@barnee Thanks for the replies, the CIS ones sound good, and I like the idea of Gibraltar actually being important in 1914. I might also give the Spanish objectives in North Africa to motivate them to spread out a bit more. Not quite sure what to do with China yet, but they will probably be with the Central Powers (I know they weren’t historically, but it balances the game better). I’m thinking maybe I will give them IPCs for capturing Korea and parts of south Asia.
Technology and National Advantage merge
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One thing I liked about World At War was that you couldn’t all of a sudden get Rockets in one turn. In WAW you have a progression. Everyone starts at 0 for every technology. To advance you pay $2 and roll a die. If you roll a 1 then you move your counter to 1 on the technology sheet. The next time you pay $2 and you need to get a 2 or less. It progresses until you reach 5. You can get technology immediately but its not nearly as easy and on average would cost a whole lot more.
What I would like to change however is a blended national advantage and tech chart. So you would have heavy tanks available for everbody but instead of starting at 0 for germany, she starts at a 3. This way the german play can choose to progress that advantage or not. I haven’t tried it but you could also make this vulnerable to SBR too. Careful not to make it too easy to knock out tho.
So you end up with a technology/nat advantage of lets say Long Range Bombers
Long Range Bombers allows Bombers to move 8 spaces
USSR starts at level 2
Germany starts at level 3
UK, Jap, and US start at 4 -
Territory specific advantages would be seperate from these advantages
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We allready got this in AARHE… its funny how we basically reached similiar conclusions as Xeno because i dont like some of their ideas. Our concept is more accurate and i believe we have more variance of tech possible.
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Do you have this posted somewhere already?
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yes look under tekkys signiture… the link.
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the AARHE tread is also stickied