Turn order and the Western Front

  • Customizer

    The closest the CPs got to winning the war was the U-Boat’s attempt to starve Britain into surrender.

    It looks like there are no convoy zones, so how could they achieve this in the game?

    With American entry delayed at least for a few turns, and presumably effective American forces delayed further, what incentive is there for Germany to bother with a surface fleet?

    This is especially so if (as seems certain) ships spend all their time at sea and are unlikely to last long if they’re seen as any particular threat.

    My thinking for solving these issues (not going to happen I know):

    Ships in port - allows ships to remain in dock and be safe from attack by sea. Really, without this how long is the Austrian Navy going to last?

    Convoys: I was never entirely convinced by the A&A convoy system, and am thinking of ways of reworking it.

    In particular - combine convoying with armaments/supply rules.

    Before declaring war, America traded with all major powers, including war materials. This was most important in supplying shells and ammunition.  I’ve suggested elsewhere that all units (or perhaps just artillery) expend shells when they fire, and that these items must be supplied to the armies in the field, being transported from factories. Armies on the western front regularly ran out of shells, and importing from America was one solution to this.

    So make shells the commodity imported via convoy zones (by both sides), with it being most unlikely that either side can produce enough to keep artillery continually supplied (shells should be cheap enough, but still count against factory capacities) without imports. This might also give Germany enough incentive to declare unrestricted sinking on the basis that depriving the Western Allies of ammunition is worth the risk of bringing America in earlier.

    http://www.youtube.com/watch?v=x_FAOk4uMp8

    PS probably 3 types of shell: HE/Shrapnel, Gas, and Smoke


  • Larry said there will be an unrestricted sub warfare phase even if there would not be convoys, Britain’s total blockade was arguably the biggest contribution to Germany’s fall so stuff like that has to be represented somehow. And I was talking more of the starting German navy rather than one to build, if for no other reason than to keep BEF troops from reaching France for a turn or two, the British should probably be the only ones who end up actively building a navy (other than America’s horde of transports) because their going to have such a broad theater range.


  • I remember in Revised there was an NA that subtracted 1 IPC from US and UK’s income for each German sub on the board; made for some interesting games.


  • I’m sure it will involve some sort of dice rolling, this is A&A of course.


  • Germany
    Russia
    America
    Ottoman
    UK
    Austria
    Italy
    France

    That’s my best guess


  • Germany
    Russia
    France
    Ottoman
    UK
    Italy
    AH
    America

    Or whateve’s


  • Austria
    Russia
    Germany
    France
    Britian
    Ottomans
    Italy
    US


  • @Flashman:

    In particular - combine convoying with armaments/supply rules.

    Another way of representing convoys would be if there was an Industrial Resource unit/token that spawned in territories in the collection phase according to the tt IPC value. And so to use the Industrial Resource unit in the production face it actually had to be transported to the Industrial Complex where it was to be spent. They could be transported by transports, rail, or could move one space by land on there own. Players would have to build transports to collect income from there far reaching empires, these convoys would be vulnerable to attack so escorts would have to be built as well. Also players could transport Industrial Resources to there allies Industrial Complexes for use there. I think this idea is better than ammo supply chains since the supply chain from the factories to the front is already well represent by the combat unit production and movement, what isnt well represented is how the resources are moved from there place of origin to Industrial Complexes

    While this rule is pretty simple it would make each players turn a little longer(particularly Britain) as they would have to manage their resource movement. Of course it could also create new strategic possibilities.


  • @DarthShizNit:

    I’m sure it will involve some sort of dice rolling, this is A&A of course.

    So was A&A Revised lol. :-D

  • Customizer

    Doesn’t matter what the turn order is, you still get 4 western allies playing between every German turn.

    Stacking limits are most unlikely, otherwise why does the game come with 36 identical d6?


  • @Flashman:

    Doesn’t matter what the turn order is, you still get 4 western allies playing between every German turn.

    Stacking limits are most unlikely, otherwise why does the game come with 36 identical d6?

    so you’re telling me the stack limit is 36?

  • Customizer

    I’m telling you the game comes with 36 d6 - therefore no stacking limit.


  • I know I was being a smart ass

  • Customizer

    I’m coming down in favour of a 4 player game. Since the four principal nations: were

    Germany

    Russia

    Austria

    France

    They would be the starting element for each player, in turn order.

    With other nations joining in, we should end up with:

    Germany, [Bolsheviks]

    Russia, (Serbia)

    Austria, Turkey, (Bulgaria)

    France, UK, Italy, USA, (Belgium), (Portugal), (Greece), (Romania), (Arabia)

    All nations within each group moving and fighting together.

    One possibility is that, at a certain stage, Allies can be placed under an overall command and after that they all play together.

    Ref: Supreme War Council and Unified Command

    http://www.foreignaffairs.com/articles/68445/general-von-kuhl/unity-of-command-among-the-central-powers

    http://en.wikipedia.org/wiki/Supreme_War_Council

    http://books.google.co.uk/books?id=vWLoU9HVBeEC&pg=PA20&lpg=PA20&dq=central+powers+unified+command&source=bl&ots=6BEE-CvHEp&sig=1ARJ-Cd3I-IAtUc93BZrS7XZO8g&hl=en&sa=X&ei=9hX7UPqjE8eZ0QWd7YGADQ&sqi=2&ved=0CF0Q6AEwBw#v=onepage&q=central powers unified command&f=false

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