Page 1 of 2

Unit Reductions or

Posted: Sun Dec 19, 2004 10:06 pm
by elbowmaster
comments about Unit Reductions...
larry wrote:Unit Reductions - Considering the following: - Reducing the number of units that are placed on the original set up and lowering the IPC values of all the territories. This will make money more scarce. The idea is to make each unit more vital. Each loss becomes more important and each battle more significant. Each combat will be limited to 3 rounds. This will leave many of them unfinished. These unfinished battles will permit players to reinforce existing battles or retreat from them. This system already exist in Axis & Allies D-Day.
Unit Increases – Contrary to the above effort to reduce the number of units on the board, this approach would “increase” the number of units on the board. Ships and aircraft would become cheaper to purchase. This would assure that the oceans of the world become and remain battlefields

Posted: Mon Dec 20, 2004 10:55 pm
by Imperious leader
Id make the values go up and the prices go down ( in relation to the inflation of the global values). Id like to limit this by establishing a cost of offensive action . Perhaps a nation can buy a specfic number of actions on its turn that cost IP. This may or may not be tied to the commander rating. Basically you can get an attrition option that results in one further round of combat taking place in preexisting battles that were fought in the prior turn, Or you can have an offensive action that allows you unlimited combat in a single territory. It may cost about 2-3 IP for each action you want to occur. The attrition action is free since it represents prior continuing offensive actions that have not been concluded. Just thinking out loud.

Posted: Tue Dec 21, 2004 10:31 pm
by Larry
Comments noted.
Il - once again thanks for thinking outside the box

Posted: Tue Dec 21, 2004 10:49 pm
by Imperious leader
dont worry im so excited im gonna make you a version for the following :

national unit differences/ same prices

no national unit differences/ different prices

and no nationa; unit differences /no different prices

plus: the same as option 3 but with some national modifiers that are specific.

ill have them served right up on a hot plater-

Posted: Tue Dec 21, 2004 11:07 pm
by Larry
Il – let me tell you that I’m probably not going to change the present system much. I’m beginning to think that this is a sexy exercise in numbers but people don’t really want national differences when it comes to ability and cost of the different weapons. At least not big differences.

Posted: Wed Dec 22, 2004 12:27 am
by Imperious leader
not trying to sway things just give you other looks at the puzzle from other angles just so can see what it would look like. I just show the different toys, and you take home what you like.

Posted: Wed Dec 22, 2004 12:33 am
by Larry
Comments noted
Love it... Thanks. This is certainlyan interesting study

Re: Unit Reductions or

Posted: Sat May 28, 2005 10:40 am
by adlertag
larry wrote: Each combat will be limited to 3 rounds.
The best historical system will be this:

1.All units roll a dice. Remove casualties.

2. The units with successful rolls are allowed an extra bonus roll. Remove casualties.

3. The units with successful rolls are again allowed a bonus roll. Remove casualties.

4. Continue this until no units have successful rolls.

This will reflect that a unit who makes a successfull attack, gets a breakethrough and can exploit the situation with more attacks, just like in real wars. It will also favour Tanks in attack, since Tanks will probably get more bonus rolls than Infantry.
During Battle of France, the Panzer-divisions did face more combat actions than the following-up Infantry who walked on foot far behind.

If the roll was un-successful, the unit face a stand-off, and will dug-in for the rest of this turn.

If a unit have an un-successful roll, this unit may be destroyed by the opposing force, or face a stand-off. This will make faster play.

1 or 2 = success, remove one enemy unit.
3 or 4 = stand-off.
5 or 6 = failure, remove your unit.