petermc - Apr 18, 2006 7:11 pm (#155 Total: 160) You should be on the radio. Latest Stab I've been playtesting the following adjustments, trying to come up with a scenario whereby oneside can blow the other away, but that is balanced at start. At first I tried a random events table, and that was fun, but not very satisfying. Here's the latest idea: 1) Supply units. Use the standard rule, plus: 1a) You can expend 1 supply step to allow a friendly land unit in the same or adjacent hex to fire again (immediately) in a combat round (limit 1 per unit per round). 1b) 1 supply unit can stack for free in any road, city or town hex 2) Exploit Phase: Immediately follows combat phase. You can expend 1 supply point to allow two land units (same or adj hex) to move in the exploit phase. Their movement allowance is modified by -1 (thus arty can't move). Exploiters can attack, but friendly air can't move. There is no air response, but defending air in an attacked hex can still fight. There is no limit to how many units you can activate (except how many supply steps you have). There is only 1 exploit phase (it is not repeated). 3) Surprise. Attacks that contain only Armor and/or Mech in the exploit phase achieve "surprise". Attacker fires first in each round! 3b) Elite Armor. Always get surprise (both phases). 4) Road bonus. Units moving entirely by road get +1 to their movement (but NOT during exploit movement). 5) Munitions. Each player can secretly designate one city as a munitions factory. It generates 1x4 Supply unit per turn during production. If captured it fails to produce (but won't produce for the other side). If re-captured it produces again. 6) Minor countries. Use non-player block sets, infantry only. Establish the map area for as many minors as you wish before play. Put a 4-Inf in each city hex, and 2x4-Inf in the capital (designate one of the largest cities to be the capital, or roll randomly). Minors may not move, and can produce 1-inf step per city each turn, but no more than 8 steps per city or 16 in the capital total. At the INSTANT the capital falls, the minor is conquered. All towns/cities not controlled by another player revert to the conquering player's control (and new units can be raised in cities!). The conquering player wipes out all minor units, and takes 6x1 cadres, putting them in any friendly town cities in the original minor country. All 12 infantry units are available for production (but no others). They move/fight/stack just like other friendly units. Scenario: 4 maps, each side gets 80pp at start, home maps are opposite cornered. The other two maps are minor powers. petermc - Apr 18, 2006 8:26 pm (#156 Total: 160) You should be on the radio. Scenario Victory: you win by taking the other guy's capital (pre-designate at start, largest city). Alternatively you can count PP after 20 turns...but that's a marginal win or a draw.