@FranceNeedsMorePower good point
Global War 1940 2nd ed.
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We got 5 turns in game. Germany got there u-boat NA which cost UK US 1 icp per turn for every sub in the Atlantic. So that put the UK US in a small hole (costing them around 30 some icp’s first 2 turns) and had to buy destroyers right away to clear out the Atlantic. Also Germany got the Tech Rockets 2nd turn and SBR Moscow and London every turn. Now Germany bought 10 subs and is trying to get them in the Atlantic to force the penalty on UK US again but I believe that 70 icp buy for Subs is going to cost them Paris if Italy can’t defend it for them plus less spent towards Moscow the better. Italy took care of Med and convoyed some boxes and now the US is taking care of them now. Here’s a pic of Europe.
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Japan didn’t come south and take India out of game and spent to much in China which gave US some time to buy in the Atlantic. Some of FEC and Anzac had to go towards SA to see if they can regain that 1 point Victory City. Japan is out of position by not being down by the islands and would think next turn the FEC and Anzac fleet by India will move towards Saigon because the US may make a move towards Saigon next turn too. You would also think the IJN would move towards Hawaii to cut off US fleet from getting back to main land but now they need to make a choice. Looks like it may be an up hill battle for axis now. Here’s map pic.
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Here is a pic of the charts showing what is going on so far in game. US tech not really good for now. Havent had any real Tac Bombers involved in this game so far and 3 Transports got to escape so far.
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@SS:
Here is a pic of the charts showing what is going on so far in game. US tech not really good for now. Havent had any real Tac Bombers involved in this game so far and 3 Transports got to escape so far.
Cool, for TPs surviving.
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Well we got 3 more turns in (8 turns ) and if Germany can hold Leningrad and get Stalingrad plus the 2 bonus points they will get to 30 points. The Allies did liberate Paris but with Italy support and Germany buying inf took it back with a price. Germany had to spend like 80 extra icp’s for it. So now the allies went after Norway to help support Russia and take away Germany’s Victory City Oslo (1 point ).
I still believe its an up hill battle for the Axis. Japan never got the Islands and didn’t move fast enough down to get India. -
The US did Liberate Manilla but of course Japan took it back. US wanted to attack Saigon earlier but just didn’t have enough ground to hold. Seems to be the US problem always in the Pacific. Anzac did there job and got the Islands right away because Japan never came down to get them. Thats a huge mistake for Japan. Japan did land in Alaska to try making US buy more in the Pacific while US was spending most in the Atlantic. US had to retreat to Carolina’s.
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As you can see we have 10 techs in game and only like 3 are doing anything useful. But thats why i like the tech in this game. You can get a lot but doesn’t over power the game and it does change every game some what different with the 2 NA’s you get at start of turn also. Winter has arrived and still OK for Germany. Russian Inf defend at 3.
Baron I got a question. As you know when my Tac Bomber ( ground attack) Dive Bomber ( naval attack) rolls a 2 or less can pick target with no return shot. But I was thinking how many Dive Bombers hit a Battleship so bad that it couldn’t return fire. Was wondering if only the Battleship is amune to the Tac-Dive Bomber first strike with no return shot.
And also the Carrier. -
IM going to allow the Battleship and Carrier a return shot from a Tac Bomber first strike. If 2 Tac Bombers hit a Battleship or a Carrier with there first strike shots then the ship is sunk with a no return shot.
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Baron
You around more than once every 10 days? All good ?
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Yep.
I’m just buried underwork, and I just barely get time for daily basics and a little workout then sleep. Rince, then repeat.
Thanks for caring.
Around end of march, it will be “shiny”. -
Hey Baron I’m going to maybe go with these new Stg. Bomber rules ? You will have a choice of Carpet Bombing or a single attack. Naval Attack has been reduced also.
Stg. Bomber in game now. A8 D2 M6 C10 DF1 SBR 1D8
3 D12 @2 if Carpet Bombing
OR
1 D12 @6 if making a single ground attack1 D12 @4 if making a naval ship attack
H. Stg. Bomber in game now A8 D2 M7 C12 DF1 SBR 1 D10
4 D12 @2 if carpet bombing
OR
1 D12 @7 if making single ground attack1 D12 @5 if making naval ship attack
The Stg. Bomber hitting on 8 still naws at me for naval attack and even ground sometimes. The ground attack could still be considered a more of a pinpoint bomber attack in one area instead of spraying bombs. Trying to get closer to historical.
Just some thoughts. Anybody else have ideas ?
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Nobody ? IL you agree with these values ? I’m not changing costs for planes.
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I don’t have any particular comments about the numbers you’ve used (assessing A/D/M/C values in A&A isn’t my strong suit), but for whatever it’s worth I have a few comments about the single attack / carpet bombing / naval attack concepts in general.
Notwithstanding the alleged “pickle barrel” accuracy of the Norden bombsight (which, in any case, only the American had), the basic problem is that WWII level bombers (a more proper term for A&A’s so-called strategic bombers) weren’t all that accurate in the daytime and were even less accurate at night. A city-sized target was easy to hit by day, but a city was a tougher proposition at night if it was blacked-out and if there was no moonlight (though radio-navigation tools such as Gee could compensate for these conditions). However, hitting something specific within a city (such as a dockyard or a factory) was very difficult by day and virtually impossible by night. Even elite, specialized bomber groups highly trained for precision attacks against individual targets – like the RAF Dambusters, who attacked the moored Tirpitz by day a couple of time with earthquake bombs – tended to score more misses than hits. This is why carpet bombing was invented: the tactic recognized that – especially at night – the best way to destroy a high-value target like a specific factory complex was to plaster the whole area around it, in the hope that a few of the bombs would hit the right target.
As for the “naval attack” concept, my understanding is that level bombers were generally unsuited to attacking ships operating at sea with all of their speed and maneuvering abilities intact. They did have some successes against such targets – notably the sinking of the Prince of Wales and Repulse in December 1941 – but they also had notable failures (the American B-17s which took a crack at Nagumo’s fleet at Midway in mid-1942 scored zero hits, if I’m not mistaken). Nagumo’s Pearl Harbor strike force in December 1941 did, if I’m not mistaken, score some of its hits with level-bombing techniques (such as on the Arizona, I think), but the bombers themselves were all naval dive- or torpedo-bombers, attacking anchored ships from low or medium altitudes. Torpedo-bomber attacks, and dive-bombing attacks, were considered much more suitable than level bombing against ships operating at sea.
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Thanks for reply CWO. Yes I want to make it more historical for the bomber. I do have Dive bombers in game that can pick a target and defender gets a no return shot on a certain die roll.
So I may have to make a single shot from a Stg. Bomber 1 d12 @4 and Naval 1 d12 @2.
I’ll have to play around with it.Could have a Stg. Bomber have to do a Carpet Bombing attack and score a hit before the Bomber could SBR a IC or base. Ea Bomber rolls 2 or 3 d12s @2. Gets a hit then can roll there d8 for damage. Just some ideas. AAA gun would not get a shot at bomber until it SBRs a IC or base.
Another option.
Stg. Bomber 3 d12s @2 for ground and SBR attacks only.
1 d12 @2 against naval ship.As I read up on this subject it was mainly to bomb IC railroads, cities etc. and carpet bombing an area for support for ground troops to move in after the bombing.
So now maybe only have bombers do a first strike attack on a territory for combat with a no return shot from the defender. -
For now may go with
Stg BomberA 3d12s @2 FS only no return shot or no first shot and any die rolls of a 1 by attacker no return shot and a roll of 12 by the attacker has to take there own casualties and defender gets a return shot on attackers roll of 2.
A 1 d12 @2 against a naval shipKeep SBR same old rule
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IL any thoughts on Stg Bomber values ?
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with d12?
Do nations have different costs and values for units? -
@Imperious:
with d12?
Do nations have different costs and values for units?Yes D12
Cost and values the same for all nations.
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This is what Im going with for next game.
Stg Bomber
3 d12s @2 any rolls of a 1 no return shot
D2
M6
C10
DF 1
SBR 1 d8H. Bomber
4 d12s @2 any rolls of a 1 no return shotD2
M7
C12
DF 1
SBR 1 d10The Tac Bomber is already a kicked up piece in game and now it will be bought more maybe both for ground and definitely for naval.
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@Baron:
@SS:
I’m going with 3 NO victory points for Axis and 2 for Allies.
1 point - Axis total ICP income is 174 or higher.
1 point - Axis control the Mid East Oil countries of
1- Trans Jordan,
2- Syria,
3- Tehran,
4- Iraq,
5- Iran,
6- Georgia and
7- Caucasus.
1 point - Axis control Northern Manchuria, Sumutra, Borneo, Java for Japans oil.Allies
1 point - No German subs in Atlantic ocean.
1 point - No Japanese Capital ships in the Pacific.I will have Oil Derricks on map in these Mid East Oil countries and Dutch Islands showing what you need to capture and/or recapture to get 1 point bonus or remove 1 point bonus from victory points chart.
Seems pretty cool to me.
Combined with the others VCs and points, this will provided more flexibility on goals for both sides.
I wish I could play your game, I’m so far away…
Have a nice week end.
@SS:PTO Allies
3 Sydney
2 Hawaii
2 Calcutta
1 Manilla
1 L. A.
1 Hong KongPTO Axis
3 Tokyo
2 Shanghai
2 Peking
1 Changkhun
2 SaigonATO Allies
3 Moscow
3 London
2 Washington
2 Lengingrad
2 Stalingrad
1 Cairo
1 JohannsburgATO Axis
3 Berlin
3 Rome
3 Paris
1 Oslo
1 Milan
1 WarsawThe Allies start with 24 points and Axis with 22 points. First one to 30 points and holds for a turn wins the game.
@Baron:
@SS:
@Imperious:
W/o the math, what is the final unit attributes for transport?
You mean
D12Planes only attacking lone transports. All transports get a @2 at planes. No escape.
Ships only attacking lone transports. All surviving transports get a roll of @2 after all attackers roll after each round of combat.
Ships and planes attacking transports with escorts. Transports only shoot at planes@2.
Transport, always taken as last casualty, can only escape when alone and against warships only.
Otherwise, each get an AA roll against aircraft once per combat round, if any available.
I made a few changes for victory points. Axis total income is now 174 from 178.
Also added another Axis Victory point bonus for Dutch Islands for Japan oil.Stg. Bombers going from
A8
D2
M6
C10
DF1
SBR 1 d8 toA 3d12s @2 Roll of 1 no return shot
D2
M6
C10
DF1
SBR 1d8 damageH. Bomber
A 4d12s @2 Roll of 1 no return shot
D2
M7
C12
DF1
SBR 1d10 damageWill be testing again to see if changes make it a bit easier for the axis to win without changing a VC points. Then in 3 weeks will do a main group game.