Quote
Axis players keep income for neutral conquests…The Allies do not gain from taking territories.
the “Axis is bad” theme eh…
don’t mind too much, except I want neutrals to be optional (I am thinking rules deemed too much for the masses shall be optional, we’ll discuss as we get to them)
yes basically the allies liberate, the axis conquer. for IPC only the ‘plundering’ nation should benefit.
Phase 1: Collect Income
Economic Attacks - you written it under new Income heading…I am ok
Production Interruption - you didn’t include it under new Income heading so I presume you want to remove it…I am ok
yes one replaces the other. Income interruption was something like an old witches tale. It was so convoluted. IN this case we need right to the point rules that ONLY effect specific parties and Xeno style is the only way to get the point across easily.
Logistics - you written it under new Income heading…I want to remove amphibious assault cost and only have desert and airborne assault cost
ok we can remove the cost for landing troops. done. How bout we just have 1 IPC cost for non-land linked land territories
in Africa for each unit beyond the total transports?
Example: Axis have 2 transports, so all units greater than 4 cost 1 IPC to maintain in Africa?
Spending or Saving IPC + Convoy Raid - I am sure you want to remove my system…discussion below:
rehash the long convoy discussion many months ago:
I prefer submarines hitting IPC movement.
You prefer submarines doing damage via dice.
I don’t like your system hitting non-existing war shipping and enforcing history rather than base on current in-game situation.
You don’t like my system producing outcomes different to WWII.
All i would like to see is a very basic idea that subs can attack a nations economy of the island nations. Thats only UK and Japan. IN UK’s case Germany effects them and for Japan its USA. IN terms of what effects them we assign subs, but for Germany we add surface warships which are raiders preying on commerce. The old system as riddled with the possibility that Germans, Americans and Soviets could lose IPC from enemy subs. I suppose that did happen on a limited level, but we don’t want a game where everybody is building subs…we just want to add a little spice to model the actual warfare.
I am happy to move my system into optional rules.
So we use your system, but some tuning.
ok optional rules, but in a separate appendix. along with all the other stuff, 1942 Italy, 1939 etc…
*It doesn’t depend on current in-game situation we’ll say its hitting trade shipping instead of war shipping. So we’ll have to cap it. Don’t want it to be funny like Japan holds one island but is totally wasted (into 0 IPC) even though they hold all of mainland Asia. To go with your idea of reflecting historic shipping amounts and raiding capabilities, German can do good damage while US can do some damage.
IN keeping it minimal we assign one allied and one axis nation these capabilities, because most of the lost shipping came from these two examples.
*OOB’s 1 IPC per submarine was already distorting gameplay. So just 1 IPC will do. No need to roll d6. Less unneeded dice the better anyway.
SO you don’t like the fun of rolling it out? I think its fun to get to roll dice and possibly get 1,2 or 3 IPC damage.
Proposal: Max 15 IPC for UK+US. Max 6 IPC for Japan. 1 IPC per submarine. No “convoy box”, descriptions like “Atlantic or Indian Ocean” will do.
Well a cealing on damage could work, but you have to assign the sea zones, or else US submarines anywhere in the board can say" i am attacking japan from Brazil" You have to establish specific ocean zones that apply.
Lend-Lease - if we keep Lend-Lease, we’ll have to add to convoy raid
Northern Altantic Ocean, German submarine against USSR
max damage is the Lend-Lease sent
yes we need to add a Murmansk convoy box so Germans can sink LL IPC
Naval repair - lets simplify
proposal text: Damaged ships are turned upright if its next to a friendly Industrial Complex.
I see your idea: to make it simple, but the problem is also that people buy the BB, then they just take free hits on them and retreat and never lose anything. To stop this we install a cost for the 2 hit ships, so they need to pay.
Perhaps just the D6 roll=damage cost and remove the second die? WE have to model the cost of doing battle or people take advantage of free hits which is bogus. Moving to your factory is possible in one turn for the most part in most games, but a cost linked would make it realistic so that your heavy capital ships are in dry dock for repairs of up to 6 months. Think like the lost BB’s at the Hawaii attack. it took years to get them back in order.