Arrival of new units under the new turn rules

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LOK_32MK
Posts: 141
Joined: Wed Jun 14, 2006 2:37 pm

Arrival of new units under the new turn rules

Post by LOK_32MK »

The new turn rules for 3.4 balance the asymmetry between the two players. However, they have created an issue for one my scenarios that I am trying to solve.

Under the new rules, new units for the second player appear at the start of his turn.
Under the old rules, new units for the second player appeared at the start of the turn, i.e. they were deployed at the same time as the first player's turn.

That is fine except in situations when the first player exercises a theater option to attack a "neutral" country. Because the second player's units do not appear until second player's turn the first player has a "blank slate" during his turn i.e. there are no units to oppose his invading armies. Under the old rules the second player's units would have deployed at the start of the turn and prevented the occupation of crucial hexes.
This may lead to unintended event triggers like the surrender of a country when the capital is occupied.

There are several ways to get around the issue (more house rules, pre-deploy some units at crucial hexes etc.) but none of them are appealing.
I was wondering if anyone has come up with a good workaround. I like the new rules so I'd rather not turn them off in the Game play options.

thanks in advance
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Curtis Lemay
Posts: 15357
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Arrival of new units under the new turn rules

Post by Curtis Lemay »

ORIGINAL: LOK_32MK

The new turn rules for 3.4 balance the asymmetry between the two players. However, they have created an issue for one my scenarios that I am trying to solve.

Under the new rules, new units for the second player appear at the start of his turn.
Under the old rules, new units for the second player appeared at the start of the turn, i.e. they were deployed at the same time as the first player's turn.

That is fine except in situations when the first player exercises a theater option to attack a "neutral" country. Because the second player's units do not appear until second player's turn the first player has a "blank slate" during his turn i.e. there are no units to oppose his invading armies. Under the old rules the second player's units would have deployed at the start of the turn and prevented the occupation of crucial hexes.
This may lead to unintended event triggers like the surrender of a country when the capital is occupied.

There are several ways to get around the issue (more house rules, pre-deploy some units at crucial hexes etc.) but none of them are appealing.
I was wondering if anyone has come up with a good workaround. I like the new rules so I'd rather not turn them off in the Game play options.

There is an option for the designer: Require the TO to be exercised a turn earlier. Then, the second player's forces arrive on T+1, and any exclusion zone is removed on T+2.

This is an issue we'd like to make optional eventually, though. There are some situations (like you've noted) where it would be better to have them arrive at the start of the turn like it was before. But you should understand the rationale for doing it the new way: Player two's reinforcements would arrive - usually in a large stack on a map edge - and then be subjected to heavy air attack before he could spread them out into a less concentrated condition. The new way addressed that issue.
My TOAW web site:

Bob Cross's TOAW Site
LOK_32MK
Posts: 141
Joined: Wed Jun 14, 2006 2:37 pm

RE: Arrival of new units under the new turn rules

Post by LOK_32MK »

I fully understand and support the rationale. That's why I do not want to turn them off.

I have considered using the option you outlined: The second player's forces arrive on T+1, and player 1 attacks on T+2. It requires a house rule since I have too many neutral countries to use exclusion zones. It's probably the best option. I was just hoping for a miracle :)

Thanks for the reply
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Curtis Lemay
Posts: 15357
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Arrival of new units under the new turn rules

Post by Curtis Lemay »

ORIGINAL: LOK_32MK

I fully understand and support the rationale. That's why I do not want to turn them off.

I have considered using the option you outlined: The second player's forces arrive on T+1, and player 1 attacks on T+2. It requires a house rule since I have too many neutral countries to use exclusion zones. It's probably the best option. I was just hoping for a miracle :)

Well, don't you have to use a house rule anyway, if you don't have enough exclusion zones?
My TOAW web site:

Bob Cross's TOAW Site
LOK_32MK
Posts: 141
Joined: Wed Jun 14, 2006 2:37 pm

RE: Arrival of new units under the new turn rules

Post by LOK_32MK »

Yes, I do have a house rule. It just needs to be modified - no big deal.
Only reason I was asking I liked the way the previous rules worked for the deployment: the second player's unit were "caught" in their initial deployments and were vulnerable to attacks but still prevented occupation of crucial hexes. I was thinking there may be another way that I missed.

I agree this is a very small price to pay. The new rules make sense and are preferable. Keep up the good work!

btw any news on 3.5?
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