@ncscswitch:
You must have missed a few of the games in the Games threads…
**NAVAL BATTLES DO NOT AND WILL NEVER WIN A GAME WHERE VICTORY IS DETERMINED BY CONTROL OF LAND TERRITORIES!**Â …
Go ahead, play test it a few times. You will quickly see what I mean.
Well, I agree and do understand your point. But it is sad that control of sea is not worth anything when history shows a different story. What if one included a rule for convoy raids! Try my rule for convoy raid in 2-3 games and then tell me if you think the game becomes more interesting. I just want you to try this rule to see what I mean. Navy will be more important, but with the twist of Axis favor!!! Then you will be more open for the discussion of cheaper navy!
Convoy Raids
The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink†IPCs. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).