Review of first draft for phase one rules


  • Turn Sequence:

    1. Purchase units
    2. Collect income
    3. Movement
    4. Combat
    5. Non-Combat movement
    6. Place newly purchased units
    7. Determine Victory Conditions
    8. Develop weapons
    Victory Conditions: designation

    Every nation starts with 5 victory cities (VCs). Each VC is worth a certain number of victory city points (VCPs). Of the 5 VCs each nation starts out with, 1 is designated as a capital (worth 5 VCPs), 1 other is designated as a major VC (worth 3 VCPs), 2 others are designated as moderate VCs (worth 2 VCPs), and the last one is designated as a minor VC (worth 1 VCP).

    Below is the list of VCs, followed by each one’s value in VCPs and the territory in which each is located. They are organized by nation.

    Victory Cities

    Every nation starts with 5 victory cities (VCs), each worth a certain number of victory city points (VCPs). Of these 5 VCs, 1 is designated as a capital (worth 5 VCPs), 1 other is designated as a major VC (worth 3 VCPs), 2 others are designated as moderate VCs (worth 2 VCPs each), and the last one is designated as a minor VC (worth 1 VCP).

    The following is the list of VCs, the corresponding VCP value for that VC and the territory in which each is located. The VCs are organized by nation.

    Russia:
    Moscow (5)–Russia
    Stalingrad (3)–Caucasus
    Leningrad (2)–Karelia
    Novosibirsk (2)–Novosibirsk
    Vladivostok (1)–Buryatia

    Germany:
    Berlin (5)–Germany
    Rome (3)–S. Europe
    Paris (2)–W. Europe
    Kiev (2)–Ukraine
    Oslo (1)–Norway

    UK:
    London (5)–UK
    Toronto (3)–E. Canada
    Calcutta (2)–India
    Sydney (2)–Australia
    Cairo (1)—Anglo-Egypt

    Japan:
    Tokyo (5)—Japan
    Changchun (3)–Manchuria
    Shanghai (2)–Kwangtung
    Singapore (2)–FIC
    Manila (1)—Philippines

    US:
    Washington (5)–E. US
    Los Angeles (3)–W. US
    Chicago (2)–C. US
    Chongqing (2)–China
    Honolulu (1)–Hawaii

    Infantry Unit Placement at VCs

    ICs no longer build infantry units. Infantry units are assembled only in territories containing VCs. They are still purchased and mobilized at the same time as non-infantry units. In order to purchase and place any infantry in a VC, that VC must have been in your control at the start of your turn (placing an infantry unit in a VC can be considered the same as placing the infantry in the territory containing that VC).

    For each of the 5 VCs that are originally owned by each nation, the maximum number of infantry that may be purchased and placed at the VC per turn is equal to the corresponding value of VCPs. The only exceptions to this are that a maximum of only 3 infantry per turn may be placed at the UK and US capitals and only 1 Japanese infantry per turn at each of the Japanese major and moderate VCs.

    For each captured VC, the infantry placement limits differ between the Axis nations and the Allied nations. For captured Allied VCs, the occupying Axis nation may purchase and place no infantry at any captured minor VC and 1 infantry per turn at each of the other captured VCs. For captured Axis VCs, the occupying Allied nation may purchase and place 1 infantry per turn at each captured minor VC and 2 infantry per turn at each of other captured VCs.

    If any territory containing a VC is attacked before the defender’s first turn, then the defender of that VC gets to immediately purchase any number of infantry not exceeding more than the respective maximums outlined above and place them at that VC. These infantry units are purchased and placed just before the battle takes place. This rule applies only before the defender’s first turn. For example, it can apply to Russia attacking the Ukraine on Russia’s first turn but cannot apply to Germany attacking Karelia on Germany’s first turn (since Russia already had their first turn by the time Germany gets to move).

    Non-Infantry Unit Placement at ICs

    All non-infantry units are still built at ICs, however, unit placement limits at ICs have changed. The total IPC value of all non-infantry units placed per turn at any IC in a given territory may not exceed 4 times the IPC value of that territory. If a certain territory contains both a VC and an IC, then the infantry placement limits for the VC are treated independently from the non-infantry placement limits for the IC.

    The cost of purchasing new ICs now depends on the territory in which the IC will be placed. Any player purchasing an IC must declare where the IC will be placed during the ‘Purchase Units’ phase. The IC is still placed during the ‘Mobilize New Units’ phase. To determine the cost of an IC in a given territory, multiply the number of IPCs for that territory by the number of VCPs within that territory and subtract this number from the base IC cost of 15. For example, an IC in India, FIC or Kwangtung now costs 15 - (3 IPCs)(2 VCPs) = 9 IPCs. An IC in W. Europe or C. US now costs only 15 – (6 IPCs)(2 VCPs) = 3 IPCs. All ICs in territories not containing a VC cost 15 IPCs since 0 VCPs multiplied by any number of IPCs always results in a reduction of no IPCs from the base cost.

    An IC can only be placed in a territory that was in your possession at the start of your turn. Furthermore, non-infantry units may only be placed at an IC that was there at the start of your turn. (This means once you take over a territory you have to wait 1 turn to build an IC and yet another turn to build units).

    All ICs that were present at the start of the game are permanent (i.e. ICs that were never purchased can never be destroyed). Purchased ICs can be destroyed at the defender’s discretion when the attacker wins the battle over that territory.

    Victory Conditions

    Just like in the AAR box rules, players agree before the start of the game which set of victory conditions they will use; Total Victory, Major Victory or Minor Victory.

    Total Victory: The winning team is the first to control every territory by the end of any US player’s turn.

    Major Victory: The Axis win if they control 40 VCPs at the end of any US player’s turn. Likewise, the Allies win if they control 50 VCPs at the end of any US player’s turn.

    Minor Victory: Both sides bid the number of turns that they want the game to last if they are the Axis. The team that bids the higher number of turns gets to play as the Axis. The game will automatically end after the US player’s turn on the turn number that won the bid. The team controlling the majority of the VCPs at that time wins the game. Note: This is unlike the major victory conditions or traditional victory city rules in that the winner is not the first side to reach a certain number of VCPs, but the side who maintains control of the majority of the VCPs by a certain turn number agreed upon by both sides. This is intended to better fix the game duration and to allow for quicker games if players are pressured by a time constraint.

    Unit Placement phase:
    Rules for Russia, Germany and Japan:

    For every originally owned VC that is ‘connected’ to that same nation’s capital, that nation may place any number of infantry there per turn up to the number of corresponding VCPs. A VC is connected to a capital VC if there exists any continuous line of friendly territories connecting the 2 VCs (note that SZ spaces are not territories and thus cannot be used to determine the continuous line of friendly territories… yes, that’s right, this means Tokyo on the island of Japan can never be connected to any other VC).

    For every originally owned VC that is not connected to that same nation’s capital, at most only 1 infantry may be placed there per turn.

    For every captured VC, either connected or not to that occupying nation’s capital, that nation may place any number of infantry there per turn up to 1/2 the number of corresponding VCPs (rounded down). For example, the maximum number of infantry that may be placed in a captured minor VC is 0, in a captured moderate or major VC is 1, and in a captured capital VC is 2.

    Rules for the Western Allies (UK and US):

    The rules are the same as those above pertaining to the other 3 nations except that every VC is automatically considered connected to the capital VC and at most only 3 infantry may be placed at the capital VC (instead of 5).

    Industrial complex rules:
    -ICs that were present at the start of the game are permanent (i.e. ICs that were never purchased can never be destroyed).

    -Purchased ICs can be destroyed at the defender’s discretion when the attacker wins the battle over that territory.

    -An IC can only be placed in a territory that was in your possession at the start of your turn. Non-infantry units may only be placed at an IC that was there at the start of your turn. (this means once you take over a territory you have to wait 1 turn to build an IC and yet another turn to build units).

    Commerce Raiding:
    During every player’s collect income phase, the player counts up all the IPCs under his control (just like before), but before he actually collects the IPCs each opponent first gets to conduct commerce raiding to reduce that IPC count (Remember that collect income phase occurs before combat move phase).

    When commerce raiding is performed: Commerce raiding is performed during any given player’s collect income phase when either an enemy naval unit is located in a SZ bordering an IC owned by that player and/or when an enemy fighter is located in a territory which borders one of those SZs. Enemy fighters located on a CV are considered naval units in that SZ. Enemy fighters located on a territory bordering more than one SZ which borders an enemy IC can only conduct commerce raiding on 1 of the SZs (the owner of the fighter chooses which SZ). An example of this is German fighters in W. Europe raiding either SZ 6 or 7.

    How commerce raiding is performed: Every enemy naval unit/ fighter satisfying the above qualifications rolls a die to determine the number of IPCs that the opponent must surrender back to the bank. The number of IPCs surrendered is equal to the number rolled, however, units only do damage on rolls that would be considered a hit during combat when they are the attacking. For example, BBs will only do 1-4 IPCs of damage when they roll that respective number. Fighters will only do 1-3 IPCs of damage when they roll that respective number. Submarines conducting commerce raiding roll 3 dice instead of just 1.

    Limits on commerce raiding: Only 1 roll from a surface naval unit/ fighter (either CV or land based) per SZ per turn may be counted when calculating the reduced number of IPCs. The 1 roll that is used is the roll that does the greatest amount of damage. (This rule is used to encourage players not to clump all surface units/ fighters in only 1 SZ bordering an enemy IC).

    Notice that submarines, in addition to rolling 3 dice each instead of just 1, also aren’t grouped into the same limitation above because they aren’t surface naval units. Instead, only the best 3 rolls from subs may be counted per SZ per turn. This means that the total IPCs surrendered per SZ is the sum of 4 Numbers… the single best roll from surface/fighter units and the 3 best rolls from sub/s.

    Maximum loss for commerce raiding: The maximum number of IPCs that can be surrendered to the bank during commerce raiding for each IC is equal to the maximum amount of IPC output of the IC less the number of ‘connected IPCs’ to that IC. More than 1 IC may be raided during the same collect income phase.

    The maximum amount of IPC output of an IC is either 4 times the IPC value of that territory or the total number of IPCs collected by that nation for that turn, whichever is smaller.

    Remember the definition of a connected territory, pertaining to infantry placement limits? Same definition here. A territory is connected only when there is a continuous line of friendly territories separating the territories of interest.

    Here are a couple of examples: Let’s say UK counts up 30 IPCs before raiding. The maximum that can be raided from UK territory is 30 (since 30 is less than 4 times the IPC value of 8 ) minus 8 (since no other territories are connected to the island of UK). This is 30-8=22.

    Now let’s do E. Canada with UK cashing out at 30 again. 12 (just 4*3) - 4 (E. Canada is connected to W. Canada 3+1=4… don’t count up US territory IPCs when calculating total connected IPCs for UK). 12 - 4 = 8.

    Now India (still cashed out at 30) and only UK territory taken so far is Egypt. 12 - 5 (3 for India + 1 for Persia + 1 for Trans-Jordan)= 7.

    You get the point. That’s all the rules to it. It’s not that much considering all the realism it incorporates into it. In case you’re wondering why the equation (total IPC output from IC) - (total connected IPCs) = (total amount that can be commerce raided) here’s the reasoning:

    (total IPC output from IC):
    Remember from IC purchase limitations per turn that no more than 4 times the IPC value of the territory may be placed at an IC per turn. This is where the first term comes from. Also, since no one can spend more IPCs than they have, I included the part about “or the total IPC count for the nation”.

    (total connected IPCs):
    The more the nation is connected to other friendly nations the less it is dependent on naval shipping to bring in supplies. This makes it so commerce raiding is more effective against the island of UK or Japan and less effective against Russia and Germany.

    +++++A change was submitted and it made the multiplyer from 4 to 3 and removed the need to subtract. +++++

    New possible SBR rules: ( note these are less clear)

    bomber piece represents medium bombers and escorts.

    AA gun piece now called “infrastructure defense” (or something like that… ideas for the name?) and represents units for both air defense (AA guns and interceptors) and coast defense (coast rtl and fortifications). Still costs 5 IPCs each.

    Each infrastructure defense (ID for now) piece only rolls once during targeting (1 or 2 successfully targets) and if successfull then rolls to fire (hit on a 1). The number of dice rolled now depends on the number of ID pieces, not enemy air units. A max of 3 ID pieces can fire per territory per turn. ID pieces cannot move but can be placed in any territory that started the turn under your control (this means ID pieces are not built by ICs).

    As for coastal defense, during any amphibious assault on that territory each ID piece (up to 3) rolls a die for targeting. For every roll of 1 or 2, 1 die is then rolled and every roll of 1 hits a transport. If hit, the transport and all units it is carrying are destroyed before the units are unloaded.

    ID pieces in a territory that was SBRed do not fire in non-combat move phase, just like in box rules. Other territories still fire in non-combat like before. ID pieces can be destroyed at the defenders discretion when the territory is taken over.


  • Here are the optional rules for phase one:

    Optional rules:
    National Units:
    Russian T-34s: Russia only pays 3 IPCs for the first armor unit purchased every turn
    German Type VIIs: Germany only pays 6 IPCs for the first sub unit purchased every turn
    RAF Spitfires: UK only pays 8 IPCs for the first fighter unit purchased every turn
    Japanese Hakusan Maru class transports: Japan only pays 5 IPCs for the first transport unit purchased every turn
    American B-17s: US only pays 13 IPCs for the first bomber unit purchased every turn

    Axis Advantage: Italian Forces
    During the Collect Income Phase of the German player’s turn, the IPCs for Southern Europe is double-counted (it’s worth a total of 12 IPCs instead of just 6 IPCs), however, all 12 IPCs must be used to place units in Southern Europe.

    Allied Advantage: Lend-Lease
    At the end of every US player’s turn, the US player collects 10 extra IPCs and determines how to allocate those IPCs between the UK and Russian players. None of the 10 IPCs may be used by the US player himself. Specific rules to come later as to how these 10 IPCs will be vulnerable to attack by the Axis players. However, the rules will be made so that most of the IPCs will be lost every turn that German subs are present in the Atlantic and consequently allow the Axis and Allied Advantages to balance each other out in approx. value.

    Changes in prices:
    Russia: 2 Armor for 8 once per round
    Germany: pays 6 for each SUB
    UK: pays 10 for each DD
    Japan: pays 6 for each naval fighter
    US: pays 13 for each bomber or 2 bombers for 26 once per round
    AA gun unit rules:
    Against air units:
    No more than 3 AA guns may fire in any 1 territory. Anytime an enemy air unit flies over a territory, either in combat or non-combat move phases, the AA guns may fire against those air units. Each AA gun (up to 3) rolls 1 die to target an air unit. For every roll of a 1 or 2 an air unit has been targeted. For every successful target roll roll another die to determine the number of air units shot down. An air unit is shot down on a roll of a 1.

    Against amphibious assaults:
    No more than 3 AA gun units may fire during an amphibious assault. Roll 1 die for every AA gun (up to 3) to target 1 unloading transport. The transport has been successfully targeted on a roll of a 1 or 2. For every roll of a 1 or 2, roll another die to attempt to hit the transport. The enemy transport is hit on a roll of a 1. Repeat again for all other unloading transports.

    Note: this is no the final wording or structure of how we intend to present this information. Also some of it has similiar ideas. Please add anything that was missed from any older posts on what was agreed for changes.


  • I thought we said we’d hold off on new units until after phase 1? Some of the rules you posted were my old ideas I came up with. I’ve updated some of those old rules with better ones. I gotta work on some finishing touches of interceptors and escorts and get back to you on this.


  • OK right… the new units are for phase 2. Yep i need your updated info on this. Just trying to get stuff organized


  • I am actually looking into the production limit. Not unlike the OOB’s production limit total number of units limited to the income number of the territory. The sugguested total number of IPCs limited to 4 times the income number of the territory is still largely abstract mean of modelling.

    The now variable cost of IC is another breakthrough in realism.

    There is also that thing I said earlier about imitations on WHERE IPCs can be spent and how to deal with income of isolated/blocked-off territories. (Maybe use the certain SZs representating certain convoys thingo from lend-lease solutions.)


  • Post those rules… On the SZ idea i could easily add convoy boxes if thats what is needed. It could solve some other issues for the ability to interdict (sink income) from lend lease and otherwise destroy a nations economy. I figure that 1/3 of UK’s income is based on sea trade so they have 30 IPC start and thats 10 IPC in sea produced income= about 3 boxes… Japan would be about 2 boxes, While Italy stands at 1 box (in medd). Soviets should have two boxes (lend lease) to archangel and persia. USA would be about 3 boxes. Each box is worth 1-3 IPC roll one d6 1-2=1 IPC, 3-4=2 IPC 5-6=3 IPC lost for each attacked box.


  • I figure that 1/3 of UK’s income is based on sea trade so they have 30 IPC start and thats 10 IPC in sea produced income= about 3 boxes

    Sounds good. A solution to my worry of collecting income from isolated regions.

    But we got to be careful not to model flow of IPCs based on ideas from normal economy. 1/3 economic income or 1/3 war material (IPC)? I understand they are closely related though.

    With the connected IPC idea……I understand the reasoning that ICs with connected IPCs has less reliance on sea transport but destroyed IPCs are still destroyed and should be reflected. Or not destroyed IPCs but blocked transport path, in which case maybe it can’t spend IPCs not reachable by land…but no thats bad you can transport war material via sea to a clear area and then transport by land to the IC.

    The main thing I am thinking about is the flow of IPCs on the map. If we model it locally (eg. connected IPC) rather than globally we get strange situation where one can be double punished for the same thing, or punished for a path of IPC flow it did have to take.

    How about we just don’t collect income from a territory totally blocked off by enemy by land+sea. But happened historically? Do production or income generation stop? Should the IPCs be stockpiled? Should it be then capturable by enemy?

    1. Cannot collect IPCs from territories totally blocked off by enemy via land and sea.
    2. Cannot spend IPCs on ICs totally blocked off by enemy via land and sea, except for IPCs of its own territory.

    Then again, are there air convoys  :? to worry about…


  • Oh thats a rule from one of my games ill post…

    Island “Hopping”
    Each island that is held or captured for receiving IP or as a port/airfield must be in and next to an adjacent sea zone that is controlled by a friendly player. Control includes all islands or land as well as a sea zone free of enemy ships. That is to say your conquests must be “supplied” by a “chain” of supporting territories or no planes or ships can land/dock there (land units can however hold the island) or you do not receive any economic benefit (IP) from these conquests.


  • Cool.
    Great to see its not to radical and has been made before.
    I would love it.
    Hope its not too complicated when applied to the both sending (IPC generating territory) and receiving (IC territory) end.


  • Its very easy to manage… its like an old supply rule with the ZOC. If the enemy controls the SZ how is it possible to get any income from it?


  • I have started to take what basic stuff we have for phase one and touch up the grammer and such… at least in a manner that is more formal.


  • We’ve made many changes and added many new stuff.
    Are you writting it up as a standalone document or add-on for OOB or LHTR?

    I mean, even our phases are different.


  • Back to the income issue and supply chain again…

    If you don’t mind complexity I would love such details…

    1. To store the IPC it must be able to go to your capital.
    2. To spend the IPC it must be able to go to the IC, from capital for stored IPC or from territory for newly produced IPC.

    Collect income and purchase units may need to be merged though.  :cry:


  • VCP = population, IPC = material, IC = production, not to be mixed up

    IC only builds non-infantry units.
    –-> I think cost of IC should not be dependent on VCP. Or are you are thinking VCPs means more accessable labour?

    Why does IPC reduce cost of IC?
    With the “4 times IPC” limit we have bigger and smaller ICs.
    —> I think an IC at a territory with high IPC income should in fact cost more!

    Non-infantry units still needs manpower. Tanks require crew.
    But to what degree?
    —> If insignificant compared to infantry units, then all is fine. If significant then VCP should affect production limit by number of units.

    All ICs that were present at the start of the game are permanent (i.e. ICs that were never purchased can never be destroyed). Purchased ICs can be destroyed at the defender’s discretion when the attacker wins the battle over that territory.

    Nothing is indestructible by policy or physics. USSR is happy to reduce their own cities to ground on retreat.
    Recall my other rule to allow IC to be selected for destruction in purchasing units phase.

    Total Victory: The winning team is the first to control every territory by the end of any US player’s turn.

    You need to update the victory condition wordings in accordance to your new turn sequence (replacing with “any US player” with “any player”) or the other way around update your turn sequence to show victory condition are checked per round not turn?

    Unit Placement phase:

    After reading this I think you should break it up Victory City Points into Victory City Points and Population Points or something. Its getting confusing.

    Commerce Raiding

    No comments for commmerce raiding and connected IPCs. I highly expect to be able to convince you to switch from “local” to “global” model of the supply chain.

  • Moderator

    If you guys want to for reference I can post some ideas that Kreighund, Defiance, and I came up with for AaA Advanced over at Harris Game Design… If you are looking at multi-leveled IC’s it is the best system I have seen (the other 2 developed most of it)…

    GG


  • Cool. Do post it, or a summary if its too long.

  • Moderator

    Producing new war units

    Industrial complexes are able to produce new war units. During the purchase units phase of a turn, a player will be able to spend their production certificates into buying new units.

    Besides increasing production values with the purchase of more industrial complexes, a player will need multiple complexes in a territory to enable the production of more technological advanced units. A player will need a more industrialized area to produce more advanced units.

    One complex in a territory will enable the production of the following units:
    • Infantry (you can change to your ruleset accordingly)
    • Artillery
    • Anti Aircraft Units (if included as a separate piece)
    • Transport Vessels

    Two complexes in a territory will enable the construction of:
    • Halftracks (mechanized infantry) (if included)
    • Fighters
    • Dive Bombers (if included)
    • Destroyers
    • Submarines

    Three complexes in a territory will enable the construction of:
    • Armor
    • Bombers
    • Transport aircraft (if included)
    • Cruisers
    • Battleships (building it takes two turns)
    • Aircraft Carriers (building it takes two turns)
    • Nation specific units (if included)

    A territory needs a naval port to be able to construct naval units. The naval units will be placed in an adjacent sea territory with a naval port symbol. Naval ports will also provide repairs for damaged naval vessels, and provide extra defense for the sea units in the same sea zone.

  • Moderator

    1. Industrial complexes

    Each player will be able to construct Industrial complexes (IC’s) in territories they control. During the purchase units sequence of the turn, players can upgrade their economy by spending money into constructing new industrial complexes. To construct a new Industrial complex costs 8 production certificates and the player must say in which territory the industrial complex is to be placed upon building.

    Unlike in former A&A editions, in Advanced A&A**(Revised Historical Varient)** it is possible to have multiple IC’s in one territory. For each IC in a territory, that territory’s production value is increased by 1. Also, a territory cannot have more industrial complexes than the production value (the IPC number printed on the map) of the territory. Also, only one IC can be constructed per turn in one territory.

    For example: England has a production value of 6. So a maximum of six industrial complexes are allowed in the England territory, to give it a total of 12 production points to be received during the collect income phase.

    To found a new industrial complex in a territory which doesn’t has a complex yet, it will take two turns before the complex is finished building. So for starting a new production area, it will take extra time.

    In your game you will need to place chits under IC’s to represent multiples… You can also “Reduce” Factories by SBR…

    GG


  • These are good, but we is introduced is essentially 3 stages of factories. I suppose in order to not clutter the board with these pieces you introduce plastic chips under so you know what each can build. We have allready got a good system for establishing the cost of IC. I think its a further chore to have to now invest more money just to build tanks. If a hybrid system was introduced with major and minor factories ( only 2 types) with each costing and having different abilities… then that would be acceptable for our intentions. So again we seek some basic treatment for each problem that we find in revised in a historical manner.


  • 1st Russian armor per turn costs 3 (-2)
    1st and 2nd German subs per turn costs 6 each (-2 each)
    1st UK DD per turn costs 10 (-2)
    1st and 2nd Japanese fighter per turn costs 8 each (-2 each)
    1st US CV per turn costs 14 (-2) or 1st US bomber costs 13 (-2)

    That might even out all the units among both sides, right? Should the US unit be a bomber or CV?

    National Units:
    Russian T-34s: Russia only pays 3 IPCs for the first armor unit purchased every turn
    German Type VIIs: Germany only pays 6 IPCs for the first sub unit purchased every turn
    RAF Spitfires: UK only pays 8 IPCs for the first fighter unit purchased every turn
    Japanese Zeros: Japan only pays 8 IPCs for the first fighter unit purchased every turn
    American Liberty ships: US only pays 6 IPCs for the first transport unit purchased every turn

    Axis Advantage: Italian Forces
    During the Collect Income Phase of the German player’s turn, the IPCs for Southern Europe and Lybia is double-counted (it’s worth a total of 14 IPCs instead of just 7 IPCs), however, all 14 IPCs must be used to place units in Southern Europe IC.

    Allied Advantage: Lend-Lease
    At the end of every US player’s turn, the US player collects 10 extra IPCs and determines how to allocate those IPCs between the UK and Russian players. None of the 10 IPCs may be used or deducted from the US player’s IPC totals. Specific rules to come later as to how these 10 IPCs will be vulnerable to attack by the Axis players. However, the rules will be made so that most of the IPCs will be lost every turn that German subs are present in the Atlantic and consequently allow the Axis and Allied Advantages to balance each other out in approx. value.

    possible 4 IPC in aid to germany. 2 from sweden, 1 from spain, 1 from switzerland aid from sweden can be ended if allies take norway and finland.

    ON the units id add a second tier of cheaper units:

    BB’s cost goes down to 20 IPc
    CV takes two hits
    destroyers are at 10 IPC
    germany and russia can get 2 infantry for 5 IPC? each rolls one d6= number of these buys per turn… so you roll 4 you can spend 20 bucks and get 8 infantry.This represents historical balance because the soviets and germany were able to get more infantry in the war than other nations.

    another idea is two new units per nation:

    National Units: list two -3 PER UNIT
    Russian shock armys: Russia only pays 5 IPC for two artillery units
    German panzercorps: Germany only pays 7 IPC for two tanks
    British Bombers: UK only pays 12 for one bomber
    Japanese Kwangtung army: Japan gets one free infantry per turn
    American essex class carriers: US only pays 13  IPCs for the first carrier unit purchased every turn?

    THIS IS WHAT WE ARE CURRENTLY WORKING ON…

Suggested Topics

  • 3
  • 11
  • 6
  • 3
  • 8
  • 4
  • 23
  • 13
Axis & Allies Boardgaming Custom Painted Miniatures

49

Online

17.4k

Users

39.9k

Topics

1.7m

Posts