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View Full Version : Reinforcing Variant


Leshtricity
10-30-2005, 05:26 PM
I just thought of this simple little concept to add a little more flare and depth to the overall game. Each player chooses 50 points worth of units in addition to their regular 100 point amount and sets those 50 points worth of units aside. Those units then become deployed at the end of turn 4, using the normal deployment rules. The turn in which the reinforcements become available, and of course the total point amount, is open to change.

Comassion
10-31-2005, 09:44 AM
I wouldn't use the normal deployment rules - reinforcements should deploy along a map edge. Overall though, I think it's a good addition to the game.

Joisey
11-17-2005, 12:21 PM
This idea has merit, but non-paratroops should use a map edge. More exciting is having to roll dice to trigger reinforcement!!!

komichido
11-17-2005, 09:24 PM
I really like the idea of trigger dice allowing reinforcements. It adds that snafu feel to the situation, good ole Murphy is alive and well and should definately be represented in the game.

Komi

Doppelbock
11-30-2005, 09:04 PM
I really like this idea, especially having to make a roll to bring in the reinforcements.

dakrotee
11-30-2005, 10:06 PM
I'm going to try this during my next aam game.

Reinforcement trigger roll:
On turn 2 a roll of 6 will allow you to deploy reinforcements.
On turn 3 a roll of 5 or better allows you to deploy reinforcements.
On turn 4 a roll of 4 or better is needed.
Turn 5, a 3 or better.
and so on...

You know reinforcements are coming but not sure exactly when.

Bastogne_Bulldog
12-01-2005, 03:54 AM
The old Avalon Hill game Up Front had a mechanism whereby reinforcements were discounted in price based on when they arrived. You could try the same thing with AAM. Knock say 5% or 10% (rounded down) off the price of unit for each turn its entry is delayed. Of course you would have to specify turn of arrival when buying your army. You could even keep it secret until the arrival turn, as long as you wrote all your calculations down and showed it to your opponent at the end of the game.

Hmm... bring in a 29-pt King Tiger on turn 7 to turn the tide of battle. Might be interesting.