- Resolve combat:
a) After one round of combat, the attacker may continue combat until one side is destroyed.
b) After one round of combat, the attacker may retreat.
This is the out of box rules.
Here is the optional rule:
c) After one round of combat, the attacker may be locked in combat. The attacking units stay in the contested territory even if its still occupied by the enemy, but no more die rolling.
(Remember submerged subs may be in same sea zone as enemy ships, and you may place new purchased ships in same sea zone as enemy ships, so having enemy units in same territory is not totally bedlam.)
Combat example:
Germany attack Ukraine with 3 inf and a tank. USSR defend with 10 infantry.
After resolving one round of combat, Germany have one inf and one tank, USSR have 8 inf.
Germany may choose to continue the attack, retreat, or be locked in combat.
When locked in combat, the russians cant move before the German units are destroyed.
Locking somebody in combat, will be like the sub stalling.
Any ideas or input to this ?
IL ?
This is already in place as a concept i use for my Great War game and i tried to get it in the AARHE project, but it was declined as being to radical.
From Great War:
Coexisting:
1. On land
When withdrawing from combat, the attacker has the option of remaining in the territory and contesting it instead of withdrawing back to their territory. When contested, forts do not fix, and the value of the territory is halved (rounded up) for both economic worth and production. Only the original owner gets the income and can produce there.
While a territory is contested, each side may bring in reinforcements from the outside. Units are not allowed to move out of the territory to another enemy or contested area without first moving back through a friendly territory, i.e. units with a movement of two can use one movement point to move to a rear “friendly” space and then move into another combat situation with the second movement point. Railroads do not function in a contested area.
Either side may initiate a battle at any time later by simply declaring an attack. In this way there may be several battles over a territory, with both sides attacking and falling back.
2. At sea
Fleets may coexist in a sea. However, when a fleet attempts to move, the opposing side may make one attempt to intercept. If the roll is a 1-2 on a D6 then the fleet will have to fight the enemy ships, forfeiting all movement. Subs do not follow this and may move freely out of the space.
Battleships only fix if they are in, or if they move to, a port that is part of their alliance.
The basic idea is to model ongoing campaigns and the problem of too few spaces to fight over in the German-Russo theater of war. It allows for more battles.
Also, the AARHE proposal included a loss of 50% IPC for the original controlling player ( rounded down) and if it was a contested factory the original owner would still be able to build units. Only after it was captured by a new side does it allow full economic benefits to that player.
So use the term ‘co-exist’