• Na…not sure about this rule… I’m not thinking technology.
    Russian spy steal important information about Barbarossa, kursk and others operations.

  • Customizer

    I think that would only work in one of those games where you have 2 boards in 2 different rooms, Allies in one room, Axis in another, with some sort of referee going between the two. That way you could make sneaky plans and surprise your enemy.

    With the regular game, everyone can see the board right in front of them so what information would there be for a spy to steal?


  • @knp7765:

    I think that would only work in one of those games where you have 2 boards in 2 different rooms, Allies in one room, Axis in another, with some sort of referee going between the two. That way you could make sneaky plans and surprise your enemy. With the regular game, everyone can see the board right in front of them so what information would there be for a spy to steal?

    An excellent point.  And as an added twist on the espionnage concept, a two-board setup would also allow the possibility of counter-espionnage: having (let’s say) a counter-espionnage card that can be played once per game that allows a player to pass false information to the other side through the referee.


  • Crus, Maybe try

    Turn 6    Summer 41   Monsoon  Espionage
    Turn 14   Summer 43  Monsoon  Espionage

    Espionage -  Have it where its either Russia attacks at +1 or defends at +1 for 1 first round of combat.

    Spys - Cost 10 ICPs.  Roll a d8 or d10 or d12 die. If you roll the highest number of die you get breakthrough. Then roll a d6 for chart. 1 =  Spy dies in fight. 2 =  Spy bombs IC. Enemy pays 10 ICPs to bank
    3 =  Spy lives in fight. Escapes
    4 =  Spy kills a General in bed. If using generals.  Or bombs  
          navel base of choice. Ships cant leave that sea zone next       turn.   5 =  Spy bombs oil depot. Tanks and mechs cant move in 2       territories next turn. 6 =  Spy destroys enemies Tech.

    I agree with Grasshopper where you don`t want spy to be to strong. And just tweek . Also have a cap on the number of spies you can have.


  • @SS:

    I agree with Grasshopper where you don`t want spy to be to strong.

    Agreed, which is why I’m concerned about some of the suggestions on your list.  It would take a pretty enormous bomb to destroy an entire naval base, and I’m not even sure how that would prevent ships from moving. I also can’t think of any cases in which WWII spies have killed generals in bed.  Note by the way that these two activities aren’t strictly speaking pure espionnage: people who blow things up are saboteurs, and people who carry out targetted killings are assasins.  Spies are primarily in the information (or disinformation) business, so their actions should affect things like tech development and strategic decisions.  Regarding #6, by the way, it’s credible for a spy to steal tech info from an enemy for the benefit of his own side, but it’s improbable that a spy could destroy every single record that an enemy has (in every single location they’re kept) about a particular technology, destroy every factory producing the technology, and kill every person who knows about the technology.


  • These were just suggestions. I did say they could be tweaked. Ya I agree there to strong. Could have it where they can delay you from getting a tech do to stealing documents while your trying to get tech. James Bond blew up stuff and he was a spy.


  • 1 = Spy dies
    2 = Spy steals documents of an up and coming battle. Country
          attacks at +1 for inf and mechs first round of combat. 3 = Spy caught, but escapes. 4 = Spy steals documents for up an coming sea moves. Country       ships attack at +1 in 1 sea zone. 5 = Spy steals documents of early stage of enemys Tech. Gets
          a free die roll towards his tech.
    6 = Spy steals enemy`s Tech.

    Spy cost 12 icp`s, roll a d12 die, a roll of 12 breaksthrough and then roll a d6 towards chart. Just change the stuff on chart if its to strong or weak or other suggestions.

  • Customizer

    @knp7765:

    I think that would only work in one of those games where you have 2 boards in 2 different rooms, Allies in one room, Axis in another, with some sort of referee going between the two. That way you could make sneaky plans and surprise your enemy.

    With the regular game, everyone can see the board right in front of them so what information would there be for a spy to steal?

    Not to get off topic, but this concept has existed since before WWI (on a tactical level anyway), it’s called “Kriegsspiel”.

    http://217.199.187.67/kriegsspiel.org.uk//index.php?option=com_content&task=view&id=15&Itemid=58

    You need 3 boards and 3 rooms: 1 for Allies, 1 for Axis, and 1 for the all-seeing Referee. The players each send “orders” to their troops for their moves, and the Referee determines who can see what and reports back to the players the results of engagements, etc. This effectively replicates the “fog of war” that is missing in 1-board games.

    I know it would be time (and resource) consuming, but I would love to play a game of A&A like this… but I’ve never had much interest from my local group.


  • :-D

  • Customizer

    @crusaderiv:

    Na…not sure about this rule… I’m not thinking technology.
    Russian spy steal important information about Barbarossa, kursk and others operations.

    This could work in another way though. Perhaps with a “spy token” that would allow a retreat or reinforcement  to or from a territory being attacked by the enemy.


  • With the regular game, everyone can see the board right in front of them so what information would there be for a spy to steal?
    That’s the challenge!

    _An excellent point.  And as an added twist on the espionnage concept, a two-board setup would also allow the possibility of counter-espionnage: having (let’s say) a counter-espionnage card that can be played once per game that allows a player to pass false information to the other side through the referee. _
    Yes, but a two board it’s unrealizable.


  • These were just suggestions. I did say they could be tweaked. Ya I agree there to strong. Could have it where they can delay you from getting a tech do to stealing documents while your trying to get tech. James Bond blew up stuff and he was a spy. 1 = Spy dies
    2 = Spy steals documents of an up and coming battle. Country
          attacks at +1 for inf and mechs first round of combat. 3 = Spy caught, but escapes. 4 = Spy steals documents for up an coming sea moves. Country       ships attack at +1 in 1 sea zone. 5 = Spy steals documents of early stage of enemys Tech. Gets
          a free die roll towards his tech.
    6 = Spy steals enemy`s Tech.

    SS….Well,well,well. You got a point there…that’s the best idea i’ve seen on this forum. But espionnage = tech development or national advantage?


  • British intelligence and british spies make a lot of mission during WWII. A spy rules must be used by UK player.


  • Did you read my post on page 1 ( back one ) with espionage on turns 6 and 14. Is that what you mean by why not every turn have that?


  • Did you read my post on page 1

    Yes.

    Is that what you mean by why not every turn have that?

    In fact, I think espionnage must be roll every turn.
    I’m going to propose it to my friend.
    I realy like your idea but is it a tech development or national advantage?


  • This could work in another way though. Perhaps with a “spy token” that would allow a retreat or reinforcement  to or from a territory being attacked by the enemy.
    Toblerone…yup something like this…


  • No tech or National advantage. Maybe just use the spy thing everyturn. Posted using espionage on turn 6 and 14 and using espionage rule I had posted but I think that would be to strong every turn. Have it where you buy spy token and have something to the affect that I mentioned or Tobelrone mentioned.


  • I think you could use your spy token ( cost 8? ) , then roll a 6 die and use the chart I posted awhile back and or adjust the list to other suggestions or roll a 6 die and 1-3 gets you to roll another die for chart and 4-6 you don’t get to roll a die for chart. I don’t think you should get it every turn but at least half the time. Other wise have one suggestion in chart were spy gains nothing. I think thats mention in chart.

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