• Sponsor '17 '13 '11 '10

    Your counters look great!


  • @coachofmany:

    Your counters look great!

    Thanx man


  • @12doze12:

    Here are the rules I’m going to use to my oil refineries:

    –--------------------------------------------------------------------------------------------------------------------------
    Cost: 10

    Oil refineries give the nation that possesses it an extra 0.5 IPC income,
    but they only last one turn,

    –--------------------------------------------------------------------------------------------------------------------------

    This makes them completely useless.  Why would I SPEND 10 IPC’s to GAIN 0.5 IPC’s for one turn?  I would be throwing away 9.5 IPC’s for nothing?


  • @gamegeek:

    @12doze12:

    Here are the rules I’m going to use to my oil refineries:

    –--------------------------------------------------------------------------------------------------------------------------
    Cost: 10

    Oil refineries give the nation that possesses it an extra 0.5 IPC income,
    but they only last one turn,

    –--------------------------------------------------------------------------------------------------------------------------

    This makes them completely useless.  Why would I SPEND 10 IPC’s to GAIN 0.5 IPC’s for one turn?  I would be throwing away 9.5 IPC’s for nothing?

    Is for balance reasons if they cost like 5 or 8 everyone would buy one each turn, 0.5 IPC is also for balance reasons but I might change that to 1

  • Customizer

    I don’t understand why they are destroyed after just 1 turn.  That seems pointless to me.
    You purchase 2 refineries for 20 IPCs.  You GET 1 IPC of extra income.  The 2 refineries negate 2 IPCs of convoy disruption.  Therefore, you just spent 20 IPCs for a net value of 3 IPCs in income.  So, you are LOSING 17 IPCs!  I’m sorry, but I just don’t understand why you think this makes sense.
    I think refineries should be a more stable fixture.  Perhaps make them like AA Guns so if an enemy captures the territory, then they are destroyed.  They shouldn’t be automatically done away with after each round.  OR, if you keep them at the 1 round use, then they should be MUCH cheaper, like 2-4 IPCs. 
    No one is going to spend 10 IPCs for a facility that can be used for only 1 round, protects 1 IPC of convoy disruptions and only nets them 1/2 IPC of income, which you can’t even USE a 1/2 IPC.


  • @knp7765:

    I don’t understand why they are destroyed after just 1 turn.  That seems pointless to me.
    You purchase 2 refineries for 20 IPCs.  You GET 1 IPC of extra income.  The 2 refineries negate 2 IPCs of convoy disruption.  Therefore, you just spent 20 IPCs for a net value of 3 IPCs in income.  So, you are LOSING 17 IPCs!  I’m sorry, but I just don’t understand why you think this makes sense.
    I think refineries should be a more stable fixture.  Perhaps make them like AA Guns so if an enemy captures the territory, then they are destroyed.  They shouldn’t be automatically done away with after each round.  OR, if you keep them at the 1 round use, then they should be MUCH cheaper, like 2-4 IPCs. 
    No one is going to spend 10 IPCs for a facility that can be used for only 1 round, protects 1 IPC of convoy disruptions and only nets them 1/2 IPC of income, which you can’t even USE a 1/2 IPC.

    I will be testing my rules and then I might change them or not


  • No testing required.  As you have them stated they are absolutely worthless because you are spending 9x what you are getting in return (at best).

    More reasonable would be :

    Limit one per territory
    Cost 10
    Built in AA gun
    Targetable for bombing raids (just as factories, shipyards and airfields are)
    Produce +1 IPC per turn, every turn, reduce convoy raiding effect in adjacent sea-zones by 1 IPC.

    Even then, you’d have to hope the game goes to approximately 7-8 rounds (assuming you buy one first round) just get see a break even point from it.


  • OK, I think that would do it, Thanks gamegeek.

  • '10

    Hey Doze, think about using your oil pump tokens to represent oil wells. Each well produces x number barrels of oil. X number barrels of oil required to do all your operations per round. It would have to vary according to the size of your military.


  • @Fishmoto37:

    Hey Doze, think about using your oil pump tokens to represent oil wells. Each well produces x number barrels of oil. X number barrels of oil required to do all your operations per round. It would have to vary according to the size of your military.

    I already thought of that using the HBG oil roundles but I will maybe do that in Summer vacations but for now let me just finish printing and testing the oil pump and bunker counters


  • @12doze12:

    OK, I think that would do it, Thanks gamegeek.

    You’re welcome.  I just looked at the rules for oil tokens you had there and it boggled my mind.  Nobody in their right mind would bother!  lol.
    At least with what I have proposed there MAY be some interest, but even then I personally wouldn’t buy them as I’d rather put those IPC’s towards combat units.

  • '10

    Oil rules need to be where the oil is required to keep operating your military.


  • Each unit built should cost a number of oil tokens: Hence you cant just buy a bunch of battleships to sail around the world, you need fuel

    every ten IPC worth of land units built cost 1 oil token

    every ten IPC worth of air units cost 2 oil tokens

    every ten IPC worth of naval units cost 3 oil tokens

    each oil token must be bought before and can be bombed like a factory.

    fractions are rounded up, so if you buy 11 IPC worth of land units you spent 2 OIL tokens

    Thats battleship will cost you 6 oil tokens to make, so it really costs 26 IPC

    The game has way too many IPC and too many pieces, stuff should cost more.

    an oil center token costs 3 IPC, oil tokens are chips placed under counter costing 1 IPC each.

    Every time you build crap you also spend oil tokens. If the enemy bombed them you cant build any units, so protect them.

    You may also steal enemy tokens by conquest.


  • IL, agreed, your idea for oil tokens use and cost makes sense.  This will make a player really think about their purchases instead of as you stated just buying a bunch of Battleships and sailing the around the world.  Ships use a lot of fuel so this would make a nice variant to any game.

  • Sponsor '17 '13 '11 '10

    @WARRIOR888:

    IL, agreed, your idea for oil tokens use and cost makes sense.  This will make a player really think about their purchases instead of as you stated just buying a bunch of Battleships and sailing the around the world.  Ships use a lot of fuel so this would make a nice variant to any game.

    The invasion Italy game uses this concept, I believe games at the tactical level makes a great use of this.

  • Sponsor '17 TripleA '11 '10

    We may have to modify the Guadalcanal rules… :-D


  • Modify Guadalcanal rules will prevent the Japanese player from sending a fleet of ships about every two turns down the slot.  I like this idea of oil for units.  No oil, no IJN or USN to attack with.


  • I will buy HBG oil tokens or maybe I will do my own ones but that will be a project to began next week, Tuesday or Wednesday when my vacations begin


  • So the rules for Oil wells are already defined but what about the bunker rules

    I’m thinking of costing 5 and for each bunker in a territory, an infantry unit defends at 3 ( limit of 5 for each territory )

    What are your thoughts ?

  • Sponsor '17 TripleA '11 '10

    How about same rules as the other bases…

    Cost 15
    Takes up to 6 damage points
    1 per territory
    holds number of infantry equal to damage points remaining
    Boosts inf defense to 3
    standard base AA defense against SBR

    So basically, it has the same cost, defense, and hit points as a naval base or air base, but boosts up to 6 infantry’s defense to 3. If it’s SBRed for say, 3 damage, then it only boosts 3 infantry’s defense. Repairs are the standard 1 IPC.

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