I have begun work on a massive scale wargame centering on the Siege (and Eventual Fall) of Terra.
THe game will be using the mechanics and divisional level combat system from Avalon Hill's Rise and Decline of the Third Reich. (IF you're a wargamer, and you don't have a copy of this, go get one.)
But now, I"m looking for some suggestions to keep the game interesting. I'll list some of my current ideas and if anyone wants to suggest changes or upgrades, great. If you want to give me new ideas, even better. Occasionally in my ideas, I refer to concepts and mechanics in the Third Reich game. If theres a question, ask.
1. To keep things interesting, both sides (Imp and Sol) should be played by more than one person. THis would present the 'fueding generals' concept. If Possible, the Sol forces should be played by a single person to show unity amongst the Terran forces.
2. THe Terran system can be reinforced with missile bases and outposts, forcing the Imp player to either run a gauntlet to get his forces to Terra or systematically expend forces to take out the bases the Sol player has constructed. (The Battle for Mars and Luna could get bloody, the Battle for Titan and Europa, doubly so.)
3. The Sol player can recieve extra units from other Sol colonies via the two primary starbases on terra. Should both of these fall, Terra can no longer recieve these extra units.
4. The Imp player(s) are restricted to using high-end, hi tech units while the Sol player can field larger numbers of lower tech units at a much lower cost.
5. Both sides must allocate supply points for their units (representing food, fuel and ammo). Failure to do so converts these units to static defense units with a much lower combat value.
THis also sets these units up for attrition.
6. Terra is devided up into 8 theaters. North AMerica, South America, Africa, Europe, North Asia, South Asia, East ASia and PAcifica. Players can shift units between theaters but doing so takes a turn. I was thinking about including 2 more theaters: Orbital and Luna, simply due to their proximity.
7. The Sol player can raise partisans (rebel factions, geurillas, The Phoenix Guard, whatever) in cities that have been captured by Imp units.
8. Jump Infantry I"m still having trouble with. I was planning on just modifying the paratrooper/ Airborne attack rule from Third REich. Suggestions?
9. Grav units get to ignore terrain modifiers including ocean hexes. THey're very expensive, but can be worth it.
10. Artillery get to add combat factors to attacks from a distance of 1 or two hexes away.
11. Orbital bombardment attacks a given hex, and all the units (friendly or enemy) in a tow hex radius.
OK, thats all for now (I have to get back to work). I have more ideas, but I"d really like some feedback on this.
THe game will be using the mechanics and divisional level combat system from Avalon Hill's Rise and Decline of the Third Reich. (IF you're a wargamer, and you don't have a copy of this, go get one.)
But now, I"m looking for some suggestions to keep the game interesting. I'll list some of my current ideas and if anyone wants to suggest changes or upgrades, great. If you want to give me new ideas, even better. Occasionally in my ideas, I refer to concepts and mechanics in the Third Reich game. If theres a question, ask.
1. To keep things interesting, both sides (Imp and Sol) should be played by more than one person. THis would present the 'fueding generals' concept. If Possible, the Sol forces should be played by a single person to show unity amongst the Terran forces.
2. THe Terran system can be reinforced with missile bases and outposts, forcing the Imp player to either run a gauntlet to get his forces to Terra or systematically expend forces to take out the bases the Sol player has constructed. (The Battle for Mars and Luna could get bloody, the Battle for Titan and Europa, doubly so.)
3. The Sol player can recieve extra units from other Sol colonies via the two primary starbases on terra. Should both of these fall, Terra can no longer recieve these extra units.
4. The Imp player(s) are restricted to using high-end, hi tech units while the Sol player can field larger numbers of lower tech units at a much lower cost.
5. Both sides must allocate supply points for their units (representing food, fuel and ammo). Failure to do so converts these units to static defense units with a much lower combat value.
THis also sets these units up for attrition.
6. Terra is devided up into 8 theaters. North AMerica, South America, Africa, Europe, North Asia, South Asia, East ASia and PAcifica. Players can shift units between theaters but doing so takes a turn. I was thinking about including 2 more theaters: Orbital and Luna, simply due to their proximity.
7. The Sol player can raise partisans (rebel factions, geurillas, The Phoenix Guard, whatever) in cities that have been captured by Imp units.
8. Jump Infantry I"m still having trouble with. I was planning on just modifying the paratrooper/ Airborne attack rule from Third REich. Suggestions?
9. Grav units get to ignore terrain modifiers including ocean hexes. THey're very expensive, but can be worth it.
10. Artillery get to add combat factors to attacks from a distance of 1 or two hexes away.
11. Orbital bombardment attacks a given hex, and all the units (friendly or enemy) in a tow hex radius.
OK, thats all for now (I have to get back to work). I have more ideas, but I"d really like some feedback on this.