Interesting thread.
An Axis and Allies-style “Dr. Pepper and Dorritos” World War I game would be great!
The key thing to remember, as was mentioned before, is to keep the game simple and not too time-consuming.
I have 2 proposed land/air units charts for consideration.
Chart 1 - a little cheaper IPC cost
Infantry 1-1-1-2 - Infantry troops were the main units of the war, I believe even more so than in World War II, so this justifies their reduced cost. The infantry were not extremely effective though, so I dropped their defense to 1.
Cavalry 1-1-2-3 - No blitzing and no special attack rules for simplicity’s sake.
Artillery 2-2-1-4 - Use the “Surprise Strike” rule from AA50, they get preemptive shots every round, but this can be nullified by the enemy having a fighter in the battle. They do not increase infantry units attack.
Fighter 2-2-3-6 - No special rules other than that they nullify the artillery’s preemptive shot. After a map is made up, then we can decide if 3 movement is too little.
Zeppelin 1-1-6-10- No special rules. Actually I don’t know a lot about Zeppelins, so I bow to y’alls knowledge in this area.
Chart 2 - a more comparable to regular Axis and Allies IPC cost
Infantry 1-2-1-3 - No special rules.
Cavalry 2-1-2-4 - No blitzing and no special attack rules for simplicity’s sake.
Artillery 2-2-1-5 - Use the “Surprise Strike” rule from AA50, they get preemptive shots every round, but this can be nullified by the enemy having a fighter in the battle. They do not increase infantry units attack.
Fighter 3-3-3-8 - No special rules other than that they nullify the artillery’s preemptive shot. After a map is made up, then we can decide if 3 movement is too little.
Zeppelin 1-1-6-10- No special rules. Actually I don’t know a lot about Zeppelins, so I bow to y’alls knowledge in this area.
For aa and tanks, I agree with the majority that they should both be technological advances.