@Bardoly:
Interesting thread.
An Axis and Allies-style “Dr. Pepper and Dorritos” World War I game would be great!
The key thing to remember, as was mentioned before, is to keep the game simple and not too time-consuming.
I have 2 proposed land/air units charts for consideration.
Chart 1 - a little cheaper IPC cost
Infantry 1-1-1-2 - Infantry troops were the main units of the war, I believe even more so than in World War II, so this justifies their reduced cost. The infantry were not extremely effective though, so I dropped their defense to 1.
Cavalry 1-1-2-3 - No blitzing and no special attack rules for simplicity’s sake.
Artillery 2-2-1-4 - Use the “Surprise Strike” rule from AA50, they get preemptive shots every round, but this can be nullified by the enemy having a fighter in the battle. They do not increase infantry units attack.
Fighter 2-2-3-6 - No special rules other than that they nullify the artillery’s preemptive shot. After a map is made up, then we can decide if 3 movement is too little.
Zeppelin 1-1-6-10- No special rules. Actually I don’t know a lot about Zeppelins, so I bow to y’alls knowledge in this area.
Chart 2 - a more comparable to regular Axis and Allies IPC cost
Infantry 1-2-1-3 - No special rules.
Cavalry 2-1-2-4 - No blitzing and no special attack rules for simplicity’s sake.
Artillery 2-2-1-5 - Use the “Surprise Strike” rule from AA50, they get preemptive shots every round, but this can be nullified by the enemy having a fighter in the battle. They do not increase infantry units attack.
Fighter 3-3-3-8 - No special rules other than that they nullify the artillery’s preemptive shot. After a map is made up, then we can decide if 3 movement is too little.
Zeppelin 1-1-6-10- No special rules. Actually I don’t know a lot about Zeppelins, so I bow to y’alls knowledge in this area.
For aa and tanks, I agree with the majority that they should both be technological advances.
WOW! You’ve made it really hard to choose… I think I actually like the cheaper version so we can have bigger battles. Maybe limit battles to two rounds simulating bog down? We can discuss specific combat rules later.
On the cheaper chart, I think we should still go 4-1-1-6 for tanks as they were expensive to produce even after the tech was achieved.