@SS:
I’m going with 2 NO victory points for each side in game starting Saturday.
Axis
1 point - Axis total ICP income is 178 or higher.
1 point - Axis control the Mid East Oil countries of
1- Trans Jordan,
2- Syria,
3- Tehran,
4- Iraq,
5- Iran,
6- South Iran,
7- Georgia and
8- Caucasus.
Allies
1 point - No German subs in Atlantic ocean.
1 point - No Japanese Capital ships in the Pacific.
I will have Oil Derricks on map in these Mid East Oil countries showing what you need to capture and/or recapture to get 1 point bonus or remove 1 point bonus from victory points chart.
Seems pretty cool to me.
Combined with the others VCs and points, this will provided more flexibility on goals for both sides.
I wish I could play your game, I’m so far away…
Have a nice week end.
@SS:
PTO Allies
3 Sydney
2 Hawaii
2 Calcutta
1 Manilla
1 L. A.
1 Hong Kong
PTO Axis
3 Tokyo
2 Shanghai
2 Peking
1 Changkhun
2 Saigon
ATO Allies
3 Moscow
3 London
2 Washington
2 Lengingrad
2 Stalingrad
1 Cairo
1 Johannsburg
ATO Axis
3 Berlin
3 Rome
3 Paris
1 Oslo
1 Milan
1 Warsaw
The Allies start with 24 points and Axis with 22 points. First one to 30 points and holds for a turn wins the game.
@Baron:
@SS:
@Imperious:
W/o the math, what is the final unit attributes for transport?
You mean
D12
Planes only attacking lone transports. All transports get a @2 at planes. No escape.
Ships only attacking lone transports. All surviving transports get a roll of @2 after all attackers roll after each round of combat.
Ships and planes attacking transports with escorts. Transports only shoot at planes@2.
Transport, always taken as last casualty, can only escape when alone and against warships only.
Otherwise, each get an AA roll against aircraft once per combat round, if any available.