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Iron Ranger

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Posts posted by Iron Ranger

  1. Presently the USA starts with a much larger army and smaller navy then historically she should have in late 1941. My understanding for this is to make invading her very problematic since sea transport is so cheap and the Alantic so small.

    However with the "no landing on major power" house rule I wonder what effect on game play we would see if we forced a 'historical' OOB.

    Step 1 - If axis transports are visable from USA no change (armys are called up National Gaurds units ready to defend the eastern coast line.

    Step 2 - Disband the four armys (110MPPs each)

    Step 3 - Pregame USA is given 1240MPPs using editor

    Step 4 - On turn 2 (one?) USA builds: BB Texas (630MPPs), Bomber 8th Strategic Group (525MPPs), BC ????? (525MPPs)

    Does this OOB seam closer to the Historical one? The Bomber might be alittle overkill but I thought this would be more blanced then the Wasp Carrier Group.

    Doing this would stop any real chance of conducting Operation Round-up and reduce the 1942 invasion of France to a minor raid. Using FF units more then likly. This might spell the doom for Russia as the need to take the pressure off them is great in 1942 and with this map, Operation Torch is close to meaningless and holding Epypt is impossiable, so no easy second front can be established with supply. I would like to try this as a HR but I think you'll need several supporting HRs to provide balance to both sides.

    [ August 08, 2003, 09:52 AM: Message edited by: Iron Ranger ]

  2. Rule book Version Notes addition:

    Turkey:

    - Hypothetical alliance with Axis if UK near surrender and Balkans/Greek control and favorable status with Fascist minors: Romana, Hungery and Bulgeria.

    Notes:

    1) Greek/Balkin controal means that you must have Italy attack and control these minors (Yugo, Greeks) before England surrenders.

    2) Favorable status with Fascist Minors means that Spain can't activate as an Axis minor when London falls (75%?). Because if she does (spain)then Romania and Hungery will not join the fascist, ie Turkey fails its activation check.

    3) The time line on this very small, Axis minor start joining after Nov 1940. Bulgaria is normally very late running into spring of 1941. By this time UK has enough time to build enough units to make a Sealion invasion impossiable (unless poorly played).

    In thinking on this I realised that the only way to gain Turkey is a late sealion after the Balkins join and Yougo coups but before Russia readness gets too high. This leaves you with, what, 4-8 turns in the middle of 1941 and the hope that the UK player put all his money into Tech? Near impossiable!

    The reason I post this is that in a PBEM game I decided to give this a try and found the time line too small to realisitly be achived without alot of luck.

    Does anyone know if AFTER UK surrenders the activation chances for Spain and Turkey return to zero?

  3. I was looking at this as more of a historical flaw. That if the allies DOW spain and made no attempt to attack it (as the first post by Kuni states) but only to deny the Balkin minors, thats historically wrong.

    As stated by Terif, this is done more for game balance then any other reason. Though its not a historical simulator its very close and most players (I think) would like to see features that follow, as near as programing allows, a historical path.

  4. Breaking down the good/bad of and Allied DOW on spain (assuming they don't attack only DOW)

    Political

    1)Germany loses Hungery and Rominia (we think, not a sure thing as they just might be delayed for a very long time)

    2) Bulgeria and Finland will join but are delayed/have lower % of joining.

    Military

    1) Gain 2 armys and 4 corps

    2) Lose (R&H) 3 armys and 2 corps

    Econimic

    1) Gain 70 MPPs (assumeing land connection to capital)

    2) Lose 100 MPPs untill you attack them then the number changes to 20 MPPs

    Readness, Kuni covered this just fine

    Location: By bringing Spain into the war as an Axis minor Gabralter becomes imposiable to hold and Portugal is and easy conquest.

    I would say its a push on if this is a good idea or not, depends on the players and if they know they will not have control of the Balkin minors when they attack Russia. I personally think this is a bad plan as the gabralter hex is the most important non-capital hex on the board and giving the axis easy access will mean losing the game in the long run (major mistakes and tech excepting).

    Bottom line is Kuni is right this is a flaw, gaining Spain as a minor should not cause you to lose Rominia and Hungery and delay Finland and Bulgeria. You might even get a positive vote in Z-league as HR if you ask.

    [ August 06, 2003, 04:24 PM: Message edited by: Iron Ranger ]

  5. Bahh, are you hiding from me Jon? I kill a german HQ in the LC. Cut off an entire army group and get poland to survive 8 turns (bastards should have kept fighting, four units still on the board!). But France still falls in the summer of 1940 with heavy loss's to the BEF and you want to stop?

    OK, since I play IP only on weekends this should work out but I came out of House Rule retirement and now I'll have to wait till you come back from R&R, bad timing I guess.

  6. Hmmmm.... interesting.

    What are the tech levels that you gave each nation?

    For balance we went with the std Tech levels in the Fall Weiss cpn.

    If you want a something more historical, I would go with these changes (not perfect but thats life, bigest problem is with armor, pz III/pzIV vs T-34/KV-1 in early 1941).

    Germay: L1 Jets

    UK: L1 Jets

    USSR: L2 HT, 0 chits (+750 MPPs)

    USA: L2 HB, L2 Jets, L0 Soner, L3 IT, 0 chits

    No inveting in an tech till 1943. Everyone is going to have problems with some aspect of this so I would go with the std techs in 1939 and allow tech investment in 1943 or on a year by year schedule.

  7. I can't see the corps your talking about but MTs, Swamps ect (hexs) effect the distance the same as movement. Also there is a slight bug consering how the HQ picks its path (see tech section and a post by me).

    This is somewhat a guess but after 200+ games I think I can state the above without a problem.

    [ August 02, 2003, 07:40 PM: Message edited by: Iron Ranger ]

  8. Corp in the northern Polish city is the important one
    Its because the two HQs within range (5) to this unit have the max number of supporting units (5) closer then this corp.

    This first 'rule' in the HQ support algerrithm (sp) is supporting the closest unit first. Next I think is a check on the MPPs value of the units at equal distance and supporting the more expensive unit next (your army to the east in this case).

    Hope this helps

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