Thanks for the ideas!
**Axis & Allies 1942.3**
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@superbattleshipyamato All of them to some extent will work. Russia Factory rule would need adjustment, as others
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Thank you for responding!
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@superbattleshipyamato alot of new info scrutinized and updated… Cruisers 11 for example, Conversion of some units is 1 not 2.
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Great!
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Changes and tweaking made to make sense of the document. Check first post.
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Question: Does attack factor mean my designation of it as power (like tank has 3 attack factors, infantry have 1)?
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@superbattleshipyamato Yes if im hearing you correctly. attack/defense/movement/cost
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Thank you!
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updated first post, new ideas added for balance.
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I like your new additions, here are some suggestions:
It’s “Kido Butai”, not “Kido Batai”. Also, does that rule represent the increased power of carriers grouped together or Japan’s elite pilots? Thank you!
Not sure the “Z Plan” advantage makes sense but the game isn’t historically accurate anyway so whatever.
The other ones are great, especially “Land Movement”. It’s really helpful (and probably is)
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@superbattleshipyamato I’m getting tired of these typos. The 1st air fleet had the best pilots in the world, so its modeling better pilots who can actually hit something, but once they are gone no replacements possible.
“Z-Plan: The first two Submarines on any turn Germany builds are for 5 IPC each. Each Battleship, Carrier or Cruiser built each turn is also 1 IPC less.”
The advantage is to promote a German naval solution to the war, but not give them any substantive advantage. Buying 2 subs or a surface warship for 1-2 IPC less will promote buying in 1942. It is also a combination of Admiral Raeders strategy to bring on board alot more U-boats to starve UK and the employment of same. Its a perfect but minor wripple to the game allowing Germany more player options. This module is to insert a toolbox of new ideas, while keeping turn one strategy similar to OOB/Online.
In Chess we have “Fischer Random” which is a random setup of all pieces behind pawns for the purpose of allowing new strategy. This is like that, but i don’t want to throw everything out the window --rather MOST of the typical openings will work but now i added all sorts of new weapons, new defenses. A whole new approach.
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Cool idea for Germany to build a navy to win. Plan Z will become reality, a great What If. Perfect for Axis and Allies.
Thanks for clarification on Japanese pilots.
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Here is the awaited map file. If you don’t have illustrator, i can provide a PDF
https://www.mediafire.com/file/1izn6408ttw4pk7/1942+2nd+edition+final+print+copy+copy.ai/file
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Cool! Weird that Sweden is pro German. I assume being “pro” to a power is different from the Global 1940 rules?
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@superbattleshipyamato Sweden supplied Iron ore, pig iron, and other things to Germany. Even let a German Division cross from Norway to Finland during the war. that’s why they give Germany 2 IPC a turn.
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Pro means a 5-6 roll once a turn will turn them as allies to the Reich
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Giving Germany 2 IPCs per turn is perfect. Just don’t turn the Swedish Army into another Germany Army (like Global 1940). Almost like tribute to the dominating power of ages past.
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Cool! Weird Mongolia isn’t pro Soviet. By the way, do the neutral territories have any standing armies? Do you allow players to attack neutral countries? Thank you!
Also, I feel like Germany should have oil fields. Their synthetic industry was enormous.
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@superbattleshipyamato Germany does in Romania, Hungary had a minor one but does not equal the others.
USA has access potentially to 1 plus 1 in central=4IPC extra income
Germany has 1 but gets 2 IPC from Sweden=4
UK has 2=4
Japan has 2=4
Russia has 2 =4=Balance
Mongolia would cause too many problems for Japan if triggered. Felt they would remain neutral but will consider
Check out the neutral activation rules