Team 3 Submission

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Team 3 Submission

Post by Guerrilla Guy » Sat Feb 04, 2006 4:30 pm

2/4/06

Advanced Axis and Allies Team 3 Submission Draft
Submitted by
Guerrilla Guy
Defiance
Kreighund

Here is what we have compiled over the last 2 weeks for Team 3. In the wording you will notice there are “options” and “alternative options”. Options are add-ons that can not replace the main idea. Alternative options are possible replacements for the main idea, and what they will replace will be mentioned. All elements are under a number heading followed by letter headings to divide their separate elements.

------ BEGINNING OF DRAFT ------

1. Factories: There will be 3 Levels of Factories:
a. Level 1 Factories can produce: Infantry, Artillery, Anti Aircraft Units (if included) and Transports. May be built in a 1 IPC Valued Territory or Higher. They Cost 5 IPC’s to construct.
b. Level 2 Factories can produce: level 1 unit(s) + Armor, Mechanized (Motorized) Infantry, Dive Bombers, Fighters, Destroyers, and Subs. May be built in a 2 IPC Valued Territory or Higher. They Cost 10 IPC’s to construct and must replace an existing Level 1 Factory that was not built on the same turn.
c. Level 3 Factories can produce: Any unit(s). May be built in a 3 IPC Valued Territory or Higher. They Cost 10 IPC’s to construct and must replace an existing Level 2 Factory that was not built on the same turn.
c. Ports (option): Ports are on the board and can be built that allow you to construct Sea Units. These may also be used to repair Naval Vessels that are damaged. They may be bombed strategically like factories.

2. Placement:
a. Units are limited in placement to the IPC value of a Territory.
b. (Majority Agreed) Infantry may additionally be placed in cities. Infantry are still limited in placement to the IPC Value of the Territory (or the value of the cities. This is added up by adding the Value of the Victory Cities respectively and adding 1 point for each additional city in the Territory.)
c. (Alternative Option to 2.b) Infantry must be built in IC’s but their production is limited by the amount of Cities (Note this includes more then just Victory Cities) in the Territory.

3. Victory Conditions:
a. In order to win the game you must, at the end of a round, have a certain amount of Points, in Victory Cities, in your possession. Conditions are set by the Scenario you are playing:
b. Overall Historical (To be Fully Developed): Japanese must establish their Co-East Asian Prosperity Sphere of Influence, Expanding into China and the Pacific; The Italians must take over the Old Roman Empire, in Africa and the Balkans; The Germans must establish Lebensraumpolitik in the East and control the Caspian Oil Fields; The Allies must Prevent them from accomplishing them.
c. The following lists are current scenarios:


Start date

Dec 7th ‘41
(Pre-Japanese assault)

40 victory city variant with 60 points

ALLIES

UK (10)

London (3)
Calcutta (2)
Sydney (2)
Cairo (1)
Singapore (1)
Baghdad (1)
Cape Town (1)
Montreal (1)
Mogadishu (1)
Port Moresby (1)

US (8)

Washington (3)
San Francisco (2)
Chunking (1)
Manila (1)
Honolulu (1)
Rio de Janeiro (1)
Anchorage (1)
Panama (1)

USSR (7)

Moscow (3)
Leningrad (2)
Stalingrad (2)
Baku (1)
Vladivostok (1)
Chelyabinsk (1)
Novosibirsk (1)


Allies start with 36
Points

Allies need 48 points to win the game


AXIS

Germany (7)

Berlin (3)
Vienna (2)
Paris (2)
Warsaw (1)
Oslo (1)
Bucharest (1)
Kiev (1)

Japan (5)

Tokyo (3)
Beijing (2)
Shanghai (1)
Saigon (1)
Taipei (1)

Italy (3)

Rome (3)
Tripoli (1)
Athens (1)


Axis start with 24 points

Axis needs 38 points to win the game


26 victory city variant with 42 points

ALLIES

UK (5)

London (3)
Calcutta (2)
Sydney (1)
Cairo (1)
Singapore (1)

US (5)

Washington (3)
San Francisco (2)
Chunking (1)
Manila (1)
Honolulu (1)

USSR (5)

Moscow (3)
Leningrad (2)
Stalingrad (1)
Baku (1)
Vladivostok (1)


Allies start with 24
Points

Allies need 32 points to win the game


AXIS

Germany (5)

Berlin (3)
Paris (2)
Vienna (1)
Bucharest (1)
Warsaw (1)

Japan (4)

Tokyo (3)
Beijing (2)
Taipei (1)
Saigon (1)

Italy (2)

Rome (2)
Tripoli (1)


Axis start with 18 points

Axis needs 26 points to win the game


Start date

Jun 22nd ‘41
(Pre-operation Barbarossa)

40 victory city variant with 60 points

ALLIES

UK (10)

London (3)
Calcutta (2)
Sydney (2)
Cairo (1)
Singapore (1)
Baghdad (1)
Cape Town (1)
Montreal (1)
Mogadishu (1)
Port Moresby (1)

US (8)

Washington (3)
San Francisco (2)
Chunking (1)
Manila (1)
Honolulu (1)
Rio de Janeiro (1)
Anchorage (1)
Panama (1)

USSR (8)

Moscow (3)
Leningrad (2)
Stalingrad (2)
Baku (1)
Vladivostok (1)
Chelyabinsk (1)
Novosibirsk (1)
Kiev (1)


Allies start with 37
Points

Allies need 48 points to win the game


AXIS

Germany (6)

Berlin (3)
Vienna (2)
Paris (2)
Warsaw (1)
Oslo (1)
Bucharest (1)

Japan (5)

Tokyo (3)
Beijing (2)
Shanghai (1)
Saigon (1)
Taipei (1)

Italy (3)

Rome (3)
Tripoli (1)
Athens (1)


Axis start with 23 points

Axis needs 38 points to win the game


26 victory city variant with 42 points

ALLIES

UK (5)

London (3)
Calcutta (2)
Sydney (1)
Cairo (1)
Singapore (1)

US (5)

Washington (3)
San Francisco (2)
Chunking (1)
Manila (1)
Honolulu (1)

USSR (5)

Moscow (3)
Leningrad (2)
Stalingrad (1)
Baku (1)
Vladivostok (1)


Allies start with 24
Points

Allies need 32 points to win the game


AXIS

Germany (5)

Berlin (3)
Paris (2)
Vienna (1)
Bucharest (1)
Warsaw (1)

Japan (4)

Tokyo (3)
Beijing (2)
Taipei (1)
Saigon (1)

Italy (2)

Rome (2)
Tripoli (1)


Axis start with 18 points

Axis needs 26 points to win the game


Optional cities:

1 Batavia
2 Bombay
3 Tarawa
4 Seoul
5 Hong Kong

6 Addis Ababa instead of Mogadishu


4. Neutrals (To be fully developed): Each Neutral country starts the game with a certain amount of units defending it, and Cities (both Victory and Non-Victory). Each one also starts with a political leaning represented by Axis or Allied Roundels (Completely Neutral - No Roundel, Pro axis - 1 Axis Roundel, Pro allied - 1 Allied Roundel). Each Neutral State has an IPC value. For each of the first 2 Roundels of your country you have on that neutral you may add 1/3 of their total Income to the appropriate Income. If you are able to get 3 Roundels onto a Neutral country you have taken them over politically. You may occupy them with Military units, and benefit from their full Income. You may also build IC's on them, and you may also produce Infantry from their Cities. In order to Influence them you must pay 3 IPC’s for an Influence roll (you can Influence as many Neutrals as you want. You may only roll once to Influence a Neutral per turn.) To Influence them you must roll a 6 or lower, with a 12 Sided Dice, adjusted with the following modifiers:
-1 for every Territory or Sea Zone Adjacent to the Neutral that is occupied by your troops.
-1 for every Roundel of an enemy on the Neutral.
+1 For every Territory or Sea Zone Adjacent to the Neutral that is occupied by enemy troops.
+2 For Every Roundel of yours that is on the Neutral.
You can also conquer them militarily and must fight there force. If you win you benefit from their Income, move troops onto the territory, and you may also build IC's on them, but you may not produce Troops in their Cities or out of a Factory Built there. If you lose remove any Roundel of your side from the Neutral and place 2 Roundels of your opponents on it. They may influence it as normal.

5. Oil:
a. Oil is representing the Fuel used in Truck and Train Transport needed to sustain units in a campaign that is distanced from the home front (note to map team: this requires rails to be on the map between victory cities). You collect Oil at the Beginning of your turn. For every oil you have allows you to move a unit (in a Victory City Space) up to 4 Cities away (provided that all the cities are connected by the same rail line.) You may also use an Oil to increase the Range of 1 Ship by 1. Aircraft may not extend their range with Oil.
b. (alternative option to 5.a): Oil allows you to conduct attacks. Play as above for collection but instead of using oil for transport, pay one oil per attack (Against either Territories or Sea Zones) you make. Attacks involving only Infantry do not require Oil.

------END DRAFT ------
"We're airborne. We’re supposed to be surrounded."

Dick Winters to 2nd Lt. George Rice after being told that the 101st Airborne would be surrounded at Bastogne

Games are like my Avatar...

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Imperious leader
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Post by Imperious leader » Sun Feb 05, 2006 2:35 am

Code: Select all

b. (alternative option to 5.a): Oil allows you to conduct attacks. Play as above for collection but instead of using oil for transport, pay one oil per attack (Against either Territories or Sea Zones) you make. Attacks involving only Infantry do not require Oil. [quote]

this is really good idea!

Im still looking at the rest.[/quote]
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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Post by Imperious leader » Sun Feb 05, 2006 2:36 am

Code: Select all

b. (alternative option to 5.a): Oil allows you to conduct attacks. Play as above for collection but instead of using oil for transport, pay one oil per attack (Against either Territories or Sea Zones) you make. Attacks involving only Infantry do not require Oil. 
this is really good idea!

Im still looking at the rest.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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Guerrilla Guy
Posts: 402
Joined: Thu Jun 10, 2004 5:16 pm
Location: Texas Baby!

Post by Guerrilla Guy » Sun Feb 05, 2006 10:51 am

Imperious leader wrote:

Code: Select all

b. (alternative option to 5.a): Oil allows you to conduct attacks. Play as above for collection but instead of using oil for transport, pay one oil per attack (Against either Territories or Sea Zones) you make. Attacks involving only Infantry do not require Oil. 
this is really good idea!

Im still looking at the rest.
Well Krieghund, its looks like the main guy likes your idea better!

GG
"We're airborne. We’re supposed to be surrounded."

Dick Winters to 2nd Lt. George Rice after being told that the 101st Airborne would be surrounded at Bastogne

Games are like my Avatar...

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Craig A Yope
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Location: Saint Clair, MI

Post by Craig A Yope » Sun Feb 05, 2006 11:07 am

What the hell happened to all the other info!?!?!?!?!?!?!??!

Craig

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Guerrilla Guy
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Post by Guerrilla Guy » Sun Feb 05, 2006 11:13 am

What Info?
"We're airborne. We’re supposed to be surrounded."

Dick Winters to 2nd Lt. George Rice after being told that the 101st Airborne would be surrounded at Bastogne

Games are like my Avatar...

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

Post by Imperious leader » Sun Feb 05, 2006 3:36 pm

This Oil idea is exactly the kind of thing that sets the historical perspective within the template of simple rules to accomodate it. This allows the entire point of many of the Axis decisions to concern the justification for attacking the caucasus instead of moscow (oil), or for the drive to the Suez which is to get to the mideast oil. Now by this we know why the germans doint just take middle and southern africa, because they are following the "money" which really is national resources. In Japans case with these oil type rules we learn the truth behind the GEACPS which was to provide long term oil supplies to sustain the Japanese war machine.. So in a sence many can now learn from the game a lesson of history, which is the greatest gift we can bestow... From it we understand WHY the axis even engaged in specific military campaigns at all.
Larry has given the green light for this "one combat round" thing which will save lots of time, while at the same time realistically its not possible to allways be attacking w/o some large expenditures of resources. I had installed a "pay as you play" token 3IP cost for additional battles, but i like your ideas much better... namely a restriction of combat based on your national resource reserves. It may still cost something to have that "offensive option" ala 3rd reich 1977 AH at 15 BRP, but better is to demonstrate the "OIL" concept in a truer form...

BTW Im not this "main guy" ... we are equal menbers... if just happen to push the agenda along a little more aggressively.. I would prefer only that the finished product is a perfect mental ediface that corresponds directly with the historical record, but under seamless complexity and balance.

I have many more comments, but im still thinking of your concepts that im less familiar with.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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Guerrilla Guy
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Post by Guerrilla Guy » Sun Feb 05, 2006 4:47 pm

I must say, Kriegs oil system is much more streamlined then mine... But I will still hold to it even though it is a sinking ship :lol: ...

Please ask away, I compiled all of the info so I can clarify any of it you don't understsand...

GG
"We're airborne. We’re supposed to be surrounded."

Dick Winters to 2nd Lt. George Rice after being told that the 101st Airborne would be surrounded at Bastogne

Games are like my Avatar...

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