So the Allies won in the end.
Great game report! I enjoyed reading it.
The modifier formula is fun, but it may not work well for all neutrals. How about this……
1. State the neutral you wish to negotiate with.
2. Pay $5 to roll 2d6 @ 10 or higher.
3. If failed, pay $5 and get a -1 modifier for each attempt afterward for the same neutral only.
4. If successful, the standing army immediately become your troops, without needing a NCM.
I think this is a good compromise between rolling craps and box cars.
Also… When attacking strict neutrals outright, only neutrals in the same block become pro-opponent. The 4 neutral blocks are:
1. South America
2. Europe (including middle east)
3. Africa (not including middle east)
4. Mongolia
Thoughts?
Can’t you make it any more simple.
This neutral buy in just keeps getting more and more elaborate.
Can’t you make it any more simple.
This neutral buy in just keeps getting more and more elaborate.
My latest offer is very simple compared to past formulas.
The modifier formula is fun, but it may not work well for all neutrals. How about this……
1. State the neutral you wish to negotiate with.
2. Pay $5 to roll 2d6 @ 10 or higher.
3. If failed, pay $5 and get a -1 modifier for each attempt afterward for the same neutral only.
4. If successful, the standing army immediately become your troops, without needing a NCM.I think this is a good compromise between rolling craps and box cars.
Also… When attacking strict neutrals outright, only neutrals in the same block become pro-opponent. The 4 neutral blocks are:
1. South America
2. Europe (including middle east)
3. Africa (not including middle east)
4. Mongolia
Yes this will work, except not fond of the others going pro opponent. For example: The politics of Spain have no bearing on Turkey,Sweden or the Swiss, So i don’t see how Turkey, Sweden or Switzerland goes pro allies, if Germany attacks Spain. But it a better concept than OOB.
Simple is two sentences, not “modifiers”
I think it would be better to use just a simple influence system.
On your turn you can try and bribe any neutral to become pro-axis or pro-allies. You sway them on a 6. Each die roll costs as much as the amount of infantry that are there.
(a roll in spain costs 6, turkey 8 )
PLOT TWIST.
They don’t change their allegiance till the end of your turn, so the enemy has a chance to preemptively attack them on their turn.
I think it would be better to use just a simple influence system.
On your turn you can try and bribe any neutral to become pro-axis or pro-allies. You sway them on a 6. Each die roll costs as much as the amount of infantry that are there.
(a roll in Spain costs 6, turkey Cool
And if you fail, you pay another 6 IPC and the score is reduced to 5+.
Fail again and pay 6 IPC and the score is 4+
The enemy can also pay 6 IPC as influence and cancel the modifier.
This allows both sides to fight the diplomacy war.
This idea is more wholesome.
@Imperious:
I think it would be better to use just a simple influence system.
On your turn you can try and bribe any neutral to become pro-axis or pro-allies. You sway them on a 6. Each die roll costs as much as the amount of infantry that are there.
(a roll in Spain costs 6, turkey CoolAnd if you fail, you pay another 6 IPC and the score is reduced to 5+.
Fail again and pay 6 IPC and the score is 4+
The enemy can also pay 6 IPC as influence and cancel the modifier.
This allows both sides to fight the diplomacy war.
This idea is more wholesome.
I like it too.
Well just make sure the change happens at the end of the turn. So the US can’t turn Spain, and land a zillion things there unopposed. Germany has chance to attack and invade it and put a stack there.
Call it diplomacy phase, done after placement with costs paid from money collected that turn.
THE DIPLOMACY PHASE
In the “diplomacy phase” (the final phase of the turn sequence) any nation may negotiate with a strict neutral in order to occupy them.
During the diplomacy phase, you may choose 1 strict neutral to negotiate with, and pay cash in the amount equal to the standing army of that chosen territory. You than roll one 6 sided die for an opportunity to roll a 6. If successful, you immediately occupy that territory, and replace it’s standing army with your own troops. If failed, you may try again next turn with a -1 modifier to your diplomacy roll (only when negotiating with the same neutral). However, the cost of diplomacy rolls will always equal the standing army in every attempt.
Each time an enemy nation negotiates with the same strict neutral you have negotiated with, you will gain a +1 modifier to your diplomacy roll when attempting to negotiate with that neutral (maximum +5). Modifiers are not transferable among allies.
NEUTRAL BLOCKS
When a nation attacks a strict neutral territory, all remaining strict neutrals within that block will become pro-opponent.
The 4 neutral blocks are….
1. South America
2. Europe (including the middle east)
3. Africa (not including the middle east)
4. Mongolia
If failed, you may try again next turn with a -1 modifier to your diplomacy roll (only when negotiating with the same neutral).
You got to clarify that you must pay another fee to get the roll, not like tech.
Also, i hope you keep a file on all these ideas.
The forum can tackle each new idea, but you got to maintain records.
Latter repost the entire body of ideas as a module.
IMO.
Now it sounds even cooler. So now it would be possible to take over a strict neutral without even being adjacent. For example, on G1 Germany could negotiate with Turkey and bring it into the Axis even though it would be pretty much impossible for Germany to have any troops adjacent to Turkey by the end of G1.
By the way, we use Neutral blocks too, but we use five:
1 South America - all South American countries
2 Africa - all territories in Africa
3 Europe - Portugal, Spain, Eire, Switzerland and Sweeden
4 Middle East - Turkey, Saudi Arabia and Afghanistan
5 Mongolia - all Mongolian territories
We just figured Turkey fits in better with the Middle East than Europe, even though a small part of Turkey is on the European continent.
By the way, we use Neutral blocks too, but we use five:
1 South America - all South American countries
2 Africa - all territories in Africa
3 Europe - Portugal, Spain, Eire, Switzerland and Sweden
4 Middle East - Turkey, Saudi Arabia and Afghanistan
5 Mongolia - all Mongolian territories
Id make this change too. Middle east has separate issues than Europe.
So what is the next idea for Delta?
IMO Turkey is the most important strict neutral on the board. Turning SA and Afganastan is not enough risk for attacking Turkey, sometimes you need to trade history for game play. Also, some maybe more inclined to use the diplomacy phase if it were more risky to attack Europe.
IL, I will for sure keep records of our progress, and will edit the above rule.
The next issue is ethier a better victory condition end game system, or to tackle the tech charts.
Are you considering tackling the strategic bombing equation?
A) Advanced Strategic Bombing
1. Day and Night Raids
Personaly I don’t think there is anything wrong with the SBR rules, but I like the concept without all the complexity (no offense). How about this….
Around the clock bombing raid:
When departing from an operational airbase, Bombers may bomb on their allies turn, but may not send their own escorts.
Ex: Itallian bombers may bomb on Germany’s combat round when accompanied by at least one German bomber, but may not use Itallian escorts. Germany can bomb on Italy’s combat round when accompanied by at least 1 Itallian bomber, but may not use German escorts.
I think the SBR rules are fine, except if you play with techs and get jet fighters, the defending interceptors should roll 2 or less ( not one) if defending for SBR.
Also, sorry to go back to last section but…
I think i got a better idea on diplomacy phase.
Use Turkey for example… pay 6 IPC and need a 6 to score pro-allegiance. A player should not have to pay more money if they fail, rather you get one roll each turn like tech.
HOWEVER, you also have the option of paying another 6 IPC ( Turkey as example) to OBTAIN a lower threshold on die roll ( 5-6). At this point you paid a total of 12 IPC and roll once each turn 5-6. You can even pay another increment of 6 and get to 4-6 for success.
Also, what you pay is only for that neutral, you cant switch to another neutral ( unless you pay that money too)…the money you pay is only for that neutral you originally selected.
@Imperious:
I think i got a better idea on diplomacy phase.
I agree IL, lets keep workinhg on this, we can do better.