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East & West: No Luck

This a variant for the East & West boardgame.

BASIC CONCEPT

Rather than rolling dice for each round of combat, add up the combat values of all units. This total is the total number of damage points (DP) inflicted. For every 6 DP, 1 enemy unit is destroyed, with the balance being carried over to the next round. Damaged units may have reduced effective, or cost IPC's to repair.

LEFTOVER DAMAGE

When the battle is over, the leftover damage is handled as follows. The damaged unit can be repaired at a cost of 1/6 the units damage per DP. The decision to repair damage must be made immediately. If the unit has 1 or 2 DP, it can be repaired on the spot. If the unit has 4 or 5 DP it is removed from the map and comes back during the owner’s next build phase. If the unit has 3 DP, it is repaired on the map if it is a defender and rebuilt if an attacker. You may choose to sacrifice the unit and pay nothing.

ROUNDING

Round to the nearest whole number. Round halves against the attacker and in favor of the defender in all circumstances.

INEFFECTIVE

If the attackers have 3+ DP of leftover damager at the end of the round, 1 attacking unit can't fire. If the defender has 4+ DP of leftover damage, 1 defending unit can't fire. [Therefore to destroy the defenders in 1 round, the attacker must have an attack value = 6 x # of defenders -2]

PRODUCTION

A player does not have to decide his production at the start of the turn. Instead, choose your units when you place them. Units which you had to rebuild because of damage are counted against build limits. Note that units are rebuilt during the same player-turn when they were damaged (for the attacker).

Note: The build phase is moved because you could work out all the consequences of your attack anyhow, so it saves work to choose units at the end.

STRATEGIC BOMBING

Each bomber inflicts 3 IPC's in losses. The bombers take damage normally from the AA fire.

AA FIRE

If aircraft are attacking without the support of ground units, damage is inflicted by the AA fire normally. Otherwise, total the attack values of the all the aircraft and reduce it by 6. AA damage must be repaired normally at the end of the battle with 1 plane shot down for every 6 DP. If any attack starts with supporting units, but they are destroyed, starting treating the AA damage as normal damage.

SUBMARINES

Submarines may only damage ships so if they fight alongside other units, their opponent may take some damage against ships and other damage against aircraft. Note that if the submarines achieve 4 DP during their first fire, that would prevent an enemy ship from firing back. A submarine that receives 4 or 5 DP from an attack can still retreat, but it would it still have to be rebuilt.

BREAKOFF

If the attacker wishes to breakoff an attack, the defender may forestall him by removing all his units and conceding the territory. This prevents the attacker from cutting his attacks very close.

CARGO ON TRANSPORTS

If a transport takes damage, its cargo takes the same damage.

SPIES

Each spy generates 1 espionage point (EP) in its area of activity. When 6 EP are accumulated, you achieve a success. The Russians receive 1 EP in counter-intelligence free each turn.

NUCLEAR WEAPONS

If the there is a defending AA gun, in the area, the attacker must pay 3 IPC to repair bomber damage and has effect reduced to 4 units (8 for fission). Add 1 unit to damage for each atomic bomb in the target area. The defender receives 3 espionage points in influence. The loss of income is handled normally.

TECHNOLOGY

It costs twice the normal research cost to move a half-step from a technology level, It cost three times the normal research cost to move the half-step to a technology level. In effect, it cost 5x the normal research cost to gain a technology level without sharing, and 3x with sharing.

ANTI-TANK GUNS

Divide the number of attacking tanks by 6, dropping fractions. Remove that number of tanks. Resolve the remainder as follows:

1 general DP 2 general DP's 3 general DP's Remove 1 more tank, but set general DP's to minus 2 Remove 1 more tank, but set general DP's to minus 1 RULES VARIATIONS

Spy vs Spy - Each spy earns 2 EP (including the free Russian roll) Nuclear Winter - No EP penalty for attacks Tech War- Technology costs are halved (round up)