Enemy Movement
My current idea for the new system is a priority check system with a default. Instead of arrows, each space has a number of circles near their borders. Each circle has a priority number in it. One of the circles has a thick red border around it. How it works, each time the Allies move units, they look to see if there are any of your units/assets in the adjacent spaces. If there are, they move into the space with the highest associated priority number. If there are no adjacent units/assets they move into the space indicated by the circle with the red border. If the spaces with the red border are followed each time they will ultimately lead back to Berlin. If Berlin is taken over you lose.
Actions and Oil
An important aspect of WW2 was the availability of Oil (amongst other resources). I want this to somehow influence the game. I'm currently playing with the idea of having actions be limited by the amount of oil you have access to in some way. I'm thinking something along the lines of a draw-cup. For each action, you must draw a number of chits from the cup and apply any effects to the rest of the turn. If there aren't enough chits in the cup for a given action, you can't perform the action. At the start of the game, you would have two oil chits. As the game continued you could gain more by conquering certain territories or as a result of certain orders success or failure.
I also want to totally decouple the number of actions you may take from the cards that indicate what enemies are moving/mobilizing. This is so that I can have the Allied Forces scale up without your own doing so as well.
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