IOT Developmental Thread

Possible idea on navies for WotR:

Coastal provinces generate more income than inland provinces, a bonus for every sea zone they touch. But if one of the sea zones they touch gets blockaded, they lose a good bit of that income. If they get totally blockaded, they end up being less productive than inland provinces.

This makes navies moar useful, which is good since theyll likely be expensive. Problem is this could get complicated and hard to balance, seeing as how some provinces touch up to three sea zones.
 
read world war z...

Never. I've read plot summaries. Any work that takes zombies seriously and ignored all factual sense like it does - well . . .

Based on what I've heard, the US Army screwed the pooch badly enough at Yonkers to warrant a minor tactical retreat. And the book plays it like they lost Stalingrad. And all the sheer crap about reinventing 18th-century Line Infantry tactics just makes me keel over laughing, while abandoning tanks make me think humanity deserved to lose to the zombies. If they can't take a tank out of action, why the hell is it not a useful weapon?

Also, every zombie production ignores AIR POWER. Sorry, game over.

There's a reason that in my books zombies being summoned is a mark of a nation's complete lack of anything else to use. And they're going to make the attackers(Earth-based near future tank commanders) go faster then they were. Which is frightening.

-L
 
I haven't read it either, but it was written by Mel Brooks' son. That just screams satire.

Necromancy zombies are cool. Virus infecting humans turning them to zombies is too much to believe.
 
I think casting a vote on this topic may help designers a bit:

Question 1: Do you prefer armies being located on the map and having to be moved physically(automatically by GM in accordance with orders of course), or prefer they be in a pool?

Question 2: Do you prefer armies being a set number (i.e. the classic 5 attacks per turn) or where you can enlarge/shrink the armies?

---

Question 1: Physical location is more realistic, but it gets tedious to manage. A general pool makes it far simpler since you can attack from anywhere you have a base. Really up to the person, but in huge province games, the pool method becomes superior.

Question 2: I think it's silly that San Marino and China have the same number of attacks. Players should instead have a choice in the quality/quantity of their troops.
 
New rule in my IOT: Any disscussion of World War Z is a bannable offense.

Also, my rules plan requires armies and navies to physicilly be on the board. I admire your effort, but it's set in stone.
 
Never. I've read plot summaries. Any work that takes zombies seriously and ignored all factual sense like it does - well . . .

Whats wrong with zombies exactly?

There's a reason that in my books zombies being summoned is a mark of a nation's complete lack of anything else to use. And they're going to make the attackers(Earth-based near future tank commanders) go faster then they were. Which is frightening.

Are you writing a different book now?
 
read world war z...

I did. I must admire the author's effort, but in the end, it's still crap.


...make me think humanity deserved to lose to the zombies.

But
Spoiler :
humanity won, and even thrived. And that was the worst part of the book. Humanity did not deserve it when collectively it is so ******** that it screws up so completely.


I think casting a vote on this topic may help designers a bit:

Question 1: Do you prefer armies being located on the map and having to be moved physically(automatically by GM in accordance with orders of course), or prefer they be in a pool?

Question 2: Do you prefer armies being a set number (i.e. the classic 5 attacks per turn) or where you can enlarge/shrink the armies?

I personally cannot give a general answer. It depends on what kind of IOT it is.
 
I should repost my IOT WOT rules , I need to see interest in the game, Im thinking of starting it a bit earlier, this Sunday or Saturday, and how many games are effectively running and are their new games
 
Whats wrong with zombies exactly?

Ummmmmmmm . . . .

Are you writing a different book now?

Not exactly, no. But the world features zombies - they're even referenced in TLP, unfortunately in a comment that actually makes it sound like they're dangerous. They physically appear in a later book, when Earth is invading the world, as one country's attempt to stop an armored blitzkrieg. As Earth troops start freaking, their commander calmly issues case shot to the armor, tells his men to let the tanks lead the offense, and fires off some kinetic rod strikes while buffing up his close air support. Net result, FASTER advance.

Overall, I like the concept of the zombie IOT's mechanics, but I'm not joining anything that goes zombie-nuts.

@Tailless - yes, I knew that. I read the TVtropes page. I facepalmed and headdesked throughout it. We should have lost that war.

-L
 
I should repost my IOT WOT rules , I need to see interest in the game, Im thinking of starting it a bit earlier, this Sunday or Saturday, and how many games are effectively running and are their new games

Well mine starts when you finish the map (hint hint)

I think casting a vote on this topic may help designers a bit:

Question 1: Do you prefer armies being located on the map and having to be moved physically(automatically by GM in accordance with orders of course), or prefer they be in a pool?

Question 2: Do you prefer armies being a set number (i.e. the classic 5 attacks per turn) or where you can enlarge/shrink the armies?

Question 1: Physical location.
Question 2: Enlarge/Shrink armies, its BS when someone who owns half the world is weaker then 2 1 territory countries.
 
I think casting a vote on this topic may help designers a bit:

Question 1: Do you prefer armies being located on the map and having to be moved physically(automatically by GM in accordance with orders of course), or prefer they be in a pool?

Question 2: Do you prefer armies being a set number (i.e. the classic 5 attacks per turn) or where you can enlarge/shrink the armies?

---

Question 1: Physical location is more realistic, but it gets tedious to manage. A general pool makes it far simpler since you can attack from anywhere you have a base. Really up to the person, but in huge province games, the pool method becomes superior.

Question 2: I think it's silly that San Marino and China have the same number of attacks. Players should instead have a choice in the quality/quantity of their troops.

1. I like having units moving on the map, regardless of the number of territories but I can see why many players would prefer to use pool'd troops. It's really a toss-up and depends on the other mechanics of the IOT in question. The main reason I don't like pooled troops is the fact you can strike anywhere equally. Some IOTs, like Iron and Blood, have an advantage to actually coordinating a strike if you have two territories adjacent to the target territory but that doesn't solve as much of the problem I guess.

2. I do not like armies being limited. Quality/quantity should be a factor. Implementation of the idea is another question.
 
What was our motto? "Historical Accuracy be Damned". What if a nuclear war happened beforehand, wiping most of the world out, and then the zombies rose from the radiation?
 
What was our motto? "Historical Accuracy be Damned". What if a nuclear war happened beforehand, wiping most of the world out, and then the zombies rose from the radiation?

Wouldn't most of the corpses be incinerated by the nuclear war?

In which case, the scenario works....for about two weeks still.

No point in trying to aim for anything approaching sense in a Zombie IOT. Just go with it.
 
Originally, I was just going to edit the last post but I went off-topic from that post.

The number one problem with moving units on the map is GM management. Needless to say, most IOTs don't need armies moving on the map to be effective. RIOT, IOTVI, Iron and Blood, Tropico, and many other IOTs didn't require units to be placed physically on the map and those got along just fine. There are a few problems with pooling armies.

1.) Ultimate Defense. I'm going to use Khitan from RIOT as an example. Needless to say, there was no realistic weakspot anywhere in Khitan's Armed Forces because they had so many of them. These army units can defend any place and the only two realistic ways to beat Khitan in this case would be either a dozen coordinated strikes everywhere to divide their forces or nuclear war. The problem with this line of thinking is that there is no reason why attacking Khitan China should be just as difficult as attacking Khitan Israel. After all, Khitan sent hundreds of it's armies into the Middle East but now these troops are able to defend in China at whim?

2.) Less Strategy Involved. Let's take Khitan as an example again. Say that they had 300 armies and I attack them along three territories that my country borders with a 100 armies each. Now, let's say I'm using the middle army to blitz. Besides the ungodly number of dice rolls (which are less of a problem), there's less meaning in "breakthroughs". Say that the 100 v. 100 battles were to the death and there's a blitz. What happens is that the middle army can simply charge through and probably get a lot of territory for free since, for some reason, armies don't pull back. However, say that units do pull back, then is it really a breakthrough? I figure the GM could add and explain the mechanics behind all of this (including the inevitable math) or simply make units something to be placed on the map.

Yes, blitz could have a limit on them but it shouldn't take several years to charge through a territory after you broke through front lines? I suppose if you take supply lines into account but again, armies on the map are still better for that.

3.) No Grand Strategy. IOTs where buildings are placed in territories go nearly hand-in-hand with IOTs where units are placed on the map. Especially if said buildings are just forts and fortifications. When armies are pooled on a map with a large number of provinces, fortifications mean nothing. What's the point of building the Maginot Line can shift his entire ARMY to going through Belgium one turn and then go on the defense and hold at the border, despite having shift his entire army into Belgium last turn? It's one thing to use your armies to assist an ally in a war. It's another thing when your armies will still be over there the next turn. Another thing further if you have to get your forces there in force in the first place.

Units/Defenses on the map+Zone of Control is great for Grand Strategy on a large province count map like the RIOT map. ZoC isn't require on smaller maps like Iron and Blood and Cold War.

What does pooled armies have going for it.

1 (and only).) Simplicity
 
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