(I don't know when I devised this variant - decades ago, no doubt, when I was devising Dipvariants regularly. I've just run across it in my note program, and as I've been contemplating a "steampunk" game involving "dirigible juggernauts", I decided to post this one in the blog.)
This variant is partially based on H.G. Wells' novel, "The War in the Air". Written in 1907, the book depicted the development of air forces which were both very destructive and cheap and easy to build. The main force were huge rigid-framework hydrogen-filled airships (known in 1914 as dirigibles or Zeppelins). Wells however did not foresee the real expense and maintenance required. Also, dirigibles were very vulnerable to special bullets fired by aeroplanes (such bullets did not exist when Wells wrote his novel). For purposes of this variant however, we assume Wells to be partially right; dirigibles are stronger than they were in World War I.
1. There is an additional type of unit, the dirigible air fleet (D). Several huge airships and heavier-than-air machines carried by them comprise a D, which is relatively cheap to build but also fragile.
2. Each supply center yields five supply points (SP) each game year. Each year it costs the following to supply a unit: Army or Fleet - 4 SP, Dirigible - 3 SP. SP may not be accumulated or transferred to another player, so any extra are lost.
3. The game begins with a 1900 building session. Using their SP from home supply centers (15 except Russia, 20) each player builds units of this choice in his home centers. A dirigible may be built in a center which also contains a normal army or fleet. Russia, however may not build fleet ST. Pete north coast in 1900.
4. D orders are treated as an additional set of conflicts taking place above armies and fleets. As well as acting for and against one another, D's may support an attack on, or defense in the space directly "below" (the one the D occupies), but may not themselves attack. Therefore a D cannot cut support by an army or fleet. Armies and Fleets have no effect on D's. When a D supports an army or fleet it may not do anything else and an attack on it by another D will cut the support.
5. Only one D may occupy a space, but an army or fleet, even one belonging to another player, may also occupy the space.
6. If a D is dislodged, it is automatically disbanded.
7. A D cannot be built in a center where a D of another player is present even though the opponents D cannot capture the center. However, if the country is entitled to a build, an army or fleet may be built if the center is not devastated.
8. A D may not capture a supply center, but if alone in the center in spring or fall it may "devastate" it. A unit may not be built in a devastated center and it is not counted in supply center totals, for the next adjustments only. Afterwards it reverts to normal. A player may not devastate a center he owns.
9. A D may not transport an army.
10. A player wins when he owns nineteen undevastated supply centers.
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