Oil Derrick 3D Printed (x5)
Oil Derrick 3D Printed (x5)

Oil Derrick 3D Printed (x5)

Your Price:$4.95
27 In Stock
Part Number:HBG-3DP-0015

3d printed in Grey

Size: 29mm Tall


Customer Submitted House Rules:


  • Oil Derrick adds +1 in a G40 game to a country’s income. Can be bombed like an air base. Cannot be bought or moved.


*Note, these have not been play tested yet and are mainly just a thought exercise at this point.
At the start of each nation's turn (prior to the Production Phase) they
must tally the total number of oil using units (Oil Units) they currently
control. Oil Units are any unit other then an infantry-class unit and cavalry.
Then tally the number of undamaged Oil Derrick's that player controls and times
it by 10; this is that players oil supply for the turn. Then consult the
following chart: Oil Units < Oil Supply = No negative effects. Oil Units > Oil Supply w/ difference of 5 or less = Oil Units must
retreat from an attack on a roll of 11+. Oil Units > Oil Supply w/ difference of 6 to 10 = Oil Units must
retreat from an attack on a roll of 10+. Oil Units > Oil Supply w/ difference of 11 to 15 = Oil Units must
retreat from an attack on a roll of 10+. All Oil Units suffer -1 to attack. Oil Units > Oil Supply w/ difference of 16 to 20 = Oil Units must
retreat from an attack on a roll of 9+. All Oil Units suffer -1 to attack and
defense. Reduce range of all air units by 1 Oil Units > Oil Supply w/ difference of 21 to 25 = Oil Units must
retreat from an attack on a roll of 8+. All Oil Units suffer -2 to attack and
defense. Reduce range of all air units by 1. Oil Units > Oil Supply w/ difference greater than 26 = Oil Units must
retreat from an attack on a roll of 7+. All Oil Units suffer -2 to attack and
defense. Reduce range of all air units by 2. When a Minor or Major is not at war with another Major Power, divide your
Oil Units total by 1/2 prior to consulting the above chart. After consulting the above chart, if a player's Oil Supply is ever greater
then than their Oil Units total, they gain 1 Oil token for every 5 full points
of difference, which may be placed in any territory which has an Oil Derrick
present. Each Oil Derrick may only produce a maximum of 1 Oil token per turn. After consulting the above chart, if a player's Oil Supply is lower then
their Oil Units, that player may then remove an Oil token which they control
and which was already in play, from the map to increase their Oil Supply by 5
until the start of their next turn. Their is no limit to the number of Oil
tokens which may be spent to increase their Oil Supply in a single turn. Oil Derricks are a facility and may be strategically bombed with a max
damage of 3. Oil tokens may also be strategically bombed. When targeting Oil
tokens you may collectively attack all tokens in a territory with a single
attack. Every full 3 points of damage dealt to Oil tokens removes 1 token from
the board. Oil Derricks and Oil tokens do not have inherent AA. However, AA
dealt. Each AA Artillery fires at up to 3 air units @ 3. A player may build Synthetic Oil Derricks for 6/6 only in their Home
Artillery present in the territory may fire at units strategically bombing Oil Derricks / Tokens in the same territory, AFTER the bombing damage has been
Country. Synthetic Oil Derricks function just as normal Oil Derricks. A player may lend-lease Oil tokens. Each Oil token counts as 1 IPP for
lend-lease limitations and may be interdicted per the interdiction rules. Oil Tokens have an inherent movement of 1. Oil Tokens may also use rail as if it were a land unit.
Oil Token and/or tow 1 Artillery Class Unit when moving, does not suffer movement penalties when moving through Mountains, Desert, Tundra, or Marshes) Set up: 1 Oil Derrick: Berlin, Slovakia, Tsinghai, Burma, Sarawak, Quatar,
Appalachia, Orel-Kursk, Argentina, Amazonas, Columbia, Dutch New Guinea 2 Oil Derricks: Heartlands, Great Plains, South Iran, Iraq, Mexico 3 Oil Derricks: Texas, Southwest USA, Transcaucasia, North Caucasia,
Borneo, Sumatra, Romania Each Oil Derrick starts with 1 Oil Token underneath it. Nation Specific Rules: Unless otherwise stated, all oil transfers take
place during the Collect Income Phase. Germany: *Vichey France gives all its oil directly to Germany. *Neutral Romania gives 3 Oil Tokens/turn to Germany. *Neutral Venezuela gives 1 Oil Token/turn to Germany. *If Molotov-Ribbentrop Pact is in effect then Germany may buy Oil Tokens
from the USSR at 1 IPP per token up to a max of 3/turn during the Production
Phase. The USSSR player may not refuse if the German player asks. USSR *May not lend-lease Oil Tokens. British Commonwealth *A neutral Iraq/Iran each give 1 Oil Token/turn to Great Britain.
*Great Britain calculates its oil usage separately from the FEC/ANZAC.
FEC/ANZAC calculates its oil usage together. *Great Britain may lend-lease
any amount of Oil Tokens to FEC/ANZAC with no limit but it is still subject to
interdiction. France *Gains 3 Oil Tokens/turn from the USA until it surrenders. *Free France uses Oil per the normal rules. Italy *Gains 2 Oil Tokens/turn from the USA until it is at war with any member
of the Allies. USA Beginning July 1936 the USA must give Japan 3 Oil Tokens/turn. USA may
reduce this by 1 each time Japan makes a combat move into any land zone (not a
border clash). Beginning July 1936 the USA must give 3 Oil Tokens to France and 2 Oil
Tokens to Italy.









 


 

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