From: aahench@aol.com (AAHench) Subject: Re: Colmubia's Victory web page >From: sos@katie.vnet.net (Steffan O'Sullivan) >I just updated my _Victory_ web page - still no review, but I added >some Errata, some more Q&A, and my own unofficial variant Temporary >Airfield Rules. > >More to come ... > >The URL is: http://www.io.com/~sos/bc/victory.html > > Nice page. Instead of using separate markers for the temporary airfields, why not just use the face-up Infantry units themselves? That way they'd work like the beachheads Marine units can build. You could even say that they are limited to one air unit at a time, again like the beachhead. Apparently lots of people see potential for making Victory more complicated and realistic. As you might expect, I'm one of them myself. ;) So here's some other ideas that have occured to me: Battleships: Don't allow them to attack ground troops at will. Instead, a Battleship can only fire at ground forces during an Amphibious Invasion, and only on combat rounds after the Marines have landed. This means that any naval forces in a battle hex will prevent attacking Battleships from firing at defending ground troops. It also means defending Battleships in a battlehex can't fire at ground troops at all. If a Battleship unit is in a coastal hex, controlling it, enemy ground troops can move in and take control without a battle taking place. Targetted Flak: When ground or naval units are attacked by an air unit, they can /immediately/ fire Flak at that unit specifically. They make the normal A1 attack after the air unit has resolved its attack. There is no chance of friendly air units being hit. The ground or naval units making this attack give up their normal attack for that round. Heavy Bombers have Double Defense against Targetted Flak Captured Cities: Decrease the production value of captured enemy cities by 1. Cities that were originally provided 1 PP still provide supply to the capturing forces. When playing with the Cadre optional rule, this means the only enemy city that can be used to build new units is their 3 PP capital. The enemy 2 PP cities could still be used to reinforce existing units. Maintaining Initiative: When the roll for initiative is a tie, the initiative remains unchanged. So whichever player moved first the previous turn moves first again this turn. If there is a tie on the first turn of the game, the player that chose the first map moves first. Armor Penetration: If an Armor unit moved 2 hexes to enter a battlehex, it may move 1 more hex AFTER the battle. Hexside limits are reduced by 1 for this penetration move. This means that only Clear and Desert hexsides can be crossed. The Armor unit(s) taking this move cannot enter a hex containing enemy ground units. Alan Hench AAHench@aol.com (512)835-7141 From: "David Bohnenberger" Subject: Re: Colmubia's Victory web page AAHench wrote in message > >Captured Cities: Decrease the production value of captured enemy cities by 1. >Cities that were originally provided 1 PP still provide supply to the capturing >forces. When playing with the Cadre optional rule, this means the only enemy >city that can be used to build new units is their 3 PP capital. I believe the rules state that no new units may be built in captured cities at all. Anyway, here's our variant: Attacks are ACROSS hexsides, not in hexes. We've even drawn a big hex on a sheet of paper to visualize these. The hexside limits are followed, but there is no hex limit to the number of land and sea attackers. Air stacking limits are the same as per the regular rules. Any attacker that retreats must do so across the hexside it attacked from. If victorious, the attacker must move in one or more ground units. This variant is ignored in all-sea hex battles. What this does is force the defender to protect his wings, as up to 12 ground units might be able to attack a surrounded hex. It also spreads the attacker out, as flanking maneuvers become important. Fronts form. We think this improves the game and is slightly more logical.