Some more ideas I’m hopeful for:
(1) Collect income at start of turn.
One of the silliest flaws of the standard system; I’ve seen tts such as Moscow and Caucasus change hands 3 or 4 times in a round, thus generating 4 or 5 times the income as normal. If money is calculated at the beginning of a turn, then areas which change hands actually generate less income, which makes a lot more sense.
that’s already done long ago. You know how long i fought for that.
Order of Play:
(Pre-turn) Performed before players/sides turns:
1.Alliance Phase– if a nation is to enter the game then set up their forces.
2.Technology-- check to see who advances in technology.
(Players/sides turn) Each player/side does the following:
3. Collect Income– count up your nations income, subtract convoy loses.
4. Purchase Units-- purchase for self and any controlled minor allies.
5. Repair Units – Dreadnoughts, fortresses, ports, and Zeppelins.
6. Subs Resurface – Place submerged subs upright.
7. Combat Movement-- naval interception, sub detection, and pass-through fire may be done by opposing side. Rail guns may move in this phase.
8. Air Response-- aircraft in adjacent territories may respond to attacks.
9. Combat - a) naval bombardments, b) land bombardments, c) naval combat d) naval invasions, e) land combat, f) strategic bombing, g) sweeps for mines.
10. Non- Combat Movement railroads may be used; aircraft return to base, ships may strategic move from port to port, infantry entrench, naval interception and pass- through fire may be done by the opposing side.
11. Unit Placement- Place non-mechanized units up to limit of production value, plus mechanized, air, and naval units only in original home areas with factory and or port.
My preferred turn sequence:
1. Purchase new units
2. Develop weapons (for next turn)
3. Collect income (to spend next turn)
4. Combat Movement (cannot use rail)
5. Non-combat movement (into uncontested areas)
6. Combat
7. Land aircraft (from combat)
8. Place new units
(2) No new factories.
Factories represent an entire industrialized area. It is unrealistic for new industrial bases to be “built” in the course of a few years. The only exception to this is the possibility of the USSR dismantling factories and transporting them to safer areas such as the Urals. Even this example was a titanic effort in the face of extreme needs.
RIGHT. They are printed on the map directly, not new ones.
(3) Basic terrain.
Terrain seriously effects the type of warfare that can be fought on it. The only attempt at this in A&A so far is a few impassable areas.
Consider the early tanks of WWI. They had enough difficulty moving on the flat terrain of the North European Plain; its hard to see them being effective in attacking mountains.
So I’d like to see a few basic terrain types: Lowlands, Highlands(impassable to tanks/cars, Mountains(impassable), Marshes(impassable to all but infantry & Cavalry), deserts.
Indirectly the number of areas passable between these major terrain features is built into the number of areas ( example: it takes a while to move in the desert, hence more areas)
(4) Multiple turns for ship builds.
Took a long time to build a capital ship; certainly it should be a minimum of 2 rounds.
Realistic, but not fun. Sometimes a player could never recover from another player who built a huge blockade force since builds of this type would not be disclosed. I tried this in AARHE but it didn’t work
(5) Hidden Submarines. I know this might be a pain to keep track of, as locations have to be written down, but to me sub warfare will only be authentic if surface ships don’t know where enemy subs are when they try to move.
yes a pain, to me marginal benefit to the game. Realistic yes.
(6) Commerce raiding. I’m assuming that Convoy Zones, or something to the same effect, will be included. Like WWII, the closest the Allies came to defeat in this war was from the U-Boat menace. Germany’s surrender had at least as much to do with food shortages as enemy victories.
My suggestion is that ships from Cruiser up to Dreadnought should be able to bombard land tts regardless of simultaneous land attacks. This might involve firing upon undefended tts far from the front lines simply to reduce income (defender pays IPCs to bank to cover losses.)
This is less relevant in a game not featuring areas outside Europe; without the campaigns of German ships in the South Atlantic, Indian Ocean and Pacific the feature is less important.
yep we got this like it was in old AAE with boxes, when Germany gets unrestricted submarine warfare the effect doubles.
(7)Munitions/Supply
Armies (particularly artillery) often ran short of shells and needed supplying with ammunition. Say 10 units of supplies cost 1 IPC. Built in any factory, can be railed or transported where you need them.
I’m toying with using Gibson’s Diplomacy shells: one idea from this is that different colours represent different types, for example HE, smoke, gas.
Tedious but realistic, would favor the allies