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 Post subject: Re: Building ICs - one problem with the game?
PostPosted: Sun Oct 31, 2010 4:52 am 
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Location: Turku, Finland
Eagle wrote:
Now I think the current OOB rules are good enough.

If we complicate the IC-rules, the game will take longer time to play, and this game is long enough that is. Imagine we got a mobilization-wheel like in the advanced counter/hex-games like World In Flames, where a tank takes 4 turns to build, a battleship takes 8 turns to build, and a IC takes 10 turns. It will not be an A&A game anymore.

Besides, when you buy a factory, you are supposed to imagine that the construction of it has been going on for years, and the turn you place it is the turn it is finished, and of course the opponents get surpriced because they didn't know that you had been working on this factory the last years. You might even be surprised yourself as a leader of your nation, because you didnt realize that your engineers had been constructioned this factory before they suddenly one day gave you the kee, man.


While you are quite right to be suspicious of multi-turn builds for units as a general rule, I don't really see how a single rule for ICs would be complicated. It's no harder to grasp than an NO. In fact, whether the rule is 'It takes two turns' or 'you can only upgrade a space by one level' (none -> Minor; Minor -> Major), I don't think that is going to strain the memories of any of our players...

In addition, there are usually only a limited number of IC builds in a game so it wouldn't be a rule that constantly needed to be consulted, but those few IC builds can currently be responsible for massively distorting the game (Norway US IC, etc).

To comment on the justification - how has the IC been being built 'for years', if you only invaded Norway (for instance) last turn?

It's good to be on guard against unnecessary complexity, but I don't think that this either of those - it is justifiable simplicity.

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 Post subject: Re: Building ICs - one problem with the game?
PostPosted: Sun Oct 31, 2010 1:22 pm 
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I like some of the ideas here for IC's. I think the 2 stage (IL) is the cleaner method. It still takes 4 turns before you can drop 10 units on a captured tt.
1) Take tt
2) Build minor (no units)
3) Upgrade to major (3 units)
4) Major (10 units).

I have also thought about using a 3 level IC build that starts w/minor and must pay 12 ipc upgrades. (have not tried it)
1) Minor------3 units/must be on 2 ipc tt/12 ipc
2) Mid minor--6 units/must be on 3 ipc tt/12 ipc upgrade (or on 2 ipc home tt)
3) Major-----10 units/must be on 4 ipc tt/12 ipc upgrade (or on 3 ipc home tt)

I think this has some merit. It is a compromise that US can't build more then 6 units at Norway, or Korea, but is cheaper for them (maybe upgrades should be more). It also allows Germany to double its Berlin IC capacity w/o having to spend 20 ipc's. It more or less moves us from new builds of major IC (10 units) to mid majors (6 units) because there isn't to many 4 ipc or more tt in play for the conquer. It also would help you if one of your capitals are liberated (was reduced to minor), and you could double you capacity for 12 ipc's (instead of paying 20 ipc for more units that you may not need). If you allow a mid major on an original 2 ipc tt, Anz could get 6 units if they ever got rolling.

I like the new rule that major IC's are reduced to minors upon capture. I also like scorched earth (IL-max damage). We generally just roll a dice when you lose an IC (also reduced to minor if upgraded) to determine how many damage points it gets. You can roll for damage for AB/NB too. We have a damage system, so why not use it.


Last edited by WILD BILL on Sun Oct 31, 2010 1:34 pm, edited 1 time in total.

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 Post subject: Re: Building ICs - one problem with the game?
PostPosted: Sun Oct 31, 2010 1:34 pm 
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I don't like multi turn builds for factories or units. also the scorched earth idea, should not be variable. War always causes the area thats being fought over to suffer the most damage, especially factories would be the target of destruction either by you blowing them up so the enemy cant use it, or by fighting and damage done by both sides.

It is most simple to just max them out on damage.

Also, captured AA guns are destroyed. In the real war nobody used flak batteries of the other side like some half eaten lunch food. Rather these were destroyed to avoid any use by the enemy.

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 Post subject: Re: Building ICs - one problem with the game?
PostPosted: Sun Oct 31, 2010 1:58 pm 
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Joined: Sat Aug 29, 2009 2:24 pm
Posts: 1439
To each his own. It might be hard to convince the US player that he can't build a major on Norway, or Korea through a house rule. 2-3 level builds (and where you can build them) might be a good compromise.

Any kind of scorched earth is better then none that we get OOB, and I like the randomness you get with the dice (it is a dice game after all). As far as AA guns, you can't destroy the built in AA that the facilities come with, only the AA that protects your ground units (unless your using something different then OOB, which you probably are).

I like mob IC for Russia. Sounds like you don't allow them to move the Moscow IC though. Unless you allow them to reduce it to a minor when they move it east. I like the fact that you only allow them to move each one back only once, but do you let them move them back to the original space if the enemy is pushed back?


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 Post subject: Re: Building ICs - one problem with the game?
PostPosted: Sun Oct 31, 2010 5:07 pm 
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Joined: Tue Apr 06, 2010 4:18 am
Posts: 509
Location: Turku, Finland
WILD BILL wrote:
I like some of the ideas here for IC's. I think the 2 stage (IL) is the cleaner method. It still takes 4 turns before you can drop 10 units on a captured tt.
1) Take tt
2) Build minor (no units)
3) Upgrade to major (3 units)
4) Major (10 units).


I think that was me, not IL...


WILD BILL wrote:
I have also thought about using a 3 level IC build that starts w/minor and must pay 12 ipc upgrades. (have not tried it)
1) Minor------3 units/must be on 2 ipc tt/12 ipc
2) Mid minor--6 units/must be on 3 ipc tt/12 ipc upgrade (or on 2 ipc home tt)
3) Major-----10 units/must be on 4 ipc tt/12 ipc upgrade (or on 3 ipc home tt)

I think this has some merit. It is a compromise that US can't build more then 6 units at Norway, or Korea, but is cheaper for them (maybe upgrades should be more). It also allows Germany to double its Berlin IC capacity w/o having to spend 20 ipc's. It more or less moves us from new builds of major IC (10 units) to mid majors (6 units) because there isn't to many 4 ipc or more tt in play for the conquer. It also would help you if one of your capitals are liberated (was reduced to minor), and you could double you capacity for 12 ipc's (instead of paying 20 ipc for more units that you may not need). If you allow a mid major on an original 2 ipc tt, Anz could get 6 units if they ever got rolling.


This sounds great. IL won't like it, but I do. You could try to call the mid-level IC 'Standard. Then you have Minor -> Standard -> Major.

WILD BILL wrote:
I like the new rule that major IC's are reduced to minors upon capture.


Should Minors be removed altogether?

WILD BILL wrote:
I also like scorched earth (IL-max damage). We generally just roll a dice when you lose an IC (also reduced to minor if upgraded) to determine how many damage points it gets. You can roll for damage for AB/NB too. We have a damage system, so why not use it.


This is a good idea of IL's. I am agnostic on the roll dice vs maximum damage doctrine.

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 Post subject: Re: Building ICs - one problem with the game?
PostPosted: Sun Oct 31, 2010 10:15 pm 
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Joined: Sat Jul 24, 2010 11:29 am
Posts: 310
If we want Larry to consider it, it needs to be KISS friendly. Marathon House Rules are great, but not his domain. The friend I played almost exclusively with for the last few years, mostly due to geographical location, and I had lost touch with reality until recently. We would be lucky to get 3 turns done in a weekend (and that was based on Anniversary). We are currently getting ready to play some new people and are learning Global. Pacific, Europe, and Global are amazing and have amazing potential to get better when the official rule changes come out.

So Larry, if you are listening, consider taking away the ability to buy a major complex from nothing in one turn. It has historical and logical basis, is simple and will only improve the game.


Last edited by Infrastructure on Sun Oct 31, 2010 10:18 pm, edited 1 time in total.

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 Post subject: Re: Building ICs - one problem with the game?
PostPosted: Sun Oct 31, 2010 10:17 pm 
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On another note, I wonder about the America can declare war on anyone at the end of turn 3 rule. I think if Japan has not declare war against Great Britian or Anzac, that America should not be able to attack Japan.

Just sayin'


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 Post subject: Re: Building ICs - one problem with the game?
PostPosted: Sun Oct 31, 2010 10:23 pm 
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Joined: Sat Jun 05, 2010 11:53 pm
Posts: 554
Infrastructure wrote:
On another note, I wonder about the America can declare war on anyone at the end of turn 3 rule. I think if Japan has not declare war against Great Britian or Anzac, that America should not be able to attack Japan.

Just sayin'



And then Japan puts all its resources against China and Russia. if the UK declares war on Japan, it never has to worry about the US


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