"Diplomatic Actions": For example, paying for a Coup to flip a territory.


  • Would it be too easy if you get to subtract 1 from your Coup roll for every 2 territories you control that are adjacent to the target Neutral?
    That would mean Germany would only have to roll 2 or less to flip Sweden after moving into Finland.

    Would that be acceptable if the reward isn’t so great? Like, if only half the troops guarding that Neutral become yours (“representing military forces that stayed loyal and were wiped out” as oztea suggested)?

    If this were the case, then I suppose each die should be a bit pricey.

    How much would you pay per die?  What would be a good amount? 5, 7, 10 IPC’s?


  • What about a situation where if the roll fails really badly, the neutral aligns with the OTHER side (Representing for example broken code or other espionage that shows the people in their country the rolling power was planning to overthrow them)?


  • Just don’t get TOO complicated or no one will ever use it.

    [territory cost - die roll] + [# of infantry there squared] - [number of territories you control that are adjacent divided by number opponents control] / Turn number - number of national objectives you are acomplishing


  • Yeah, it’s hard to find the balance between detail and complexity.

    Just tossing this one out there:

    Spend 5 IPC to target one enemy or neutral territory adacent to a territory you or an ally controls. The territory must not have a victory city.

    Roll one die. Add 1 for every enemy or neutral unit in the territory. Subtract 1 for every territory you or one of your allies controls adjacent to the targeted territory.

    If roll is 1 or less, you succeed.
    1. If territory was enemy when you succeeded, the enemy may move all units from that territory 1 space to a territory friendly to him or her.
    2. If units cannot move, they are destroyed.
    3.The territory becomes a neutral power aligned with your side.
    4. Place neutral infantry on the territory equal to its IPC value.

    If the territory you targeted was neutral, remove all infantry on the territory and execute steps 3 and 4.

    (Thus, if you attempt a coup in a territory that was already friendly to you, you will likely lose military support, which makes sense to me)

    That’s the dirty version, my dog wants to go for a walk.

  • Liaison TripleA '11 '10

    instead of IPC’s, I would consider “inventing” a political credit.

    IE, at the end of your turn, you get X amount of Political points to spend based on how many victory cities the current country owns.

    Then on your subsequent turn you can spend them on rolls.  3 points say is one roll?

    theory being - that the side which is “winning” will have more points to use than the side that isn’t… and consequently, powers that are “not at war” do not collect politicial points!


  • @Gargantua:

    instead of IPC’s, I would consider “inventing” a political credit.

    IE, at the end of your turn, you get X amount of Political points to spend based on how many victory cities the current country owns.

    Then on your subsequent turn you can spend them on rolls.  3 points say is one roll?

    theory being - that the side which is “winning” will have more points to use than the side that isn’t… and consequently, powers that are “not at war” do not collect politicial points!

    Cool! And its not that much more complex than IPCs. Now see if my group thinks there is room for one more house rule. We kinda have a lot already:  :-D

    http://www.axisandallies.org/forums/index.php?topic=29513.0

  • Liaison TripleA '11 '10

    Option B to consider, a concept we have discussed before, is that for each territory you have “touching” the territory you want to persuade, you get +1 to your roll.

    IE Switzerland, or Turkey, when surrounded, kind of have to negotiate with you… vs Argentina, who is 1000’s of miles away and alone.


  • I’ve been working on a system where you accrue influence to purchase factional units. The goal is to actually fight with proxy regulars and irregulars without having to engage in frontal conflict with other major powers.

    The fun in this would be that you actually get to play the coup, via fighting with your proxy units, or by acquiring enough influence to stage a non-military coup.


  • This Idea seems more suited to a Cold War: A&A game.

  • Liaison TripleA '11 '10

    I’mma send my Red Beaches at cha!

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