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Edwin P.

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Everything posted by Edwin P.

  1. Thanks for all of your comments. I will check my resources/facts on the Axis Atom Efforts, but I believe that Japan needed Heavy Water and Germany needed higher grade uranium ore (the uranium they had available was a low grade). I will check my facts on this and let you know. I believe reading that at the end of WWII Germany sent a sub to Japan with Heavy water but it failed to reach Japan. I will confirm this. I do agree that the German efforts were disorganized and of low priority. However, as disOrder says, what if they decided focus on building that Atom bomb. I attempted to reflect by making this option doable but also quite difficult to achieve; 1. Limit the Event to Late in the War 2. Having it only become available if Axis declared war on the US in Dec 1941. 3. Making it dependent on the Axis securing control of the Atlantic by requiring them to move a Japanese sub from the South Stlantic to an Axis controlled port. (making subs & siezure of Spain more important) 4. Requiring the Axis to cash in 4 research chips to finance atomic bomb research. Reflecting a new focus on Atomic research. 5. Even after all of this you only have a 9% per turn to discover the Atomic bomb. And then it costs you another 500 mpp to build the Strategic Bomber to Deliver It. If you are losing the war it might make sense to take a gamble and go after the Atomic bomb option. If Axis has secured the Continent but faces a Fortress Britain and North America it might make sense to go after this option. Most players will ignore it, but it should be an option that a player like Rambo can pull out of his bag of tricks. And as disorder says - It is a weapon of Terror that collapses the morale of a nation. If used their should be a popup window that displays a picture of destroyed Hiroshima and an appropiate quote (50% each one); "The British people are in total shock with the total destruction of London, the death of 100,000 people, and the Royal Family. The surviving goverment has decided to sue for peace to preserve the lives of the British people". or "The British people are in total shock with the destruction of London and the death of 100,000 people. Churchill has vowed that we have our revenge against these Axis devils and orders a mobilization of all all able bodied men."
  2. Jersey John and disOrder Thanks for your comments. I've always thought that SC simplifies the diplomatic aspect too much. And as you suggest, Jersey John, I would like to see diplomatic options (ie demands) designed for each of the neutrals. It might also make sense for some demands to give the opposite side a bonus - Example: Germany demands more ore from Sweden when German troops are on the Swedish border, Sweden reluctantly gives the ore to Germany but also (50%) secretly gives FOW access to the Allies.
  3. Jersey John and disOrder Thanks for your comments. I've always thought that SC simplifies the diplomatic aspect too much. And as you suggest, Jersey John, I would like to see diplomatic options (ie demands) designed for each of the neutrals. It might also make sense for some demands to give the opposite side a bonus - Example: Germany demands more ore from Sweden when German troops are on the Swedish border, Sweden reluctantly gives the ore to Germany but also (50%) secretly gives FOW access to the Allies.
  4. Historically Germany tried to invent the atomic bomb but was foiled when a transport from Japan carrying Korean uranium was intercepted at sea. Here's an option for Reflecting this Option: Condition: Germany is Allied with Japan, If Germany did not decide to ally with Japan and declare War in on the USA in Dec 1941 this option does not appear. When: Jan 1943 What Happens: Pop-up Window appears to Axis Player, Japan offers to trade Uranium for Heavy Water. Germany can accept or decline. If Germany accepts they must buy 2 chits in Atomic Research by cashing in 4 Research Chits in other areas; however, the maximum research level is 0 until the Korean uranium arrives in Germany. A Japanese Transport appears in the South Atlantic in 4 turns. This Transport must be moved safely to an Axis Controlled Port. Then the 2 chits invested in Atomic Research activate and Germany has a 9% per turn of Inventing the Atomic Weapon. If the allies sink this Transport the Axis investment in Atomic Research is wasted. If Invented, Germany can build an Atomic Weapon for 500 MPP. This bomber unit may be used once to destroy any resource or units contained within any hex within range. The resource/city may not be rebuilt. The Atomic bomber is destroyed after it is used. If used on a Capital City (London, Moscow, Washington) of an Allied Country that Country has a 40%(?) to immediately surrender to the Axis.
  5. RE: Diplomatic Options for Turkey ---------------------------------------------- "DPs from both sides should be put toward the U. S., the USSR, Yugoslavia, Greece and Turkey ...... I think Yugosavia, Greece and Turkey should be the only countries that might enter in either direction..... Of the countries that can be swayed, Low Countries, Turkey, Portugal and Sweden ought to be the most difficult" JerseyJohn ------------------------------------------- Re: Turkey - Diplomatic Option Ideas: Pop-up Window What should Germany Ask of the Turks 1> Expel the Allied Spies (Allies lose FOW intelligence in areas bordering Turkey) - Base 50% 2> Passage Through the Straits (Axis Fleets and Transports can move through the Straits) - Base 25% 3> Supply our troops in the Middle East (Axis troops can trace supply line through Turkey and be repaired in Turkey) - Base 15% 4> Join the Axis - Base 0% 5> Revoke the Allies Passage Rights (option only appears if Allies have passage rights). What should the Allies Demand of the Turks 1> Expel the German Spies - Base 50% 2> Passage Through the Straits (allow allies to send transports through the straits)- Base 25% 3> Join the Allies - Base 0% 4> Supply our troops (Allied units can trace a supply line to Capital of Turkey and be repaired in Turkey.)- Base 15% 5> Deny the Axis Passage Through the Straits (Only Appears if Axis has Passage Rights). ----------------------------------------- Sample Adjustments to Base %: Each DP Point Adds +10% to Base % of Acceptance and Opposing Points Cancel Each one out. If Axis Asks After France Falls +5% If Axis Asks After Occupies London +20% If Axis Asks After Attacking Spain or Vichy or Neutral Minor Axis Country -20% If Axis Asks After Egypt Falls +10% (you back a winner) If Axis Asks After Conquering Iraq +10% If Axis Asks before war with Russia +10% If Axis Asks While Allied unit occupies a German City -50% If Axis Asks While Allies occupy Italian city -25%. If Greece has joined Axis - 10% Failure Gives +5% Bonus to Allied Base %(?) or switches one level the other way. If Allies Ask Before France Falls +5% If Allies Ask After US Enters War +5% If Allies Ask After Allied Unit Occupies German City +10% If Allies Ask After Allied Unit Liberates France +10% If Allies Ask After Italy Falls +20% Failure Gives +5% Bonus to Axis Base %(?)or adjusts neutrality 1 level in Axis Favor. -------------------------------------------- Just a few more ideas for playtesting.
  6. RE: Diplomatic Options for Turkey ---------------------------------------------- "DPs from both sides should be put toward the U. S., the USSR, Yugoslavia, Greece and Turkey ...... I think Yugosavia, Greece and Turkey should be the only countries that might enter in either direction..... Of the countries that can be swayed, Low Countries, Turkey, Portugal and Sweden ought to be the most difficult" JerseyJohn ------------------------------------------- Re: Turkey - Diplomatic Option Ideas: Pop-up Window What should Germany Ask of the Turks 1> Expel the Allied Spies (Allies lose FOW intelligence in areas bordering Turkey) - Base 50% 2> Passage Through the Straits (Axis Fleets and Transports can move through the Straits) - Base 25% 3> Supply our troops in the Middle East (Axis troops can trace supply line through Turkey and be repaired in Turkey) - Base 15% 4> Join the Axis - Base 0% 5> Revoke the Allies Passage Rights (option only appears if Allies have passage rights). What should the Allies Demand of the Turks 1> Expel the German Spies - Base 50% 2> Passage Through the Straits (allow allies to send transports through the straits)- Base 25% 3> Join the Allies - Base 0% 4> Supply our troops (Allied units can trace a supply line to Capital of Turkey and be repaired in Turkey.)- Base 15% 5> Deny the Axis Passage Through the Straits (Only Appears if Axis has Passage Rights). ----------------------------------------- Sample Adjustments to Base %: Each DP Point Adds +10% to Base % of Acceptance and Opposing Points Cancel Each one out. If Axis Asks After France Falls +5% If Axis Asks After Occupies London +20% If Axis Asks After Attacking Spain or Vichy or Neutral Minor Axis Country -20% If Axis Asks After Egypt Falls +10% (you back a winner) If Axis Asks After Conquering Iraq +10% If Axis Asks before war with Russia +10% If Axis Asks While Allied unit occupies a German City -50% If Axis Asks While Allies occupy Italian city -25%. If Greece has joined Axis - 10% Failure Gives +5% Bonus to Allied Base %(?) or switches one level the other way. If Allies Ask Before France Falls +5% If Allies Ask After US Enters War +5% If Allies Ask After Allied Unit Occupies German City +10% If Allies Ask After Allied Unit Liberates France +10% If Allies Ask After Italy Falls +20% Failure Gives +5% Bonus to Axis Base %(?)or adjusts neutrality 1 level in Axis Favor. -------------------------------------------- Just a few more ideas for playtesting.
  7. "Perhaps a solution is to make the U-boat war more attractive to Germany and have the US war readiness depend upon the amount of sinkings Germany racks up." JerseyJohn Excellent Idea
  8. "Perhaps a solution is to make the U-boat war more attractive to Germany and have the US war readiness depend upon the amount of sinkings Germany racks up." JerseyJohn Excellent Idea
  9. So maybe, say that Germany can support the movement of 15/20 oil guzzling units (ie a mixture of Air/Armor/Navy units). Each additional Oil Hex they possess can support the movement of another 5 Oil Guzzling Units. If Oil Guzzling Units exceed this level then the Axis player can move units up to this number of units. Units moved after the support level is reached either 1> Can Not Move or 2> only have a 50% to move. Just an idea for future playtesting.
  10. I agree. Losing a request should negatively affect a neutrals stance. Also, why not have neutrals make requests of Allies/Axis players; Example: US asks Germany to stop attacks on merchant ship convoys to UK. Yes - Germany will not attack your merchant ships (-5% US readiness level,if germany breaks agreement and attacks then US readiness increases by 10%). No - Your ships are entering a war zone. (US readiness increases normally) Example: Japan attacks Pearl Harbor Should Germany Join our Axis brothers and Declare War on the US. Yes - Germany Declares War on the US (US prepares for War, Japan threatens Siberia and Soviet Units available for siberian transfer may be reduced by random factor) No - Germany will not attack the US at this time (US readiness increases normally and Soviet Siberian forces transfer to Urals sooner as Japan concentrates on Fighting the USA and does not threaten Siberian Russia)
  11. I agree. Losing a request should negatively affect a neutrals stance. Also, why not have neutrals make requests of Allies/Axis players; Example: US asks Germany to stop attacks on merchant ship convoys to UK. Yes - Germany will not attack your merchant ships (-5% US readiness level,if germany breaks agreement and attacks then US readiness increases by 10%). No - Your ships are entering a war zone. (US readiness increases normally) Example: Japan attacks Pearl Harbor Should Germany Join our Axis brothers and Declare War on the US. Yes - Germany Declares War on the US (US prepares for War, Japan threatens Siberia and Soviet Units available for siberian transfer may be reduced by random factor) No - Germany will not attack the US at this time (US readiness increases normally and Soviet Siberian forces transfer to Urals sooner as Japan concentrates on Fighting the USA and does not threaten Siberian Russia)
  12. So would you have oil supplies also affect the ability of German Air units (above a certain number) to move?
  13. Implementation Notes on Diplomatic Requests Diplomatic Menu with Picture of Each Country where DP points have been allocated (ie War Map) Select Country Then Pop Up Menu What should Germany demand of Sweden (select 1 option) 1. Increased Shipments of Iron Ore (Axis MPP bonus) 2. Expel Allied Spies (Ends Allied FOW support) 3. Capitulation (Joins Axis) What should the Allies ask of Spain (select 1 option) 1. Join embargo against Axis (reduces MPP to Axis) 2. Expel Axis Spies (ending Axis FOW support) 3. Allow our forces transit and basing rights (Gibraltor increased to a 10point port and Allied units can freely enter Spain.) Any thoughts? Good idea? Bad idea?
  14. Implementation Notes on Diplomatic Requests Diplomatic Menu with Picture of Each Country where DP points have been allocated (ie War Map) Select Country Then Pop Up Menu What should Germany demand of Sweden (select 1 option) 1. Increased Shipments of Iron Ore (Axis MPP bonus) 2. Expel Allied Spies (Ends Allied FOW support) 3. Capitulation (Joins Axis) What should the Allies ask of Spain (select 1 option) 1. Join embargo against Axis (reduces MPP to Axis) 2. Expel Axis Spies (ending Axis FOW support) 3. Allow our forces transit and basing rights (Gibraltor increased to a 10point port and Allied units can freely enter Spain.) Any thoughts? Good idea? Bad idea?
  15. JerseyJohn Re: Moving Units along a neutral's borders and DPs affecting Neutrality 1. I think that there should be a difference between ending a turn with naval ship off a neutral's coast and a military trasport. Having a naval ship off the coast or moving it through coastal waters should not affect the readiness level of Italy. Having a tansport waiting offshore should trigger activation (and I would give Italy 12 MPs to allow them to operate 1 corps any where in Ital when they enter the war) 2. I also think that having 1 or 2 units next to Spain or Sweden's border should not have an effect, but having more units should. Futhermore, maybe diplomatic points previously allocated should influence the neutral's reaction to this movement. Example: If UK did not allocate any DP points to Sweden and Germany did and Germany moved 3 units to its borders there would be a % chance that Sweden capitulates to the threat of force. Of course, if Germany threatens and Sweden does not capitulate then Swedish units should start with entrenchment level 1. Another option is to amplify the use of DPs by allowing the Player to Contact each neutral allocated a DP to make demands. Of course each demand made uses up 1 DP point and the results are not guaranteed. Thus each side can only make a limited number of demands. Example: Germany Contacts Sweden and Demands either 1> More Ore, 2> Capitulation or 3> Expulsion of Allied Diplomats (ending allied FOW info). The result would be a random % depending on Axis DP allocated (+ %), Allied DP allocated to Sweden (- %) and the strength of Axis troops on border (+ %) and whether Axis is at war with Russia (- %) and at war with US (- %).
  16. JerseyJohn Re: Moving Units along a neutral's borders and DPs affecting Neutrality 1. I think that there should be a difference between ending a turn with naval ship off a neutral's coast and a military trasport. Having a naval ship off the coast or moving it through coastal waters should not affect the readiness level of Italy. Having a tansport waiting offshore should trigger activation (and I would give Italy 12 MPs to allow them to operate 1 corps any where in Ital when they enter the war) 2. I also think that having 1 or 2 units next to Spain or Sweden's border should not have an effect, but having more units should. Futhermore, maybe diplomatic points previously allocated should influence the neutral's reaction to this movement. Example: If UK did not allocate any DP points to Sweden and Germany did and Germany moved 3 units to its borders there would be a % chance that Sweden capitulates to the threat of force. Of course, if Germany threatens and Sweden does not capitulate then Swedish units should start with entrenchment level 1. Another option is to amplify the use of DPs by allowing the Player to Contact each neutral allocated a DP to make demands. Of course each demand made uses up 1 DP point and the results are not guaranteed. Thus each side can only make a limited number of demands. Example: Germany Contacts Sweden and Demands either 1> More Ore, 2> Capitulation or 3> Expulsion of Allied Diplomats (ending allied FOW info). The result would be a random % depending on Axis DP allocated (+ %), Allied DP allocated to Sweden (- %) and the strength of Axis troops on border (+ %) and whether Axis is at war with Russia (- %) and at war with US (- %).
  17. 2 Concepts 1> is having there be 4 degrees of Neutrality and 2> Have DPs provide other benefits 1> Four Degrees of Neutrality 1. True Neutral 2. Axis Leaning / Allied Neutral - Provides FOW information to the favored side 3. Pro Axis/Pro Allied - Provides FOW information and supply line access to military units. 4. Heavily Pro Axis/Heavily Pro Allied - Provides transit rights to Military Units, FOW information, and supplies but no MPP production. Thus allocation of Axis DPs could reduce or increase a neutral's degree of neutrality and increases the importance of allocating DPPs. 1> DPs Bonus Another concept would be to allow the neutral to provide FOW information to any country that assigns a DP to that country. This reflects the intelligence provided by diplomatic efforts in a country. Thus UK could learn the location of some German units by spending DPs on the Axis Minor Powers or Vichy France. Germany might be able to spot UK naval units by spending a DP on Norway or Spain.
  18. 2 Concepts 1> is having there be 4 degrees of Neutrality and 2> Have DPs provide other benefits 1> Four Degrees of Neutrality 1. True Neutral 2. Axis Leaning / Allied Neutral - Provides FOW information to the favored side 3. Pro Axis/Pro Allied - Provides FOW information and supply line access to military units. 4. Heavily Pro Axis/Heavily Pro Allied - Provides transit rights to Military Units, FOW information, and supplies but no MPP production. Thus allocation of Axis DPs could reduce or increase a neutral's degree of neutrality and increases the importance of allocating DPPs. 1> DPs Bonus Another concept would be to allow the neutral to provide FOW information to any country that assigns a DP to that country. This reflects the intelligence provided by diplomatic efforts in a country. Thus UK could learn the location of some German units by spending DPs on the Axis Minor Powers or Vichy France. Germany might be able to spot UK naval units by spending a DP on Norway or Spain.
  19. Thanks for your comments Jersey John What is the best way to reflect this in SC / SC2? 1. Reduce movement points if no control of Oil? or 2. Provide a readiness penalty/bonus? or 3. Or Say that there is a 20% that each armor unit (beyond the first 3) will not be able to move that turn if you do not control any oil resources? And? say that each oil hex can support up to 5 armor units, and armor units beyond this limit face the penalty outlined above. (you would assume that the first 5 armor units moved each turn have oil allocated to them.) Any opinions?
  20. I like the concept of diplomatic points to influence relations; however, I would also have the neutrals react to the movement of troops along their borders. Example: Germany places troops along the Swedish border or Spanish border or Turkish border when they are neutral. The neutral country sends the player a warning via a pop-up event window, and perhaps decides to provide FOW intelligence to the opposing side. So neutrals can be influenced by DPs, the conduct of the war, and the concentration of troops along the neutrals borders.
  21. I like the concept of diplomatic points to influence relations; however, I would also have the neutrals react to the movement of troops along their borders. Example: Germany places troops along the Swedish border or Spanish border or Turkish border when they are neutral. The neutral country sends the player a warning via a pop-up event window, and perhaps decides to provide FOW intelligence to the opposing side. So neutrals can be influenced by DPs, the conduct of the war, and the concentration of troops along the neutrals borders.
  22. Increasing the importance of oil resources affects German strategy in other ways. Since the oil fields of the minors become increasingly important Germany can not afford to allow these countries to remain neutral. This may restrain their tendency to make non-historical invasions of other countries; ie Spain, Vichy France, Sweden, until the Axis Minor powers declare for Germany. It also means that the Soviets must decide whether to advance towards Berlin or to first sieze the oil fields of Bulgaria/Rumania. Another option to consider is stating that if the USSR or Germany lacks oil resources (after 1942) that each of its Armor units (beyond the first 3 -reflecting German allocation of gas supplies) have a 20% to lose its movement capability for that turn. "General we can't advance, we have no gas!"
  23. Later in the war as oil supplies grew tight Germany was reduced to rationing its gasoline supplies and relying on synfuels. To reflect this why not; 1. If Russia loses control of all of its southern oil fields the movement/action points of its armor units is reduced by 1 or 2. 2. If Germany loses control of the Bulgarian/Rumanian oil fields then the movement/action points of its armor units is reduced by 1 or 2. This would make it more important for both sides to protect their oil resources or conquer other sources of oil (such as Iraq). In fact, if the map is enlarged, it would give the Axis incentive to consider an invasion of Eastern Saudi Arabia.
  24. Should the Length of Convoy Routes Affect MPPs? Shorter convoy routes allow merchant ships to make the Atlantic crossing and return in less time. This increases the amount of aid that can be shipped to Great Britain. If selectable convoy routes or player mapped convoy routes are used in SC2 then I would give a MPP bonus if the shorter route is selected. Example: Base MPP 40MPP Long Route - 40 MPP transferred to GB Direct Route - 50 MPP transferred to GB Thus the choice is not only which route will avoid German Subs but also which route will maximize MPP income to GB.
  25. I see decoy units as a tool that enhances the FOW if a player decides to make the investment. Decoy units placed along the coast of England in range of German Bombers may deter a German Sealion or draw Air Attacks away from real units. The site of decoy units around UK ports may lead the German unit to increase his garrison of France and Belgium to guard against an invasion. Russia could use decoy units to hide a hole in the front lines until real units can be deployed. The sight of 3 fake corps units might cause the Axis player delay an attack or draw an attack away from the real units. Some players would use decoy units, others would not. It gives players more strategic options and reflects the unpredictability of war. Allied forces created a fake division of plywood tanks and empty tents to hide their Normandy invasion plans knowing this unit would be sighted by German Air Units.
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