Thursday, September 20, 2018

one combination for a game

although in past posts i described a game which adjusts the framework of "axis and alies" 1984=the one with the cool shaped pieces, there is another interesting combination. some details are the same as in that game but many need to be fixed like real war. for example when the soviets retreated they destroyed the stuff so the capturing forces would not get similarly the "money" of production potetntial should not be at the time of capturing but only at the start of the turn the places still controlled and buy immediately and the prices of that gam are good rifle 3 and tank 5 etc. except no battleships also the "probability' of dice and values i accept except bettleship so if soviets 14 they can buy build 4 rifles not the number i wrote below which is not realistoic jsut as a combination to comapre but those details price rate and probability seem good but the map and geography and potential i have tried to fix also the order should be objecuytive see below..
setting up
1 as the places see sun rise from coast of "whitney mountain region" long so marked "w.m." and westward which see sun rise later- that region has 2 RIFLE and one Plane. its pp=production potential same as fuji m.r. eight 8 pp. [in contrast to mississippi r.r. m.r. same as main river region ten pp.] its coast one transport marker which includes the few battleships there which are too few to deserve a marker. consider the game a-a if japan with twelve ba. only got 2 markers in game mentioned then each marker 6 so states not enuf for marker.
so only tr. there. north of it british yukon r.r. named b-yukon r.r. empty with pp1. states=s-yujon r.r. pp1 with one rifle.
this concludes the mississippi continent because the time represented in this combo is DECEMBER 10, year 1941 so then mexico and brazil were nutral until 1944 or later.
the transport needs to travel two steps to reach "loa" m.r. same as ship from tokyo to midway atoll. this corrects  the unfair marking in the game mentioned because truly far and too far away to reach "wake" island.
the only submarine markers are 2 for nazi and one for soviets. see below even japan which is the only one which deserves a marker for battleships does not get any marker for battleships. setup does not include the "units" for production potential. instead at the start of each turn that moment the pp is given and spent together and almost no "money" is out of the "bank" piles.
loa m.r. has one rifle=r and one aircraft carrier with p on it. midway atoll has one r.
2 japan setup i will fioll in later but japans "turn" was to attack hawaii and altho i protested this choice in previous posts still in this combination begin the cycle by announcing "japan used its turn to attack loa m.r."
start of play the order would be japan first however since the date represented is december tenth beging play by announcing as above "japans turn was attacking loa m.r. and second is soviets.
the first phase of soviets is now get pp.
correcting the a-a- game and also previous suggestions soviets should get 14pp.
because one region muscva r.r. industruailized pp8 and ob rr pp2 and s-amur r.r. 1 each area of australie besides not on map north russia pp-zero.
soviet itself is almost empty ice so 8+2+1=11 plus potential from china conditionally because nearby. the troop movements in china are the trune of soviets and the pp is conditional se below.
the playing begins by announcing "japan was first its turn was to attack loa m-r as above and second is soviet
soviet gets 8+2+1+2+1=14. in this combination they could build two tanks 6 units each or seven RIFLES each 2 units so 2*7.
in thsi combination soviets build 7 cheap rifles. spend all 14 pp.
desperate to protect capital city no battles in east. to simplify no "technology development only first phase get money and with it spend to build but do not place until built at end of turn and only in capital city so no factory marker uunless built in other region for price of bomber 16 units.
attack phase in this combination soviet will use its two p. and t and 3r in muscva r-r to attack neighbor adjacent dnepr r-r.
units rifle=r, tank=t, plane=p. bomber=b. transport=tr submarine=s. aircraft carrier=a. no ba as above.
defender is balanced 3r face 3r amd t faces t but 2p soviet ounumber nazi p in dnepr r-r.
muscva r-r is from caspian sea to north coast including baltic coast in one region area of australia. 7.7 million square kilometers and moscow near dneiper river as above adjacent fixing unjust game more regions and unjustly more rifles because truly balanced so 3r+ for each. and nazi one plane facing 2p of soviets.
first attack from east part china? rifle not likely to succeed and weaker offense like a-a game attack 1/6 but defend 2/6 so better to save for defence than risk the better defense of japs so no attack in east neaithr chang r-r nor amur r-r/
attack nazis as above
then land planes and regroup as described tomoro.
to be continued.

No comments:

Post a Comment