@Brain:
We could come up with a simple set of rules based on Triple A
Okay I looked at the TripleA site and this is what they had:
Infantry 1-2-1-3
Cavalry 1-1-2-4
Artillery 2-2-1-4
Fighter 3-3-3-8
Zeppelin 1-1-6-10
Transport 0-1-2-12
Submarine 2-2-2-7
Destroyer 2-2-2-6
Cruiser 3-3-2-9
BattleCruiser 4-4-2-12
Battleship 4-4-2-18
AAGun 0-0-1-5
Factory 0-0-0-12
We could start with these numbers and make modifications after some debating, as well as discuss each pieces individual characteristics.
There is no mention of sea mines or tanks.
I think tanks,aircraft carriers, and AA guns should be tech.
I am not sure about orange for the Ottoman Empire what does their control marker look like, I guess we would need a national control marker for them as well as Ausria.
No one is going to buy cavalry if they cost 4. they should cost 3.
Artillery should become really important weapons. They should cost 5 and attack and defend like subs with pre-combat attack roles.
Fighters, i think either there attack or defence should be reduced to 2, just to show how they were not that decisive early on. The movement should be interesting. THey should have a spoting ability for artillery
Zepplins had huge range, i would say increase it to eight. THey should also have a spoting ability for ships
Subs and trans should be as per AA50, except make transports cost 10 too show how hard amphibious assualt were.
I like the stats for destroyers and crusiers, though the crusier peice should have its named changed to light crusier.
Get rid of the battleship and battlecrusier piece. Replace it with the Dreadnaught unit which is exactly like a regular battleship, except it costs 18.
I dont like the AAgun, and factories should be printed on the map.
Sea mines should cost 6 and can be placed on the border of a sea zone by a destroyer, if enemy ships cross it it, the sea mine works like an defends like an AA gun normally would. an enemy destroyer can disable sea mines on a roll of 1.
I also dont like the idea of the western front blow up box, its problamatic to have different scales with the same rules governing them. Like AA50 enlarges Europe, the western front should just be enlarged in this game. I think each turn is going to represent 6+ months, so the western front blowup box in tripleA is too detailed.
Tanks should attack at 4, defened at 1, and have 1 movement, cost 5.
Aircraft carries should just be an tech upgrade for light crusiers.
We also need rules for Chemical Warfare, storm troopers, and really all the other tech developments.