Free A+A game... From: bigandyNOSPAM@primary.net Date: Sun, 20 Jun 1999 00:00:00 +0000 Hello, Some of you might remember a posting from me about a free A+A game I thought of making and giving out to anyone just for the enjoyment of Axis and Allies. Well, I did it... sort of. Originally, I was going to do a map of WWII Pacific, mostly US vs. Japan. Well, in the process of finding maps from National Geographics, I came across a map of the Greek islands. I thought that would be nice as an island hopping strategy, then I thought bigger and figured the whole Mediterranean! After making the map, I figured I needed to keep important parts of the Med intact, such as the main islands of Sicily, Sardinia and Corsica seperate from the main land. And if I made the hex map too small of scale, given the size needed for a hex to have several units in it, the map would be about six feet across! New idea needed... I decided some things would not be detailed as much. Example, Sicily is seperated from Italy by a waterway, but some islands are one square big. And the boot of Italy is not perfect but ok. Then came the I.P.C. value problem. After looking at a map of Europe, I noticed several key points I could use: population, industry, and farming land. Each hex I gave a point for each, most adding up to 1 or 2, leaving the deserts and mountains empty, and six total for a capital. Catials are Madrid, Rome, Athens, Cairo, and Istanbul. One change in the rules you might like to consider is the addition of airstrips. Follow me on this... After looking at approx. 250 hexagons that would need a territory marker, everyone would need to make more markers or use the same amount differently. The second would be easier. Could just use them on your outlining territories, but then if someone did a surprise amphibious assalt on your coast, there's more borders needed. So...what if you only use them on the places with values to them, since no one really cares who went through a desest hex last (there's nothing out there to claim!). Now... where could a plane land if there are territories unmarked? Hence the airstrips. The amount could be minimal, like 2 IPC, and they would be placed in a hex you control with a IPC value, or if unvalued, a unit has to be present. All industrial complexs come with an airstrip included (where would the planes take off after being made?). Also, once it is made, it is permament, so enemies can come in and take over the airstrip just like a complex could :-0 Something I noticed is that the issue of a plane losing its carrier in a battle could land on an adjacent coast territory since going from a sea zone to an island within the sea zone is one move, is null and void. There are no territories inside another territory on the map. Carrier go down, plane go down. Down in the desert of Africa, I added a few charts since there is nothing but sand out there. Two images are being posted along with this, a map picture, about 2'x3.5' and a bunch of airstrips that can be quickly cut out with sissors. The map is black and white since I really don't want people pissed that their color ink is running out. Initial placement would be just a complex in each catital, and every man for himself! I would appreciate any constructive ideas that I could think about. Maybe with what I learned from this one, I will try the Pacific... Happy gaming, Andrew W. to reply by email, just remove the 'NOSPAM' part from the address. Referenced By Up