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Topics - Mark

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46
Reviews / MOVED: Naval Pieces.
« on: August 27, 2007, 04:02:51 AM »
This topic has been moved to the Game Design Board

47
Game Design / Optional Naval Rules
« on: July 02, 2007, 03:47:43 AM »
All,

I wanted to post the following three optional naval rules that we have been kicking around.  Please let me know what you think and if you have any suggestions as to altering them:

Optional Naval Rules:

Zones of Control (ZOCs):  Instead of the current ownership of sea zone rules that are in the standard game, sea zones are controlled utilizing this optional ZOC rule.  Sea zones are temporarily controlled if they are adjacent to an owning player’s cruisers or air unit (fighters or bombers).  Cruisers and air units exert a zone of control into all adjacent sea zones (battleships, destroyers, submarines, transports, and other naval units do not exert a ZOC – only cruisers).  Mark sea zones that are in a country’s zone of control with control markers.  Zones of control prohibit enemy units from moving strategically into, out of or through them as well as block supply.  Overlapping zones of control prohibit strategic movement and supply for both sides.

Strategic movement now takes place through any sea zone not interdicting by enemy zones of control and sea zones are no longer “owned” by one side or the other, instead the are temporarily controlled by zones of control.  Other standard game rules for movement, amphibious invasions, etc. still apply.

Note: This rule is intended to help spread navies out a bit more as well as to prevent “occupy and forget” naval tactics that isolate huge swaths of the map and slow naval advances to an un-historic pace.

Reduced Naval Tactical Movement in Europe:  Naval units have a tactical movement of “3” in the European theater instead of “4”.  All other movement, strategic movement rules remain the same.

Note: I never liked how British units in the North Atlantic could react to a German invasion of Norway or that a fleet in the Mediterranean could react quickly across the entire sea and moves like this.

Minimum air unit deployments in naval battles:  In naval battles, when deploying air units on the air-to-air combat chart, each player must have half of his fighter air units designated as bombers and half designated as air-to-air fighters regardless of enemy disposition.  Fractions may be rounded at the owning player’s discretion.

Note: Often both players assign their fighters exclusively to air-to-air combat in order to get air superiority which plays out to be not very dynamic naval battles.  This is unrealistic as at least half the planes on carriers / on islands were either torpedo or dive-bombers.  Short of developing a new “naval bomber” unit, this rule is intended to portray the dispersal of naval aviation more appropriately.

48
WWII discussion forum / Soviet war entry
« on: April 04, 2007, 09:57:08 AM »
If Germany would not have launched Barbarossa - Would the Soviet Union eventually have gone to war with Germany?  What would trigger Stalin to declare war?

49
After action reports from first edition / March 17th at Todd's Bunker
« on: March 19, 2007, 08:59:03 AM »
Seven of us got together at Todd's place for an all day game on Saturday.  Late start due to adverse weather (got rolling around 10am) - but it did not stop anyone from playing.  The first game ended in a decisive German defeat in Autumn of 1940:  The French and the BEF managed to defeat the German invasion and the Germans sued for peace.

Decided to start a second game which got rolling at 1:30pm.  This ended up being another great classic game.  I had to leave "early" at 11PM - but I the game was not over until 4am :o 

I heard they called it an Axis victory in Spring 1944 - but I can't confirm as everyone I think is still recovering. . .

I took some pics of some of the interesting developments (but the game was not documented with pictures like the last one) - will post 'em later this week.

Mark

50
After action reports from first edition / Feb 3rd Hartford Game (w/Pics)
« on: January 31, 2007, 03:50:29 PM »
We have folks coming in from Cape Cod, Boston and from Connecticut for a big game this weekend.  We are getting together at 9am and nobody leaves until the war is won (or lost. . .)  I'll bring my digital camera this time. . .


51
Game Design / Optional US Entry
« on: January 25, 2007, 06:01:18 AM »
OK, so here is my latest installment of a US Tension level and war entry optional rule based on the drawing card system.  First, take a deck of cards and take out the 2's through 8's (28 cards).  Shuffle the 2's through 8's and place them face down in the US blow-up box on the map.  The US player draws cards from this deck for each event listed below and keeps his 'hand' to himself.  Once the US players hand reaches at least 50 points, the US player can cash in 50 points worth of cards on the declare war phase of the turn and raise his tension level.  Take the 50 points of discarded cards and shuffle them back into the deck.

When the US player reached 50 points again, he can cash them in again in the same manner and raise his tension level a second time. Finally, on the third set if 50 points cashed in, the US player may declare war on the Axis.

When using this optional rule, start the Japanese home island with a production point value of 7, instead of 5 (So the Japanese start the game with 18PP).

I have modeled this out and I think this works pretty well - try it.  Depending on Axis aggression, the US entry can usually fall between Summer 1941 and Fall 1942.  Also - please let me know how you would suggest to modify this if you don't 100% agree with it.


[attachment deleted by admin]

52
After action reports from first edition / GenCon 2006 (w / Pics)
« on: August 14, 2006, 01:16:34 AM »
Just got back from 3-days of wargaming at GenCon and boy am I wiped out!

THANKS TO ALL WHO PLAYED!  We had a packed table every day - Next year we'll have to bring two games.

It was an Axis weekend - We played three and a half games with the Axis winning three and the last game being called a draw.  The German's managed to pull a 1 in 6 chance upon capturing a trigger to get either Turkey or Spain into the war on all three of their victories - the dice (or, I should say, the Turkish diplomats) were squarely on the side of the Italians and Germans.

Having Turkey on your side can certainly tilt the scales.  That help, with Tim, who played the Germans for two games, seems to have perfected the "defeat Russia at all costs" strategy - which drove the Russians back to the Urals in 2 games and helped clinch the Axis victories.

Lots of pics to come!


53
Rules questions from first edition / Q & A
« on: February 10, 2006, 03:11:52 AM »
"In air-to-air combat, every unit that survives the
round is moved to the ground combat battle board;
correct?"


Surviving planes designated as bombers from both sides are moved to the ground or naval battleboard.  Planes designated as fighters or interceptors remain on the air to air battleboard.  All planes are placed back on the air-to-air battleboard to duke it out again at the beginning of every combat round.

54
WWII discussion forum / Greatest Axis Blunder
« on: December 01, 2005, 01:06:59 PM »
which contributed the most to the German defeat?

55
Strategy Tips / Some Notes and Strategy Tips
« on: November 17, 2005, 02:13:36 AM »
Remember, during the mechanized movement phase, planes can go and land in territories that were taken during the regular movement and combat phases.

The U.S. and Italian players do not have a turn in the Autumn 39 turn.  Their first turn is Winter 39.

Keep some planes next to your ships so they can react in case your fleet gets attacked or keep your ships out of range of enemy aircraft.

Every territory that is worth a production point can be strategically attacked.  Disperse your fighters on your mechanized movement phase so that they can defend multiple territories from enemy strategic bombing.

It is more effective to defend convoy zones against subs than to chase subs around the board trying to attack them (unless your have overwhelming numbers against them).

Remember, the U.S. needs to get 5 factories out on the board before they can declare war and the Soviet Union 4 factories.  Any delay in getting these built permits the Axis more time to put off attacking them and a better chance of winning the game. Note that the Soviet Union starts the 1939 game with factories on their production chart.

Anti-aircraft guns are a combat unit like any other and can be taken as a casualty in combat.  They can defend territories by themselves and are front line defensive units even when there are no planes attacking.

Keep at least one AT gun, tank or 88 in territories that may be attacked by armor – their presence negates the extra bonus that attacking armor has when attacking territories with no AT capability.

Ownership of sea zones is important – it blocks enemy strategic movement and supply.

Remember, there are no mechanized attacks in non-arid territories during Winter turns.

 ;)

56
Strategy Tips / U.S.
« on: November 10, 2005, 07:12:12 AM »
OK, OK - so I am a converted believer that the U.S. has to start giving the UK between 3-7 production points every turn from the get go (sorry about that last time, James!).  I still think they have to lay down three factories out of the gates though. . .

57
Game Design / Example of Naval Combat
« on: November 07, 2005, 03:13:05 PM »
In Spring 1942, the Japanese decide to attack the American and British fleet in the Coral Sea.  They are attacking with their ships from the Solomon Sea as well as their planes from Rabaul and their bomber from Truk.

[attachment deleted by admin]

58
Rules questions from first edition / Rule Clarifications
« on: October 25, 2005, 03:00:09 PM »
Supply:

While neutral, the Allies may trace supply through neutral Italian owned sea zones and Italian territories (such as Ethiopia) may trace supply through Allied owned sea zones.

Likewise, while Japan is neutral (with the Western Allies), Britain and the US can trace supply through Japanese owned sea zones.  Therefore Hong Kong is considered in supply until Japan and Great Britain are at war.

59
After action reports from first edition / GenCon
« on: September 02, 2005, 10:49:23 AM »
Finally getting around to some GenCon after action reports. . . We played three games over the weekend. 

Game 1 went to the Axis in the Winter of 44 - the Allies just could not push them back fast enough and an armistice was signed.

Game 2 was a very close one - the Germans beat up the Russians, the Brits beat up the Italians and the Japanese shot out of the gates strong.  It looked like it would go Axis as well, but weight of numbers slid against the Axis in the end and they surrendered in Autumn of 44.

It does not get any closer than game 3 - which went all the way to Autumn 45 with American Pershings and German Tigers slugging it out in the streets of Berlin.  When the dust settled, old glory was waiving over the Reichstag. 

Here are some game shots - sorry I only took a few pictures.

60
Game Design / Units
« on: August 09, 2005, 07:54:49 AM »
There have been a few questions regarding the value of some units - whether some units are more valuable than others.

I think it largely depends on your strategic situation. Infantry continues to be a good buy for just about everyone - but is governed by national build limits.

Armor is exceptional - especially on the offensive - being able to attack during the regular and on the mechanized phase and getting a bonus when attacking territories that have no armor / anti-tank units.  

Fortifications are the ultimate defensive unit - a stack of forts makes it pretty intimidating to go after a territory - especially in the mountains or the jungles.

AT guns are more valuable for some more than others.  For the Soviet Union they are almost a must buy to wear down German armor.  For the Germans, from games that I have seen, the 88' is what most players buy - basically because its a "4 or less" AT gun rather than "3 or less" or it can play the role of an AA gun if the player wishes - and its mechanized - all for only 1 production point more in cost.  But, they tend to buy AT guns later in the game - just to have more defensive units.

Any thoughts on the most or least valuable unit in the game?

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