To all those who wanted rules for an alternate version of this game, we’ve hit a wall. We’ve play-tested it several times but arrived several conclusions:
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The map, in our view, requires so many alterations that players in the community might not want to go through all the trouble. It’s a decent map but spaces = distances is so distorted that it makes things ridiculously artificial. We have used scotch tape and a marker to add new territories and sea zones (we think the Pacific Ocean is just too small, for example, and that Africa should have more territories to simulate its enormous size geographically).
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The units, like infantry, tanks, planes - just doesn’t really reflect reality enough for us to continue using them. We’re developing a more realistic set of military units (see below).
Our other rules, about terrain, weather, leadership, strategic and tactical phases, the monthly pace/turn, initiative, offensive and defensive posture during battles, combat supply units, strategic assets, etc. do work. They work well. We even set up the game again, thinking to play-test one more round, but the above 2 issues, especially #2, just made it impossible to continue.
We’d like to make a new map and publish that, but we don’t have time to do all the work. So, we’re going to “fix” the map we have. It’s not a bad map…it just could be better! :-)
As for the military units: we’re developing 5/8" counters - like old Avalon Hill strategy games - of division-sized units (a few regimental and brigade units too). This is an enormous task. We’re currently researching every division in World War II for every nation - and adding extra ones in case a player uses more than what was actually used (like the U.S. - who had 90 divisions give or take but the War Dept. at one point had a plan to raise 255 divisions should the war have gone badly). It gets complicated. Some divisions were re-organized and some were deactivated - we’re going to make some command decisions regarding those. Also included will be combat supply units. We realize that the Soviet Union, Germany and China had enormous armies - that Soviet divisions were smaller than German/American/British divisions - their scores will reflect that.
Every unit will have scores or levels for attack, defense, hit points (how much damage they can take), AAA score, cost, stacking points (how much logistically cumbersome it is) and training level (A-E, A being very well-trained, E being more or less auxiliary units). We’ve also made planes and ships too as well as counters for Corps (1-6 divisions), Armies (7-20 divisions) and Army Groups (21+ divisions). Those Corps, Armies and Army Group counters are what actually goes on the board during game play - the actual divisions are hidden from other players in trays - so you don’t know what the other guy has until you either a) fight him or b) recon or c) espionage. The fog of war… It’ll be like that for ships too - Task Forces and Fleets… If you want to attack a fleet in a sea zone you have to “find it” first during strategic combat with reconnaissance aircraft.
I’ve developed a combat system that is based on a Combat Results Table. Damage depends on the amount of combat power being thrown at the enemy. If you have 1 division and the enemy has 6 divisions being thrown at you, you’re not going to destroy all of them by a long shot. But you might hurt them badly enough that it turns the battle in your favor - or gives you more favorable odds. Battles can last several rounds sometimes - so several rolls of the dice - each round players have to roll initiative. The system is complicated but it looks like it’ll work. Battles will take a while to resolve. You get to be the commander, decide which divisions will suffer damage, which ones you should withdraw out of the territory, what you’ll do if you gain the initiative… You’ll have to manage how you’re going to bring in replacements to bring units back up to full strength when damaged. Sometimes your units might just get wiped out entirely - and that’s it for them. Terrain and weather will modify dice rolls, as well as commanders. The CRT has columns and odds: 1-4 all the way up to 7-1. It’s dangerous to attack an enemy when you only have 1-1 odds (your attack factor in total from all your divisions vs. his total defense factor from all of his). Damages are from 1/16 to 1 - 1 being 100% of your combat power effects the enemy (a really good hit). Rolls are determined by the D12. So, it you have an attack of 90 and you achieve “1/2” against the enemy, they take 45 hit points of damage - spread across their army as the defender sees fit. That’s the idea anyways. Sometimes the result will be that you suffer no damage but the enemy does, or vice versa.
Aircraft: we’ve determined that each aircraft unit (Fighters, Fighter Bombers) are about 100 planes. Can 100 Fighter Bombers destroy and entire SS panzer division? We’re not sure. It can certainly damage it. But planes, although effective, won’t be able to just strafe anything on the ground at will and destroy it. It’ll be more realistic.
So that’s what we’re working on. We’re sorry that the version we’ve been working on for a while just didn’t pan out. We just don’t want to play with figurines anymore. It doesn’t make sense to us. It isn’t all that interesting. If we’re going to spend hours playing a war game, we figure it might as well be interesting.