rule.


  • me and my friends have been talking bout this for awhile
    i say they cost 5 ipcs and are destroyed if that territory is captured


  • @Fighter212:

    me and my friends have been talking bout this for awhile
    i say they cost 5 ipcs and are destroyed if that territory is captured

    Now that might make some sense, but don’t you know that nothing ever got destroyed in WWII except for armies?  :-P


  • FMG is talkin’ about making a rail movement piece.


  • thats pretty awesome how many territories would the rail go through?


  • @idk_iam_swiss:

    thats pretty awesome how many territories would the rail go through?

    I think the idea is that you can move across as many rail linked territories as you control.


  • As the first post state, the Railway Station should work the same way as Naval Base and Airbase, and that is the Station give you one extra move.

    Naval Base lets ships move one more space.
    Airbase lets aircrafts move one more space.
    Train Station lets land units move one more space. If you start from a Train Station, your infantry move 2 and your tanks move 3.

    But then Frog released a new idea. In non-combat move you may move infantry between two Airbases up to 6 spaces apart, and pretend transport planes did it. So to continue this, lets say in non-combat you may move infantry between two Railway Stations up to 6 spaces apart.


  • How about placement of rail stations at set-up. I would think each victory city would be a good place to start. These are centers of production that would have such infrastructures to adjoining tt.


  • @Brain:

    @idk_iam_swiss:

    thats pretty awesome how many territories would the rail go through?

    I think the idea is that you can move across as many rail linked territories as you control.

    I like this to, but this should also be related to the territories IPC value.
    Example: Germany has a IPC value of 10, then Germany has a Rail Capacity of example 5, means he rail up to 5 ground units that did’nt move in Combat Movement Phase, in the Non-Combat Movement Phase. And you should also be able to across as many linked territories you control. And maybe the IPC value of territories also should count for how many railed units a territory can receive. Example: East Poland have a IPC value of 4, you can rail up to TWO ground units per turn to East Poland. And you can only rail FROM territories that have a Railway marker!
    I dont like the idea of, that a railway marker makes you can move one extra territory/space! Makes no sense, that a armor can be railed 3 territories, and infantry rail 2 territories!
    Or maybe we need Railway Station Markers, so we can rail between railway station markers! But this should also be related to IPC value of territories, the railway capacity!
    Sorry for my bad english, just my thoughts of this……


  • The total number of possible placements should reflect the Redeployment capacity of the nation.

    So Germany has a factory and can place 10 units, they get 10 rail points. The can be bombed. When SBR happens the capacity of the factory to place is reduced, so as these rail points.

    Redeployment points can be increased by building factories!

    each point gets you to move a land unit one extra space. If you got 6 points, you can move one tank six spaces or six tanks one space extra in NCM.

    Obviously, you cant move units that were in combat


  • Rail capacity is another good idea. Is it going to be like transport ships, ie 5 tanks or 10 infantry for 10 rail capacity?


  • For the sake of simplicity a Railway Station token similare to the Naval Base and Airbase, that all cost 15 IPC and add one extra move to any who start from this positions, and act under the same SBR-rules, will IMHO be our best solution, man. All the other suggestions will only add more pages to the rulebook and arreta/FAQ, man. New solutions means new confusions.


  • @Razor:

    For the sake of simplicity a Railway Station token similare to the Naval Base and Airbase, that all cost 15 IPC and add one extra move to any who start from this positions, and act under the same SBR-rules, will IMHO be our best solution, man. All the other suggestions will only add more pages to the rulebook and arreta/FAQ, man. New solutions means new confusions.

    Hi

    I dont like that at all, makes no sense in my opinion to add one extra move! I think we should be able to move/rail as long/many territories as we want. Example: Russia should be able to rail units from Soviet Far East to Russia in ONE TURN!
    I think Xeno game World At War have a good solution to this.
    That more I think about this, the best solution would be Railway Station Markers, That you can rail from one Railway Station Marker to another Railway Station Marker/or from a Railway Station Marker to any own hold territory, as long as they link, this would also make cities starting with Railway Station Marker very strategic and important. Also very important that this also is related to territories IPC value, if the territory have a IPC value of 10 you can Rail 5 ground units from that territory.

    Another way is to give each continent a specific Rail Capacity that each nation can use in their Non-Combat-Movement.

    Anyway, below the railway rules in Xeno Game, World At War, I think they are good.

    11.0 STRATEGIC RAIL MOVEMENT

    Strategic movement is in the form of rail capacity with each nation having its own rail capacity. Strategic movement takes place during the Non-Combat Movement portion of a player’s turn. This rail movement of land based units is unlimited in distance, provided that the player can trace a line through friendly held land areas that is un-interrupted by any enemy areas, does not cross a neutral border, and does not cross a sea area. The Suez Canal and Panama Canals do not block rail movement.

    Only units that did not move during combat movement are eligible to use rail movement.

    Germany has a rail capacity of 4 usable in Europe and Asia.
    Japan has a rail capacity of 2 usable in Asia.
    Britain has a rail capacity of 2 usable in Asia, Africa and Europe.
    U.S. has a rail capacity of 6 usable in the Western Hemisphere.
    China has a rail capacity of 2, limited to Chinese areas only.
    Russia has a rail capacity of 3, usable in Russia. 1 of the 3 can also be used in Europe.
    France uses British rails.

    The U.S. and Britain/France may use one another’s rails. The rail capacity of a country is the amount usable for that player’s turn only, which means that during the same game turn Britain could use up to 2 rail movement, and the U.S. could also use the British rails on its turn and rail 2 U.S. units.

    Europe consists of Poland, Rumania and everything West of those areas. Africa is all of the African continent up to Egypt. Asia is all of Russia, as well as everything east of Trans Jordan, all the way to Malaya and up to Kamchatka. China is included in Asia, and refers to all original Chinese owned areas. The Western Hemisphere is North and South America.


  • Razor, I like your rail station concept (based on AB & NB), but not sure if it should be allowed in combat move. Maybe only non combat. Giving tanks 3 space movement in combat (on non combat for that matter) might just encourage a Jap tank assault on Moscow. This is a path most don’t want to follow. Maybe it should only boost inf/art (tanks/mech already get 2). Either that or rail stations can only be built on 2 ipc tt like IC. This would slow rail down in remote areas like Africa/China.

    We have used rail movement limited to a tt ipc value (full value) in AA50, similar to what Supermestizo posted. We allow it only in noncombat and your side has to have control of all 3 tt involved at the beginning of your turn (can’t reinf newly taken tt w/rail). If a tt has an ipc value of 4 it can rail a max of 4 inf or art through it from one adjacent tt to another. We allow all 1 move units to rail (tanks & mech already move 2 spaces), but only one time per turn, and only if they didn’t move in combat. It really just allows your inf/art to keep up on a limited bases. When you look at the map there are a lot of paths you can take to get to the same area/tt. It also gives limited rail to places like Siberia. I don’t think the scope of this game should allow an unlimited # of units to rail through 10 tt from one front to the other, as Flash has posted (although I see the logic behind it). The ipc values show infrastructure IMO and give us a viable tool to limit rail capacity and should play a part.


  • I like the Xeno rules as a good starting point.


  • I like this to, but this should also be related to the territories IPC value.
    Example: Germany has a IPC value of 10, then Germany has a Rail Capacity of example 5, means he rail up to 5 ground units that did’nt move in Combat Movement Phase, in the Non-Combat Movement Phase. And you should also be able to across as many linked territories you control. And maybe the IPC value of territories also should count for how many railed units a territory can receive. Example: East Poland have a IPC value of 4, you can rail up to TWO ground units per turn to East Poland. And you can only rail FROM territories that have a Railway marker!
    I dont like the idea of, that a railway marker makes you can move one extra territory/space! Makes no sense, that a armor can be railed 3 territories, and infantry rail 2 territories!
    Or maybe we need Railway Station Markers, so we can rail between railway station markers! But this should also be related to IPC value of territories, the railway capacity!
    Sorry for my bad english, just my thoughts of this……

    great idea that is what i was geting at and i like it.

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