@UKcommander:
GG could you give us some of your rules that you use for guerrillas? That would be great :D :D :D :D .
Too bad StarTrekAxisAndAllies doesn’t get on much. I’d like to hear what he thinks on my game. It looks like MR beat us to 250. Good job Commisar :D :D :D.
Actually UKCom I have never used them… I think of a rule idea, sketch out a portion of map and have a go with my 12 6d (there all beauties…)
Basic Idea: Propoganda can be used to broadcast into a country in attempt to gain support… 1 IPC is given to bombard them with across the border radio, Leaflets, and what-not… each Propoganda “attack” adds to a stack activated during invasion… For Every Chip a d6 is rolled(Therefore the more payed the more chance)… After The Territory is taken over the chip’s d6 is rolled… if a 1-2 is rolled, 1 Pop (IPC amount of Invaded Terr.) is out of Guerrilla activity and Passified… for the failed ones, God rest your Officer’s Souls… The Failed one’s a the Guerrilla Population… For Every round(at the beginning of the target players turn) The Guerrillas launch a raid… 1-2 is a sucessful one in which the opposing players decide the outcome:
RAILWAYS DESTROYED: All Troop and Armor movement out or into to Territory is stopped but defense is allowed in case of attack
KEY AIRFIELDS SABOTAGED: For Every Plane in the Territory pay 3 IPC’s to repair
TOP OFFICIAL HIT: Loss of 8 IPC’s to bank due to recovery
CAPTURE OF DOCUMENTS:All Territories that are adjacent to or is the Target terr. have a plus one advantage for attacking Aircraft(i.e. Fighters hit at 4 Bombers at 5)
so far this is what I have in mind…
Dezrtfish: Yes I was too young but you don’t look that old yourself for a 1968 movie (if your photo is remotely you)
GG
Additional Rules:
if it is a failure(the Geurrilla Ops) the Invading country rolls a d6 if it is 2-6 the Guerrilla sucessfuly go back into hiding… if a 1 the leaders are killed and that pop. is Passified…