House rules V1.12

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Guderian1940
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House rules V1.12

Post by Guderian1940 »

Personally I do not like house rules. The game should work without them. However there are certainty a few improbable game use that could help enjoy the game. I know I hate being surprised by something that should be unlikely. Just because the game mechanics allow you to do something does not mean you should.

A few basic rules might help the game enjoyment especially for the less experienced PBEM players. I found that this game allows experienced players to catch unwary players. I have done so and regret the need to do it to avoid it being done to you.

Amphibious rules is an area that could use some fixing. Such as no Landing in storm or snow/winter hexes. Reduced German amphib capability in 39,40 such as only AV use no AVL. Reduced Med, Caspian, Baltic, Black sea use. Including some reduced Allied capability till USA joins for example.

No German landings in Iceland, Greenland till a certain date.

I would think that there are other areas that could use some simple rules to improve the experience.

It would also be great to communicate with a player before joining a game via server. You can send a PM or email from the forum once you know the player but that means someone else may join the fight. Just a meandering thought.
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LLv34Mika
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RE: House rules V1.12

Post by LLv34Mika »

What I saw and did not like in SC2...

using transports to stop ships. Of course in SC2 they stopped and there was no movement left but it is rather "gamey" to me. Another example is letting units sit and rot forever and a day. Let's say you catch a paratrooper without supply and to get them free is impossible. What can a player do? Just nothing. If you can't move (terrain costs too many movement points) of a weak unit is blocking your movement you will never build that paratrooper for the rest of the game. That are things I don't like too much. If both sides agree on such house rules it is always ok for me.

I also think about France not investing in certain diplo chits. Just guess what happens if you invest one or two chits to move the USSR towards the axis. If you get a big hit that game is over before it started. Just imagine a russian bear with mobilization of 30 - 50% in summer 1940. You will see many many units blocking your way and the USSR will reach a competetive level of technology somewhere around summer 1941/winter 41/42.

Only tried the last one in a game vs the AI and the result was impressive. Any experience in pbem games anyone?
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sillyflower
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RE: House rules V1.12

Post by sillyflower »

ORIGINAL: LLv34Mika


I also think about France not investing in certain diplo chits. Just guess what happens if you invest one or two chits to move the USSR towards the axis. If you get a big hit that game is over before it started. Just imagine a russian bear with mobilization of 30 - 50% in summer 1940. You will see many many units blocking your way and the USSR will reach a competetive level of technology somewhere around summer 1941/winter 41/42.

If France does that:

1 it is unlikely to do more than get 1 shift even with 2 chits.

2 Spending 150 or 300 MPPs on diplo chits will make it weaker and hence more vulnerable to early or May '40 attack. That in turn will reduce the no. of turns for the chits to work as well as having the advantage of earlier conquest.

3 Axis can always counter with its own diplo chits.

This game does well in balancing cost/benefits of actions. For example, every country G or I declares war on gives a diplo shift to the neutral major powers so there is a downside as well as benefit from the DoW. I can't immediately think of any other wargame that gives a benefit and a malus to almost every decision.
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PvtBenjamin
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RE: House rules V1.12

Post by PvtBenjamin »

LLv34 you've hit on the most paramount decision for the French- Diplo or Troops. Its SC version of "guns or butter", well not really but its sounds good.

Diplo is the only place where the French point is equal to the German point and essential to Allied success for the entire war.

Remember the Axis can always see exactly what you spend on Diplo and counter (I've argued this should change). If the French spend 50/100 (max Spain) on Diplo its highly likely its Spain, 150 likely its the USSR. An experienced player will immediately counter but thats points he/she can't spend on research & troops.

Lets examine by Country in the '39 Campaign:

Spain: Due to how absurdly easy DE603 is to pull off its essential to try to get Spain Diplo to move towards the Allies when the Allies have the Diplo advantage. You also never want Spain to enter the war. Initially the Brits can spend 150 (15%) and the French 100 (10%) thats 25% combined while the Germans can only spend 150 (15%). So from the start of the game until the Italians enter the war the Allies can have a 10% advantage. After Italy enters the war and the the French surrender the Axis can have a 10% advantage. Its an interesting component of the Axis not accepting Vichy that many dont think of. Thats why its important to spend early on Spanish Diplo by the French. Once the Americans enter the war Spain Diplo is at parity. In my opinion the Allies maxing out Spain diplo early is imperative to a long term strategy.

USSR: This is quite a bit tricky. I have pulled it off multiple times and the USSR at 30% will create a formidable adversary. Considering that your opponent can see instantly what you spent an experienced player isn't going to let this fly. The question is my 150/300 points better spent forcing the Germans to spend the same or spending it on new and upgraded troops. Remember if you force the Germans to spend the 150/300 to counter your move they will still have a 5%/10% chance of moving USSR diplo after the French fall, that will force the Brits to offset

If you spend 250 (spending 400 total is a really bad idea) in total on Diplo its very tough to have any kind of viable French force. Of course if you see the Germans spend 150 first you must also. If the Germans spend one 150 there is more doubt is it 3xSpain or One USSR?

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Taxman66
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RE: House rules V1.12

Post by Taxman66 »

On the other hand, if France spends that much on diplo it is sure to fall early. That means more MPP for Germany and the big cash plunder early too.
It also frees up the Luftwaffe for more adventure time (Malta/Egypt or Sealion or just UK ship hunting), before it is needed on the Eastern Front.
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PvtBenjamin
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RE: House rules V1.12

Post by PvtBenjamin »

On the other hand, if France spends that much on diplo it is sure to fall early. That means more MPP for Germany and the big cash plunder early too.
It also frees up the Luftwaffe for more adventure time (Malta/Egypt or Sealion or just UK ship hunting), before it is needed on the Eastern Front.

So you are arguing not spending 100 or 250?
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Taxman66
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RE: House rules V1.12

Post by Taxman66 »

I'm just saying there are consequences for all choices.

While diplo will exchange French to German MPP at 1:1, building units and delaying the fall of France hurts Germany not so much in the damage done directly to Germany in combat but in delaying the increase in their income. The delay in plunder MPP delays the start of what portion is invested in Tech. Last, and certainly not least, is the reduction in what I call German adventurism time (Fall of France to Barbarossa).

Your mileage may vary.
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PvtBenjamin
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RE: House rules V1.12

Post by PvtBenjamin »

150 points isnt going to give you much of a delay (if any) but ok.
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