Proposed New Rule: Gifting

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Proposed New Rule: Gifting

HuskerMike
The computer version of A&A, authorized by Hasbro, had an interesting feature. If you moved to an allies territory, he could use your units, after you spent a turn not moving.

It would be nice to be able to give units away:

If a unit hasn't moved this turn, you can gift that unit to the owner of the territory you are in. That uses up its move for that turn. (Maybe limit it to an area both currently and originally owned by the receiver. Maybe even require a factory be present.)

This would allow:

1. Lend-lease and Murmansk convoys to the Russians
2. The escaping of planes from doomed minors. The British used many such pilots in the RAF. Pilots were the key to the Air Forces. Both sides had a lot more planes than good pilots and lost huge numbers of planes uselessly by poor pilots.
3. The Germans gave much Equipment to their minor allies to ensure loyalty.
4. The Italians placed their units under the command of German Field Marshalls.

Mike
Go Big Red!
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Re: Proposed New Rule: Gifting

hepster
This post was updated on .
Take a look at Total World War: December 1941.

In the game there are 4 "Lend & Lease" territories for Russia.  Murmansk, Archangel, Northern Iran and Soviet Far East.

There are also 2 aircraft "Lend & Lease" for America to Britain and her Minors.  One in Queensland Australia and another In Labrador.

Finally there are Lend & Lease Territories for China from Russia and the other Allies.  One in Altay and the other in Eastern  Szechwan.

All in all most of what you are suggesting already exists.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: Proposed New Rule: Gifting

Zim Xero
In relation to the idea that there were a lot more aircraft than good pilots... I think it would be cool if TripleA had an optional, simple system for awarding experience:

1) A new/inexperienced unit would have a 33% chance of not rolling dice each combat round.
2) For every casualty in a battle, one random surviving unit would receive an experience point.
3) Units with one to nine experience would function as regular units.
4) units with 10 or more experience would become elite units.(33% chance of an extra dice roll each  combat round)

variables: %penalty, %bonus, experience point threshold per level.
a visual representation would need to be hardcoded.  ie.. a dot under for green, a star under for elite, etc.
'thats the way it is' makes it neither desireable nor inevitable