Alright. The new and improved version! With Italian design, German Engineering and outsourced labour!!
Since this is the third time I'm writing this, (due to insane storms in the toronto area, lost power 3 times) I'll be more brief and annoyed...
Objective. Keep the map moving, no stagnation. This is no each side tries to push the other to win. The allies are invading, they have numbers on their side, they will win, the question is how fast.
The map of europe is split into three zones or sectors. Normandy, Paris to Luxemburg and then the Rhine.
Each zone/sector is a map of the area, overlaid with hex's. Each hex may contain an amount of either axis or allies, or none. Some hex's will have cities,air fields, radar stations, forts or a lot of things we haven't come up with yet!
Here is a picture of the Normandy sector. I'm still working on it, some hex's will come and some will go.
To make it all brief, cuz I don't wanna give much away, I'll kinda gloss over things. Though I already have all the numbers worked out for roughly a two week fight on this map.
Heres how it works. You play your game of coh, any map, any gamestyle(attack/defend...). After the game, depending on the type you get Kill points(KP) and Movement points(MP). KIll points kill enemy troops(drop their power number in a hex by one), Movement points move one troop from a hex to an adjacent hex.
Allies - Will win the sector, the idea though is how long will it take them. They start with 2-4 Hex's to the left of Caen and a ton of men. It costs one MP to "land" a new unit on the map. Allies will be able to bring men into the fight much much quicker then the germans. Once Le Havre is captured, men may be landed there as well. Allies always die from 1 KP, 2 units will die from 1 KP if they are not connected to a landing zone(as in, they are cut off). Win sector
Axis - Will lose the sector, but must delay allies as long as possible. Start with around the same strength as allies, but spread about the map. Can call new armies in from southern France into Senonche or Vire and from Calais(where the axis though allies would land) into Beauvais. Axis troops cost 3MP to call in. Axis troops though, take 3KP to die. This means axis are hard to kill, but they don't get many new men. If they are cut off from supply, they cost 1KP less to kill.
Strategy
Axis - Must try and keep control of Paris. They could abandon all the men out on the continental peninsula (Cherbourg area) and simply doom fort Paris, but then the allies could simply capture their Reinforcement points. To not lose their precious troops, they should try and keep the left side of the map supplied, as they move the men out of there. The axis must attempt to hold all strong points and strike out from these. As the number of axis troops drops, they must be more carefull where they make their stands.
Allied - Their first priority should be to cut of the axis troops to the west so they can be killed off much easier. The allies will have lots of men, so there will be lots to move around. The individual player must decide if he will use his points to whittle down axis strong points or simply go around them. But they must work together, if half the players go around, and the other half waste troops attacking, they will leave themselves exposed, since allied troops die much easier. Cutting off the axis reinforcement points should be the next object, so they can no longer reinforce paris.
Game Modes.
You Played getting __/__ points
Win Loss
KP MP KP MP
Attacking 4 2 1 3
Defending 1 4 1 3
R+ 2 3 1 3
ME+ 3 2 1 2
As you can see, some points will be useless. Allies winning a defense will not kill any axis troops(unless there are some out of supply). While the axis will kill an allied troop even if they fail an attack or ME+. This was put in to make the armies different, reflect on the supperior skills and units the Axis had, while realizing that what they had could not be replaced very easy.
Obviously all these numbers can change or time based units can be added to adjust balance.
The starting number of troops and placements I'm still working on. Same with prices. I want the axis to lose about 20 troops in a 24 hour period. This would start them with around 300 troops. The balance of Killed troops vs Created troops is what I'm trying to perfect right now.