dr.hal
Posts: 3335
Joined: 6/3/2006 From: Covington LA via Montreal! Status: offline
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Hi there Hyacinth. One of the best ways to establish a game that goes smoothly is choosing the right partner. The best thing to do to minimize house rules and create a fun atmosphere is for both players to have the same approach to the game. I too like historical play, but also allowing for innovation within reason (not simply because the game "allows" for something). With a shared philosophy about HOW to play, then playing comes easy. So having said that, there are some areas that are good to articulate prior to play. One area is political points and when you are required to be spent. Most agree that when a restricted unit from one nationality tries to cross its border into another country, that unit has to pay PPs (political points) by transferring to an unrestricted command. Now this becomes required when you try to ship USA troops overseas, you can't load them onto a transport until you shift them to a unrestricted HQ, however in Asia, LCUs can move across borders without restriction even if they have an "R" attached to their HQ (I believe this is correct). Even if the LCU's HQ is in white (thus not "changeable") not yellow, the game allows it to cross the border without any PP requirement. It is up to the player to "pay" the PPs. This is an abstraction of the political and social considerations that a home country would have to "pay" for sending its troops into a foreign land. Thus if you want to send Indian troops across into Thailand, then PPs are required (AND that unit's command connection must be in yellow, if it's in white, it can't leave the home country). So that's one rule that might be settled. There are others, but I'll allow other players to step in and give you hints. Welcome aboard. Hal
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