@FMErwinRommel I think that would be a good rule too. It makes more sense if you want to be as accurate as possible.
Capture the Leader
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As an alternative to the venerable Capture the Capitol rules, has anyone used Capture the Leader instead?
Essentially, everyone has a National Leader piece, placed in the capitol to begin. You can move the leader around as per infantry, or carry him by armour, plane or ship if you wish. He is captured only when all friendly (to him) pieces in his tt are eliminated. He is not executed, but can be recaptured or liberated by an ally (ref: Mussolini).
Ignoring standard capitol rules;
When a leader is not in a home land tt of his nation (not an ally) his nation cannot collect income.
When a leader is not in a home tt which has a Factory his nation may not build units.
This would allow for example:
UK to relocate “Churchill” to Canada after London falls to continue collecting money and building units.
USSR to relocate “Stalin” to a trans-Urals tt after fall of Moscow.
Germany to liberate “Mussolini” from Allied occupied southern Italy to get Italy back in the game.
A country’s “bank” money is only captured when the leader is taken.
So, the leaders for Global 1940 would be:
Churchill
Rooseveldt
Stalin
Chiang
Menzies? (Depends on how you interpret Anzac)
Petain?Hitler
Mussolini
Tojo?
(problem: the Japanese PM in June 1940 was pro-Allied!)http://en.wikipedia.org/wiki/Mitsumasa_Yonai
In any case, the piece would represent the acting government rather than the idividual, though in some cases they were the same thing…
Perhaps a captured leader can be used to instigate a puppet government, without which you cannot fully utilise captured income/factories from that nation.
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This sounds like a pretty good idea but several things should still be considered, are there any tokens or such that we can use to represent the different leaders, also what happens if the territory a leader is in is attacked, do leaders have any combat value, can they be targeted with capture/assassination attempts, can captured leaders be relocated?
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Is not a bad idea but you have to include one thing….
No one is going to take me alive! I will commit suicide! -
If your leader committs suicide, your capital can NEVER be liberated by anyone, you are forever removed from the game.
This is a good rule, especially considering the FRENCH scenario in global… Anyone had to deal with the liberation of Paris yet by western allies? it’s a nightmare logistically, basically the germans can leave it empty, and you can’t attack it until you are CERTAIN you have more than ample troops to hold it from an axis 1 - 2 german italian punch, otherwise they get ALL the collected IPC’s again, and again, and again.
I will use this rule in my next game.
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Oh and if you suicide, the otherside gets your money anyways.
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How does this rule work in reflection of Nuetrals conquered, and London/India capitals? Does U.K. have 2 leader units?
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I would assume That the UK must have two leader units because of two capitals. Also ANZAC should be Ozzie because they would have given more troops and this is shown with them starting with more units than NZ and also because the capital is in Oz
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This is an interesting rule! Has anyone play tested it?
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You should also have captured leader rules where the leader is moved to another tt if they have been captured by an opponent and then they should have to be rescued
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@The:
You should also have captured leader rules where the leader is moved to another tt if they have been captured by an opponent and then they should have to be rescued
If you do that you may want a requirement for the captured leader to have to stay in their own country (under foreign occupation) or the USA could ship Mussolini off to the US and make it difficult to free him.