@Black_Elk:
@CWO:
@toblerone77:
Larry’s “rubber band” physics of the game.
That’s a good way of phrasing it. The same thing could be said about the game map, some portions of which (like North Africa) are stretched relative to the geography of the real world, while others (like the Pacific) are compressed. In fairness, the geography of the real world is rather awkward for wargaming purposes, so the A&A map’s altered proportions don’t bother me. Like many aspects of the game, the map is impressionistic rather than strictly realistic.
Fair enough, but my question would be…
How come this is accepted with every other aspect of the game, but not for the relative distribution of IPC/Production values on the gamemap?
This has been a sticking point with me for years now. Â For example, when I have suggested (repeatedly) that IPC values should be awarded to all territories on the gamemap, or that a particular region should have more IPCs (e.g. pacific islands) because production in this game is obviously abstract and does not correlate to reality in any meaningful way at all, everyone always jumps to defend these zero IPC territories. Or they insist that certain territories should be kept low (in terms of their IPC value) for strict “historical” reasons, despite the potential advantages to the gameplay, or to overall gamebalance that might result from increasing IPCs in such instances.
If a lone infantry unit on Midway is not the same as an infantry unit in Moscow, why not extend this same logic to Midway’s IPC value? Why shouldn’t Midway be worth 1 ipc, under the same essential argument, that 1 ipc here “is not the same” as 1 ipc somewhere in Russia?
To the point of this thread, I don’t see a major issue with allowing aircraft to land in a newly conquered territory, if the goal of the rule is alter the infantry push, and essentially change how all units interact in a hugely substantial way hehe. Even if the fighter did participate in combat. I mean why not? Sure, it would obviously break the set up of most games, but as a stand alone idea, the fighter landing rules strike me as arbitrary. The rules about fighter landing might have been drafted otherwise, with a totally different starting unit set up, and it might have worked. It would likely result in a lot more “critical” defenses and all-in battles, as opposed to deadzones and trading. Not to say that it would work in any of the existing games, but it might be worth exploring. I’d try it in 1941 the starter board, to see, if that was your inclination  :-D
Black Elk I think you and I agree on many things my friend. The IPC system and production is one that constantly annoys me. If factory “A” is using resources from all over the Globe why should it be limited in the number that it can produce? By that logic a factory in a TT with a value of eight should only be able to produce 8 IPCs worth of units. I could go on and on.
As to my “Rubber band” comment. I am simply pointing out that there is no concrete, absolute correlation to a specific real-world number of units vs. game pieces so the pursuit of doing of doing so is not exact, and IMO not a good way to “prove” any aspect of A&A. Just because the IPC artwork of the old paper money says, “1-5-10 Million Production Hours” it does not prove that a 25 IPC Battleship costs X amount of real-world money or correlates as such. It’s simply art that flavors the game. So I really cringe when someone tries to “Bible Code” the game either for or against an HR.
As to the HR proposed, I’m not the one to knock it down. I misunderstood the concept. Secondly, many of my HRs are ideas in embryo, and are part of a larger variant that is an on-going personal project that involves heavy customization and uses many, many more pieces and markers than most players have.
Lastly I’ve actually been focused on getting a gaming group up and running, which means LOL, I’m focused on teaching OOB rules! Once I get my group going then we’ll move on to the fun stuff LOL.