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Stalin's Crazyness


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I was wondering if the commanders would have a loss unit limit, this as an option not set of course. Say each HQ is allowed to lose 10 units then is destroyed, or disbanded for some money.

To make it not one sided say zhukov loses 8 units and kils 3, his limit will be 5. so the more they kill the higher it goes. just an idea

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Wow, you sure you arent EDWIN's twin. Now thats an idea that is thinking out side the box. Nice. It would be true also cause if a leader keep losing, they didnt remain leaders for long. Would probably need to ensure nations like UK & USA had more leader though. Probably go thru a couple of HQ's during the invasions.But would mean players would have to really watch who the HQ is in a threater.Again nice topic.

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The problem is, Stalin was so inconsistent. He stood by some alleged generals, such as Voroshilov, who should really have been shot. While actually shooting others because he was wrong and they were right. Success and failure seemed to have little to do with it.

I don't know if anyone ever noticed, but Hitler might also have been a little screwy. ;)

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Good idea. Here's another variation of the concept:

When you look at WWII each of the major powers had a unique view on replacing Generals at the front.

Why not:

1. Add blind purchase of HQ units, you don't know their strength or name until their first battle.

2. Each turn you can attempt (% your attempt is approved) to retire a HQ and select a new one to replace it. The new one appears in your capital city. There is no MPP cost to do this.

France - 10% to retire a HQ unit

Italy - 25% to retire a HQ unit

Russia - 100% to retire a HQ unit (Stalin orders the General shot)

Germany - 90% to retire a HQ unit

UK - 75% to retire a HQ unit (politics, politics, politics)

USA - 75%% to retire a HQ unit

Your chance of successfully retiring a HQ unit is reduced 15% for each medal it has. This makes it harder to retire experienced Generals.

3. If you attempt to retire a HQ unit, and your attempt is rejected that HQ unit loses its action points for that turn and can't move.

Example:

You are the UK and find you have a low ranking HQ unit. You attempt to retire it. There is a 75% that you succeed. You succeed and get a new randomly selected HQ unit. The retired HQ unit vanishes from the Map.

Retiring a unit has its drawbacks. First, there is chaos as the front as new operations are put on hold until his replacement arrives. Second, if your attempt to replace the HQ is rejected the HQ unit loses its movement for that turn.

But it also has its benefits. For one there is no cost in MPPs, other than the possible cost of operating the unit to the front.

Thus a HQ unit will have commands for:

1. Disband - HQ unit is removed and you get MPPs

2. Replace - HQ unit is removed and a new one appears adjacent to its capital city.

3. Promote - HQ unit is promoted to Theater Commander and instead of supporting units, it supports selected HQ units in that theater. This gives HQ units supported by a Theater commander a bonus of some sort. You can only have one Theater Command HQ unit. Perhaps the number of HQ units a theater commander can support is a function of its rank. Ie. Rank 8 can support 4 HQs, rank 7 supports 3, rank 6 supports 2, rank 5 supports 1 HQ unit.

4. Demote - HQ unit is demoted from Theater Command rank.

[ January 13, 2006, 02:36 PM: Message edited by: Edwin P. ]

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