• Quote from: Imperious Leader on March 23, 2008, 04:22:12 pm
    ==== What type of invasion occured? where and how much was landed? Did the landing team get to keep its territory or was it a ‘hit and run’?
    The invasion is amphibious assault.
    Doesn’t matter how many landed. The current rule is 1 IPC per land unit.

    You asked where was it landed.
    Are you considering making it different?

    Could make it…
    no cost for normal terrain. 1 IPC for mountainous terrain (and then get rid of mountainous offload limit).

    I just want to know if this was a real invasion or you just landed to exchange a few pieces with the enemy and get pushed off. That type of thing is not what were after and as a tactic were trying to cut out. Invasions need to be a major undertaking where a substantial investment is offered and the goal is victory. In ww2 if Normany failed the allies would take 2-3 years to regroup and make another effort. it would have been disaster. This game should model that significance, but rather the very next turn some peeps just land again and again…every turn in the same spot…ridiculous.

    Quote
    If you capture a territory from the defender and you have armor ( units moving 2 spaces) and they only moved 1 space to enter combat, then they should be allowed to move and attack units in adjacent territory’s. This would be blitzkreig.
    Well there is a problem with letting Armor attack another space. It breaks the game mechanics of each unit only fighting in one space per turn.

    *if armor can attack multiple spaces per turn, then why not air units?
    *it could get in the way of defender retreats, requiring more complexity to the rule

    As you see if we break that game mechanics, it could gets messy.

    ok nevermind. lets junk it.

    Quote
    =============== Lets make the range only adjacent planes can DAS. or we can say planes adjacent come on round 2, planes 2 spaces away come in round 3.
    I go for only adjacent planes can DAS

    (rule is so much simpler not having to describe what happens in the different outcomes due to delay)

    ok adjacent then.

    Quote
    ================ Yes they can also perform defense.
    note thats means attacking CA air units perform one thing (a cycle dogfight against the defending air units)
    while those defending air units perform two things (the dogfight plus normal combat in the territory)

    \one mission on the active turn and one mission as the passive player

    so the attacking CA air units perform less than the defending air units
    is that weird?

    no this is not correct. those attacking planes doing CA can also perform DAS when they are passive on the other players turn.

    Quote
    ==== thats what CA is. CA is an attempt to crush enemy planes. surviving planes can STILL perform DAS missions.Its just a forced dogfight.
    oh…thats not the current wording
    currently defending air units targeted by CA cannot perform DAS this [passive] turn

    Thats a mistake. they should be allowed.

    Quote
    ================= You must try it. Its very valuable to prevent the reinforcement of the counterattack, especially when you have invaded and don’t want to get pushed off the continent by an attack.
    ah yes
    even though we are removing combat reinforcement of land units, it can still stop non-combat reinforcement

    yes and you also know that would be its mission on that turn. those planes cannot perform other missions. Its fair. Its basically the rule from AA D-day, but scripted for strategic game.

    Quote
    =======================ok we can reduce this to one simple sequence, but let defending artillery first in each round.
    post it and we will have a look.
    ok next thing to do
    (probably not realistic to give defending artillery opening-fire in every turn)

    Well the defender should have something to face tanks showing up right off the bat. Perhaps all its units first round fire preemtively?

    Quote
    I am working on a new version using these rules for Axis and Allies Europe. Your part of this naturally. WE call it AAEHE

    AXIS AND ALLIES EUROPE HISTORICAL EDITION….

    Map is 85% done.

    I need the rules in word file sent ASAP. I will make the first effort to get things started and you will finish.
    Well its in Latex now. So I can give you a simple text file. A nice word file would take time me to format.
    Alternative we could look into PDF editor (eg. Adobe) or Postscript editor (another output of Latex).

    Or, you can use the program I am using. Lyx. Its a GUI for Latex.
    So the program looks like a word processor like MsWord.

    Send me whatever you got so i can get it on my page, plus links for lyx or whatever its called.


  • @Imperious:

    I just want to know if this was a real invasion or you just landed to exchange a few pieces with the enemy and get pushed off. That type of thing is not what were after and as a tactic were trying to cut out.

    thats ok
    in AARHE you don’t want to “get pushed off”
    you pay 1 IPC for land units to end the turn on a transport

    This game should model that significance, but rather the very next turn some peeps just land again and again…every turn in the same spot…ridiculous.

    note thats means attacking CA air units perform one thing (a cycle dogfight against the defending air units)
    while those defending air units perform two things (the dogfight plus normal combat in the territory)

    one mission on the active turn and one mission as the passive player

    you might be thinking of old rules

    DAS is no longer an air missions but rather a simple relocation
    (it is called air reinforcement to distinguish it from CA/SBR/GI air missions)

    this is because current DAS rule is merely a relocation of air units
    hence I might as well remove the DAS word all together

    (in the old days DAS air units has to return to original territory
    but that required a paragraph of complex rules to cater for battle outcomes and to fit into other rules like defender retreat
    so now DAS simply gets to you relocate your air units)

    so the attacking CA air units perform less than the defending air units
    is that weird?

    no this is not correct. those attacking planes doing CA can also perform DAS when they are passive on the other players turn.

    oh…thats not the current wording
    currently defending air units targeted by CA cannot perform DAS this [passive] turn

    Thats a mistake. they should be allowed.

    I mean like this…

    during active turn, air units that perform CA/SBR/GI OR normal combat (1 thing)
    this is so units fight in one space per turn
    also this is so we don’t end up with sort of two combat phases (to resolve air missions and then to resolve normal combat)

    during passive turn, air units perform normal combat only (1 thing)
    unless it was targeted by CA, where it then additionally performs dogfighting against CA air units (2 things)

    yes and you also know that would be its mission on that turn. those planes cannot perform other missions. Its fair. Its basically the rule from AA D-day, but scripted for strategic game.

    yeah idea came from D-Day
    though its a bit different
    you don’t kill units and you don’t have the strange leave your units in enemy territory thing

    (probably not realistic to give defending artillery opening-fire in every turn)

    Well the defender should have something to face tanks showing up right off the bat. Perhaps all its units first round fire preemtively?

    or how about all attacking land units fight at 1 on first round?

    and by the way we still let defending artillery fire in opening-fire on first round

    Or, you can use the program I am using. Lyx. Its a GUI for Latex.
    So the program looks like a word processor like MsWord.

    Send me whatever you got so i can get it on my page, plus links for lyx or whatever its called.

    I’ll emailyou a doc file for now.
    (I got a pdf2doc program and converted it.)

    Latex’ll require some learning. But its the ultimate document preparing system. Books are written with it.
    You’ll need to install Miktek (a Tex engine for windows) and Lyx (a GUI latex editor).
    Miktek http://miktex.org/Setup.aspx
    Lyx http://www.lyx.org/download/


  • Quote
    This game should model that significance, but rather the very next turn some peeps just land again and again…every turn in the same spot…ridiculous.

    Quote
    note thats means attacking CA air units perform one thing (a cycle dogfight against the defending air units)
    while those defending air units perform two things (the dogfight plus normal combat in the territory)
    one mission on the active turn and one mission as the passive player

    ====== Planes fighting dogfights and then defending or attacking is not two missions. Its part of the same mission except your clearing the sky of planes before your hits count against land targets. Thats still the same mission.

    DAS is no longer an air missions but rather a simple relocation
    (it is called air reinforcement to distinguish it from CA/SBR/GI air missions)

    this is because current DAS rule is merely a relocation of air units
    hence I might as well remove the DAS word all together

    (in the old days DAS air units has to return to original territory
    but that required a paragraph of complex rules to cater for battle outcomes and to fit into other rules like defender retreat
    so now DAS simply gets to you relocate your air units)

    DAS is the proper word for this mission. its a real military term. Air reinforcement is nothing in the lexicon of the military

    Quote
    Quote
    so the attacking CA air units perform less than the defending air units
    is that weird?
    no this is not correct. those attacking planes doing CA can also perform DAS when they are passive on the other players turn.
    Quote
    Quote
    oh…thats not the current wording
    currently defending air units targeted by CA cannot perform DAS this [passive] turn
    Thats a mistake. they should be allowed.

    I mean like this…

    during active turn, air units that perform CA/SBR/GI OR normal combat (1 thing)
    this is so units fight in one space per turn
    also this is so we don’t end up with sort of two combat phases (to resolve air missions and then to resolve normal combat)

    during passive turn, air units perform normal combat only (1 thing)
    unless it was targeted by CA, where it then additionally performs dogfighting against CA air units (2 things)

    ++++++++++++++++Thats correct except defending from a CA is not a mission. its basic defense. Defending against SBR is also not a mission. A mission is any time where you move to a new location to engage the enemy. DAS is a mission because your potentially flying to another territory, while defending against the enemy in your own territory is not a unique mission. So its still one mission as active and one mission as passive.

    Quote
    Quote
    (probably not realistic to give defending artillery opening-fire in every turn)
    Well the defender should have something to face tanks showing up right off the bat. Perhaps all its units first round fire preemtively?
    or how about all attacking land units fight at 1 on first round?

    and by the way we still let defending artillery fire in opening-fire on first round.

    ==============OK all attacking units fire at 1, and artillery for defense fire first. thats it add it.


  • This game should model that significance, but rather the very next turn some peeps just land again and again…every turn in the same spot…ridiculous.

    so since there is a cost penalty for “being pushed off”
    could cost of amphibious assault be reduced to 1 IPC each transport?

    ==============OK all attacking units fire at 1, and artillery for defense fire first. thats it add it.

    so with that we get rid of art/arm offloading second cycle thing

    could a similar simplification be made for amphibious assault on mountainous?
    lets says all attacking land units fight at 0, on 1st cycle amphibious assault on mountainous
    and then we get rid of offloading limit for amphibious assault on mountainous

    DAS is the proper word for this mission. its a real military term. Air reinforcement is nothing in the lexicon of the military

    A mission is any time where you move to a new location to engage the enemy. DAS is a mission because your potentially flying to another territory, while defending against the enemy in your own territory is not a unique mission. So its still one mission as active and one mission as passive.

    yeah I undestand DAS is real military term
    but thats not what the rule is about
    the rule is about relocating air units in your passive turn, before conduct combat

    DAS refers to a more generic thing in real life
    like how you said “potentially flying to another territory

    DAS in current territory is simply normal combat

    the rule is about DAS in adjacent territory, hence I sugguest called it just Air Reinforcement or whatever the military term is

    ++++++++++++++++Thats correct except defending from a CA is not a mission. its basic defense. Defending against SBR is also not a mission.

    its not about calling it an air mission
    defending air units can do what you call “basic defense” (ie. one cycle dogfight)
    but that is the entire thing attacking CA air units gets to do this turn (ie. the same one cycle dogfight)

    after doing this “basic defense”, defending air units also gets to perform normal combat (if that territory is also attacked conventionally)

    thats like letting defending air units do two things at the same time

    oh…thats not the current wording
    currently defending air units targeted by CA cannot perform DAS this [passive] turn

    Thats a mistake. they should be allowed.

    so to not allow them do two things at the same time
    I am think attacking CA air units should tie down defending air units
    then they both only do one thing this turn


  • This game should model that significance, but rather the very next turn some peeps just land again and again…every turn in the same spot…ridiculous.
    so since there is a cost penalty for “being pushed off”
    could cost of amphibious assault be reduced to 1 IPC each transport?

    +++++++++++++++++++++ok fine make it so…

    Quote
    ==============OK all attacking units fire at 1, and artillery for defense fire first. thats it add it.
    so with that we get rid of art/arm offloading second cycle thing

    could a similar simplification be made for amphibious assault on mountainous?
    lets says all attacking land units fight at 0, on 1st cycle amphibious assault on mountainous
    and then we get rid of offloading limit for amphibious assault on mountainous
    Quote

    +++++++++++++++ ok make it consistent for both…

    DAS is the proper word for this mission. its a real military term. Air reinforcement is nothing in the lexicon of the military
    Quote
    A mission is any time where you move to a new location to engage the enemy. DAS is a mission because your potentially flying to another territory, while defending against the enemy in your own territory is not a unique mission. So its still one mission as active and one mission as passive.
    yeah I undestand DAS is real military term
    but thats not what the rule is about
    the rule is about relocating air units in your passive turn, before conduct combat

    DAS refers to a more generic thing in real life
    like how you said “potentially flying to another territory”

    DAS in current territory is simply normal combat

    the rule is about DAS in adjacent territory, hence I suggest called it just Air Reinforcement or whatever the military term is

    ++++++++++++++ any time the defender send planes to assist in combat its a DAS mission. Not “combat reinforcement”

    Quote
    ++++++++++++++++Thats correct except defending from a CA is not a mission. its basic defense. Defending against SBR is also not a mission.
    its not about calling it an air mission
    defending air units can do what you call “basic defense” (ie. one cycle dogfight)
    but that is the entire thing attacking CA air units gets to do this turn (ie. the same one cycle dogfight)

    after doing this “basic defense”, defending air units also gets to perform normal combat (if that territory is also attacked conventionally)

    +++++++++++++ I think i see what your saying. OK planes that defended in CA can also defend against sttacks. Otherwise CA would be a trick to avoid multi round combat of dogfights where the attacker has brought lots of bombers to attack land units, but the trick was to find a air mission of limited duration that would remove the bombers getting in. So thats why the defender can perform both.

    thats like letting defending air units do two things at the same time
    Quote
    Quote
    oh…thats not the current wording
    currently defending air units targeted by CA cannot perform DAS this [passive] turn
    Thats a mistake. they should be allowed.
    so to not allow them do two things at the same time
    I am think attacking CA air units should tie down defending air units
    then they both only do one thing this turn

    The attacker given equal odds in terms of material is always at a disadvantage, because the defender can recover because the fight is over his own land, so travel time is cut and ability to defend is easier for him because he has less distance, while the attacker has to fly from far away with limited fuel and ammo so he can have limited time to deal with dogfights, etc.

    CA is a way to milk down the enemy airforce. Eventually you will have to attack a territory with enemy planes and land forces and finish the job. But its definatly a good tactic when you are land units poor and air force rich.


  • ++++++++++++++ any time the defender send planes to assist in combat its a DAS mission. Not “combat reinforcement”

    ok we keep it as DAS

    +++++++++++++ I think i see what your saying. OK planes that defended in CA can also defend against sttacks. Otherwise CA would be a trick to avoid multi round combat of dogfights where the attacker has brought lots of bombers to attack land units, but the trick was to find a air mission of limited duration that would remove the bombers getting in. So thats why the defender can perform both.

    hehe actually I am saying the opposite
    that they shouldn’t be able to do two things at the same time
    but fine that just depends on our model of timeline

    anyway defending air units shall not defend in two space
    3 CA air units should tie down 3 defending air units, which shall not perform DAS


  • Quote
    +++++++++++++ I think i see what your saying. OK planes that defended in CA can also defend against sttacks. Otherwise CA would be a trick to avoid multi round combat of dogfights where the attacker has brought lots of bombers to attack land units, but the trick was to find a air mission of limited duration that would remove the bombers getting in. So thats why the defender can perform both.
    hehe actually I am saying the opposite
    that they shouldn’t be able to do two things at the same time
    but fine that just depends on our model of timeline

    anyway defending air units shall not defend in two space
    3 CA air units should tie down 3 defending air units, which shall not perform DAS

    ======= ok fine so if they get CA, they are stopped from flying over to perform DAS, but they still can defend their own territory if also attacked.  It is possible for the attacker to do CA, to stop a ‘horde’ of defending planes from performing DAS and take it on the chin as they say, this rule will stop everybody from putting all the planes in one territory, because the attacker can send just one plane on CA and stop like 6 planes from doing DAS, but he will learn and disperse his air force into air fronts each supporting segments of the line. But the rule of 1:1 for CA missions is good also because that exception wont get ‘tricked’ by the system.

    make it so.


  • @Imperious:

    ======= But the rule of 1:1 for CA missions is good also because that exception wont get ‘tricked’ by

    yeah thats pretty much the idea
    keep it realistic to minimize ability of players to trick the system


  • ok fine.


  • ALSO, get rid of that “you lose 4 ipc” thingy from the normal AARHE rules. I have 2 people also telling me it makes no sence and try to argue that all they have to do is get a sub in the atlantic and Germany loses 4 ipc if they own the Azores.
    Convoy Sea Zone
    A sea zone part of a path* [see Spending or Saving IPC] is a convoy sea zone. Each hostile naval unit
    (except Transport) destroys 1 IPC. This is applied to IPC going via the path. Exception applies if it is an
    island sea zone, then each hostile naval unit (except Transport) destroys 4 IPC instead.

    This line must go away.  Japan owns like 10 island groups and USA buys 10 subs and takes 40 ipc off japan. Rubbish.

    yeah we’ll remove it
    its a careless side effect of trying to incorporate your island isolation idea earlier

    note you cannot bleed a player like in the 2 examples you gave
    its common in static systems, but never in AARHE

    Azores is 0 IPC
    generates no income, cannot build IC
    no convoys related to Azores
    ships at Azores sea zone can only hit other convoys


  • all you need to type is:

    Economic Isolation of small islands:
    If you occupy the sea zone that surrounds the small island groups, the controlling player of that island group does not receive income until the sea zone is cleared of enemy ships.

    now heres the next part:

    A sea zone part of a path* [see Spending or Saving IPC] is a convoy sea zone. Each hostile naval unit
    (except Transport) destroys 1 IPC. This is applied to IPC going via the path.

    rewrite it without the mumbo jumbo.

    1. Each German or Italian naval unit outside the Baltic and Mediterranean sea can strip one IPC of income from either UK or USA (if at war).

    2. Each Japanese Naval unit in the Pacific and within in any path of sea zones between British or American factories and any of her controlled income producing territories can cost either of these players 1 IPC.

    3. Each British and American Submarine in the Pacific Ocean in any path of sea zones between Japanese factories and any of her controlled income producing territories can cost the Japanese player 1 IPC.

    These ideas and what we have from your text are totally different. What you wrote allows:

    1. Soviets to attack German IPC
    2. British to attack Italian
    3. British to attack German IPC
    4. American to attack German IPC

    Reality: Germany didn’t have any merchant trade by sea except by iron ore deposits from Sweden. And the Soviets never had any capability to interfere with it.

    Britain didn’t sink any Italian merchant ships, they sunk transports sending supplies to support DAK, and this was 85% done by fighters based in Malta.

    Britain didn’t sink any Japanese merchant trade either.

    Japan did sink some American trade in the Pacific. VERY LITTLE

    American subs pulverized Japanese trading in the mid and late war period as they closed inside to Japan. It should have been persued more because it nearly starved Japan


  • Ok read the whole thing before you reply:

    Economic Isolation of small islands:
    If you occupy the sea zone that surrounds the small island groups, the controlling player of that island group does not receive income until the sea zone is cleared of enemy ships.

    Just because an island (eg. East Indies) is under blockade, resources (4 IPC) don’t just evaporate.
    The resources can be spent on the island itself.
    Hence I tried to incorporate it into convoy raiding, to keep it real.

    But as mentioned previously I am not fond of allowing one single naval unit to destroy everything. I think convoy raiding is enough.

    rewrite it without the mumbo jumbo.

    Heres the problem.
    I prefer it written short, consistent, and in game terms.
    You prefer the W@W style. Static, nation oriented, historic replay style of writing.

    We shouldn’t have to remember which particular player can be raided by which particular players.
    We shouldn’t let players have immunity even if the game goes differently to history.

    1. Each German or Italian naval unit outside the Baltic and Mediterranean sea can strip one IPC of income from either UK or USA (if at war).
    2. Each Japanese Naval unit in the Pacific and within in any path of sea zones between British or American factories and any of her controlled income producing territories can cost either of these players 1 IPC.
    3. Each British and American Submarine in the Pacific Ocean in any path of sea zones between Japanese factories and any of her controlled income producing territories can cost the Japanese player 1 IPC.

    I’ve already explained why static systems are unrealistic.
    You can read the back log if you wish.

    I see this time you’ve expanded your system with wordings like “path”.
    Its getting longer and longer. But it still doesn’t get rid of problems I’ve already mentioned.

    What you wrote allows:
    *10 German submarines at distant unrelated sea zones (eg. Argentina) hit UK for 10 IPC per turn
    *10 Japanese submarines at Hawaii hit US for 10 IPC per turn
    *10 US submarines at New Guinea hit Japan for 10 IPC per turn

    These ideas and what we have from your text are totally different. What you wrote allows:

    1. Soviets to attack German IPC
    2. British to attack Italian
    3. British to attack German IPC
    4. American to attack German IPC

    Nope.
    The simple consistent rule models actual shipping.
    Russia, Germany and US territories are lumped together. For the most of it you can’t hit their shipping. Until the status quo changes.

    However if Germany takes Africa and they want to spend the money at Berlin, they’ll have to protect the related sea zones.

    Reality: Germany didn’t have any merchant trade by sea except by iron ore deposits from Sweden. And the Soviets never had any capability to interfere with it.

    Britain didn’t sink any Italian merchant ships, they sunk transports sending supplies to support DAK, and this was 85% done by fighters based in Malta.

    Britain didn’t sink any Japanese merchant trade either.

    Japan did sink some American trade in the Pacific. VERY LITTLE

    American subs pulverized Japanese trading in the mid and late war period as they closed inside to Japan. It should have been persued more because it nearly starved Japan

    Thats historic replay.
    Its only realistic is the game happens the same as history.

    My system is basic, universal and remains realistic regardless even if Germany takes Africa, or US takes South Pacific.


  • Quote
    Economic Isolation of small islands:
    If you occupy the sea zone that surrounds the small island groups, the controlling player of that island group does not receive income until the sea zone is cleared of enemy ships.
    Just because an island (eg. East Indies) is under blockade, resources (4 IPC) don’t just evaporate.
    The resources can be spent on the island itself.
    Hence I tried to incorporate it into convoy raiding, to keep it real.

    But as mentioned previously I am not fond of allowing one single naval unit to destroy everything. I think convoy raiding is enough.

    ++++++++++++++ But that was the point of the greater east Asia prosperity sphere, to build a insurmountable line of fortified outposts of islands to protect Japans holdings. If Japan cant do that they should not get the income. Perhaps we can say on the second turn of isolation, the owning player does not receive income. That would give japan a chance to recover. Besides you keep bringing up that 4 IPC thing, when it is only the most resource rich island on the map, while most of these buggers are 1 IPC.

    Quote
    rewrite it without the mumbo jumbo.
    Heres the problem.
    I prefer it written short, consistent, and in game terms.
    You prefer the W@W style. Static, nation oriented, historic replay style of writing.

    Its not Xeno W@W, rather its more clear to people who are just picking up these rules for the first time and don’t want to have to figure what your getting at and can clearly understand whats going on in a self contained writing style. Its not important if you want a universal writing style, what is important is the mass players who benefit from this can get on with playing the game as soon as they finish reading it ONE TIME.

    We shouldn’t have to remember which particular player can be raided by which particular players.
    We shouldn’t let players have immunity even if the game goes differently to history.

    ++++++++++These rules are also trying to balance the game, The axis are in need of some basic tools considering the fact that they are economically totally outclassed. And we address this by giving play balance and some historical justification. Your point would be correct if each nation started out with the same IPC and the same military forces.

    Quote

    1. Each German or Italian naval unit outside the Baltic and Mediterranean sea can strip one IPC of income from either UK or USA (if at war).
    2. Each Japanese Naval unit in the Pacific and within in any path of sea zones between British or American factories and any of her controlled income producing territories can cost either of these players 1 IPC.
    3. Each British and American Submarine in the Pacific Ocean in any path of sea zones between Japanese factories and any of her controlled income producing territories can cost the Japanese player 1 IPC.
      I’ve already explained why static systems are unrealistic.
      You can read the back log if you wish.

    ++++ what is written above is not a “static system” its just an outline of how income is stripped by naval ships, so that people are not confused into thinking that the axis are in the tank even more because we went against history in a variant designed to model History, and secondly, you made everybody have the same ability to sack 4 IPC or whatever because you want to give the allies even more things they can use their superior fleet for which bring imbalance.

    I see this time you’ve expanded your system with wordings like “path”.
    Its getting longer and longer. But it still doesn’t get rid of problems I’ve already mentioned.

    What you wrote allows:
    *10 German submarines at distant unrelated sea zones (eg. Argentina) hit UK for 10 IPC per turn
    *10 Japanese submarines at Hawaii hit US for 10 IPC per turn
    *10 US submarines at New Guinea hit Japan for 10 IPC per turn

    ++++++++ yes this is true, but its also true that the Axis cant pay for these items unless they are not spending it for land units. In the case of Argentina they are sinking ships that travel either to and from S America or go around the southern end. Look at a map of where the U-Boats operated and you will have the correct answer. www.uboat.net

    In the case of Hawaii, this is also true. If japan can build that many subs and send them near American territories, then the USA player has either lost the game already or Germany just fell a bit early and they used every thing possible for Europe.

    In the case of New Guinea, you can also look up what happened to Japanese shipping by American subs. If America built the historical equal to 10 subs, it would have been really effective.

    Quote

    These ideas and what we have from your text are totally different. What you wrote allows:

    1. Soviets to attack German IPC
    2. British to attack Italian
    3. British to attack German IPC
    4. American to attack German IPC

    Nope.
    The simple consistent rule models actual shipping.
    Russia, Germany and US territories are lumped together. For the most of it you can’t hit their shipping. Until the status quo changes.

    That consistent rule as you call it is not a historical model from ww2. Its an everything for everybody approach that turns a historical game into checkers. Otherwise whats stopping the American player from building SS panzers? You cant just lump together stuff that didn’t happen in world war two in sole pursuit of “universality” Remember this IS a historical version.

    However if Germany takes Africa and they want to spend the money at Berlin, they’ll have to protect the related sea zones.

    ++++++++ Nope. I already made it clear that Germany is not effected by IPC naval raids. Besides they use the medd as the focal point of supplies, which the allies can only attack directly with planes if they control Malta or whatever.

    And if Germany controls southern America, then the game is usually over anyway…

    Quote
    Reality: Germany didn’t have any merchant trade by sea except by iron ore deposits from Sweden. And the Soviets never had any capability to interfere with it.

    Britain didn’t sink any Italian merchant ships, they sunk transports sending supplies to support DAK, and this was 85% done by fighters based in Malta.

    Britain didn’t sink any Japanese merchant trade either.

    Japan did sink some American trade in the Pacific. VERY LITTLE

    American subs pulverized Japanese trading in the mid and late war period as they closed inside to Japan. It should have been persued more because it nearly starved Japan

    Thats historic replay.
    Its only realistic is the game happens the same as history.

    My system is basic, universal and remains realistic regardless even if Germany takes Africa, or US takes South Pacific.

    That would be fine for a ‘universal’ version of Revised. This is a Historical version. It is also a balanced version. Not one time in playtest have i ever used what you wrote on that 4 IPC thingy, rather we used the historical model, because for balance reasons the axis have a very small navy and would have to retool the economy totally differently to start buying 10 subs. If they did that Russians would crush Germany


  • ++++++++++++++ But that was the point of the greater east Asia prosperity sphere, to build a insurmountable line of fortified outposts of islands to protect Japans holdings. If Japan cant do that they should not get the income. Perhaps we can say on the second turn of isolation, the owning player does not receive income. That would give japan a chance to recover. Besides you keep bringing up that 4 IPC thing, when it is only the most resource rich island on the map, while most of these buggers are 1 IPC.

    yes but for one single naval unit to destroy whatever the island produce seems unrealistic
    convoy raiding does the same thing but factors in more ships required to intercept more income/shipping/coastline

    I bring up 4 IPC thing because there are just as many high income islands as low income islands
    East Indies 4, Borneo 4, Phillipines 3 vs Okinawa 1, New Guinea 1, Hawaii 1

    Its not important if you want a universal writing style, what is important is the mass players who benefit from this can get on with playing the game as soon as they finish reading it ONE TIME.

    then you shouldn’t have to remember which country can be affects by which country

    ++++++++++These rules are also trying to balance the game, The axis are in need of some basic tools considering the fact that they are economically totally outclassed. And we address this by giving play balance and some historical justification. Your point would be correct if each nation started out with the same IPC and the same military forces.

    do things for realism not balancing
    until you’ve done substantial playtesting you have no idea on the state of game balance
    you could easily be making it worst
    AARHE is very different to revised, Germany armor and air force crushes Russia
    lets not complaint about abattlemap and start playtesting

    ++++ what is written above is not a “static system” its just an outline of how income is stripped by naval ships, so that people are not confused into thinking that the axis are in the tank even more because we went against history in a variant designed to model History, and secondly, you made everybody have the same ability to sack 4 IPC or whatever because you want to give the allies even more things they can use their superior fleet for which bring imbalance.

    it is static as it does not consider what is happening is the game, where are IPCs going to
    my system don’t go against history, if Germany is confined to Europe like in history, then Allies can’t really perform convoy raid on Germany just like history
    Allies can have a fleet in Altantic but it won’t do anything because Germany does not have shipping there, unless Germany performs differently to history

    ++++++++ yes this is true, but its also true that the Axis cant pay for these items unless they are not spending it for land units. In the case of Argentina they are sinking ships that travel either to and from S America or go around the southern end. Look at a map of where the U-Boats operated and you will have the correct answer. www.uboat.net

    that is the player’s option
    the same can be said for Allies’ SBR bombing vs building landing air units

    Argentina is only an example, the point is your (1) does not consider “where” like in (2) and (3)
    and also none of them consider actual shipping
    its ridiculous you can lose more than you ship
    to bleed a player like that is unrealistic

    this is quite similar to why AARHE have a round limit for SBR/rocket

    In the case of Hawaii, this is also true. If japan can build that many subs and send them near American territories, then the USA player has either lost the game already or Germany just fell a bit early and they used every thing possible for Europe.

    I wouldn’t have such judgement
    AARe had a static system too
    1/2 IPC per submarine near IC
    Japan can easily afford to gradually build submarines to park at Hawaii or Western US

    In the case of New Guinea, you can also look up what happened to Japanese shipping by American subs. If America built the historical equal to 10 subs, it would have been really effective.

    well well well, in WWII American subs were actually positioned at the right place to hit convoys

    a super high concentration of submarines at South East Pacific don’t do much against shipping at South East Asia

    That consistent rule as you call it is not a historical model from ww2. Its an everything for everybody approach that turns a historical game into checkers. Otherwise whats stopping the American player from building SS panzers? You cant just lump together stuff that didn’t happen in world war two in sole pursuit of “universality” Remember this IS a historical version.

    it models realism
    if gameplay occurs like history then things fall into place like history
    its that simple

    but players are not forced to do as the nation did in history

    ++++++++ Nope. I already made it clear that Germany is not effected by IPC naval raids. Besides they use the medd as the focal point of supplies, which the allies can only attack directly with planes if they control Malta or whatever.

    can’t just use what happened in history and apply it to all possible cases

    if Germany captured more than small holdings in North Africa I don’t see why don’t need to secure convoy routes

    or if you think switching between ships and trucks multiple times (eg. Australia to Africa via sea, across Africa via land, Africa to UK via sea) is an effective way to transport then we can relax my system further to allow that

    That would be fine for a ‘universal’ version of Revised. This is a Historical version. It is also a balanced version. Not one time in playtest have i ever used what you wrote on that 4 IPC thingy, rather we used the historical model, because for balance reasons the axis have a very small navy and would have to retool the economy totally differently to start buying 10 subs. If they did that Russians would crush Germany

    again I emphasis historic realism not historic replay
    in terms of balanced or not maybe you should start playtesting fully rather than cherry picking rules you like where funny things can happen

    the 4 IPC thing is new, in attempt to incorporate your island isolation
    my system is really just 1 IPC, just like in your system
    except my system do not allow you do bleed a player unrealistically


  • Quote
    ++++++++++++++ But that was the point of the greater east Asia prosperity sphere, to build a insurmountable line of fortified outposts of islands to protect Japans holdings. If Japan cant do that they should not get the income. Perhaps we can say on the second turn of isolation, the owning player does not receive income. That would give japan a chance to recover. Besides you keep bringing up that 4 IPC thing, when it is only the most resource rich island on the map, while most of these buggers are 1 IPC.
    yes but for one single naval unit to destroy whatever the island produce seems unrealistic
    convoy raiding does the same thing but factors in more ships required to intercept more income/shipping/coastline

    I bring up 4 IPC thing because there are just as many high income islands as low income islands
    East Indies 4, Borneo 4, Phillipines 3 vs Okinawa 1, New Guinea 1, Hawaii 1

    Ok so the solution to island isolation would be to deny income after a second turn of isolation. This gives the owning player one turn to remedy the issue. Other than that and its his own fault.

    Quote

    Its not important if you want a universal writing style, what is important is the mass players who benefit from this can get on with playing the game as soon as they finish reading it ONE TIME.
    then you shouldn’t have to remember which country can be affects by which country

    But the universal approach allows anybody to take the income, A historical version only allows the nations what historically and realistically could have done this. Of course is a game like attack, everybody can do what they want because all have equal capabilities.

    Quote
    ++++++++++These rules are also trying to balance the game, The axis are in need of some basic tools considering the fact that they are economically totally outclassed. And we address this by giving play balance and some historical justification. Your point would be correct if each nation started out with the same IPC and the same military forces.
    do things for realism not balancing
    until you’ve done substantial playtesting you have no idea on the state of game balance
    you could easily be making it worst
    AARHE is very different to revised, Germany armor and air force crushes Russia
    lets not complaint about abattlemap and start playtesting

    Yes right I do playtest… on the actual map that cost me $185.00 to print. I am playing the 1939 version and i can say that if you allow the allies to take off income its imbalanced. The Germans have a small window to win, but they have something thats reasonable.

    Quote

    ++++ what is written above is not a “static system” its just an outline of how income is stripped by naval ships, so that people are not confused into thinking that the axis are in the tank even more because we went against history in a variant designed to model History, and secondly, you made everybody have the same ability to sack 4 IPC or whatever because you want to give the allies even more things they can use their superior fleet for which bring imbalance.
    it is static as it does not consider what is happening is the game, where are IPCs going to
    my system don’t go against history, if Germany is confined to Europe like in history, then Allies can’t really perform convoy raid on Germany just like history
    Allies can have a fleet in Altantic but it won’t do anything because Germany does not have shipping there, unless Germany performs differently to history

    In AARHE both sides are given the historical abilities and also the ability to develop diplomacy and weaponry, but for example Germany is NOT given the ability to become the worlds largest naval power, because if they tried that it would bust them in every other theater of war, Likewise the allies are not going to get a jump on German merchant trade because frankly Germany was blockaded from trading outside of Europe, just like in ww1….so why in a version thats claiming to be Historical can you even consider giving the allies an equal ability to develop submarine warfare to the extent that Germany or Italy is losing IPCs because the British have ships in the Atlantic?  If Germany didn’t trade with say Mexico, then why can they possibly be penalized in the same manner as Germany herself did against the allies did in the real war?

    Quote
    ++++++++ yes this is true, but its also true that the Axis cant pay for these items unless they are not spending it for land units. In the case of Argentina they are sinking ships that travel either to and from S America or go around the southern end. Look at a map of where the U-Boats operated and you will have the correct answer. www.uboat.net
    that is the player’s option
    the same can be said for Allies’ SBR bombing vs building landing air units

    Argentina is only an example, the point is your (1) does not consider “where” like in (2) and (3)
    and also none of them consider actual shipping
    its ridiculous you can lose more than you ship
    to bleed a player like that is unrealistic

    What? who said lose a ship? We are discussing the western allies losing 1 IPC for each German sub or surface ship in Atlantic or Indian ocean. The rule exactly allows the only nation that historically effected the other nations to lose IPC, so that we are modeling what historically happened. Only the western allies had got income in this manner along with japan, so to model this we need those 3 lines of text.

    this is quite similar to why AARHE have a round limit for SBR/rocket.

    OK, but the British player is going to develop tech and buy more ships to sink the German ships. What we are doing is basically to simplify the convoy box system that normally would be in the game. Thats the starting point. The result because this system where you simply counted the German/ Italian ships and subtracted from western allies. That is the only thing we are doing. It worked in AAE and AAP.

    Quote
    In the case of Hawaii, this is also true. If japan can build that many subs and send them near American territories, then the USA player has either lost the game already or Germany just fell a bit early and they used every thing possible for Europe.
    I wouldn’t have such judgement
    AARe had a static system too
    1/2 IPC per submarine near IC
    Japan can easily afford to gradually build submarines to park at Hawaii or Western US

    In the 1939 version Japan cant do anything of the sort. They need to focus on realistic ideas. I remember AARe having a 1 IPC loss rule, but i guess they went to .5 IPC. In play testing i don’t see the need to go lower than 1 IPC.

    Quote

    In the case of New Guinea, you can also look up what happened to Japanese shipping by American subs. If America built the historical equal to 10 subs, it would have been really effective.
    well well well, in WWII American subs were actually positioned at the right place to hit convoys

    a super high concentration of submarines at South East Pacific don’t do much against shipping at South East Asia

    But thats not the rule! In the pacific the case is different, you need to be within ( in between ) the path from enemy controlled territory and factory.

    OK LETS TRY THIS:

    new idea….  Each submarine or surface ship within 2 sea zones of any western allied controlled territory can destroy one IPC ( must roll as usual) not to exceed the total value of this territory.

    Example: If German subs are off Canada, they can take income not exceeding the total income of Canadian territories, plus they need to roll as usual. This method does not drain the economy.

    How bout you try realistic numbers of subs and ships to see how much Germany actually destroys.

    Quote
    That consistent rule as you call it is not a historical model from ww2. Its an everything for everybody approach that turns a historical game into checkers. Otherwise whats stopping the American player from building SS panzers? You cant just lump together stuff that didn’t happen in world war two in sole pursuit of “universality” Remember this IS a historical version.
    it models realism
    if gameplay occurs like history then things fall into place like history
    its that simple

    but players are not forced to do as the nation did in history

    We are talking about capabilities. its not realistic to allow everybody to be able to do anything. Italy cant make the a bomb,

    USA is not going to turn into a nazi state and fight the allies.

    Some things are not to be allowed in a historical game.

    The British are not going to be allowed to all of the sudden to become some huge submarine building nation and sink all the german convoys when the Germans don’t even have convoys. You might as well also ignore the fact that Germany is almost land locked, but force the allies to only invade Germany by sea. Thats about the same level as what you propose with the allies ability to sink “fantom German merchant convoys”

    Quote
    ++++++++ Nope. I already made it clear that Germany is not effected by IPC naval raids. Besides they use the medd as the focal point of supplies, which the allies can only attack directly with planes if they control Malta or whatever.
    can’t just use what happened in history and apply it to all possible cases

    if Germany captured more than small holdings in North Africa I don’t see why don’t need to secure convoy routes

    or if you think switching between ships and trucks multiple times (eg. Australia to Africa via sea, across Africa via land, Africa to UK via sea) is an effective way to transport then we can relax my system further to allow that

    If German captured all of Africa the supplies would run into the medd and transport to southern Europe. It would not go by way of the Atlantic and get shot at and sunk by the allies, yet your universal system allows this.

    Quote
    That would be fine for a ‘universal’ version of Revised. This is a Historical version. It is also a balanced version. Not one time in playtest have i ever used what you wrote on that 4 IPC thingy, rather we used the historical model, because for balance reasons the axis have a very small navy and would have to retool the economy totally differently to start buying 10 subs. If they did that Russians would crush Germany
    again I emphasis historic realism not historic replay
    in terms of balanced or not maybe you should start playtesting fully rather than cherry picking rules you like where funny things can happen

    If we succeed is modeling history AND also modeling what was realistically possible AND providing play balance so that the axis win nearly equally that the allies , then we have done what we needed to do. I can guarantee you that the way you keep making everything universal, its not the key to providing a historical or realistic version. Id rather playtest a version thats historical and realistic and then play test, than the other way around.

    the 4 IPC thing is new, in attempt to incorporate your island isolation
    my system is really just 1 IPC, just like in your system
    except my system do not allow you do bleed a player unrealistically

    The only reason why you wrote that 4 IPC thing was based entirely on your refusal to make a number of simple sentences, which clarify who can attack what.

    2 rules:

    1. you don’t get income of small island territories if the other player occupies the sea zone for 2 complete turns.
    2. each European Axis naval unit in the pacific and Indian ocean costs the British player 1ipc ( each ship must roll as per rules)

    thats all were talking about, but latter i added the idea that USA/ UK subs next to a Japanese IPC territory can also do this but also will roll.

    Thats about as hard as this thing gets, but i have you with this 4 IPC, everybody does everything, 10 subs take off 10 ipc thingy…… Thats not the rules even for a second. Its only what is written in those 2 sentences and you can add the third to give the allies some historical play.

    Its not like writing these 2 sentences are going to land you in prison or you become the laughing stock of Australia?

    It will make every thing easy to understand then that 4 IPC rubbish


  • our posts are getting so long
    lots of points are repeated lol

    @Imperious:

    Ok so the solution to island isolation would be to deny income after a second turn of isolation. This gives the owning player one turn to remedy the issue. Other than that and its his own fault.

    just because East Indies or Borneo is surrounded by enemy naval units
    the 4 IPC is not going to vaporate
    it can be used to to raise infantry at the VC for example

    this is why you let the convoy raid rule to deal with it rather than a new rule

    But the universal approach allows anybody to take the income, A historical version only allows the nations what historically and realistically could have done this. Of course is a game like attack, everybody can do what they want because all have equal capabilities.

    my universal approach allows anybody to take income, but only where appropriate
    an arbitrary rule (even if reflecting history) will only be realistic for a small subset of games where players do the same as history…in the other cases it’ll won’t be reasonable
    if Germany goes outside of Europe…lets say they took UK, then control of North Sea becomes important to them

    Yes right I do playtest… on the actual map that cost me $185.00 to print. I am playing the 1939 version and i can say that if you allow the allies to take off income its imbalanced. The Germans have a small window to win, but they have something thats reasonable.

    now that you understand Germany can’t lose IPC just because they own Azores…you can get back to me after your next playtesting

    on AARHE standard map, at game setup, Germany’ll only be vulnerable to convoy raid on Algeria and Libya (total 2 IPC)…and later maybe for Norway (3 IPC) if they somehow lose Baltic

    In AARHE both sides are given the historical abilities and also the ability to develop diplomacy and weaponry, but for example Germany is NOT given the ability to become the worlds largest naval power, because if they tried that it would bust them in every other theater of war

    but if Russia was reduced to an unimportant IPC level, Germany can put attention to its navy
    or if UK was taken by Germany…their war strategy would change

    Likewise the allies are not going to get a jump on German merchant trade because frankly Germany was blockaded from trading outside of Europe, just like in ww1….so why in a version thats claiming to be Historical can you even consider giving the allies an equal ability to develop submarine warfare to the extent that Germany or Italy is losing IPCs because the British have ships in the Atlantic? If Germany didn’t trade with say Mexico, then why can they possibly be penalized in the same manner as Germany herself did against the allies did in the real war?

    in a rule that lets Altantic ships hit convoys in Med Sea, yes
    in my rule, no…you have to be blocking the enemy to cause damage

    What? who said lose a ship? We are discussing the western allies losing 1 IPC for each German sub or surface ship in Atlantic or Indian ocean. The rule exactly allows the only nation that historically effected the other nations to lose IPC, so that we are modeling what historically happened. Only the western allies had got income in this manner along with japan, so to model this we need those 3 lines of text.

    sorry when I said “its ridiculous you can lose more than you ship” I mean the verb “ship”
    what happened historically depends on situation of forces around the world
    those assumptions are invalid if gameplay happens differently to WWII

    OK, but the British player is going to develop tech and buy more ships to sink the German ships. What we are doing is basically to simplify the convoy box system that normally would be in the game. Thats the starting point. The result because this system where you simply counted the German/ Italian ships and subtracted from western allies. That is the only thing we are doing. It worked in AAE and AAP.

    in my system you also count, but only ships that actually blocks you
    and you don’t just subtract from income, because you shouldn’t be able to lose more than you ship (verb)
    if AAE or AAP lets you lose more than you ship (lose more than you realistically can), then I don’t like AAE or AAP

    In the 1939 version Japan cant do anything of the sort. They need to focus on realistic ideas. I remember AARe having a 1 IPC loss rule, but i guess they went to .5 IPC. In play testing i don’t see the need to go lower than 1 IPC.

    well in standard map using your system then Japan can park ships between UK (IC) and Australia (income generating territory) and make Australia generate negative income

    sorry I don’t mean 0.5 IPC, I meant 1 or 2 IPC in AARe
    its 1 IPC if 2 spaces away from enemy IC, and 2 IPC if 1 space away
    the 1 IPC amount is good, I am not arguing over that

    But thats not the rule! In the pacific the case is different, you need to be within ( in between ) the path from enemy controlled territory and factory.

    New Guinea is the income generating territory, Tokyo is the factory
    thats how your rule can turn out

    OK LETS TRY THIS:
    new idea….  Each submarine or surface ship within 2 sea zones of any western allied controlled territory can destroy one IPC ( must roll as usual) not to exceed the total value of this territory.
    Example: If German subs are off Canada, they can take income not exceeding the total income of Canadian territories, plus they need to roll as usual. This method does not drain the economy.
    How bout you try realistic numbers of subs and ships to see how much Germany actually destroys.

    once again we’ve changed your rule one step closer to what my system offers

    unless you can show something good at this stage I just won’t buy nation specific rules because they are only realistic for a small subset of game outcomes that followed exactly like history
    I am afraid players are not going to play the game exactly as history

    normally Canada resources would be shipped to UK
    in that case 4 IPC might be all you can hit from East Canada sea zone

    but if UK fell, UK continues the fight from Canada, building infantry with resources from their colonies…then the amount that can be hit will be greater
    so limiting damage to 4 IPC is not realistic

    or imagine Australia, its 2 IPC but with an IC it can build 2x4=8 IPC worth
    UK colonies might send resources to Australia for that…then Japan has work to be done
    its no longer 2 IPC we are takling about but potential 8 IPC worth of shipping

    “realistic numbers of subs and ships” is a large range…but unimportant now that they are seeing the importance of limiting damage (as reflected in this revision you made) , rather than 1 IPC per ship for unlimited amounts

    We are talking about capabilities. its not realistic to allow everybody to be able to do anything. Italy cant make the a bomb,

    USA is not going to turn into a nazi state and fight the allies.

    Some things are not to be allowed in a historical game.

    though it seems you are talking about capabilities if the game happens the same as WWII
    we model realism and everything falls into place
    A bomb requires 10 tech boxes, only US is likely to achieve it
    other nations can try (and probably fail) if they want
    we use technology head start for that, rather than nation specific tech list
    see? we don’t have to arbitrate it to history, models the factors…not force the outcome to happen exactly like history

    If German captured all of Africa the supplies would run into the medd and transport to southern Europe. It would not go by way of the Atlantic and get shot at and sunk by the allies, yet your universal system allows this.

    come on I gave you that argument  :lol:
    the system is derived from model we made back in 2006 that resources are going to go via land or use a sea port in prioximty
    if its realistic resources to travel far distances on land to a sea port, or even multiple sea trips…then I simply relax my system to let that

    If we succeed is modeling history AND also modeling what was realistically possible AND providing play balance so that the axis win nearly equally that the allies , then we have done what we needed to do. I can guarantee you that the way you keep making everything universal, its not the key to providing a historical or realistic version.

    on the other I can guarantee you that if we keep making more static/arbitrary rules (even if they reflect history), the game would be realistic for only a small subset of game outcomes,
    specifically those where players play like history

    Id rather playtest a version thats historical and realistic and then play test, than the other way around.

    your system is historical but unrealistic
    my system is realistic (and historic until you prove otherwise…so far your complaints such as Allies can hurt Germany or Germany can hurt Russia has been shot down…my system do you let you bleed a player by hitting on non-existent convoys)

    The only reason why you wrote that 4 IPC thing was based entirely on your refusal to make a number of simple sentences, which clarify who can attack what.
    2 rules:

    1. you don’t get income of small island territories if the other player occupies the sea zone for 2 complete turns.
    2. each European Axis naval unit in the pacific and Indian ocean costs the British player 1ipc ( each ship must roll as per rules)

    oh you forgotten already?
    I refused because resources are not going to evaporate

    and your 1) and 2) system is only realistic islands without VC nor IC
    funny though in those cases the outcome is the same as my “convoy sea zone” rule, so I don’t need what we need to length it

    thats all were talking about, but latter i added the idea that USA/ UK subs next to a Japanese IPC territory can also do this but also will roll.

    we got rid of the roll already
    but if you want to introduce it again I guess we could…

    Thats about as hard as this thing gets, but i have you with this 4 IPC, everybody does everything, 10 subs take off 10 ipc thingy…… Thats not the rules even for a second. Its only what is written in those 2 sentences and you can add the third to give the allies some historical play.

    again, the 4 IPC thing was only because you wanted a one single naval unit to reduce whatever island IPC to 0, I don’t actually want it

    Its not like writing these 2 sentences are going to land you in prison or you become the laughing stock of Australia?

    It will make every thing easy to understand then that 4 IPC rubbish

    the 4 IPC rubbish is no more
    I removed it at the first instance you are happy for it to be removed

    some reasons why I defend my system:
    (also a benchmark I use against your evolving system (which is improving) and certainly has the possiblity of passing and replacing my system in the future)

    *you do not lose more than you ship
    *enemy units do not hit your convoy when they are in a different part of the world
    *remains realistic even if territory control changes


  • Quote from: Imperious Leader on March 31, 2008, 11:25:38 pm
    Ok so the solution to island isolation would be to deny income after a second turn of isolation. This gives the owning player one turn to remedy the issue. Other than that and its his own fault.
    just because East Indies or Borneo is surrounded by enemy naval units
    the 4 IPC is not going to vaporate
    it can be used to to raise infantry at the VC for example

    Tekkyy i have shown that how YOU wrote the 4 IPC thing makes it seem that anytime you isolate a small island the other guy loses 4 ipc. Only in one case can this actually happen…. with Borneo. With the new rule the other side has a chance to protect his empire, and also under this system its not universal (thank god) it only applies to specific historical nations that had developed this ability also historically.

    Quote
    But the universal approach allows anybody to take the income, A historical version only allows the nations what historically and realistically could have done this. Of course is a game like attack, everybody can do what they want because all have equal capabilities.
    my universal approach allows anybody to take income, but only where appropriate
    an arbitrary rule (even if reflecting history) will only be realistic for a small subset of games where players do the same as history…in the other cases it’ll won’t be reasonable
    if Germany goes outside of Europe…lets say they took UK, then control of North Sea becomes important to them

    If Germany took UK the game would be OVER… thats the point the Historically based game design has victory conditions which take care of these issues, so Germany would not get in that position. The German u-boat campaign was developed exclusively by Germany during 2 wars, UK, USSR, Italy, and even USA had not real appreciation of how to successfully run a submarine campaign designed to sink commerce. Thats why only certain nations are given this ability.

    At the same time the allies also have unique historical advantages, such as economics and ability to develop technology which historically they did have. In a game design the balancing issues must reflect the actual relationships and try to measure these differences so they balance out. What your supporting is creating checkers where everybody starts out the same and totally ignoring the History aspect of it.

    Quote
    Yes right I do playtest… on the actual map that cost me $185.00 to print. I am playing the 1939 version and i can say that if you allow the allies to take off income its imbalanced. The Germans have a small window to win, but they have something thats reasonable.
    now that you understand Germany can’t lose IPC just because they own Azores…you can get back to me after your next playtesting

    But Germany can lose income if they lose Madagascar, or take India, or Norway, of if the Soviet sub is placed in the baltic, or this or that….

    on AARHE standard map, at game setup, Germany’ll only be vulnerable to convoy raid on Algeria and Libya (total 2 IPC)…and later maybe for Norway (3 IPC) if they somehow lose Baltic…

    But a Historical version must not have this because the Soviet player had no idea how to conduct these types of raids. Even if just 1 IPC was potentially at risk it would be a bad rule. This is a historical version and not a universal version. Revised is a universal version and the reason why we are doing a historical version.

    Quote
    In AARHE both sides are given the historical abilities and also the ability to develop diplomacy and weaponry, but for example Germany is NOT given the ability to become the worlds largest naval power, because if they tried that it would bust them in every other theater of war
    but if Russia was reduced to an unimportant IPC level, Germany can put attention to its navy
    or if UK was taken by Germany…their war strategy would change

    We don’t allow IF’s of that type, It simply was not capable for some nations to pursue specific strategies. Its like saying both the Americans and Italians should basically have the same access to technology and diplomacy or the same IPC. Why the heck do we then just give Italy 50 IPC’s a turn?///??? Thats would be a universal idea as well….

    OK ill make a new map here are the new ipcs…

    USSR 50 IPC
    UK  50 IPC
    USA 50 IPC
    Germany 50 IPC
    Japan 50 ipc
    Italy  50 IPC

    there… now its universal rules. great… Now everybody starts out with 40 inf, 10 tanks, and 5 artillery…now just have the same 10 NA’s for everybody… and we just keep doing this until we have… checkers

    Quote
    OK, but the British player is going to develop tech and buy more ships to sink the German ships. What we are doing is basically to simplify the convoy box system that normally would be in the game. Thats the starting point. The result because this system where you simply counted the German/ Italian ships and subtracted from western allies. That is the only thing we are doing. It worked in AAE and AAP.
    in my system you also count, but only ships that actually blocks you
    and you don’t just subtract from income, because you shouldn’t be able to lose more than you ship (verb)
    if AAE or AAP lets you lose more than you ship (lose more than you realistically can), then I don’t like AAE or AAP

    Forget “lose a ship”… this is about convoy boxes and how we can make AARHE by simulating the historical boxes that normally would be on the map in a simple way. The conclusion is that each qualifying ship rolls a dice and potentially it can cost the other player 1 IPC… thats it… now specifically the convoy boxes are always allies, because historically the allies traded over the sea, while Japan also depended on the sea for economics. To model this we allow only specific nations and specific locations of enemy ships that can even engage of these attacks.

    We are not talking about who is “blocking” or “ships” getting lost or anything.

    You tell me how we incorporate the allied convoy boxes from AAE and AAP into AARHE and stop adding convoy ideas for Germany and Italy aside from a possible Italian Medd box.

    Quote
    But thats not the rule! In the pacific the case is different, you need to be within ( in between ) the path from enemy controlled territory and factory.
    New Guinea is the income generating territory, Tokyo is the factory
    thats how your rule can turn out

    Ok if the USA player has subs in the New Guinea sea zone for 2 turns, then Japan faces economic isolation and thats just fine.

    Quote
    OK LETS TRY THIS:
    new idea….  Each submarine or surface ship within 2 sea zones of any western allied controlled territory can destroy one IPC ( must roll as usual) not to exceed the total value of this territory.
    Example: If German subs are off Canada, they can take income not exceeding the total income of Canadian territories, plus they need to roll as usual. This method does not drain the economy.
    How bout you try realistic numbers of subs and ships to see how much Germany actually destroys.
    once again we’ve changed your rule one step closer to what my system offers

    unless you can show something good at this stage I just won’t buy nation specific rules because they are only realistic for a small subset of game outcomes that followed exactly like history
    I am afraid players are not going to play the game exactly as history

    Then they are not interested in any historical edition. You cant sell people on ideas and then be afraid to tell them what the ideas are. AARHE is for people who prefer more realism and historical ideas in these games. The OOB rules are the Universal version and thats why we toil for years to create something different.

    normally Canada resources would be shipped to UK
    in that case 4 IPC might be all you can hit from East Canada sea zone

    but if UK fell, UK continues the fight from Canada, building infantry with resources from their colonies…then the amount that can be hit will be greater
    so limiting damage to 4 IPC is not realistic

    Yes correct IF UK falls and USSR falls, and USA falls and Germany owns every single territory on the map…. THEN your correct but the game is nothing but the movie “Fatherland” played out for humor in a new world run by Germany. You always seem the bring examples of a game condition thats beyond the reach of the allies to win anyway to make your points to support how unfair it all sames.

    or imagine Australia, its 2 IPC but with an IC it can build 2x4=8 IPC worth
    UK colonies might send resources to Australia for that…then Japan has work to be done
    its no longer 2 IPC we are takling about but potential 8 IPC worth of shipping

    This rule does not do that. Its only going by the printed values,not some inflated 8 IPC thing

    “realistic numbers of subs and ships” is a large range…but unimportant now that they are seeing the importance of limiting damage (as reflected in this revision you made) , rather than 1 IPC per ship for unlimited amounts

    Lets just stick with the original idea. I cant argue for the new idea yet.

    Quote
    We are talking about capabilities. its not realistic to allow everybody to be able to do anything. Italy cant make the a bomb,

    USA is not going to turn into a nazi state and fight the allies.

    ….but is your universal world you allow anybody to do anything. Uk can start making SS units, France can have the worlds largest navy and the Soviets can sink all the non-land locked ipcs coming into Germany from the Baltic. All these ideas are equal with the USA player turning fascist in a universal world.

    Some things are not to be allowed in a historical game.
    though it seems you are talking about capabilities if the game happens the same as WWII
    we model realism and everything falls into place
    A bomb requires 10 tech boxes, only US is likely to achieve it
    other nations can try (and probably fail) if they want
    we use technology head start for that, rather than nation specific tech list
    see? we don’t have to arbitrate it to history, models the factors…not force the outcome to happen exactly like history

    We are giving each player the historical based tools to perform unique strategies to win, whether the actual players decide to engage in these strategies is not up to us, what our job is to model what was effective to each nation, and not rather make each nation have the same abilities as each other.

    The American player can build A bombs more easily than Italy
    The German player has developed U-boats to the extent where they nearly starved the island kingdom of England.

    America can pursue technology and make a bomb and blow up Germany
    Germany can build lots of subs and wipe out UK commerce

    may the best nation win… thats AARHE in a nutshell.

    If people want checkers and no idea of what actually was historically plausible, then keep playing OOB

    Quote
    If we succeed is modeling history AND also modeling what was realistically possible AND providing play balance so that the axis win nearly equally that the allies , then we have done what we needed to do. I can guarantee you that the way you keep making everything universal, its not the key to providing a historical or realistic version.
    on the other I can guarantee you that if we keep making more static/arbitrary rules (even if they reflect history), the game would be realistic for only a small subset of game outcomes,
    specifically those where players play like history

    Play test then. but don’t encourage design where you start with checkers and everybody is left with " i thought this was a historical version?" and these blokes allow the British player to destroy German IPC’s just by having ships off the coast of African German controlled coastline.

    Quote
    Id rather playtest a version thats historical and realistic and then play test, than the other way around.
    your system is historical but unrealistic
    my system is realistic (and historic until you prove otherwise…so far your complaints such as Allies can hurt Germany or Germany can hurt Russia has been shot down…my system do you let you bleed a player by hitting on non-existent convoys)

    Go look at the map and tell me which are the 2 island nations> UK and Japan, the whole convoy system thing is for nations that are islands and USA is sort of in this block. By extrapolation we conclude based on the war, that UK was nearly starved and Japan was nearly starved. Also, we conclude that USA lost alot of Liberty ships and the Murmansk convoys got attacked as they sent trade to USSR. In the latter war period American subs sunk a huge % of total foodstuffs going to japan because they were feeding off of Japan like vultures.

    WE DO NOT conclude Germany lost income or Italy lost income, nor do we conclude American surface ships sunk japanese merchant ships to a high degree…. the solution is we model only the participating nations that historically were effected in this manner. WE DO NOT allow Germany to lose money because they grow food and build supplies from central Europe, while UK / USA must ship stuff to other places and also receive stuff via the SEA because they control many places that are outside in different part of the world or support these localities.

    Quote

    Quote
    thats all were talking about, but latter i added the idea that USA/ UK subs next to a Japanese IPC territory can also do this but also will roll.
    we got rid of the roll already
    but if you want to introduce it again I guess we could…

    fine reintroduce the rolling idea and playtest.

    some reasons why I defend my system:
    (also a benchmark I use against your evolving system (which is improving) and certainly has the possibility of passing and replacing my system in the future)

    *you do not lose more than you ship
    *enemy units do not hit your convoy when they are in a different part of the world
    *remains realistic even if territory control changes

    OMFG… what is this? why do you keep going back to losing one ship?

    you lose one ipc  (potentially with a roll)
    Enemy ships do not hit the convoy or “travel path” from another part of the world. Only German naval in Atlantic and Indian can cause 1 ipc damage each ship to british or American,  i guess the allies decide by committee who loses this, or the German player can declare, or we allow this to be dependant of how close he is to enemy IPC of territories separated by sea.

    remains realistic even if territory control changes

    This is the radioactive part of what you are arguing for.  UK is an island economy and Germany and Italy are NOT, but YOU want them to be treated the same…. that cant be possible unless we turn Germany into an island too.


  • ideas and discussion were repeated
    most important discussion/progress was at the end of your last post:

    @Imperious:

    OMFG… what is this? why do you keep going back to losing one ship?

    haha I answered already
    this is funny, a bit your like misunderstanding at the “Lite” thread

    here it is again
    “don’t lose more than you ship”
    ship as in the verb
    my system do not destroy any ships, only IPCs

    basically the idea is say US has Hawaii, takes New Guinea…that is 1 IPC + 1 IPC
    if Japan raids convoys from those two islands going for Los Angeles…US can potentially lose 2 IPC…not 1 IPC per Japanese ship for unlimited amount

    but its ok I think in the other bits of your post you agree already not to bleed a player like that

    you lose one ipc  (potentially with a roll)
    Enemy ships do not hit the convoy or “travel path” from another part of the world. Only German naval in Atlantic and Indian can cause 1 ipc damage each ship to british or American,  i guess the allies decide by committee who loses this, or the German player can declare, or we allow this to be dependant of how close he is to enemy IPC of territories separated by sea.

    your latest revision is yet another step closer to my system
    we now have concensus on
    *no more “bleeding” a player
    *units can’t hitting other parts of the world

    what remains in the merely last point:

    remains realistic even if territory control changes
    This is the radioactive part of what you are arguing for.  UK is an island economy and Germany and Italy are NOT, but YOU want them to be treated the same…. that cant be possible unless we turn Germany into an island too.

    its not radioactive once you see it differently

    its definitely not realistic for African income to go to Berlin if Allies control Med Sea and Altantic right?

    if the convoy system is nation specific, then you would need to have some sort of blockade rule about Germany Africa, (and potentially Madagascar, Brazil…and other nations depending on the map situation)

    so my system is not only shorter, but also saves us other troubles such as these

    fine reintroduce the rolling idea and playtest.

    to clarify, we only reintroduce rolling if you wish (I am good with 1 IPC per unit)
    because rolling is incompatible as earlier you got rid of ability to store war material at victory cities

    previously say UK tried to build an infantry at Singapore, other resources goes to London to build other stuff.
    the (Singapore) infantry costs 4 IPC.
    Japan raids 1 IPC of it fater rolling, instead of deploying an infantry…3 IPC is saved at Singapore.

    so we only reintroduce rolling if you want
    and then we can either reintroduce storing war material at victory cities, or do other things

    also once you get the correct interpretion of the rules you’ll see its quite simple to play
    now that you relaxed what a convoy route can be (South Africa can go to Med Sea via land rather than forced to use nearby sea ports to sail directly to Berlin or Italy), you simply check if there is a free path…if there then no convoy raid, if there isn’t you select the least guarded hostile sea zone


    (other discussions that may no longer be important due to progress)

    Tekkyy i have shown that how YOU wrote the 4 IPC thing makes it seem that anytime you isolate a small island the other guy loses 4 ipc. Only in one case can this actually happen…. with Borneo. With the new rule the other side has a chance to protect his empire, and also under this system its not universal (thank god) it only applies to specific historical nations that had developed this ability also historically.

    um, I just shown how you high value islands are almost as common as low value islands
    first acknowledge East Indies and forget Borneo, now you acknowledge Borneo and think its the only high icnome island?
    its East Indies, Borneo, and Phillipines vs. low income Okinawa, New Guinea, Hawaii…

    If Germany took UK the game would be OVER… thats the point the Historically based game design has victory conditions which take care of these issues, so Germany would not get in that position. The German u-boat campaign was developed exclusively by Germany during 2 wars, UK, USSR, Italy, and even USA had not real appreciation of how to successfully run a submarine campaign designed to sink commerce. Thats why only certain nations are given this ability.

    no it doesn’t have to be over for Allies if Germany takes UK
    it depends on the rest of the map
    (and lets history replay arguments would be nice)

    1939 map in particularly gives us the option to explore a heavy Battle of Britain rather than going to Operation Barbarossa
    Russia given the spare time could have built up even better than they did in history

    Germany has submarine campaign focus because of the friendly/enemy situation
    US submarines harassed Japan shipping too
    if you want to give Germany bonus its a matter making of an NA (eg. German transport can convoy raid too…how they disguised raider Kormoran as a merchant ship and then sank HMAS Sydney)

    But Germany can lose income if they lose Madagascar, or take India, or Norway, of if the Soviet sub is placed in the baltic, or this or that….

    you don’t lose more then you ship (verb) in my system
    so Madagascar nor India are not going to be become a negative income contribution

    naval units don’t hit convoys in a different part of the world in my system
    so Soviet sub in Baltic is only going to hit shippping in that particular sea zone

    But a Historical version must not have this because the Soviet player had no idea how to conduct these types of raids. Even if just 1 IPC was potentially at risk it would be a bad rule. This is a historical version and not a universal version. Revised is a universal version and the reason why we are doing a historical version.

    this is not a question of how well one nation can raid, that can be dealt with by a Germany NA that increases German raiding efficiency
    if Soviet has submarines in Baltic and Germany dont kill them, those submarines are not going to stand there and watch hostile convoy shipping going by

    We don’t allow IF’s of that type, It simply was not capable for some nations to pursue specific strategies. Its like saying both the Americans and Italians should basically have the same access to technology and diplomacy or the same IPC. Why the heck do we then just give Italy 50 IPC’s a turn?///??? Thats would be a universal idea as well….

    please, you are comparing grossly different probabilities

    Germany damaged Allied shipping more than US damaged Japanese shipping
    but Germany put most naval resources into submarines

    OK ill make a new map here are the new ipcs…

    USSR 50 IPC
    UK  50 IPC
    USA 50 IPC
    Germany 50 IPC
    Japan 50 ipc
    Italy  50 IPC

    there… now its universal rules. great… Now everybody starts out with 40 inf, 10 tanks, and 5 artillery…now just have the same 10 NA’s for everybody… and we just keep doing this until we have… checkers

    A system takes into factors as input and gives an outcome.

    My system is simple and universal. It is based on actual shipping. It generates different vulerabilities for each nation.

    The income system is also simple and universal for all nations. You add income of all territories minus SBR/rocket damage. It then generates different income for each nation.

    The system is realistic. No arbitration in the outcome needed.

    Forget “lose a ship”… this is about convoy boxes and how we can make AARHE by simulating the historical boxes that normally would be on the map in a simple way. The conclusion is that each qualifying ship rolls a dice and potentially it can cost the other player 1 IPC… thats it… now specifically the convoy boxes are always allies, because historically the allies traded over the sea, while Japan also depended on the sea for economics.

    forget your “lose a ship” interpretion
    I repeat, ship as in the verb, not the noun

    if you somehow find a static system that remains realistic regardless of whats happening on the map,
    and do you let bleed a player by causing 10 IPC (by 10 units) damage to 2 IPC shipment,
    then great we could use it

    To model this we allow only specific nations and specific locations of enemy ships that can even engage of these attacks.

    That is no modelling. That is arbitration in outcome.
    I repeat, your method will only be realistic for a small subset of game outcomes. Players are not going to perform the same as WWII. Its a game, a simulation.

    I’ve already mentioned specific examples (territory control and which unit in which sea zone) why your system is unrealistic.
    You’ve engaged in a lot of historic replay kind of talk, if you can be more concrete in your argument and give specific examples (territory cotnrol and which unit in which sea zone) why my system is unrealistic it’ll be more helpful.

    We are not talking about who is “blocking” or “ships” getting lost or anything.

    ships as in actual game units, no
    but convoy raiding is about losing the goods on convoy ships which are sank so don’t know what you are talking about

    You tell me how we incorporate the allied convoy boxes from AAE and AAP into AARHE and stop adding convoy ideas for Germany and Italy aside from a possible Italian Medd box.

    I never said static convoy boxes are realistic
    hence it was never a goal for me

    Ok if the USA player has subs in the New Guinea sea zone for 2 turns, then Japan faces economic isolation and thats just fine.

    that get rid of the problem of US ships at New Guinea hitting convoys from Phillipines to Toyko
    this is your isolation rule, which is realistic for islands without VC/IC and low income islands

    then you’ve got to create an exception for high income islands like Borneo, East Indies and Phillipines

    and then you write rules to incorporation AAE/AAP convoy boxes ideas

    arbitration via nation specific text adds more length again

    do you see what is happeneing?
    you write so much to achieve realism while my system is only a few sentences

    Then they are not interested in any historical edition. You cant sell people on ideas and then be afraid to tell them what the ideas are. AARHE is for people who prefer more realism and historical ideas in these games. The OOB rules are the Universal version and thats why we toil for years to create something different.

    what do you mean? what are we afraid to tell?

    potential players of AARHE are still interested in what-if
    they just want the what-if to be more meaningful
    or they just want the new dimensions added to the game such as land units can’t hit air units

    Yes correct IF UK falls and USSR falls, and USA falls and Germany owns every single territory on the map…. THEN your correct but the game is nothing but the movie “Fatherland” played out for humor in a new world run by Germany. You always seem the bring examples of a game condition thats beyond the reach of the allies to win anyway to make your points to support how unfair it all sames.

    no, Germany taking UK is a lot more achievable in AARHE because convoy raids can isolate UK from her colonies
    if UK decides to use Canada to stage their purchase, Canada becomes the new destination of convoys from UK colonies

    the situation you mentioned (UK and USSR fell) is probably end game, the situation I mentioned is not as such

    This rule does not do that. Its only going by the printed values,not some inflated 8 IPC thing

    oh you have new ideas for IC output limit?
    anyway, remember its not a "some inflated 8 IPC thing)
    the output limit is proportional to territory value, Australia is 2 IPC, her IC can build 8 IPC worth of units

    it accounts for amount produced while not allowing high value pieces to be built at low income territories
    I hope the new IC limit you propose is just as realistic

    ….but is your universal world you allow anybody to do anything. Uk can start making SS units, France can have the worlds largest navy and the Soviets can sink all the non-land locked ipcs coming into Germany from the Baltic. All these ideas are equal with the USA player turning fascist in a universal world.

    my system do not allow ships in the Baltic to hit convoys in other parts of the world
    so no Soviet ships in the Baltic can’t “sink all non-land locked ipcs coming into Germany”
    I wonder if you still have wrong interpretation of the rules

    We are giving each player the historical based tools to perform unique strategies to win, whether the actual players decide to engage in these strategies is not up to us, what our job is to model what was effective to each nation, and not rather make each nation have the same abilities as each other.

    national advantages takes the task of differentiation
    if you like you can give Germany a convoy raid advantage via national advantage (eg. each ships hits 2 IPC rather than 1 IPC)
    but its unrealistic for ANY country’s convoys to go through obviously blockades

    The American player can build A bombs more easily than Italy
    The German player has developed U-boats to the extent where they nearly starved the island kingdom of England.

    America can pursue technology and make a bomb and blow up Germany
    Germany can build lots of subs and wipe out UK commerce

    may the best nation win… thats AARHE in a nutshell.

    If people want checkers and no idea of what actually was historically plausible, then keep playing OOB

    research head start and research capacity in AARHE already lets US the distinct A-bomb advanatage and Germany super submarine advantage
    its all there already

    Germany is likely to have submarine campaign while UK is unlikely simply because at game setup, UK territories are spread while Germany are packed together
    but anything goes once the game starts

    I don’t know why you want to force a particular outcome
    its like disallowing USSR to build naval units, but when the situation is right…its a prefectly sensible thing to do
    we are not going to not let certain countries build certain units now are we? of course not

    Play test then. but don’t encourage design where you start with checkers and everybody is left with " i thought this was a historical version?" and these blokes allow the British player to destroy German IPC’s just by having ships off the coast of African German controlled coastline.

    no there actually has to be shipping in the particular sea zone
    the idea that territories must use its own or adjacent sea port was created after consulting you
    this is the second time you mentioned it I think its pretty clear you are saying its unrealistic
    (last time you mentioned that South Africa resources wouldn’t have to get on a board until Med Sea)
    so I’ll update my file now to remove that restriction

    Go look at the map and tell me which are the 2 island nations> UK and Japan, the whole convoy system thing is for nations that are islands and USA is sort of in this block. By extrapolation we conclude based on the war, that UK was nearly starved and Japan was nearly starved. Also, we conclude that USA lost alot of Liberty ships and the Murmansk convoys got attacked as they sent trade to USSR. In the latter war period American subs sunk a huge % of total foodstuffs going to japan because they were feeding off of Japan like vultures.

    WE DO NOT conclude Germany lost income or Italy lost income, nor do we conclude American surface ships sunk japanese merchant ships to a high degree…. the solution is we model only the participating nations that historically were effected in this manner. WE DO NOT allow Germany to lose money because they grow food and build supplies from central Europe, while UK / USA must ship stuff to other places and also receive stuff via the SEA because they control many places that are outside in different part of the world or support these localities.

    you’re bringing up history replay type of arguments again

    anyway at game setup this is the likely outcome (that Germany can’t be raided much)
    my system keeps convoy raiding on actual shipping, if you play the game like historic it remains realistic
    on the other hand, your longer and nation specific system is do not remain realistic all the time


  • ideas and discussion were repeated
    most important discussion/progress was at the end of your last post:

    Quote from: Imperious Leader on April 01, 2008, 05:11:33 pm
    OMFG… what is this? why do you keep going back to losing one ship?
    haha I answered already
    this is funny, a bit your like misunderstanding at the “Lite” thread

    here it is again
    “don’t lose more than you ship”
    ship as in the verb
    my system do not destroy any ships, only IPCs

    good then stop using that as a verb, just talk about losing IPC…

    basically the idea is say US has Hawaii, takes New Guinea…that is 1 IPC + 1 IPC
    if Japan raids convoys from those two islands going for Los Angeles…US can potentially lose 2 IPC…not 1 IPC per Japanese ship for unlimited amount

    but its ok I think in the other bits of your post you agree already not to bleed a player like that

    fine just make it so only Germany and Italy can affect UK/ Lend Lease/ and USA, while UK/ USA effect Japan… no other relationships

    what remains in the merely last point:

    Quote
    remains realistic even if territory control changes
    This is the radioactive part of what you are arguing for.  UK is an island economy and Germany and Italy are NOT, but YOU want them to be treated the same…. that cant be possible unless we turn Germany into an island too.
    its not radioactive once you see it differently…

    you mean view Germany as an Island that requires its resources to be transported by sea rather than land???  No i dont “SEE” that.

    its definitely not realistic for African income to go to Berlin if Allies control Med Sea and Altantic right?

    Yes by way of the medd, or thru persia land connected all the way to Berlin, The ISLAND OF ENGLAND IS TOTALLY DIFFERENT AS WELL AS THE ISLAND OF JAPAN, unlike THE TERRITORY OF GERMANY CONNECTED BY LAND TO MANY OTHER LAND TERRITORIES…

    if the convoy system is nation specific, then you would need to have some sort of blockade rule about Germany Africa, (and potentially Madagascar, Brazil…and other nations depending on the map situation)

    No you dont, because they ship from the medd, and italy controls the medd for the most part, plus England didn’t use submarine warfare and didnt have the last great wars experience where it was a focal point to attack Germany, rather they attacked Germany by SBR. Also, if they occupied Brazil thats not a good argument, because Germany has the ability to park subs off the island of England, while UK does not have the ability to park subs around nazi controlled Europe, Africa and asia.

    Your looking at the location of where the money is coming from, Im looking at the destination of where the money is flowing.

    Money flows to the island of UK, Money flows to the Continent of Europe, thats a huge difference.

    Quote
    fine reintroduce the rolling idea and playtest.
    to clarify, we only reintroduce rolling if you wish (I am good with 1 IPC per unit)
    because rolling is incompatible as earlier you got rid of ability to store war material at victory cities

    ok fine no rolling just 1 ipc lost per ship

    Quote
    If Germany took UK the game would be OVER… thats the point the Historically based game design has victory conditions which take care of these issues, so Germany would not get in that position. The German u-boat campaign was developed exclusively by Germany during 2 wars, UK, USSR, Italy, and even USA had not real appreciation of how to successfully run a submarine campaign designed to sink commerce. Thats why only certain nations are given this ability.
    no it doesn’t have to be over for Allies if Germany takes UK
    it depends on the rest of the map
    (and lets history replay arguments would be nice)

    Look at the victory conditions of the game….they are not universal, Germany controls victory city points, taking UK will put them over the top, little chance (with all things being equal) for the allies to come back because Germany is probably owning most of Europe anyway, and with UK out the Soviets are not far behind w/o help from UK.

    1939 map in particularly gives us the option to explore a heavy Battle of Britain rather than going to Operation Barbarossa
    Russia given the spare time could have built up even better than they did in history

    yes this is true, but the 1939 version uses HISTORICAL VICTORY CONDITIONS TO WIN, so your point is reflected in that Germany may win at that point.

    Quote
    But Germany can lose income if they lose Madagascar, or take India, or Norway, of if the Soviet sub is placed in the baltic, or this or that….
    you don’t lose more then you ship (verb) in my system
    so Madagascar nor India are not going to be become a negative income contribution

    naval units don’t hit convoys in a different part of the world in my system
    so Soviet sub in Baltic is only going to hit shipping in that particular sea zone

    OK cut out part of the map and make a clear example with MS paint of how the system works that you propose. To me it looks now like its going to be a freeking chain of supply thing where you lose income if you cant trace a path of clear sea zones back to UK.  That system is silly and tedious

    Quote
    But a Historical version must not have this because the Soviet player had no idea how to conduct these types of raids. Even if just 1 IPC was potentially at risk it would be a bad rule. This is a historical version and not a universal version. Revised is a universal version and the reason why we are doing a historical version.
    this is not a question of how well one nation can raid, that can be dealt with by a Germany NA that increases German raiding efficiency
    if Soviet has submarines in Baltic and Germany dont kill them, those submarines are not going to stand there and watch hostile convoy shipping going by

    No instead they crash in the anti submarine nets that the Germans had layed down before the war. The Soviets were locked into the Baltic, they cant escape, thanks to Germany. And Germany mined the straights too. Soviet subs were only for coastal defense anyway.

    In fact Germany and latter USA and the Japanese 400 series of larger subs were the only subs made for anything approaching long patrol range submarines. Everybody else could only come up with coastal submarines to protect coastlines, from invasion etc…

    Quote
    We don’t allow IF’s of that type, It simply was not capable for some nations to pursue specific strategies. Its like saying both the Americans and Italians should basically have the same access to technology and diplomacy or the same IPC. Why the heck do we then just give Italy 50 IPC’s a turn?///??? Thats would be a universal idea as well….
    please, you are comparing grossly different probabilities

    Germany damaged Allied shipping more than US damaged Japanese shipping
    but Germany put most naval resources into submarines

    WOW your starting to see my point…. now we just need to model only this aspect of what was possible and your universal idea is trash can fodder.

    Quote
    OK ill make a new map here are the new ipcs…

    USSR 50 IPC
    UK  50 IPC
    USA 50 IPC
    Germany 50 IPC
    Japan 50 ipc
    Italy  50 IPC

    there… now its universal rules. great… Now everybody starts out with 40 inf, 10 tanks, and 5 artillery…now just have the same 10 NA’s for everybody… and we just keep doing this until we have… checkers
    A system takes into factors as input and gives an outcome.

    My system is simple and universal. It is based on actual shipping. It generates different vulerabilities for each nation.

    your system totally ignores the very real capabilities of the historical participants of the simulation we are modeling and since its a historical edition , i suggest you forget universal ideas…

    The system is realistic. No arbitration in the outcome needed.

    Their is no arbitration either is saying “every German/italian naval ship in atlantic and indian ocean costs the western allies 1 IPC”

    Quote
    To model this we allow only specific nations and specific locations of enemy ships that can even engage of these attacks.
    That is no modelling. That is arbitration in outcome.
    I repeat, your method will only be realistic for a small subset of game outcomes. Players are not going to perform the same as WWII. Its a game, a simulation.

    Its a simulation of history, thus the nations who dont have certain capabilities are not going to be allowed to have them. They have to play only the cards they are dealt with, but they can play those cards how they want. Thats AARHE.

    I’ve already mentioned specific examples (territory control and which unit in which sea zone) why your system is unrealistic.
    You’ve engaged in a lot of historic replay kind of talk, if you can be more concrete in your argument and give specific examples (territory cotnrol and which unit in which sea zone) why my system is unrealistic it’ll be more helpful.

    Ok fine, UK controls Canada, Canada ships resources to England which is fighting Germany, England is an Island economy and needs to import nearly everything to win the war, Germany has subs, they are long range and feel that these subs can starve England because England is an ISLAND, and also tried to do this for 4 years in world war one.

    UK only has coastal submarines to protect her coastline, Germany controls most of Europe and her income comes by way of train, thus England using the same technique as Germany will invariable fail.

    NOW IS THIS CLEAR ENOUGH???

    Quote
    Ok if the USA player has subs in the New Guinea sea zone for 2 turns, then Japan faces economic isolation and thats just fine.
    that get rid of the problem of US ships at New Guinea hitting convoys from Phillipines to Toyko
    this is your isolation rule, which is realistic for islands without VC/IC and low income islands

    then you’ve got to create an exception for high income islands like Borneo, East Indies and Phillipines

    Thats fine then we go with the 2 turns of isolation rule, Japan has a full reaction turn to stop the income from being cut off

    potential players of AARHE are still interested in what-if
    they just want the what-if to be more meaningful
    or they just want the new dimensions added to the game such as land units can’t hit air units

    No they want all the silly tricks of AAR to go away, They want some of the stupid ideas removed because they are not realistic, and view AA as a kids game with lots of dice rolling. They want the defender to retreat, they want real air missions, and airborne infantry and victory conditions that are realistic, They want submarine warfare and try to starve England to submission like Hitler tried.

    Quote
    This rule does not do that. Its only going by the printed values,not some inflated 8 IPC thing
    oh you have new ideas for IC output limit?
    anyway, remember its not a "some inflated 8 IPC thing)
    the output limit is proportional to territory value, Australia is 2 IPC, her IC can build 8 IPC worth of units

    No NO NO… You can still build the 4x rule in those places, thats not effected. Only the total income for purchases, not placement.

    Quote
    ….but is your universal world you allow anybody to do anything. Uk can start making SS units, France can have the worlds largest navy and the Soviets can sink all the non-land locked ipcs coming into Germany from the Baltic. All these ideas are equal with the USA player turning fascist in a universal world.
    my system do not allow ships in the Baltic to hit convoys in other parts of the world
    so no Soviet ships in the Baltic can’t “sink all non-land locked ipcs coming into Germany”
    I wonder if you still have wrong interpretation of the rules

    The only thing i have interpreted is what you wrote where its universal, when historically its not universal.

    Germany is likely to have submarine campaign while UK is unlikely simply because at game setup, UK territories are spread while Germany are packed together
    but anything goes once the game starts

    Yes everything goes? you mean England is not not an Island?

    Quote
    Go look at the map and tell me which are the 2 island nations> UK and Japan, the whole convoy system thing is for nations that are islands and USA is sort of in this block. By extrapolation we conclude based on the war, that UK was nearly starved and Japan was nearly starved. Also, we conclude that USA lost alot of Liberty ships and the Murmansk convoys got attacked as they sent trade to USSR. In the latter war period American subs sunk a huge % of total foodstuffs going to japan because they were feeding off of Japan like vultures.

    WE DO NOT conclude Germany lost income or Italy lost income, nor do we conclude American surface ships sunk japanese merchant ships to a high degree…. the solution is we model only the participating nations that historically were effected in this manner. WE DO NOT allow Germany to lose money because they grow food and build supplies from central Europe, while UK / USA must ship stuff to other places and also receive stuff via the SEA because they control many places that are outside in different part of the world or support these localities.
    you’re bringing up history replay type of arguments again

    Yes i like to stuck with the facts to support ideas in a historical version of an abstract game… yes admittedly.

    anyway at game setup this is the likely outcome (that Germany can’t be raided much)
    my system keeps convoy raiding on actual shipping, if you play the game like historic it remains realistic
    on the other hand, your longer and nation specific system is do not remain realistic all the time

    take out the map and just give germany 10 subs and then give the uk player 10 subs… See the potential damage each can have on the other under both systems and post.


  • No you dont, because they ship from the medd, and italy controls the medd for the most part, plus England didn’t use submarine warfare and didnt have the last great wars experience where it was a focal point to attack Germany, rather they attacked Germany by SBR. Also, if they occupied Brazil thats not a good argument, because Germany has the ability to park subs off the island of England, while UK does not have the ability to park subs around nazi controlled Europe, Africa and asia.

    as mentioned, Germany’s submarines expertise can be model with an NA
    convoy raiding rule is about naval units in general

    naval blockade affects everybody
    when there is an obvious naval blockade of Med Sea by Allies, its totally unrealistic for Berlin to receive Africa income via Med Sea
    my convoy system deals with it all and we do not require addition naval blockade rules

    but its ok, I won’t call your nation-specific-historic-replay system “trash can fodder”

    Your looking at the location of where the money is coming from, Im looking at the destination of where the money is flowing.

    actually my system looks at both source and destination, considers where we are building or raising infantry, this is the IPC path idea

    your nation specific system only considers where the capital is and do not consider actual production, and the actual rule do not look at neither source nor destination

    OK cut out part of the map and make a clear example with MS paint of how the system works that you propose. To me it looks now like its going to be a freeking chain of supply thing where you lose income if you cant trace a path of clear sea zones back to UK.  That system is silly and tedious
    only destination

    it sounds tedious, but if you were to consider your “where the money is coming from” and your “the destination of where the money is flowing” then only a dynamic method will do

    it isn’t silly, only trying to keep it real, dynamic, relating to actual production/shipping

    its not tedious anymore, because you’ve reduced the limitations of what the path can be
    (you said south africa resources can travel via land to med sea then cross it, and then travel via land to Berlin)
    that is, no more shortest path restriction, no more must use adjacent sea port restriction

    its really just a quick glance
    in the case it is indeed blocked, then you just minimize damage (picking the sea zone with the smaller naval stack)

    Ok fine, UK controls Canada, Canada ships resources to England which is fighting Germany, England is an Island economy and needs to import nearly everything to win the war, Germany has subs…
    NOW IS THIS CLEAR ENOUGH???

    I said “territory control and which unit in which sea zone” but you still remain philosophical
    like give me a game example

    here is one for your system

    Allies control Altantic and North Sea (sz7, sz6) and Med Sea (sz 13, 14, 15)
    Germany holds Africa (from Algeria to South Africa)
    oh, Germany performed different to history, exposing themselves to convoy raid, what happens in the two systems?

    in your system, you continue to let the Africa income (11 IPC) be used to build units at Berlin…too bad…we don’t consider players would perform different to history

    in my system, its ok, we consider the current situation rather than enforcing particular scenarios, so we remain realistic…Germany will have to bite the bullet and take damage at Altantic or Med Sea, or just build at Egypt

    Thats fine then we go with the 2 turns of isolation rule, Japan has a full reaction turn to stop the income from being cut off

    I am saying East Indies, Borneo, Phillipines are high income islands and resources are not going to go poof! even under a naval blockade, resources can still be used at the VC/IC on the island

    hence no need for isolation rule, my convoy system caters for both direction (eg. whether East Indies material is used to raise infantry at Tokyo or other Japanese material is used to raise infantry at East Indies)

    [uqote]Germany damaged Allied shipping more than US damaged Japanese shipping
    but Germany put most naval resources into submarines

    WOW your starting to see my point…. now we just need to model only this aspect of what was possible and your universal idea is trash can fodder.
    you didn’t get what I meant
    as in, US can have better sucess if they put more of the naval budget in submarines like Germany did

    lets say US president listened to another US general instead, and US use submarines as a delaying tactic in the Pacific or whatever

    No NO NO… You can still build the 4x rule in those places, thats not effected. Only the total income for purchases, not placement.

    so are you sugguesting a change to current rule of “4x”?

    Yes everything goes? you mean England is not not an Island?

    I only said anything goes once the game starts
    as in the situation can change away from the game setup situation
    its that simple, nation specific ideas won’t remain realistic in all games

    Yes i like to stuck with the facts to support ideas in a historical version of an abstract game… yes admittedly.

    but historic replay arguments are not going to convince me
    I don’t want funny situations just because the game didn’t play out like the real WWII

    if US could starve Japan and UK decides to have emphasis on Med Sea convoy raid against Germany, I think US would give a few tips to UK

    again, if Germany is just so much better than others at submarine convoy raid, then just give them an NA…or even make Super Submarines twice as effective as normal Submarines in convoy raid

    take out the map and just give germany 10 subs and then give the uk player 10 subs… See the potential damage each can have on the other under both systems and post.

    for us cross compare, I need you to post your system in one piece (convoy raid, plus other bits like isolation rule if still you want it)

    This is my one.
    IPC to be spent must have a path* from the original territory to the Industrial Complex or Victory City.
    IPC to be saved must have a path* from the original territory to your capital.
    This also applies to lend-lease. IPC that are not spent and not saved are forfeited.
    A path is chain of territories your land units may go through and/or sea zones.
    Each hostile naval unit (except Transport) on a path* [see Spending or Saving IPC] destroys 1 IPC. Damage is applied to IPC of the path.

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