THIS PROJECT HAS BEEN MOMENTARILY SUSPENDED.
This is a collaboration of house rules that I’ve come across, and tweaked. These have yet to be tested at a large scale by me, and as I have concerns aswell as only a handful of games under my belt I would appreciate as much feedback as possible. Also, please keep in mind I have a general idea of the forums abbreviations, while I will not be using them as they do not come naturally to me, you may use them at your discretion.
For followers of this thread, updates under v_.00 add new concepts, v0.0 expands on previous topics and v0.0 is for corrections or clarifications. If I’ve made corrections, but I expand, the v0.1_ will be reset to zero. Same goes for expansion versus concept v1.00
Your patience is appreciated
This thread is liabel to change.
V2.00 What’s new?
Oil/resources!
Let’s start.
“Backing the Industry” - a player may pay a territories current ipc value, plus one ipc to increase the territories ipc value. However, this cannot exceed more than twice the territories original ipc value, this does not allow for higher tier industrial complexes to be built on the backed territory, and the ipc value of the territory may never drop below 0. (This may occur due to changes/additions to bomber abilities a successful bombing depletes the territories ipc value by 1)
Captured territories with investments are reverted to the initial ipc value, unless the territories ipc value is lower than its initial value, the conquerer of said territory is bestowed ipcs equal to the number of ipcs above the initial value. Ex.Borneo has been raised by 2 ipc. (Which over a period would have cost 11ipc) Japan conquers the territory, landing the player a borneo worth four ipcs and an immediate pay off of two ipc. (Recommendations on how to represent this. Say a token or something)
“Russian/Japanese aggression”- Japan cannot declare war on Russia without at least one of the following prerequisites being met:
London has fallen,
Moscow has fallen,
2 other soviet cities have fallen,
San Francisco has fallen,
All Chinese territories have been conquered including kwang tung,
Sydney has fallen.
Russia cannot declare war on Japan unless Berlin has fallen.
China is impassable to Russia and vice versa by land units
“The Commonwealths”- Canada is treated as a split economy nation with anzac. (I personally require Canadian tokens and possibly units)
Liberated territories are given to the respective commonwealth, or are given to U.K. if a capital is present in the theatre.
Replace control all original U.K. with:
E.) All of canada, Egypt, Gibraltar and seazone109 are clear of enemy influence +5ipc
P.) All of anzac, Malaya, kwang tung, and seazone 39 are clear of enemy influence +5ipc.
Canada National objectives:
5ipc if all european theatre allied convoys are free
3ipc if u.s. is at war with germany.
“Vichy France”- After Germany inevitably invades paris, Germany has the option to install the Vichy government into southern france. If southern France is attacked, Germany does not hAve this option.
French territories not adjacent to allied territories or are not occupied by the allies, become Vichy french, which are treated as Pro axis neutral. Difference being;
1.German roundels with standing army french units (not convertable)
2.Other french territories or units (other than the fleet in the med) are free french.
3.reinforcible by the axis
4.Vichy french units only conduct one round of combat before liberation (this may change)
Vichy France is disbanded once Paris is liberated.
“Facists in Europe”- if at any point in the game London falls:
All european strict neutrals (excluding Switzerland, and Portugal who become pro allie) become pro axis.
Vichy and Italian governments fall under nazi Germany control, units and territory converted
Note at this point Italy can be liberated as an allied nation.
“Blockades”- Blockades occur when every season surrounding an island territory or territories is enemy occupied. If this occurs ipcs are not collected from the blockaded island. If an island with a nations capital is blockaded (London Tokyo or Sydney ) the island ipcs are only separated from the rest, and only combine after the blockade is broken.
Blockades require at least 1 surface warship.
“P.o.w.s”- (this may require tweaking) pows (See: DefendeR.R.R.S.! mechanic on how to gain pows.) move toward the originally controlled territory of whomever has captured them. Once there, they are transported to a victory city where;
For every 2 P.o.w.s present, 1 ipc is awarded.
P.o.w.s can be liberated.
Now onto something I call “Major Power Play” because I don’t really have a name for it.
I would appreciate help ironing out this portion. Note I said major power but you cold persuade me otherwise.
Update! The u.s. minorities has intrigued me and I believe would fit under this segment. As for the u.k. I’m thinking a trade agreement with u.s. for half priced converted units.
Russia wants to spread it’s influence. Conquered territories along with their p.o.w.s are not liberated.
Japan has devote followers. Fighter escorts accompanying tactical bombers on surface ship raids can be sacrificed for a hit.
Germany is on a mission to erase all non aryian people’s from the fatherland. P.o.w.s can be removed for an immediate trade off of 2 ipcs per 1 p.o.w. (an instant gradification over a steady, over time pay out)
“Air superiority”- air superiority is determined before ground combat begins, and after all bombardment has occurred. After aaa defend, Participating air units battle for the skies in a dogfight. After the skies have been cleared the planes must be landed. If your air units enter a battle with air supremacy, they can continue to the ground battle.
"Targeting/straffing "- This rule applies to air to land combat. To put it simply, people are pretty hard to hit or aim for. This somewhat mirrors how Submarines are undetectable by air units unless a destroyer is present. Except the destroyer being your opponents shiny war machines. Air units only get two rounds of combat when facing only infantry, or if the attacking air units are not supported by attacking ground units.
Note: though air units “can’t target” infantry, this does not effect your ability to use infantry as casualties. (If I ever get around to bringing in the heavies, this rule might also apply in heavy to infantry combat, preventing them from blowing the poor infantry to smithereens by themselves )
“Artillery bombardments”- artillery, including anti air, have the ability to bombard a neighbouring territory, including coastal seazones, much like a offshore bombardment. (These types of bombardments are first strike, before offshore bombardments) Alternatively, an artillery or anti air may participatell in combat in a seazone while on a transport. Under no circumstances can an artillery unit target or attack a submarine. Artillery can also support a raid on complexes or bases, this includes a coastal bombardment from a transport to a sea base(the only coastal bombardment artillery can perform.) These rolls are done at the same time as bombardments or raids respectively.
Concerning air raids bombardments and bombings, I want to try making it a single roll, during an attack onto units this is a simple confirmed kill roll. For bombings, and raids on facilities you roll the units usual kill roll. Upon a successful hit, the number rolled is the damage dealt.
Also, Submarines are the only units able to raid convoys.
“DefendeR.R.R.S.!”- This rule has a couple inspirations. It’s called such for an easy way to remember.
This rule comes into effect after a round of combat has been conducted. The defender now has these options, and is not limited to one choice per round of combat.
Retaliate:
simple old fashioned combat. Continue to the next round. Only units told to fight back, fight back
Recede:
infantry and artillery (aaa aswell) have the option to recede or dig into the territory, this incites another round of combat without retaliation before these units are placed back on the board for another day, leaving the territory contested. Note that you cannot initiatr combat as a defender in a contested territory. So on your turn if you choose to fight back you’re hitting at 1s not 2s with infantry and etc.
Retreat:
another round is initiated without retaliation, the survivors run for the hills. The closest friendly territory. If no such territory exists this is not an option. However, if attacking air units are present and providing they have enough for a legal move, can chase/follow the retreating units. Amphibious assaults may also retreat.
Surrender:
the defender may surrender to the enemy. At this time the attacker may accept or decline the surrender. Which determines whether the units are removed, or converted to p.o.w.s which, are infantry with upside down control markers.
These options give more of a direct influence on your battles. This can give you time to await reinforcements, or regroup with an allie or regroup.
Why contest a territory? This slows the approaching army and buys you precious moments that could change the tide of war. It also allows for counter attacks to take place.
Why retreat when you can deny your opponent ipcs? In the case of “backing the industry” this allows for instances where you really don’t want to waist your time contesting a 0ipc territory. Let them have it, and build up for a counter attack after they’ve fixed that problem for you. Also, combined with Vichy france, it gives france more of a bite if you install it after retreating to southern france. It may buy China time, leave a unit to contest and retreat the rest.
Why would you ever want to surrender units? This can make sure that not all of your precious ipcs are lost in a battle, in hopes that you can retrieve them later.
“Oil/resources”- Some people have thought of or tried this, and may have gone about it different. Some of you may know of the oil Derrick pieces that come in silver and gold, these will produce 5 black resource chips which are used to activate a units movement. Land based units excluding artillery and infantry cost 1 black chip. Sea units cost 2 and air units cost 3. The placement of these Derricks is arranged to produce 100 oil chips a turn if you control a segment of the board. Across europe, the middle east, and Africa accumulates to 100 black chips. Asia, including islands like australia, and also including the Americas brings another total of 100. The oceans are split 50/50. Resource chips can be traded in for equivalent ipc to allied nations.
I think I’ll keep this end segment for random ideas I get and would like help on expanding them.
Terrorists/partisans/threat level
peacetime/after war/armistice. “minigame” for peacetime gameplay for nations.
Monuments
Alternative leaders? The idea of a soviet threat looming over all of Europe during a nazi reign, is intruiging. I got this idea from althistoryhubs what if stain never came to power YouTube video. I also believe the idea of a fascist aligned America crossed my path, though serious balance issue would be presented
Scenario/gametype/altstarts (this may become it’s own thread)
1914 on a G40 board!
Cold war turns hot
Modern war 2012/2016
Znation
Invasion
Alt.history
In the end, I’m really just looking to toss out ideas. By no means am I saying you have to use all or any of these changes, if you see something you like use it. If you’ve just got something to say, I appreciate your feedback.
Ave Commanders.