One thing that annoys me about the factory rules in A&A is that the units-per-turn cap gives you an incentive to buy more expensive, higher-tech units in your less developed territories. In 1942.2, for example, Britain wants to pump a large share of its economy into India to hold the line against the Japanese, but they can only build 3 units a turn in India, so they might choose a relatively expensive mix of units, e.g., 1 inf, 1 tnk, 1 fighter. Historically speaking, that’s a little crazy – India’s automotive and aviation industries were negligible compared to England in the 1940s. It’s not that India couldn’t possibly have put together an armored division out of local materials, but that should be a relatively rare exception – the rules should create incentives so that you typically want to use your colonial factories to produce infantry and a bit of artillery, whereas you will typically want to produce big capital ships and planes out of your capital. The OOB factory rules get this incentive exactly backward.
Another thing that annoys me about the factory rules in A&A is that there’s usually very little room for shades of grey and gradual ramp-ups – you buy a factory for a territory, and wham-O! it’s at full production the next turn. You capture a factory, and again – it’s instantly ready for full production the next turn. Along similar lines, factories cost you exactly the same for a 1-IPC territory (almost useless) as they do for a 4-IPC territory (extremely useful). The 1940 edition rules (and more so the Halifax rules) go part of the way toward fixing this by letting you build Minor Factories and then upgrading them into Major Factories, but the rules don’t always allow you to have a Major Factory, and even when they do, they’re usually too expensive to be worth bothering with.
So, with these problems in mind, what do people think of switching the factory production limitation from # of units to # of IPCs? My idea is that factories would no longer be limited to 1 per territory. Instead, capitals and major industrial centers would have multiple factories, each of which would be capable of producing up to 5 IPCs’ worth of units per turn. For balance and variety, a lone factory would be able to produce 6 IPCs/turn instead of 5 IPCs/turn.
| # of Factories | IPCs spendable per turn |
| 1 | 6 |
| 2 | 10 |
| 3 | 15 |
| 4 | 20 |
| 5 | 25 |
| 6 | 30 |
| 7 | 35 |
| 8 | 40 |
Just so the idea is clear, let’s say you have 2 factories in South Africa – you could produce up to 10 IPCs’ worth of units there per turn, which could be 1 inf + 1 tnk, or 3 inf, or 1 DD, or 1 ftr. You can’t ever produce a battleship in a territory with only 2 factories, nor can you produce 4 infantry there – the IPC cost would exceed your limit. However, if the territory is valuable enough, you can build an additional factory (which does not count against your local production limit) and then you’ll have more options on your next turn.
A factory would cost somewhere in the range of 8 IPCs, and you would only be able to place 1 new factory per territory per turn. The maximum number of factories in a territory is limited to the IPC value of the territory, so India can never have more than 3 factories, Rhodesia can only have 1 factory, and so on. If you capture a territory with factories in it, you destroy half the factories (rounded up) as you march in. For example, if the Japanese capture India with 3 British factories in it, then 2 of those factories would be destroyed. If the British re-occupy India the next turn, the third factory would also be destroyed. Of course, if either player is able to hold the territory for more than one turn, they can start rebuilding the factories up to the max of 3.
Instead of causing ‘industrial damage,’ strategic bombing runs would have a chance of destroying factories – probably something like this:
- Each factory fires anti-air and hits on a roll of 1, killing a bomber if it hits.
- Each AAA gun fires anti-air and hits on a roll of 1 or 2, killing a bomber if it hits
- Surviving bombers drop bombs and hit on a roll of 4 or less, killing a factory each time they hit.
This makes ‘casual’ strategic bombing against a major capital less useful, because you’re going to take too much AAA fire to make the bombing run worthwhile, but a sustained strategic bombing campaign can force the opponent to build factories somewhere further away from enemy bases, because it becomes prohibitively expensive to try to keep rebuilding.
This is just a first draft, so I probably don’t have the balance right – but what do you think of the general idea? Should factories be capped by IPCs spent rather than by units created? Should factories be smaller units that can be stacked numerically, or is it better to have all-or-nothing factories?