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Subject: With holding IPCs Illegal? rss

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Lawrence Gamehappy
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It has been of debate that withholding IPc moneys in Axis and Allies is illegal for the game ..Or should be revised in the

Rules. An Example is when Brittan is so blasted by the Luftwaffe every turn when trying to build a fleet that Britain can never gain a sea to air superiority and survive to get off the island!! So the strategy is to hold all cash on one turn then on your second turn spend something like a combined 50plus dollars and boom! Instant fleet!!

To analyze the games correlation to reality. Is it not bending the reality to build fleets that take months/years to build in underground bunkers away from seaport bombings? Is this not what withholding the money represents? How would a rush build beyond the country’s’ normal production strength and GDP be possible? When say you only have a few ports that can only build one ship at a time. Should not unspent moneys be lost!

What do you think! whistle

Lawrence
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Leo Zappa
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I'm not sure if I follow your post, but if you mean that a player decides to spend none of their IPC's one turn, holding them instead, and then on the next turn, spending their new income and their held from last turn income all at once, there's nothing wrong with that at all. The rules permit this. It's a pretty dangerous strategy in that there are few times in a game of A&A where any side can afford to buy nothing in a given turn. As for reality, hey - you're playing Axis & Allies. It's a great game, but not a strict historical simulation by a long shot.
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Kevin Chapman
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Leo is correct - this is legal. However, you must also bear production limits in mind. No matter how many IPCs the UK saves, it can still only mobilize eight units per turn. It is the IPC value of the IC's territory represents its production capacity (in units), not the number of IPCs collected per turn.
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Matt Davis
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Been a while since I played this, but don't your starting Factories have infinite production capacity? I could be wrong...
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Leo Zappa
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coolpapa wrote:
Been a while since I played this, but don't your starting Factories have infinite production capacity? I could be wrong...


In the 2004 revised, and 50th anniversary versions, no, starting factories are limited to a total number of units equal to the IPC rating of the territory in which they are located. For example (and I'm guessing at the value here, because I don't have the mapboard in front of me), if the Germany area with a starting factory has an IPC value of "12", that means the German player can only buy 12 units in any given turn to place in the Germany space.

The idea of infinite units at starting factories may have been in the original version, but I don't remember, as I haven't played the original in a long time.
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Kevin Chapman
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Yes, they have unlimited production in the Milton Bradley version, but not in the Avalon Hill version.
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Mathew Gibson
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Ditch concerns about realism, as almost nothing in A&A could be defined as 'realistic'. The game works by broad strokes, not by being accurate in its details. I could list hundreds of unrealistic things about the game, so don't get pent up by the one example you present: it is just nother of the games strategic options.

That said, I doubt there are many players who play only the official rules of the game (except online, when they are forced to). The game has a lot of shortcomings and variants are common, so if this aspect irks you, then just change it.

That said, if England is surrounded, presumably Germany is building transports and Infantry and if the Commonwealth decides to spend a turn not building anything, Germany should put pressure on it with an invasion that turn and the next to deplete its Land units: suddenly building an instant fleet will seem a lot less important.
 
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Lawrence Gamehappy
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Thanks Kevin

And my apprecation to all the others commenting. I'm sure the spirit of my question applys regardless of the IPc restriction on the AH version. Plunking down max limit battleships would still be a big bending of the exausted shipyard workers' production potential in one years/turns time.

Plunking down does not seem to be in spirit of the laws of production. And docked hulls in port should/would have been targets of opportunity on germanys turn. And yes A&A is not close to reality when bombers fly across the atlantic on one tank of gas!

Yet I'm building a 8 Foot x 4 foot board variant and hoped there would be some creative ideas about bringing a variant closer to reality without turning the beauty of the board into Hex encouner complexity!

Much thanks
LAwrence
 
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Mathew Gibson
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There are lots and lots of variants out there for you to explore.

In the downloads section, try the AAHRE: Lite. It's a really good compromise between the complexity of AAHRE and the normal game. Or, just grab a few of its ideas.

 
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Lawrence Gamehappy
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Thanks Mat

er um ..... I could dnot find the link ??? are you talking about these addresses?

Lawrence


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Introduction to Articles related to development of NEW Axis & Allies http://www.avalonhill.com/default.asp?x=welcome/ar... 2004-02-20
Flames of Europe - The biggest European A&A Club (all variants) http://www.flames-of-europe.de 2004-02-24
Don's Axis & Allies and Strategy Game Forums http://pub6.ezboard.com/baxisandalliesessayfeedbac... 2004-03-05
Norwegian review on Spillskrinet http://www.spillskrinet.no/show.php?spillid=178 2004-03-16
The 'Home' link to get directly to the 'Demo' game http://www.avalonhill.com/default.asp?x=welcome 2004-04-01
This is the 'gamefest.com' DIRECT 'link' to the '1941 Variant' for regular 1st edition 'A&A' http://gamefest.com/product_strategy_info.php/cPat... 2004-04-02
Extra ideas and chart downloads! http://boards.avalonhill.com/cgi-bin/ultimatebb.cg... 2004-04-08
TripleA - an open source A&A project http://triplea.sourceforge.net/index.html 2004-04-27
Official FAQ for Axis & Alllies Revised Edition (2004) http://www.wizards.com/default.asp?x=ah/faqs/axisr... 2004-05-20
Larry Harris' Tournament Rule Set for A&A Revised (designer of the game) http://dicey.

 
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