rules on resources, supplies and production

What do you want to see in an advanced A&A game?
Share your thoughts... Contribute to the ultimate A&A game design.
WanderingHead
Posts: 39
Joined: Fri Oct 15, 2004 2:45 am

Post by WanderingHead » Sat Oct 30, 2004 2:27 am

Lobo wrote:-----BTW. After more thought it may not be too complex if the token system is designed into the game. The reason our token system added complexity was that we had to use a whole system of rules to work it into 2nd Ed game (eg. income multiples, US phased-in income).
Hey, if it doesn't add much time then I'm all for it! Sounds cool! The rule itelf is simple.

I think the game dynamics would be very cool. Slow start up issues could be fixed by having some IPCs already in transit at game start.

I had thought of adding rules to avoid the clutter, but they start to get complicated. Like add Transportation Centers (a single territory, like an industrial complex, and all ICs are also TCs) and Economic Zones (about 4-6 territories), and let all IPCs generated in the EZ move instantly on creation to a TC within that EZ (as long as friendly territory is contiguous). Then move IPCs explicitly from there.

The TC/EZ idea just cuts down on the number of territories you have to physically place IPCs on. Each EZ can also have annoted total income, so if you control the whole EZ you don't need to add up the incomes yourself.


With regard to a Supply Points system ...Orillian mentions spending oil to move. It is only one step further to be able to use a contiguous line back to a supply dump, which would usually be an Industrial Complex but in some cases would be Transports (or Merchant Marine) or transplanted stacks of supplies (e.g. dumped into western France after an Allied landing). At least this avoids most explicit SP movement (truly it could be a pain), and keeps the bookkeeping easy and the clutter down, except where it matters most.

Yes Orillian, oil is key! Your other idea is also cool ... just incorporate oil as a separate part of the cost for units.

One big motivation is the planning and difficulties associated with the after effects of amphibious landings (keeping all those boys in supply), more so than surrounding inland units.

User avatar
Larry
Posts: 3090
Joined: Thu Mar 04, 2004 9:44 am

Post by Larry » Sun Oct 31, 2004 7:42 pm

Read to this point
V-2 -
read this variant on an AH form a long time ago, and still think that is was one of the simplest and best rule changes that I've read on these forums.
Thanks for bringing this up again.

User avatar
Imperious leader
Posts: 5207
Joined: Tue Jul 06, 2004 3:04 am
Location: Moving up to phase line red...

Post by Imperious leader » Fri Nov 12, 2004 3:44 pm

Strategic Redeployment
Each nation has a capacity to move units by rail/sea transport following the Non- Combat phase of the turn. Land units specifically may redeploy from any contiguous territories controlled by the player. Neutral nations cannot be used to “trace” connected land territories (e.g. Turkey). Redeployment to land territories separated across oceans is possible but each such transfer costs one SR points for each unit and is limited to the total number of transports you have in sea zones between the territories (except for US movement into Britain).Units that are sent in excess of the transports can still be sent but cost two points each. The capacity for each nation is as follows:

Germany 9
Italy 5
U.S.S.R 6
United Kingdom 6
France 5
Japan 7
U.S.A. 10
China 4

Note: any German SS Panzer, SS Infantry and Panzer Grenadiers are counted as ½ point. Non-Combat movement is only allowed through friendly territories, but includes just-captured territories. AA Guns can only be moved in non-combat and Rail Guns may only be moved by SR. Commandos cannot be redeployed out of enemy territory. Every 20 IP worth of Lend Lease support to Russia or US lend lease to United Kingdom cost 1 SR point.

Base Changes
Air and Naval units may make base changes. All fighter types may move up to SIX, and bombers may move up to EIGHT. However, air movement must be over territories or sea zones free of intercepting fighters. All naval units may move up to FIVE sea zones to a sea zone adjacent to a friendly territory, but movement must be through sea zones free of intercepting naval and air units. Base changes do not cost any SR points.




Place New Units
Place new units purchased during the Spend IP Action Sequence. The territory’s Industrial Complex determines the quantity of units that may be built. A major complex can produce 10 units of any type and 10 Infantry class units. A minor complex can make 5 units any type and 5 Infantry. All original territories can also make Infantry equal to the IP of the territory and in addition to the Industrial Complex. Captured Territories and/or Complexes are the same as above except at ½ the capacity (rounded up and never lower than one).Units that cannot be placed due to Industrial Capacity limits may be saved for placement on that country’s next turn.

Battleship Repair
Battleship repairs paid for during the Spend IP Action Sequence are completed. Repaired ships must be in port. (Roll one D12 result equals cost in IP).

Placement of New Naval Units
Because naval combat is not required when enemy naval units are located in the same sea zone, new naval units may be placed in an eligible sea zone even if enemy units are present in that sea zone.

Placement of New Planes and New Carriers
Newly built planes may be placed directly on existing and newly built carriers if the carrier is located in a sea zone adjacent to the Industrial Complex. Existing planes may be placed on newly built carriers if the carrier is located in a sea zone adjacent to the Industrial Complex, as long as the planes did not take part in combat during that player’s turn.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

Luis

Post by Luis » Wed Jan 05, 2005 4:36 am

I think it would be rather fun to have each nation start of with a cumaltaive amount of resources for instance metals and oil. Also maybe certain countrys will contain an extra flow of resources for instance a tank would cost 5 ipcs 2 medal 3 oil. Even other resources would be good.

User avatar
Imperious leader
Posts: 5207
Joined: Tue Jul 06, 2004 3:04 am
Location: Moving up to phase line red...

Post by Imperious leader » Wed Jan 05, 2005 2:38 pm

Thats a bit complicated for our purposes, but the idea of oil points has been debated with some merit. One idea was that the total of oil points equals the number of airplanes and armor that may move or attack on a given turn. Something along these lines could be included into the optional rules section. At least some oil centers printed on the map and treated as they do in a/a europe would suffice to address the issue as bit.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

User avatar
Larry
Posts: 3090
Joined: Thu Mar 04, 2004 9:44 am

Post by Larry » Thu Jan 06, 2005 12:10 am

Comments noted
Thanks IL.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest