House Rules Compilation & Discussion: Oil!


  • Depends on what you want in game and I get what your saying.


  • @imperious-leader Thanks IL, I’ll update the summary above. I like that idea from the KISS principle, and also that in your rules oil is something you can - but probably shouldn’t - ignore. I also like that denying oil to your opponent functions like a free SBR raid…


  • It’s already in your list


  • @general-6-stars said in House Rules Compilation: Oil!:

    It’s already in your list

    Right, I just wanted to clarify the particulars. Is there a thread for your rules to which I can link, @General-6-Stars?


  • No not at this time. I could make a list or something It’s in 2 areas in my rules

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    I can post my oil rules and oil bonuses in my game thread on site here.

    Then if you want post it at top of your thread


  • @general-6-stars said in House Rules Compilation: Oil!:

    I can post my oil rules and oil bonuses in my game thread on site here.

    Then if you want post it at top of your thread

    Added your rules to my first post, General. Now I’m reading through the entirety of your amazing thread! :)

  • 2024 '23 '22 '21 '18 Customizer

    Here’s fodder for discussion; what about a system where, in the Collect Income Phase, Each functional Oil Derrick to which you can trace, from an IC, some uninterrupted direct link (TBD; maybe through unoccupied convoy zones and/or land TTs) grants that IC one “Oil Barrel”. During the purchase units phase, that barrel can be “traded in” for a discount on a unit/group of units, according to some simple schema like the below (ignore “wheat” and “iron” for now):

    Resource Unit Table.png

  • 2024 '23 '22 '21 '20 '19 '18

    @vodot interesting. Is this how the chart reads, 3 oil barrels = 1 AB at reduced cost of 12 bucks ? 1 oil barrel = 3 Medium Tanks at reduced cost of 5 bucks a piece ? Have to buy all 3 ?

    Oil Derricks number are fixed ? Can’t create any new ones ? Or can the Texans keep drilling lol

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    It looks that way barnee. Ya I go with continuous open route by land and certain sea zones. But I’d give the attacker some bonus for blocking oil like make the cost go up for your pieces. Thinking most won’t leave a ship for block or inf without some reward and just get killed possibly.

    Also if u go with wheat and iron then need to add copper/brass ammo, motors etc.and rubber for wiring.

    Is this mainly for G40 ?


  • @vodot Are the prices the costs over two or three turns? So a medium tank takes 3 turns to build? Or am i missing something??


  • Don’t think so IL. Looks like u can buy 3 med tanks at 5 icps per turn

  • 2024 '23 '22 '21 '18 Customizer

    @barnee said in House Rules Compilation: Oil!:

    @vodot interesting. Is this how the chart reads, 3 oil barrels = 1 AB at reduced cost of 12 bucks ? 1 oil barrel = 3 Medium Tanks at reduced cost of 5 bucks a piece ? Have to buy all 3 ?

    Oil Derricks number are fixed ? Can’t create any new ones ? Or can the Texans keep drilling lol

    The intent of that table would be that you can trade in an oil barrel for a $1 discount on up to 3 tanks, or two oil barrels to get the discount on up to 6 tanks, one oil barrel for a $2 discount on up to two fighters, etc… You wouldn’t have to buy all 3 tanks/2 fighters etc.

    @general-6-stars said in House Rules Compilation: Oil!:

    It looks that way barnee. Ya I go with continuous open route by land and certain sea zones. But I’d give the attacker some bonus for blocking oil like make the cost go up for your pieces. Thinking most won’t leave a ship for block or inf without some reward and just get killed possibly.

    Also if u go with wheat and iron then need to add copper/brass ammo, motors etc.and rubber for wiring.

    Is this mainly for G40 ?

    RE: G40, yes that’s the ruleset I’m primarily thinking about for the above, with the hope being that if it can work there it could work pretty much anywhere. I think a simplified version could maybe work for AA50 as well.

    RE: more resources (aluminum etc.) yes more resources could of course be incorporated. It might get a bit ridiculous managing a Catan-style hand of resources in a game of A&A, but maybe that would still be fun if it was simple enough.

    RE: Penalizing powers for not having resources, here’s a slightly different table that takes more of that approach (and also standardizes the value of each unit of resource at 3 IPC). In this table. units have a lower base cost in IPCs, as long as you also consume one or more special resources as shown for their construction.

    Then the idea would be that any missing resources you do not spend could be “bought” for 3 IPC each. Therefore a battleship costs 14 IPC + 1 Oil + 1 Iron. If you don’t have (or don’t want to spend) the Oil or Iron then you can still build a battleship normally, but it will cost you the full OOB price of 20 IPC: 14 + 3 (for the missing oil) + 3 (for the missing iron).

    resource_unit_2.png


  • So basically an oil barrel is worth money based on you sold it over the market and collected money for it ?


  • @general-6-stars said in House Rules Compilation & Discussion: Oil!:

    So basically an oil barrel is worth money based on you sold it over the market and collected money for it ?

    Yes, particularly on the second version - each oil barrel in that scheme is worth a fixed amount of money, but you can’t just exchange it for IPCs - to use the barrel you have to use the $ towards building mechanized units.

    In the first example it’s more subtle, as the discounts apply to different units in different ways (since oil is more important to some units than others). Either way it’s similar; essentially oil = money/discounts for producing mechanized units.

    The way this is written currently would encourage powers to lock down multiple sources of oil (because each barrel/source would count individually as money/discount), but we could also structure it more like an on/off switch:

    “if a power has access to at least one source of oil, then a set of reduced costs apply. If not, the default cost set applies.”

    The above would be a sweeping change amounting to a wholesale cost restructure, but we could soften it by limiting the reduced cost to just the first of each type of unit built by a power each turn; so the first tank built by a power with oil might cost 3 while any additional tanks would cost 6 as normal, etc.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    The funny thing is the axis would of never sold there oil based on how much they needed it. It would make more sense to have a movement penalty. But we have to some how implement it in some way to hurt a country for lack of oil and mostly its icps.
    I’m not trying to be negative here. Based on my test play with a penalty movement based on lack of oil hurts to much in game on this scale. But that’s IMO.

    What I’m going to do is setup G40 map, and place all oil derricks in game with iron, wheat, copper and rubber tokens in certain territories that I have play tested with in
    my game many times. I think for every lack of oil barrel 1 territory with ground or planes moves -1 or 1 fleet. You would roll a d6 and results would be 1-2 ground, 3-4 navy, 5-6 planes. You can pick the territory or fleet. Then use the resource tokens for cheaper builds. My opinion is this is the way it should be. Allies will have the advantage but then sea convoy raiding by axis would be huge. Problem is you won’t hurt the US to penalize them.

    Anyway you all can disreguard this idea if you want but Vodot has a good idea chart so far. I’ll just make a chart with all resources.

    Vodot

    You have a oil derrick location list yet ?


  • @general-6-stars said in House Rules Compilation & Discussion: Oil!:

    The funny thing is the axis would of never sold there oil based on how much they needed it.

    I agree - I didn’t mean that they’re selling the oil - the idea is that the oil is a crucial component of the production and operation of that unit. If a power doesn’t have the oil, then they have to pay more IPCs to field that unit, with the extra IPCs representing having to buy, synthesize, or cannibalize the oil from somewhere else. Does that make more sense?

    …movement penalties for units

    As I wrote in my discussion, I think movement and performance penalties for out-of-supply units is a great idea and definitely historical, it’s just a little too complicated for what I’m currently thinking.

    Vodot

    You have a oil derrick location list yet ?

    No, there are so many great lists out there already - yours, ILs, buran’s, siredblood’s etc. My thing is more analyzing rules and mechanics - I’ll gladly lean on the historical research and knowledge of the willing! Plus I would rather come up with a system that could be modular - applied to a variety of maps and other systems.


  • Getting back to design, I think that on the “each unit uses 1 barrel” model, I would need each source to produce more than one barrel, and maybe a few ‘tiers’ of oil sources; not individual 0-15 values like Buran but at least “minor” & “major” tiers that produce 2 vs. 5 barrels each, or something like that.

    The same would go for any other resources. I would expect several of the powers to have sources close (or in) their capital territories, but those could be restricted to ‘minor’ sources to encourage going after major sources elsewhere. Large maps with dedicated city circles may not have this issue to the same extent.


  • Ok. Do have more than 1 resource for all. Ok. Good luck


  • @general-6-stars said in House Rules Compilation & Discussion: Oil!:

    What I’m going to do is setup G40 map, and place all oil derricks in game with iron, wheat, copper and rubber tokens in certain territories that I have play tested with in
    my game many times.

    …I’ll just make a chart with all resources.

    If you want to take a stab at a chart with more resources, incl. positioning them on the map, that would be cool - I did just find the “League of Nations International Resource Report” for 1931-1940…
    https://wayback.archive-it.org/6321/20160901222852/http://digital.library.northwestern.edu/league/le0280ah.pdf

    …and a wheat & grains report here:
    https://ageconsearch.umn.edu/record/142804/files/wheat-1941-12-18-04.pdf

    Lots of great info across multiple resources here:
    https://histclo.com/essay/war/ww2/eco/raw/met/met-spe.html

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