Global War 1940 2nd ed.


  • @Baron:

    Can you live with land planes with M5 vs naval planes with M4?

    From a non airbase ?

  • '17 '16

    @SS:

    @Baron:

    Can you live with land planes with M5 vs naval planes with M4?

    From a non airbase ?

    Yes, AB will make land planes M6.


  • I could try it. I have to see what it does if japan and US get there NA island bases. With that =
    Fig M5 + air b + island = M7


  • @Baron:

    @SS:

    @Baron:

    Can you live with land planes with M5 vs naval planes with M4?

    From a non airbase ?

    Yes, AB will make land planes M6.

    Could finally get an escort somewhere in game maybe and with island bases for US they could escort SBR raids on oil derricks in the Dutch islands. Damage goes against Japans  income  or any other country.

  • '17 '16

    @SS:

    I could try it. I have to see what it does if japan and US get there NA island bases. With that =
    Fig M5 + air b + island = M7

    I was thinking from the reverse POV on naval vs land aircraft.
    Let’s suppose the basic planes are naval ones, able historically to work in all situations.
    Land planes are going to be a bit better in range and maybe on A/D but costlier.

    How about this?

    I have to go now, I will catch up later tonight. Sorry.

  • '17 '16

    @SS:

    I could try it. I have to see what it does if japan and US get there NA island bases. With that =
    Fig M5 + air b + island = M7

    @SS:

    @Baron:

    @SS:

    @Baron:

    Can you live with land planes with M5 vs naval planes with M4?

    From a non airbase ?

    Yes, AB will make land planes M6.

    Could finally get an escort somewhere in game maybe and with island bases for US they could escort SBR raids on oil derricks in the Dutch islands. Damage goes against Japans  income  or any other country.

    These ones would be like P-38 Lightning in PTO.
    Escorting some bombers.


  • But now after 1 turn of play testing the Tac dice n fig to strong on first round shot. 6 naval planes could take out a fleet with no return shots


  • Tac
    A6 roll of 3 or less no return shot first round only
    Dive
    A6 roll of 3 or less no return shot first round only
    N fig
    A5 roll of 2 or less no return shot first round only

  • '17 '16

    @SS:

    But now after 1 turn of play testing the Tac dice n fig to strong on first round shot. 6 naval planes could take out a fleet with no return shots

    Personnaly, I’m not a big fan of first shot, except for AAA or very special cases, like Barney and I developed for Destroyer patrol vs Subs.

    I once playtested Fg attacking first strike @1 vs plane first.
    I did not like it because it delayed the game everytime these Fg were attacking.

    So, what made you like it and saw it fitting for you planes?


  • @Baron:

    @SS:

    But now after 1 turn of play testing the Tac dice n fig to strong on first round shot. 6 naval planes could take out a fleet with no return shots

    Personnaly, I’m not a big fan of first shot, except for AAA or very special cases, like Barney and I developed for Destroyer patrol vs Subs.

    I once playtested Fg attacking first strike @1 vs plane first.
    I did not like it because it delayed the game everytime these Fg were attacking.

    So, what made you like it and saw it fitting for you planes?

    The reason why is for out of the stack of planes you are rewarded with a more accurate shot amongst a group of planes.
    Like some planes have torpedos some have clusters of bombs. Its for both.


  • Could take it away and make it roll of 3 or less can pick target with a return shot. But its more for if they get that accurate shot they can destroy the ship, Tank, General or AAA gun before it defends a shot. In another game its like that but with a return shot.


  • @SS:

    @SS:

    @SS:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1
    M6
    C10
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    M7
    C12
    Dog Fight @2
    SBR 1d10 +1 damage
    AA Gun D@1

    Tac Bomber  : Cannot land on Carriers.
    A7 Can pick target with a return shot. Ground only.
    D5 Can pick target with a return shot. Ground only.
    M5
    C11
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    AA Gun D@1

    Naval Dive Bomber  : Can land on Carriers and ground.
    A7 Roll 4 or less can pick target with a return shot
    D5
    M4
    C10
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    AA Gun D@1

    Naval Fighter  : Can land anywhere.
    A5
    D7
    M4
    C10
    Dog Fight @3
    AA Gun @2

    Fighter
    A6
    D7
    M5
    C11
    Dog Fight@3
    AA Gun D@2

    Japan doesnt receive H. Bombers.

    This has been updated.  March 26 2018

  • '17 '16

    @SS:

    @SS:

    @SS:

    @SS:

    Heres some idea stats for now. We can tweak.

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1 against ground only
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2
    C10

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    Dog Fight @2
    SBR 1d10 +1 damage
    AA gun D@1
    C12

    Tac Bomber
    A7 . Roll of 4 or less can pic target with a return shot.
    D 5
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C10
    AA gun D@1

    Naval Dive Bomber
    A7 A roll of 4 or less can pick target with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10

    Naval Fighter
    A5 A roll of 3 or less can pick target with a return shot.
    D5
    C10

    Fig
    A6
    D6
    M5
    C11
    or
    A6
    or just leave it alone.

    Japan doesnt receive H. Bombers.

    This has been updated

    You can put your suggestions inside quote box to the right of values on same lines if you want.
    But I would like to keep Stg., H. bombers where there at for now.
    Also destroyers cant really block no more.

    I pretty agree on the basics.
    Tac Bomber
    A7 . Roll of 4 or less can pic target with a return shot.
    D 5
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C10
    AA gun D@1

    Naval Dive Bomber
    A7 A roll of 4 or less can pick target with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10

    IMO, even Dive Bomber can attack AA, from Carrier base.
    What do you think about rising power of TcB like this?:

    Tac Bomber (cannot land on Carrier but can land on islands)
    A7  Can pick target with a return shot. But ground units only.
    D5   Can pick target with return shot. But ground units only.
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C11
    Move 5 or (6 with AB)
    AA gun D@2

    Naval Dive Bomber (Can land on both Carrier or land)
    A7 A roll of 4 or less can pick target (any) with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10
    Move 4 or (5 with AB)
    AA gun D@1

    Naval Fighter (Can land anywhere)
    A5
    D7
    M4 (5 with AB)
    C10

    Fighter (Cannot land on carriers but islands allowed.)
    A6
    D7
    M5 (6 with AB)
    C11


  • @Baron:

    I pretty agree on the basics.
    Tac Bomber
    A7 . Roll of 4 or less can pic target with a return shot.
    D 5
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C10
    AA gun D@1

    Naval Dive Bomber
    A7 A roll of 4 or less can pick target with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10

    IMO, even Dive Bomber can attack AA, from Carrier base.  Yes I agree. forgot to post.
    What do you think about rising power of TcB like this?:

    Tac Bomber (cannot land on Carrier but can land on islands)
    A7  Can pick target with a return shot. But ground units only.
    D5   Can pick target with return shot. But ground units only. Yes forgot also we had it for defense to
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    C11
    Move 5 or (6 with AB)
    AA gun D@2

    Naval Dive Bomber (Can land on both Carrier or land)
    A7 A roll of 4 or less can pick target (any) with a return shot.
    D 5
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    C10
    Move 4 or (5 with AB)
    AA gun D@1

    Im good with these changes.
    What about a naval fig. Can that land on land also ?

  • '17 '16

    Here is my shot at Fgs:
    Naval Fighter (Can land anywhere)
    A5
    D7
    Dog Fight @3
    M4 (5 with AB)
    C10

    Fighter (Cannot land on carriers but islands allowed.)
    A6
    D7
    Dog Fight @3
    M5 (6 with AB)
    C11


  • @Baron:

    Here is my shot at Fgs:
    Naval Fighter (Can land anywhere)
    A5
    D7
    M4 (5 with AB)
    C10

    Fighter (Cannot land on carriers but islands allowed.)
    A6
    D7
    M5 (6 with AB)
    C11

    Ok Im good with these. Ill try in game now.

    Thank you

  • '17 '16

    Hope you will like them.
    From my POV, there are more similar to a few comparative capacities.
    I think that land-based Fgs can load a bit more armaments or payloads and have an higher range because carrier-based Fgs are smaller so have less room for fuel and rockets and small bombs.

    Hence, I rise attack to 6 and range to 5 for land-based Fgs.

    The 11 IPCs cost is from a game POV, it is easier to pay an higher cost with a more specialized aircraft which cannot land everywhere.

    It is up to you to decide if a few or all aircrafts on TTs are considered land-based.
    IMO, a few setup Fgs should remain naval (even on TTs) to keep versatile play on round 1 and 2.

    I like these too:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1 against ground only
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2
    C10

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    Dog Fight @2
    SBR 1d10 +1 damage
    AA gun D@1
    C12


  • Ok. Will see. Ty
    Just trying to get to historical to a certain point.

  • '17 '16

    @SS:

    Ok. Will see. Ty
    Just trying to get to historical to a certain point.

    Yes. But with D12s and more units clearly improve the possibilities to be more historical.

  • '17 '16

    What do you think about this little change on Move:
    Med. Bomber
    A 4d12s @2 ground only every round
    A 4d12s @1 naval only every round
    D 2d12s @1
    Move 6 (7 with AB)
    Dog Fight @1
    SBR 1d8 +1 damage
    AA gun D@2
    C10

    H. Bomber
    A 3d12s @3 ground only every round
    A 3d12s @1 naval only every round
    D 2d12s @1
    Move 7 (8 with AB)
    Dog Fight @2
    SBR 1d10 +1 damage
    AA gun D@1
    C12

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