# posted by wyldshaman @ 11/29/2010 07:58:00 AM
Well Tim i cant get AAG(Axis and Allies Global) out of my mind. Read a blog about a game of it and it sounds awesome, basically AA50 but bigger. And we all know bigger is better. It is a weekend long game though, roughly 16 hours.
And just to make things more difficult, i want to include some fog of war into the game. And possibly some espionage, mostly spies to reveal fog of war. Here are some related posts on the matter;
Fog of War/House Rules,
Naval Fog of War,
FOG/MI.
From the way it sounds from a historical point of view, most land movements were basically know, except maybe within the country of origin. Any major offensive would be known around the world.
So right now im thinking, all units are purchased before anyone takes their turn and alotted to factories, purchases and allotments would be hidden from opponents view, but double checked by ally(for some basic game protection). At the end of everyone's turns, completion of a full round, factory orders would be completed and placed by everyone. All players would get a chance to see the new map layout and then the next purchase orders would be put in and allotted. Some
Pros: More realistic, as u would need to plan for future, but not be able to instantly replace units just lost in battle. Players must try to anticipate others purchases as opposed to just reacting(again instantly) to what another player just purchased. Another BIG one, it would actually speed up the game, as purchasing in a major time eater within each persons turn, this gets it all done at once and together, streamlining it.
Cons: The only major con i see is it puts Germany at a slight disadvantage when being attacked as they wont have their defenders placed before the allies turns, but a remedy might simply be that a player can mobilize half of production units if a factory containing province is attacked.
This simple change will add a bit of land fog of war and be fun, what do u think? Now as for Naval Fog of War....
Do the normal setup in the beginning of the game and let everyone look at the map. Then each player can divide/create a number of "Naval Groups" from within the units on the board, generally represented by one ship, with the other ships being hidden off board, ie; Japanese Battleship Group, US Carrier Group, for multiples(once u run out of basic ships) use the colored chips, German Red/White Destroyer Group ext. For single ships, such as ships just out of factory, place them as normal, and then on your turn u can move and then group them, or create a new naval group.
This will reward astute players who note their opponents naval groups, as ship type and number will be known from the beginning, though formations might change. For intelligence gathering, one could do a "fly over," or a "sub sighting, which could be defended(if desired) by corresponding defending fighters/destroyers. Otherwise the Naval Group owner must tell the intel gather' the exact makeup of the fleet with the
single exception that they
may A. Add one ship to the list, B. Subtract one ship, or C. Change the type of one ship within the fleet. This does not change the actual makeup of the fleet, just the "sighting" report sent back to HQ. Note: Planes are not reported, but if a Carrier is reported, one would assume planes would be there too. This "sighting report" is only done if the Naval Group's commander does not/can not defend against the sighting, otherwise the battle is resolved as normal with all combatants viewable on the battleboard.
Subs would be handled differently, for each sub a player owns they would receive two sub "blips" each would be moved as per normal sub rules on the board, but only one would be real. This would represent sub communication interceptions or rumors as to their movements. Also limiting a players ability to cheat, if they were moved in secret how could anyone track there game movement limits. When a sub engages or is engaged the "blip" is flipped and is revealed to either be a fake or an actual sub/subs and are placed on the map. Fairly easy and fun as with the purchase of a few subs, the oceans would be crawling with sub blips. "
Did the Germans just round the horn of Africa... Is that a Jap U-boat in the Mediterranean?.?."As for actual naval engagements, i would probably only introduce evasion. A defending Naval Group can try to evade an attacking Naval Group. This would be done on a D6 roll of 1 or 2, unless planes are present in the Attacking Naval Group, thus making it harder for a defending NG to evade, so a roll of 1 would be needed. If the evasion is sucsessful both NG's would remain in the seazone hidden to each other, if failed the battle would ensue. (Unless eveyone wants an "engagement rule" as well, just the opposite of evade, NG wants to attack must roll anything but a 5 or 6(anything but a 6 with planes) just to find the other NG on the open waters.) I think this addition would be fun and build up the intensity of some of the big naval battles, as they can be so devastating. And add a bit of realism along with some cat and mousing especially in the Pacific. The only exception to this rule would be a NG can always defend against a landing within its seazone.
Ok, thats what i got so far.