Unfortunately, I couldn’t find anything from Der Kuenstler. Here is the piece Gen Manstein was talking about:
https://www.historicalboardgaming.com/Atom-Bomb-3D-Printed-x5_p_3707.html
ive been using the blockhouse rule with your WW2 deluxe game. this rule is generic and probably could be used with any A+A game. still waiting for you to tell me what you think. i cant find any negatives with this one.
It is too complicated and not KISS. Each rule i invent gradually matures on the experience of past uses and experience.
The new experience is that Blockhouse is not a UNIT. It only aids in the defense of specific units by boosting them. Second it only helps against the border where it is positioned. This is very different from my concept in 2001-2004. In that its like some “Guns of Navorne” blowing up stuff. In reality its nothing but concrete encasement’s where artillery is positioned and infantry hides inside.
My new concept is really easy and also effective to specific ones, which can be circumvented as they were Historically.
“guns of naverone”, exactly! those guns were not just artillery. they were much larger, they were heavy duty concrete formations with high caliber machine gunners all over them. they could not be redirected from the sea. the western coast of france is not your average place on the map and i believe require special considerations, especially if your into realism. the rule is not complicated. just -1 to all attcking forces and blockhouses fire preemptively ever round of combat till destroyed. there is already rules for fortifications, these are just on steroids, kind of like super battleships. there are rules for us atomic weapons, which basically could decide the game. if this stuff was not in place in western france the allies would have walked right in basically. this battle was so important and historic its even got its own holiday and A+A game. blockhouses add alittle flavor of this into a global game. consider playtesting it. its great! ya know how long it took to try to get the hang of your 12d system. now it looks like with your global 39 game im going to be going back to 6d(thank god). just playtest my blockhouses, im telling you,you will love it!
http://www.mediafire.com/?zfn0doh2amm
updated map
What changes did you make to the map?
@coachofmany:
What changes did you make to the map?
Ottawa used to be in Quebec
Renamed “armenia”…. “anatolia” ( eastern Turkey)
few small things. not much
@Imperious:
Renamed “armenia”…. “anatolia” ( eastern Turkey)
few small things. not much
Is that because Patch123 accused you of not considering the Armenian genocide?
He tried to play it both ways:
The more he posts the more i wonder if he is a sane man.
In the end i changed it because it was not accurate. I don’t like ‘western Turkey’ either, but no alternatives.
Awesome map IL!, you have been busy. This game is gonna rival Larry’s AAG40.
I have one big question though, with all the new territories why is moscow further from germany than stalingrad? Shouldn’t moscow be in the kalinin or western territory? I think it would add alot of realism if stalingrad was farther away than moscow. Iys just something that has always bugged me.
You should add airfields too!
IL under ground factories seems over powered you should have conscription. Give you one infantry every turn at the place units phase.
IL under ground factories seems over powered
did you play it out in a game?
What happened?
I have one big question though, with all the new territories why is moscow further from germany than stalingrad? Shouldn’t moscow be in the kalinin or western territory? I think it would add alot of realism if stalingrad was farther away than moscow. Iys just something that has always bugged me.
You should add airfields too!
From Prussia Moscow is 5 spaces away. Moscow according to old maps is in ‘Moscow Territory’, with western as an adjacent area.
This is the solution that was designed to simulate the Pripet marshes without actually having them as a territory. Thats one reason why Moscow is farther. Second, Moscow is very important and the setup makes Germany want to go for the oil in the south even more. This is a bit of historical modeling to make it easier for Germany to perform as they did and justify these reasons in the game. Moscow seems a bit out of reach deliberately, but it can be taken.
I made Stalingrad attractive in this manner to make it viable since the axis cant can opener into the black sea. They go for the oil in this game because the game makes it worthwhile, but of course the Soviet player can try to cut off the troops by attacking Rostov-on-don “The gateway to the Caucasus”.
why on your map is SZ 51 and 46 both labeled as GILBERT ISLANDS? is this done on pourpous?
That is now fixed:
do you print out this map. on a home printer and piece it together, or take it to staples or kinkos and have them do it in like 2 pieces? how did you intend it?
Put on a disk and take to printers. Less headache, better quality. Actually really nice quality.
Id print it out on thick vinyl at maximum DPI. Thats what the pictures are of.
Your rules link is currently down:(.
ok one sec
http://www.mediafire.com/?zq1ytmyjnme
here is the link