sherminator1
03-10-2005, 12:56 PM
All right here's this new game i've been working on. It uses the same rules and maps as axis and allies except what is written below please give me input on wht should be changed/kept. This has not Been playtested so i want feedback
Setup
-Each player is given 40 i.p.c.s
-Player’s bid I.P.C.s and the player who bids the most goes first followed by player who bid second most etc….
-Players go in order placing control markers three at a time on territories. (Note: no more than12 i.p.c.s worth of territories can betaken by one player at a time
Player’s may now spend the remainder of their i.p.c.s on units. These units may be placed in any territory a player controls.
-Territories are chosen up to a time (no more than 12 ipc.s worth of territories can be chosen at once).
-Before building/developing units/technologies from the one level above you, you must develop all technologies from the level you are now on.
-Any map may be used but players choose the position of their capital during setup.
-Capital positions can be changed for 20 i.p.c.s. I like to use temples from Risk: Godstorm to mark the position of capitals.
-Your starting capital includes an industrial complex
Reputation
-You start with a reputation of twenty
-For every space you capture you gain 2 points
-For every space you lose you lose two
-For every five units you lose it goes down by two
-For every five enemy units you kill it goes up two
-If your reputation ever drops to zero or below, roll two dice for each space you control. For every roll of 12 a space "revolts" and all units in it are now under the control of the player with the highest reputation.
-If two players are tied for highest split up the units evenly. Remainder units stay under the control of the player losing the space
-When rolling for a territory containing your capital subtract five from the die roll.
Cheap and expensive units
-You can pay up to two more or two less depending on how well trained/built you want a unit to be. Their would be five "tiers" (See below)
Very Expensive (2 I.P.C.s more)
Expensive(1 I.P.C. more)
Normal (No change)
Cheap (1 I.P.C less)
Really Cheap (2 I.P.C.s less)
-When fighting against units on the same tier a unit fights normally. But for every tier it is above an enemy unit it gets a -1 to its roll
-Use the average "tier" to determine fighting capability of groups
Diplomacy
-No Treaty No cooperation: This is how the game starts for all countries. You can attack every other country.
-Non-Aggression-Pact: You are only allowed to occupy unoccupied areas of the nation you have a Non-Aggression Pact with.
-Peace Treaty: You are not allowed to attack a country you have a Peace Treaty with
-Alliance: You are allowed on each others areas. But you have to leave as soon as possible when the alliance ceases to exist
-You can only move up or down one slot per country per turn
- Both countries must agree before moving up a slot. But not before moving down a slot
-You suffer a cumulative -5 reputation for each slot past 1 you move downwards. Therefore if you were to attack a country you had an alliance with you would have a -10 to reputation
1st Tier Units
1) Infantry Attack=1 Defend: 2. Movement=1. Cost 3
2) Calvary Attack = 1. Defend = 1 Movement=2 Cost=5 for each infantry attacking in the same space as a Calvary the corresponding Calvary attacks on two
3) Artillery: Attack = 2 Defends = 2 Movement=1 Cost 6
4) Tanks: Need to Develop Technology. Attack = 3 Defend = 2 Movement2. Cost 7
5) Fighters Attack = 2 or less. Defends = 3 or less. Movement = 3. Cost 12
6) Bomber: Need to Develop Technology first. Attack = 4 Defend = 1 Movement=6. Cost 17
7) AA Gun: use Axis & Allies rules
8) Battleship: Attack = 4 or less, Defend = 4 Movement = 2 Cost 26 Requires 2 hits to destroy.
9) Subs: Need to Develop Technology. Attack = 1, Defend = 1. Movement = 2 Cost 10. First Strike Ability. Can move through enemy occupied sea zones. Submergible
10) Transport: Attack and Defend = 0. Movement = 2 spaces. Cost: 10, Special: can transport 1 infantry and 1 of any other land unit.
11) Destroyer: Attack and Defend = 3 Movements: 2 Cost 14
12) Mustard Gas: Attack: special Defense: special Movement: 1 cannot defend. When attacking automatically kills 4 infantry in opening fire phase unless enemy has gas masks then only one infantry. For each use of mustard gas your reputation drops by 1
2nd Tier Units
1) Aircraft Carrier: Requires Aircraft Carrier technology. Attack: 1 Defense: 3 Movement: 2 Cost 18 Special: may carry up to two fighters may land on and be carried by an aircraft carrier
2) Industrial Complex Requires Industrial Complex Technology. Attack: N/A Defense: N/A Units may be built in a territory containing an Industrial complex
3) Dive Bombers Requires Dive bomber technology Attack: 3 Defense: 3 Cost: 10 Special: May strategically bomb for ½ Damage (Rounded up)
4) Mechanized Infantry: Same as infantry except cost: 4 and movement: 2 can blitz (if developed)
6) Atom Bomb: Requires nuclear weapons technology. Cost: 15 must be dropped by a bomber. Antiaircraft gun rolls one die against each attacking air unit as usual. Then either roll one die against each unit in territory being bombed. Each roll of four or less is a hit. Or if dropped in territory containing an industrial complex roll five dice. Enemy player loses that many I.P.C.s (even if number exceeds territory value) or you can choose to destroy an antiaircraft gun or missile silo. For each atom bomb use your reputation drops by 4
3rd tier units
1) Missile Sub: Requires nuclear submarines and rockets technology. Attack: 2 Defense: 2 Movement: 2 Cost: 22 Special: can carry two rockets or two ICBMs
2) Attack Helicopter: Requires Helicopter technology. Attack: 3 Defense: 1 Movement: 3 Cost: 9
3) Transport Helicopter: Requires Helicopter Technology. Attack: 1 Defense: 1 Movement: 3 Cost: 8 can carry two infantry
4) Rocket: Requires rockets technology. Attack: 4 Defense: 0 Movement: 3 Cost: 10 Special if moved more than one space per turn, or moved into battle destroy unit after opening fire. Hits made by a rocket are chosen by rockets owner.
5) ICBM: Requires rockets technology Movement: 5 when launched and 5 on next turn. Damage same as atom bomb. Special: can move up to five and detonate or can move five then on your next turn it can move an additional five. Cost: 18
6) Missile Silo: Cost: 12 can hold 1 ICBM
7) BMD: Requires Rockets technology cost: 21 one time use destroys ICBM targeting territory containing unit or any adjacent territory on hit of 5.
8) Stealth bomber: Same as normal bomber except Cost: 22 and antiaircraft guns must roll a d12 against bomber. (Gun still hits on 1)
Technology
Please Note that you can only invest up to 10 IPCs per turn per Technology.
1st Tier
A. Bomber: Can Build Bombers Cost 10
B. Tanks: Can Build Tanks Cost 15
C. Subs: Can Build Subs Cost 15
D. Mustard Gas: Can build Mustard Gas Units Cost 8
E. Gas Masks: Can only be developed after a player develops Mustard Gas. It limits Mustard Gas Technology to only killing one defending unit per turn. Cost 8
F. Improved Fighters: All fighters now attack at 3 and defend at a 4 or less and have a range of 4 spaces. Cost = 15
G. Mass production: All tier 1 units except infantry, Calvary, and mustard gas cost 2 less to make. Cost: 15
2nd Tier
A. Aircraft Carriers: Can build Aircraft carriers Cost: 15
B. Industrial Complexes: Can build industrial complexes. Cost: 10
C. Sub Disruption: Destroyers now cancel the abilities of any enemy submarine occupying the same space as it. Cost: 12
D. Blitzkrieg: Tanks may now blitz Cost: 15
E. Strategic bombing: Bomber’s may now strategically bomb. Cost: 15
F. Dive Bombers: Can build dive bombers. Cost 15
G. Improved Subs: Subs now attack and defend on 2 Cost 10
H. Improved Tanks: Tanks now attack and defend at 3 Cost 15
I. Nuclear Weapons: Allows building of Atom Bomb Cost: 30
J. Mechanized Infantry: Can build mechanized infantry Cost: 15
K. Heavy Bombers: Bombers roll 2 dice. Cost: 15
3rd tier
A. Rockets: Allows building of ICBMs, and rockets. Cost: 12
B. Nuclear Submarines: Submarines attack and defend at 3. Also subs may now submerge indefinitely. When submerged remove sub from board and keep track of subs position on a piece of paper. Cost: 20
C. Helicopters: Can Build Attack Helicopters and Transport Helicopters Cost: 12
D. Jet Fighters: Fighters now defend at 5 Cost: 15
E. SAM sites: all antiaircraft guns now hit on 2 and can hit rockets before detonation. Cost 12
F. Stealth: Can build stealth bombers Cost: 20
Setup
-Each player is given 40 i.p.c.s
-Player’s bid I.P.C.s and the player who bids the most goes first followed by player who bid second most etc….
-Players go in order placing control markers three at a time on territories. (Note: no more than12 i.p.c.s worth of territories can betaken by one player at a time
Player’s may now spend the remainder of their i.p.c.s on units. These units may be placed in any territory a player controls.
-Territories are chosen up to a time (no more than 12 ipc.s worth of territories can be chosen at once).
-Before building/developing units/technologies from the one level above you, you must develop all technologies from the level you are now on.
-Any map may be used but players choose the position of their capital during setup.
-Capital positions can be changed for 20 i.p.c.s. I like to use temples from Risk: Godstorm to mark the position of capitals.
-Your starting capital includes an industrial complex
Reputation
-You start with a reputation of twenty
-For every space you capture you gain 2 points
-For every space you lose you lose two
-For every five units you lose it goes down by two
-For every five enemy units you kill it goes up two
-If your reputation ever drops to zero or below, roll two dice for each space you control. For every roll of 12 a space "revolts" and all units in it are now under the control of the player with the highest reputation.
-If two players are tied for highest split up the units evenly. Remainder units stay under the control of the player losing the space
-When rolling for a territory containing your capital subtract five from the die roll.
Cheap and expensive units
-You can pay up to two more or two less depending on how well trained/built you want a unit to be. Their would be five "tiers" (See below)
Very Expensive (2 I.P.C.s more)
Expensive(1 I.P.C. more)
Normal (No change)
Cheap (1 I.P.C less)
Really Cheap (2 I.P.C.s less)
-When fighting against units on the same tier a unit fights normally. But for every tier it is above an enemy unit it gets a -1 to its roll
-Use the average "tier" to determine fighting capability of groups
Diplomacy
-No Treaty No cooperation: This is how the game starts for all countries. You can attack every other country.
-Non-Aggression-Pact: You are only allowed to occupy unoccupied areas of the nation you have a Non-Aggression Pact with.
-Peace Treaty: You are not allowed to attack a country you have a Peace Treaty with
-Alliance: You are allowed on each others areas. But you have to leave as soon as possible when the alliance ceases to exist
-You can only move up or down one slot per country per turn
- Both countries must agree before moving up a slot. But not before moving down a slot
-You suffer a cumulative -5 reputation for each slot past 1 you move downwards. Therefore if you were to attack a country you had an alliance with you would have a -10 to reputation
1st Tier Units
1) Infantry Attack=1 Defend: 2. Movement=1. Cost 3
2) Calvary Attack = 1. Defend = 1 Movement=2 Cost=5 for each infantry attacking in the same space as a Calvary the corresponding Calvary attacks on two
3) Artillery: Attack = 2 Defends = 2 Movement=1 Cost 6
4) Tanks: Need to Develop Technology. Attack = 3 Defend = 2 Movement2. Cost 7
5) Fighters Attack = 2 or less. Defends = 3 or less. Movement = 3. Cost 12
6) Bomber: Need to Develop Technology first. Attack = 4 Defend = 1 Movement=6. Cost 17
7) AA Gun: use Axis & Allies rules
8) Battleship: Attack = 4 or less, Defend = 4 Movement = 2 Cost 26 Requires 2 hits to destroy.
9) Subs: Need to Develop Technology. Attack = 1, Defend = 1. Movement = 2 Cost 10. First Strike Ability. Can move through enemy occupied sea zones. Submergible
10) Transport: Attack and Defend = 0. Movement = 2 spaces. Cost: 10, Special: can transport 1 infantry and 1 of any other land unit.
11) Destroyer: Attack and Defend = 3 Movements: 2 Cost 14
12) Mustard Gas: Attack: special Defense: special Movement: 1 cannot defend. When attacking automatically kills 4 infantry in opening fire phase unless enemy has gas masks then only one infantry. For each use of mustard gas your reputation drops by 1
2nd Tier Units
1) Aircraft Carrier: Requires Aircraft Carrier technology. Attack: 1 Defense: 3 Movement: 2 Cost 18 Special: may carry up to two fighters may land on and be carried by an aircraft carrier
2) Industrial Complex Requires Industrial Complex Technology. Attack: N/A Defense: N/A Units may be built in a territory containing an Industrial complex
3) Dive Bombers Requires Dive bomber technology Attack: 3 Defense: 3 Cost: 10 Special: May strategically bomb for ½ Damage (Rounded up)
4) Mechanized Infantry: Same as infantry except cost: 4 and movement: 2 can blitz (if developed)
6) Atom Bomb: Requires nuclear weapons technology. Cost: 15 must be dropped by a bomber. Antiaircraft gun rolls one die against each attacking air unit as usual. Then either roll one die against each unit in territory being bombed. Each roll of four or less is a hit. Or if dropped in territory containing an industrial complex roll five dice. Enemy player loses that many I.P.C.s (even if number exceeds territory value) or you can choose to destroy an antiaircraft gun or missile silo. For each atom bomb use your reputation drops by 4
3rd tier units
1) Missile Sub: Requires nuclear submarines and rockets technology. Attack: 2 Defense: 2 Movement: 2 Cost: 22 Special: can carry two rockets or two ICBMs
2) Attack Helicopter: Requires Helicopter technology. Attack: 3 Defense: 1 Movement: 3 Cost: 9
3) Transport Helicopter: Requires Helicopter Technology. Attack: 1 Defense: 1 Movement: 3 Cost: 8 can carry two infantry
4) Rocket: Requires rockets technology. Attack: 4 Defense: 0 Movement: 3 Cost: 10 Special if moved more than one space per turn, or moved into battle destroy unit after opening fire. Hits made by a rocket are chosen by rockets owner.
5) ICBM: Requires rockets technology Movement: 5 when launched and 5 on next turn. Damage same as atom bomb. Special: can move up to five and detonate or can move five then on your next turn it can move an additional five. Cost: 18
6) Missile Silo: Cost: 12 can hold 1 ICBM
7) BMD: Requires Rockets technology cost: 21 one time use destroys ICBM targeting territory containing unit or any adjacent territory on hit of 5.
8) Stealth bomber: Same as normal bomber except Cost: 22 and antiaircraft guns must roll a d12 against bomber. (Gun still hits on 1)
Technology
Please Note that you can only invest up to 10 IPCs per turn per Technology.
1st Tier
A. Bomber: Can Build Bombers Cost 10
B. Tanks: Can Build Tanks Cost 15
C. Subs: Can Build Subs Cost 15
D. Mustard Gas: Can build Mustard Gas Units Cost 8
E. Gas Masks: Can only be developed after a player develops Mustard Gas. It limits Mustard Gas Technology to only killing one defending unit per turn. Cost 8
F. Improved Fighters: All fighters now attack at 3 and defend at a 4 or less and have a range of 4 spaces. Cost = 15
G. Mass production: All tier 1 units except infantry, Calvary, and mustard gas cost 2 less to make. Cost: 15
2nd Tier
A. Aircraft Carriers: Can build Aircraft carriers Cost: 15
B. Industrial Complexes: Can build industrial complexes. Cost: 10
C. Sub Disruption: Destroyers now cancel the abilities of any enemy submarine occupying the same space as it. Cost: 12
D. Blitzkrieg: Tanks may now blitz Cost: 15
E. Strategic bombing: Bomber’s may now strategically bomb. Cost: 15
F. Dive Bombers: Can build dive bombers. Cost 15
G. Improved Subs: Subs now attack and defend on 2 Cost 10
H. Improved Tanks: Tanks now attack and defend at 3 Cost 15
I. Nuclear Weapons: Allows building of Atom Bomb Cost: 30
J. Mechanized Infantry: Can build mechanized infantry Cost: 15
K. Heavy Bombers: Bombers roll 2 dice. Cost: 15
3rd tier
A. Rockets: Allows building of ICBMs, and rockets. Cost: 12
B. Nuclear Submarines: Submarines attack and defend at 3. Also subs may now submerge indefinitely. When submerged remove sub from board and keep track of subs position on a piece of paper. Cost: 20
C. Helicopters: Can Build Attack Helicopters and Transport Helicopters Cost: 12
D. Jet Fighters: Fighters now defend at 5 Cost: 15
E. SAM sites: all antiaircraft guns now hit on 2 and can hit rockets before detonation. Cost 12
F. Stealth: Can build stealth bombers Cost: 20