There’s no official answer that I know of. A&A is such an abstracted game that, in one sense, it would be meaningless to say that game unit X corresponds to real-world military (or naval) formation Y. Given the scope of A&A Global 1940, however, the various unit types on the map would roughly correspond to large formations if we were to assume that the allocation of units in the rules corresponds to real WWII numbers. As an example, Germany’s invasion of the USSR was carried out with over 150 divisions – so from that perspective, the small number of sculpts on the actual board could at best only correspond to army groups. At that level, it shouldn’t even be possible to differentiate between the components of the army groups, nor even of their consitutent armies or corps; the highest-level tank formations in WWII were, I think, armoured divisions and (one level further down) tank brigades. So one way to look at the game would be to imagine that we’re not actually seeing the military formations themselves, but rather a patchwork picture showing some of the elements of those formations, with some of these elements being high-level ones and others being lower-level ones (like tank brigades).
What's the one piece you think was missing from OOB?
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NWO has a cool Bunker unit.
{snip}And NWO would be what, exactly? Curious Minds Want to Know…
-Midnight_Reaper
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NWO has a cool Bunker unit.
{snip}And NWO would be what, exactly? Curious Minds Want to Know…
-Midnight_Reaper
Heh Heh “New World Order” on triplea : )
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There are lots of pieces I’d like to see, but if we’re talking for Global 40 specifically…
A combined Assault Gun / Tank Destroyer unit would have been cool. For example:
A2 D4 M2 C4 or 5.
Similar to artillery it could boost the attack value of infantry while only having an attack value of 2 itself due to the typical casemate design but be very strong on defense due to the low profile. HBG has a few pieces that could work for this such as StuG III, Hellcat, and Su-76.
I also really like the Self-propelled Artillery idea, and HBG has a few pieces to back that up as well, M7 Priest, Sexton, Katyusha, Hummel.
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Self propelled Artillery.
It have to cost 5 IPC and move 2 spaces, that is a given.
Attack and defend on a 2 or less, for simplicity, and not to unbalance the Tank.
I suggest it should be able to boost two infantry units, because of better mobility than the stationary field artillery.
But now, we also need to boost the Tank, or nobody will buy it.
Tanks, cost 6, move 2, att 3, def 3 and blitz, but can also absorb one hit when attacking, as in the A&A 1914 OOB rules.
The new Assault gun Tank destroyer unit is just a Tank with no turret, cheaper to build, cost 4 and move 2. Weak in attack, since it has no turret, but strong in defense since its low profile. I say attack 2, and defend on 3 or less, and boost one matching infantry only when defending. This units special ability will be to, either target attacking Tanks, since that is the reason they made it, but it can only target enemy Tanks when defending, since it will be a defansive unit. It will be kind of like the Anti Air gun that target aircrafts.
Or, if we agree to let attacking Tanks absorb one hit, the Tank destroyer can negate that ability. -
Yea the tank needs help if you add mobile artillery. Baron ended up suggesting it gets +1 D when paired with tank. That seems to work pretty good in my test games.
So it’s A2 D2 M2, can blitz by itself but provides no blitz ability to other units. Gives +1 A to infantry and mech infantry. Cost 5 and give +1 D to tank
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The Jeep. Not sure what rules could be applied. Perhaps could be motorized or type of scout, artillery spotter. It is just so iconic, strange it is missing.
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I always pretended that mechanized infantry units (divisions) had jeeps for their troops and commanders. Hence the term “mechanized infantry” rather than APC or halftrack.
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Makes sense Charles DG. General HG uses armored cars as artillery scouts. Could do something similar.





