yeah thank’s, here are the card’s,
i did not make template’s for them yet, there are 145 card’s, 85 event’s, 60 non event’s,
yeah thank’s, here are the card’s,
i did not make template’s for them yet, there are 145 card’s, 85 event’s, 60 non event’s,
yeah, it could take a few day’s,
when i am sure that they are balanced i can post them
i have been working on an idea for the use of an event card deck in the game,
at the beginning of a round, a player would draw a card from the event deck, could be a 100 card deck, with event’s ranging from, diplomacy card’s, oil supply shortage, i.e only half of the force’s attack from one of your territories , national uncertainty, a patriotism card that could get free infantry, spy card’s, and severe weather card’s
there would be about 10-15 event’s, and some non-event card’s
tech could be rolled by having to get a sequence, via a dice roll, i.e. sequence to develop radar could be, 1-3>3-5>4-6,
buy a research dice for 1 i.p.c. the least number of dice you need to research radar would be 3, buy as many dice as you think might be needed, to get the first phase of research you would have to roll 1, 2, or 3 on 1 of as many dice that would be rolled, i.e. buy 9 research dice, roll 2 dice, the result could be 4 and 5, research failed, roll another number of dice, i.e. 1, the result could be 3, research successful, now there would be 6 research dice left over, if a 3, 4 or 5 would be rolled then the second phase would be completed,
if you manage to complete the research with less dice than you had purchased, return the i.p.c. to your stack, if you have not completed the research, wait until the next round and continue the research
i do not know for sure, i would guess, ice hockey, soccer, football
here is an idea for tech,
pick a technology that you want to invest in,
each technology has a number that has to be reached to get the technology, i.e radar 15, invest 2 i.p.c. get two dice, roll the dice, result could be 9, next turn invest 1 or 2 i.p.c. the result could be 1-6, or 2-12, when the number has been attained, the technology is developed.
I think National morale should be respresented buy how many losses a nation can take before it pulls out of the war
i like that idea, it could mean that the nationional power’s army would be disbanded, and there could be a scramble to take over the territories, and the national power could be reinstated, if a national power from the same alliance managed to retake enough territories to build up the national morale again,
national morale could be determined by losing a point for each unit that would be defeated, and for victory cities and territories that are captured, there could be a national resolve that could be used when morale reaches a critical level before capitulation of the nation, a siege mentality, where the national power could call upon hidden resources, i.e. emergency supplies in the form of i.p.c that could be used for a last stand (or not) against the invading forces,
morale could be boosted by capturing territories
i have been thinking about another system for general’s, each national power start’s the game with 3 general’s, each general has card’s, when a general complete’s certain objective’s , i.e. capture’s a victory city, that general can move up a level and recieves a new card that can be played, when the general reaches the next level, that general recieves another 2 card’s, although a maximum of 3 card’s can be played on a turn/2 turn’s, when the general is defeated they are replaced with a new general starting at the first level,
i have not had an idea of what the 2 starting card’s would be, although i have for the 2nd level, defensive retreat, when the card is played the player can use defensive retreat, third level, 2nd offensive when attacking, a player that play’s this general card can use armor to attack the next territory, or blitz to take control, if it would be unoccupied or cleared by way of an air attack, the attacking player must declare what armor would be used during the offensive, and that armor could not be used for a non combat move,
another 3rd level card could be the inspiration card that i wrote about in this thread,
at most 3 card’s in play at a time, when the card is played the effect’s are resolved, the card stay’s in play for 2 turn’s
Another thing i would really like to get started is a good system for supply lines.
i think that type of a system could work, i would use colored token’s for each supply point, the token’s could be free, determined by the i.p.c. value of the territories that are controlled by the national power, the movement cost could be fuel point’s, a convoy could be mobilized from an i.c.,
here is an idea for a general card/ability, inspiration, when attacked the defender can use their attack abilities during a number of combat round’s
weather could be implemented by way of a season chart, each territory could be placed in a weather zone, and varying weather condition’s could be used for each weather zone, i.e. move the season counter to the next season, when a territory is attacked look at the weather chart for that territory and season, the weather could be default or random, although, without a good set of attack, defense and movement modifier’s i would not bother implementing that weather mechanic into a game
i have been thinking about making the i.c. into four seperate unit’s that would cost 5 i.p.c each and each one would have a production capacity of 5 each round, no more than 3 land unit i.c. each territory and 1 shipyard i.c. or 3 shipyard i.c. and 1 land i.c., should the i.c. be surrounded or cut off from the total i.p.c. production value, the i.c. that would be surrounded could only use i.p.c that would be within it’s own circle of influence, i.e. should a wedge be driven through a defensive line and a circle of attacker’s around any number of territories that have an i.c. that i.c. can draw i.p.c. from those territorie’s that the controlling national power has that are adjacent or connected to the i.c that would be surrounded.
for fog of war i think that front line’s should not be affected, recon could be after the place new unit’s phase, paper could be written on and placed in the territory, when an opposing national power make’s their move a dice could be rolled and a successful roll would reveal the opposing force’s, it could cost 1 i.p.c. within a range of 3
yeah, motorized at 2-2-5, with the transport ability, that does not leave much room for a light tank unless the the attack was 2 , defense 2, cost 4, if i was working all of these unit’s into a game i would start by reducing the cost of infantry unit’s to 2, artillery 3, light tank 4, mechanized unit’s 5, medium tank 5, heavy tank 7 or 10
my 500 km asteroid totally destroyed earth, and left it as an asteroid belt floating in countless piece’s somewhere between mars and venus :lol:
wait, doesn’t light tank attack 3 defend 2 move 2 $4 ruin artillery?
yeah, light tank could be attack 2, defend 2, move 2, cost 4, without the support infantry ability,
for heavy armor i would make it, attack 4, defend 3, move 2, cost 10, with the ability to take 2 hit’s, or, attack 4, defend 3, move 2, cost 7.
has anyone tried this idea, each nation start’s the game with technology that was available at that time, and set’s up industrial production line’s, and order’s a number of unit’s, the more unit’s ordered the cheaper the overall cost, i.e. 5 tank’s could cost 23 i.p.c 10 tank’s could cost 40 i.p.c. the money that has been saved could be used to advance technology, i.e. AARHE, or to buy other unit’s, when the quota of the order has been completed, i.e. 15 armor unit’s, a new order could be placed, on advanced tech, or the same tech, 2 order’s of 5 tank’s could cost 46 i.p.c, where 1 order of 10 tank’s could cost 40 i.p.c, the i.p.c would be invested in the chosen technology, and could not be re-attributed to a different technology.
there could be a reference card to keep track of how much i.p.c. that would be spent on a technology, you could never build more unit’s than there would have been i.p.c. used on the order, i.e. 15 armor unit’s could be ordered at an overall cost of 55 i.p.c., round 1, 20 i.p.c spent on armor, build 4 armor, round 2, 20 i.p.c spent on armor, build 6 armor, round 3, 15, i.p.c spent on armor, build 5 armor, you would not have to make order’s for every unit or none at all, unit’s could be purchased at the normal cost, there could be a reference for each tech, and when new tech is aquired by way of a investing i.p.c., the new tech would have a reference card that could be used for cheaper mass production.
i think that the cargo unit should cost 3, move 2, capacity 5 i.p.c. with no defense.
i think that buying the unit’s would stop excessive funding of other national power’s, and the capacity would mean that even though the unit’s might be more numerous, they have a cost which would be factored into the descision to send them, the cargo can be distributed to a territory that has an i.c. and can be used at that i.c. until the cargo has all been spent. i.e. a territory with an i.p.c. value 2 get’s 15 i.p.c. worth of cargo, build’s 2 tank’s at the next purchase unit’s phase, save’s 5 i.p.c., which can then be used at the next purchase unit’s phase to buy 1 tank.
if i played airsoft how would i know where and if the opponent was hit
i could see the cargo unit as being a very strategic unit, if a friendly power need’s i.p.c. assistance the cargo unit can be deployed and moved to a territory controled by a friendly national power, with the capabilitie’s to defend and not need to have a game-breaking escort with it, i have been wracking my brain about this and cant find the optimal way to make it fit with the game, without breaking the game too much in either side’s favour.
i think that the idea of cargo transportation is a great idea, i am not sure about how to implement it without upsetting the balance of the game, i think that there should be a cost for each cargo unit, and a capacity that each unit can carry, i think that the capacity of each cargo should be proportionate to the cost of each unit, i think that the i.p.c capacity that each unit can carry should be counted within the parameter’s of whatever the capacity of the cargo ship would be, i.e. 1-20.
without the capabilitiy to defend, i.e. with a supposed escort (or armed cargo ship’s), i dont think that the cargo unit would be viable as a stand alone unit without a defense, on land or sea, i could see the situation of, small i.p.c. convoy’s lost because of a small armed escort. or a large escort being deployed with a heavy or light i.p.c. capacity convoy, thereby moving strategic sea unit’s to join an escort convoy that may or may not complete the mission.
i suppose that the presence of a large escort may discourage non-friendly power to attack a convoy, and make an oppurtunity for a non-friendly power to take an advantage on the i.p.c. lending power.
i think that the idea of i.p.c. support via inter-power lending of supplies, and construction material’s is possible,
i think the answer is finding the balance between cost, capacity and armament capabilitie’s :?
has anyone playtested this unit succesfully.
i know that i have never played that game, my guess would be the war of the ring
i would most likely choose the two box’es, either i would have $1,001,000 or $1000
has anyone any information about a miniature battle game based on the terminator series, has any board game company manufactured one. i have searched the internet and can not find one. with model’s of the of the different terminator series
and the human resistance and pre-assembled or build it yourself vehicle’s.