Rail Road system
- Imperious leader
- Posts: 5207
- Joined: Tue Jul 06, 2004 3:04 am
- Location: Moving up to phase line red...
The way its done on another game (not mine) is the SR capacity is equal to the value of the territory and each passing unit reduces this capacity by ONE in each territory you move the unit thru. Whwn the capacity of a territory is reached , then that unit has to go around from another direction untill all the rails are used in this manner.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.
How about building rail tokens with an associated IPC cost - these can then be spent to move units - perhaps one token per unit per zone, or one unit any number of land-linked zones.Larry wrote:I agree about not limiting rail movement by national ratings…
Air tokens can be attacked as opposed to the ICs during a strategic bombing raid.
Or, you have to lay a token down to show that the area has rail - and you can move a certain number of peices along a rail token before it is flipped to its 'used' side.
Is that grigsby's world at war?Imperious leader wrote:The way its done on another game (not mine) is the SR capacity is equal to the value of the territory and each passing unit reduces this capacity by ONE in each territory you move the unit thru.
I love that game - kind of like the ultimate version of Axis and Allies, but far too complicated to be done as a board game due to the complex combat procedures.
Lots of nice ideas though in that game.
- Imperious leader
- Posts: 5207
- Joined: Tue Jul 06, 2004 3:04 am
- Location: Moving up to phase line red...
Keep it simple
Me too. Keep it simple.I agree with you 100% about simplicity.
How about the railroads already in place. (drawn on the mapboard).
You want to use it, ad 3( or whatever number of territories) to your movement.
You want to interdict, place you plane on it.
Could be a max of ten 'rail' trips per turn.
How about...
...some drawn into the board, and, some roads/RR tracks introduce, onto the board, like in the old COTE game (the question begs will this allow now for a RR/Truck piece to be introduced?). Thanks, Pellulo
Pellulo
Re: Rail Road system
after all A&A Bulge game, got a truck transport system & unit, thanks, Pellulo
Pellulo
- The Doctor
- Posts: 2
- Joined: Sat Jun 05, 2010 7:53 pm
- Location: Canada
Re: Rail Road system
Hey Larry,
I've been testing out a rail road system myself. I spotted it when looking for new house rules. Thanks to this guy: http://www.basesproduced.com/aaa.html
Each nation has a "Rail capacity" assigned to it:
Germany and Italy 4/1
Japan 2
UK and Australia 2/1
US and China 6/2
USSR 3
"Rail movement is unlimited, provided that the movement does not cross enemy-owned territory, a neutral border, or an ocean area. The Suez Canal, Panama Canal and the Turkish Straits do not block rail movement. Only units that did not move during combat movement are eligible to use rail movement. Rail movement may not be used in territory which has been captured during the combat movement portion of that turn."
We found this a fair way to move troops quickly to the front.
I've been testing out a rail road system myself. I spotted it when looking for new house rules. Thanks to this guy: http://www.basesproduced.com/aaa.html
Each nation has a "Rail capacity" assigned to it:
Germany and Italy 4/1
Japan 2
UK and Australia 2/1
US and China 6/2
USSR 3
"Rail movement is unlimited, provided that the movement does not cross enemy-owned territory, a neutral border, or an ocean area. The Suez Canal, Panama Canal and the Turkish Straits do not block rail movement. Only units that did not move during combat movement are eligible to use rail movement. Rail movement may not be used in territory which has been captured during the combat movement portion of that turn."
We found this a fair way to move troops quickly to the front.
The Doctor
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