I think you could just announce that it’s a recon force and which ships would be passing through if it succeeds… maybe put the recon force into the territory for combat and the rest of the fleet could be put on the line between the territories until combat is resolved. If the recon force takes out the blockers in the first round of combat, the ships on the line could then pass through the territory or use their shore bombardment in the territory: but the recon force could not pass through with them and could not bombard with them (they would be out of position, expended munitions, etc.). If the recon force fails to take out the blockers, then the remaining ships may join the combat or they could stay in the previous zone and either way can’t pass through or bombard the shore. The recon force would then have to continue to engage in regular combat or retreat.
[EUROPE] [PACIFIC] [GUADALCANAL]
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What are your escort and interceptor values. If its escorts D1 and interceptors D2 that is to strong. Part of why you can’t hit Germany early.
SO the Europe and Pacific games are 2nd Editions ? Well first need to see what are all costs and values for each game.
Are you trying to add all 3 games into 1 ?
Your better off going to G40 global then. Or maybe I’m missing something here. I can see a lot of your pieces cost to much and a few pieces need value adjustments.Guadalcanal has total different piece costs and values.
So you will need to explain in more details what you are trying to do.
You want your values used also in Guadalcanal game too ? -
I really want to help, but I’m too tired and exhausted to pull up the rulebook online and examine your ideas (I only have the Global 1940 edition, 1941, D-Day, and 1914).
They seem interesting though, and I wonder how will you be able to incorporate these Global 1940 house rules into this earlier version:
https://www.axisandallies.org/forums/topic/37535/the-captain-s-house-rules-collection
Do note that here are a few minor addition not in that link.
The above link is an attempt by me to make The Captain’s rules (legendary now) more historically accurate.
https://www.axisandallies.org/forums/topic/37367/an-accurate-version-of-axis-and-allies-global-1940
This person has several great posts on house rules:
https://www.axisandallies.org/forums/user/all-encompassing-goose
How accurate is it historically, anyway? More or less accurate? Thank you!
There are so many more posts for you to discover (I remember one about oil). Welcome to the forum and happy playing!
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@general-6-stars I think these are the original Europe and Pacific.
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These are first edition Europe, and first edition Pacific. Right now I am focusing on Europe, and want to do something similar to Pacific. I am not combining them into one, but I want to add and tweak within each one. My OOB versions do not have cruiser or tactical bombers. My Europe version does not have any French units at all, and starts with Barbarossa. My OOB Pacific has red Japanese pieces and blond Australian/Indian pieces. I want to add the cruiser and tactical bomber unit to these older games. But that requires some tweaking of the unit costs and die rolls of the other OOB units.
My complaints are general frustrations with stock OOB versions, because the games are always almost the same. The German player buys only red chips of tanks because it is the best land unit for the cost. A destroyer + fighter attacking one or two German subs on A3 each are almost guaranteed hits. It is pointless to get your German battleship out into the Atlantic because American bombers sink it immediately. Fighters and bombers dominate every land and sea battle, and the strategy gets locked into buying only tanks, fighters and destroyers, which dominate. Aircraft are used like a hat and whomp anything they attack, with land and sea units simply there for fodder. I am trying to change the same old predictable outcome of stock OOB Europe & Pacific. Hence my tweaks.
In my OOB versions, fighters cost $12 and A3/D4. The D4 made no sense to me, and seemed too powerful. Destroyers cost $12 and A3/D3. Like sea tanks, they were the best power unit for the cost. There was no point in buying anything else, because buying battleships or carriers wasted your time/money. The bomber A4 just dominated any battle it was in. Like an air battleship it was a guaranteed hit every round and ended up being the deciding factor in any battle it is in. My stock OOB transports are $8 and stock OOB carriers are $18. I enjoy the game, and even love these versions, I am just looking to spice it up to change the same predictable outcomes. I am trying to break up stacks of red chips of tanks, fighters and destroyers. I am compiling my notes and will share my results. I play tested these new rules with A&A Europe. The results were interesting and promising.
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OK I get ya now. I believe tanks cost 5 in Europe game. Yes to low. I can give you ideas of costs and values that I have tested and played. I’ll post Europe pieces for now with the Cruiser and Tac bomber added with other piece adjustments.
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For Europe game only.
Inf C3 A1/2 D2 M1
Paratrooper C4 A3/2/1 D2
Art C4 A2 D2 M1/2 Mech can tow in non combat only.
Mech C4 A1/2 D2 Can tow Art and carry 1 Inf in non combat only M2 Art boosts +1 only in combat.
Tank C6 A3 D3 M2
H. Tank C7 A3 D3 2 hits build only 1 per turn. M1Fig C8 A2 D2 M4 DF 2
LR Fig C9 A2 D2 M5
Tac C10 A3 D1 M4
Stg.B C11 A3 D1 M6 SBR 1d6+2 DF1
Air Tr C8 A0 D0 can transport 1 Paratrooper in combat only. Or 1 Inf in non combat.BB C18 A4 D4 2 hits shore 4 M2
CR C10 A3 D3 Pick a plane or ship hit M2
DD C7 A2 D2 M2
SS C6 A2 D1 M2
TR C7 A0 D1 M2
TTR C8 A0 D1 Can transport any 2 units M2
AC C15 A1 D2 2 hits
EC C7 A1 D1Here’s a basic start with. Since I’ve play tested many different ways with all these pieces best you start with theses. Don’t want to go over board other way then have to chase back and forth. I don’t agree on a few of these units but its what you kind a want and start play testing is all I can say.
Its way too bad you can’t get at least 1 group member to test with. 3-4 players is way better to. Way more different moves.Good Luck and get back to us. If you have questions on a few of these pieces let me know.
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Another thing I forgot to mention is that even if there problems were prevalent in later editions, I never had a game like that because I hate using chips and therefore have a rule that the amount of units that can be used forceach power is the amount of pieces there are.
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How viable are these values for future editions? Thank you!
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Are you interested in any of these changes ?
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Interesting,
You might find inspiration at the House Rules section - look for Axis & Allies Global 1940 House Rules Expansion.
In this Expansion the Cost Of All Units section gives you a quick view of the number of units as well as their combat factor etc.
You’ll find it under The Captain’s Global 1940 House Rules Collection (sticked at the frontpage of the House Rules section).
You also might find inspiration at the Global 1943 House Rules Expansion.
Good luck:+1: