[WarInEur] Flexibility for house rules.
igmod at comcast.net
igmod at comcast.net
Wed Jan 16 12:14:18 EST 2008
I would like to add to the list of possible changes the changing of the number of airzones. Splitting the east and south fronts into 3 airzones each.
~Jeffery~
-------------- Original message --------------
From: "Hansen" <ultrasoundimages at sbcglobal.net>
> You asked what else to have "flexible".
>
> When it comes down to it, there are several common elements that were in the
> discussions. Essentially the ideas work out to "If X, then Y". While it is
> very nice to have the computer keep track of things, a reasonable set of
> house rules lets us set the X. As an example, I and my opponent can agree
> that 10 BEF divisions have to have fought in France '40, can't be withdrawn
> as full divisions until Paris falls (or the Germans are next to Paris), but
> can be withdrawn as BG. Maybe the rules are more detailed, but as humans we
> can work that out. The real problem is implementing Y. Ideally, we have a
> table that allows for a wide variety of Y results to be implemented, even if
> it requires human editing.
>
> So what are these Y elements?
> 1) Increase or decrease German political points.
> 2) Increase or decrease loot (production and personnel) points for every
> country.
> 3) Allow control of countries to change (e.g. Yugoslavia joins the Axis).
> 4) Allow restrictions on countries army movement to change.
> 5) Allow for units to be added, deleted or changed.
> 6) Allow for control of hexes to be changed and for features (e.g. Cities,
> rail lines, etc) to be added to hexes.
> 7) Allow for railroad/port status to be changed.
> 8) Allow for the Mediterranean restrictions to be turned on/off (so Axis
> allowed to transport into western med or allies not allowed to transport
> into middle med).
> 9) Allow for amount of transport to be changed (whether this is done by
> TRANS units being added/subtracted or just designating number and scope of
> permanent transport.
> 10) Allow for the Axis high seas interdiction to have a modification to the
> die role (to make it more or less likely the interdiction takes place).
> 11) Allow for supply ranges to be changed (preferably by different
> zones/countries).
> 12) Allow for air ranges to be changed.
> 13) Allow for production rates and production points to be changed.
> 14) Allow for additional random numbers to be generated between a min and
> max inclusive to be used by players.
> 15) Allow for combat modifiers in a hex to be changed (both as +/- to die
> roll, +/- to defensive strength and as multiplier, should be assignable to
> attacks through any or all of the hex sides).
> 16) Allow for editing the combat results table.
> 17) Allow for changing unit strengths for all countries to be designated
> (both increase and decrease) with the trigger points being able to be set by
> calendar or by manual change.
> 18) Allow for changing the air combat results tables including making the
> automatic shooting down of support air be a combat result instead.
>
> There should also be a list of all the changes made during the game.
>
> Note that all of this gives the computer game the flexibility to be more
> like the board game and thus amenable to house rules. Any house rule you
> implement in the computer game could also be done in the board game.
>
> Given all the above, I have a hard time thinking of any "If X, then Y"
> option that has been discussed that we couldn't implement. Want to test what
> would have happened if the Maginot was longer, #15 gives you that ability.
> Want to see what would happen if the rail net into southern Russia was more
> historical, #6 allows that.
>
> The different ideas of pro-axis Vichy, additional political/loot points, etc
> for not deploying sufficient BEF can all be done.
>
> If we find house rules that are really nice, we can look to a glorious
> future of implementing them as options. But at least we would have a
> reasonable way of implementing them in the computer game.
>
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