Cool - I’m gonna give it (all IC’s limited) a shot next time I play … I’ll let you know how it goes.
Latest posts made by CanucKev
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RE: All IC's unlimited?
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RE: All IC's unlimited?
I suppose it would hurt the Axis too much, thanks to the Allies econ advantage … But perhaps if even original IC’s were limited by their country’s IPC output, it would hurt the Allies more than the Axis (although Japan might be challenged by it)
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All IC's unlimited?
I was wondering, what effect would it have on the game if newly purchased IC’s had unlimited production? Would this unbalance the game further? I think it’s an interesting idea, and I’m always curious to see what the community has to say … Or, alternatively, what if all the IC’s were limited (I’m talking “classic” version here)? As in, the Karelia IC could only plop out 3 units a turn, Southern Europe could only put out 6 …
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RE: Teaching to (relative) newbies?
I don’t have the CD … and I was referring to the ground rules ;) How do you think it’s best to teach them the ground rules? Just go unit-by-unit (which I think would be a waste of time, since it’s all on the reference card anyway)? I guess it’s obvious that I should start with the objective and order of play, and what to do in a turn … but do you think I should do anything more than that? Or, where should I go from there?
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RE: Opinions on stacking limits?
Oh, I completely I agree that a balanced force will beat out a force of pure infantry (especially if the balanced force is the one attacking). I remember seeing on AH’s website that something like 3 tanks + 5 inf offered the best chance for success on the first round, using only 30 IPCs.
My idea for a stacking limit - while still trying to keep very simple - was to limit the number of inf any country could have on the board at any given time, to their current production level (or some multiple of it). I was thinking of doing 2x your income (as being the max number of inf allowed) but that’s still a pretty big amount, IMO. I was also considering allowing Russia to have a few extras (it’s Russia, after all).
Anyway, at the beginning of your turn, if your income is, say, 45, and you had a total of 42 infantry on the board, you wouldn’t be allowed to buy more than 3 infantry. (But if you then lost territory, without losing infantry, so that your income was only 43 but you had 45 infantry on the board, you wouldn’t have to kill them off - however, at the beginning of your next turn, you wouldn’t be allowed to buy infantry).
Of course, if that limit is too low (for an income of 20 IPCs, you can only have 20 infantry), you can set it to whatever you want - 1.5x, 2x, 2.5x, etc. So if your income was 20, and you’d set it at 1.5x, you could have up to 30 infantry on the board.
You could even use a control marker with an “I” written on it, to keep track (on the production chart) of the number of infantry you’ve got …
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RE: How would you change the map?
A minefield? That’s interesting … I may have to try that someday!
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Teaching to (relative) newbies?
Any advice on the best way to re-introduce someone to this game is? The people I’m playing with on Saturday have all played the game once or twice, but not in years. Also, any advice on how to teach someone who has never played before?
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RE: What is the motivating force driving your house rules?
My main reason is to speed up gameplay - since otherwise, I can’t get anyone to play with me :(
But I’m also interested in balancing it out.
For speeding up gameplay, it seems that the following might work: In the first round, all countries take their turn as usual (Russia-Germany-UK-Japan-USA). But after that first round, Japan and Germany go simultaneously, followed by the Allies all going simultaneously. (The biggest gripe from my friends is having to wait around too much for their turn.)
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Which destroyer rules do you prefer?
Which of the destroyer/submarine rules do you like best, out of Pacific/Europe and the new A&A Revised versions?
In A&A Pacific/Europe, airplanes can only attack subs if a friendly destroyer is present, and if a sub is attacking and there’s a defending destroyer, the sub does NOT get its first-strike shot. Subs are still allowed to submerge/withdraw even if an enemy destroyer is present.
However, in A&A Revised, airplanes CAN attack subs if there isn’t a friendly destroyer present. Subs still lose their first-strike shot if they’re attacking a group that includes a destroyer. Also, if a destroyer is present, enemy subs cannot submerge (withdraw).
The only difference between submarines in the Europe/Pacific versions and the Revised version is that in Revised, defending submarines ALSO get a first-strike shot.
Which of the rules do you like best? What do you like or dislike? And is there a different set of rules for destroyers that you use?
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RE: The National Hockey League … how much do you care?
Didn’t see it … how’d they do it?