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Messages - General Joe

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Game Design / Re: Optional Naval Rules
« on: July 04, 2007, 03:59:28 PM »
   Hi, I am one of the core Play Testers of the game!
 
  This Naval ZOC idea was at one time the rules we were using in the game. We also played with Battleships having ZOC's on and off in games.
We ran into 3 problems! 1: Having a hard time in blocking naval strategic movement of enemy fleets moving into what would be historically your sides strategically controlled sea area and getting behined your fleet and trapping it.
2: There are 2 chock points for supply one off of Africa and one in the Pacific east of Austraila that once it is learened with a heavy Africa commitment by the Axis will put most of the Pacific map out of supply for the Allies. This was the straw that broke the camels back that cauesed the ZOC rules to be dropped last time and was replaced  with the control counter (marker) way. 3: With so few ships having ZOC's tracing supply can end up funcky like the Philipines, American units all of a sudden being in supply by tracing a supply path through the Sea of Japan to Alaska. This did happen in our play test games! We also at this time had Japan building 3 Fighters instead of 2. 3: Having 1 enemy Aircraft or Cruiser keeping a Land Area out of supply no matter how powerfull of fleet is next to the ZOC supply blocked sea zone.
Note: When all get used to the current ZOC rules you will all see the above problems.

     In the current game control marker way all combat ships trail control markers behind them when they tactically move! Why should not all combat ships have ZOC's ? Except Carriers without Aircraft - No ZOC !

     There should be 2 types of ZOC's, Strategic Movment Interdiction and Supply Interdiction. All combat ships should have ZOC's ! Any time strategically moveing ships enter a enemy Strategic Interdiction ZOC it ends strategic naval movement. {Hard ZOC !} When checking supply if both side's have Supply Interdiction ZOC's in a empty or with only Transports or Subs in a sea zone then they cancel each others Supply Interdiction and both sides can trace supply through the sea zone. {Soft ZOC !} Also when tracing supply through sea zones the maximum leangth that can be traced through sea zones is half of the strategic movment of the side of the map you are on, to a in supply land area or a convoy sea zone. (Atlantic side 5 sea zones and Pacific 4 sea zones.)
Note: There has been a long debate in are play test group when using ZOC's as how to look at a Sea Zone when tracing supply! 1: When tracing supply through a sea zone to look at it as though you are trying to get supply tactically through the Solomon Slot etc... Thus needing a Hard ZOC! {Not my view!}  2: When tracing supply through sea zones to look at it strategically that the sea zone is a large area of the earth and if you contol only say 20% of it you are shipping supply through a area larger than Britian if not France plus.
When both sides have Supply Interdiction Zone of Control over a empty sea zone the Supply ZOC's are cancelled, it is contested with each side in control of say 20% to 80% of the empty sea zone. {Soft ZOC !} Note: Also you can not Strategically move through a contested sea zone.

    We for over half of the time we have been play testing the game had 3 tactical sea zone moves through the Pacific! I have always believed it to be the best! Remember your screening and blocking squadron tactics! 1 Cruiser or Destroyer equals a squadron! One of the reason we have 4 tactical sea zone move on the Atlantic side was to make sure that a Torch Invasion could be launched from America, but that almost is now irelavent in the game. We were also showing on the tactical side the diffrent sizes of Sea Zone areas of both sides of the map. With so few combat ships in the game you can not realy split your fleets up to cover everything you could in history so being able to move the 4 sea zones lets you to still have the same ability to cover what you could in history.

    * Note: I have designed a D12 version of the game that John and I have been play testing and the above type ZOC rules that I have talked about are being play tested so far working OK, but needs more play testing to be sure.
You will fined that you very much may need a 4 tactical sea zone move for Torch in the D12 version. You also have larger Fleets based on historical fleets using a diffrent conversion!

    Spliting up your Fighters in Naval Combats sounds good to play test. The biggest problem I see is one side has 2 Fighters and the other side has 10 Fighters with both sides always being able to attack ships. This may be ok or not ? Should we allow Aircraft designated to be in Air to Air combat of the side that is larger after matching up 1 for 1 to the smaller side, then to attack the smaller sides ship attacking Fighters with there extra Air to Air Fighters? Would this just always set up the smaller side in fighter strength to always have its Fighter strength to be smashed? Let us see what play testing will show us!

               Per: General Joe

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WWII discussion forum / Re: Soviet war entry
« on: June 20, 2007, 04:14:01 PM »
   Germany believed that by mid 1942 the Soviet Union would be to strong to attack so it had to be 1941 !  The Soviet Union was building up its armed forces !  The Soviet Union was hopping for a long hard war between Germany and Britain / France. The Soviet Union was plaining to attack Germany after she weakend herself against the western allies. But there was no weakening ! British aircraft production jummped ahead of Germany's in 1939 and Germany could never cetch up. Germany's only chance to invade Britain was 1940 !
{Note: Germany did build more aircraft than Britain did in 1944 but it was far less in total millions of tons of aircraft built (4 Engine Bombers).  Britian like America decided in mid 1943 not to expaned there aircraft production to there full potential ( 50 thousand aircraft per year Britian and 150 thousand aircaft per year America) because it no longer was needed and this production capabuility could be used for other war machines.
   There are 2 ways to show the start of WWII in a game, script the rules to start when the war did or use the political what if's. The best I beleive is have both. Script the game to kick off during historical time lines then have optional rules for the political what if's.  This will then keep all happy !
 
    Joe

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Game Design / Re: Balanced frontlines
« on: June 20, 2007, 03:10:23 PM »
 Hi, I am one of the main play testers of the game.

 Yes you do end up with areas with large stacks, but look at how large the area is. In the games we play over stracking in one area can be death of the force' because of supply rules. You do not have to counter with a WWI atrit thing. On the East Front 1 over stacked force would end up defeated in the games we play. IE: Mark I challenge you the next time we play and we are fighting it out on the east front to come at me with mainly just 1 large force ! Go for it !
   I beleive the strategic level of the D6 game is to high to use the rules from the proto-type D12 game. There is a lot more to the proto-type D12 game !

4
Game Design / Re: A couple of rules ideas
« on: June 20, 2007, 02:22:07 PM »
  Hi, I am one of the main play testers of the game ! 
 
  You can make it to the phillipines wihtout crossing the blue line !
We have play tested ZOC's in the game and they work but a little more complex. 
   

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Game Design / Re: Strategic Bombing and the timing of AA fire
« on: June 08, 2007, 02:04:11 PM »
   The original A & A game was put out by Nova Games.  Larry went to Nova Games with a A & A design. Al was major owner and CEO of Nova Games. Larry showed Al and Denis at Nova Games his design which was very much like a Hex game with all the charts etc. Al looked at the design and came up with a new concept for the game and talked Larry into changing the concept of A & A into what it is today. Denis designed the A & A Combat System we all love not Larry! Milton Bradly went to Nova Games at the start of the 3rd year of Nova Games selling A & A a runaway succes that Nova Games could not keep up with demand. Milton Bradly purchased the game and hired Larry, the rest you know. Al and Denis also recieve smaller roalties from A & A Europe and Pacific. I also know a few of the origenal play testers of A & A. If it wasn't for Al talking Larry into changing the concept of A & A, it never would have been !

                                     Per: General Joe

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Game Design / Re: Strategic Bombing and the timing of AA fire
« on: June 06, 2007, 03:04:44 PM »
  Down side of having strategic bombing before AA firing is it may knock Germany to her knees to easily.
  Could Britain hold her own after the Fall of France, facing the U-boats and Strategic Bombing???
  The AA Gun firing 1st in A & A: AA Guns only fire once before the 1st round of combat. It is a special combat firing round at the high strategic level of A & A to abstractly represent AA firing in the game. Per the designmers of A & A. I once play tested for Al and Denis who recive 1/2 of the roalties from the A & A game.

                     Per: General Joe


7
Game Design / Re: d12 conversion
« on: November 15, 2005, 02:05:42 PM »
I am a member of the main play tester group of the D6 WWII Game . I am at present working on a D12 Version of the WWII game. The rules will be overlaid on the current D6 Version Game. The rules I am using were developed part time for around 2 1/2 years and were working on them with a friend that passed away. We were planning on putting out a D12 Version WWII Game with a large Land Area and Sea Zone game similar to Marks. I have Marks permission to put together this expansion game. The D12 Version will be a bit more complicated and will have SS, Guards and few other units. Will update futher as it moves along.

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