@CWO:
@Black_Elk:
Option: Mongolia and the Soviet Japanese NAP.
The only rule I would suggest, if you want to give a nod to the Soviet Union Japan Non Aggression Pact, is an adaptation of YG’s simple Mongolia rule. In this case whichever Nation (Russia or Japan) attacks the other first, will activate Mongolia for the opposite side. So if Russia attack Japan first, � Mongolia becomes Japanese, if Japan attacks Russia first then Mongolia becomes Russian. � This rules would be strictly optional, at the GMs discretion or by player preference.
Personally I’d never exercise this option because it’s inconceivable that Mongolia would ever become Japanese. The Mongolian People’s Republic, or whatever it was called, was basically a regional franchise of the Soviet Union. I was very happy when I recently discovered that HBG, which already produces Pro-Alllied, Pro-Axis and Neutral territory markers, had added a new Pro-Soviet marker to its line-up because that’s a perfect description of what Mongolia’s status actually was.
Interesting point. Well how about this for another approach, still relatively easy but closer to the historical/political situation? If Russia attacks first then Japan gets 18 ipcs, or 6 infantry to Mobilize in Manchuria (or whichever mainland territory is closest to the front.) This would at least be a roughly equivalent to value of the Mongolian troops, while still preserving the pro Soviet aspect of Mongolia.
Or perhaps even more simplistic, just remove Mongolia from the equation entirely. If Russia attacks first then Japan gets 20 ipcs. If Japan attacks first then Russia gets 20 ipcs. This way the consequences are exactly the same for both players, and rather than forcing players to use Mongolia, they could just mobilize at their normal facilities. This prevents a clean sweep attack, where one side just crushes Mongolia in a coordinated strike. Its easy to read, and from a gameplay standpoint makes the NAP mechanic a bit more significant. In fact, I think I prefer this approach, I will edit the post above to accommodate more flexibility with the NAP. Thanks CWO Marc for pointing this out.
Its important to keep in mind that if you want the NAP to work (outside of a hard rules restriction) then you need to give it a reward/penalty aspect. Whatever the real logic in warfare regarding “surprise attacks” or “breaking alliances” I think it makes sense to penalize the attacker, and reward their opponent, as the only way to really encourage the maintenance of the pact. In this instance the penalty to the attacker is the reward to the defender. So we keep it nice and tidy.
You could conceivably design things the other way around, a direct cost in IPCs to the aggressor for example, but somehow that feels a bit less gameful. By rewarding the defender, as a way to penalize the attacker, you create a kind of “casus belli” situation, where players could imagine the money is coming from war bonds or increased military spending following the surprise attack. I’m anticipating the response “but isn’t this like creating money out of thin air,” well yes it is, but we have been doing that all over the place in A&A for years. So this doesn’t strike me as all that different ;)
I think the geography and strategic position of troops between Russia and Japan already does a lot to discourage immediate fighting in the north, but with a Moscow endgame, a broken NAP is basically unavoidable. Russia doesn’t have a whole lot of incentive to attack Japan, but Japan has a fairly substantial incentive to attack Russia. That’s why I suggest a NAP at 20 ipcs awarded to the defender, so if you attack, in practical game terms, it’s like buying a battleship or pair of fighters for the enemy. In other words, “it better be worth it” and part of the plan, not just some casual decision on the part of Japan, made even more obvious by the need to crush Moscow to have any hope of winning. I mean as far as I’m concerned, the whole reason the DoW was introduced in the first place was just to get a kind of “neutrality pact” going on, specifically for Russia, but also for the United states delayed entry. A simpler system like the one above, would provide the same essential flavor, but without requiring any hard rules restrictions about movement or combat the way the DoW does, its basically just a giant carrot that gets used as a stick hehe.
The whole incentive/disincentive to attack in these instances should be economic, handled with IPCs, not categorically determined or denied, and not built out as whole separate game phase, but just something made “more or less” likely by the fact that there is this reward/penalty aspect going on. Does that make sense to you guys? Because it makes a hell of a lot more sense to me, at least in a game. But again, I prefer this as an option, something you could choose to explore or ignore at the players preference, or at the GMs suggestion. I keep coming back to that simple phrase for a reason :-D
@Baron:
I think you should use this mechanics instead:
Subs can either attack or Convoy Raid, but if there is no Destroyers in the SZ, there is no escort roll for Convoy.
When there is DDs, each DD get a one time shot @2 (because DD A2 D2 M2 C8).
Remove casualties (or let the Sub roll a defense @1 instead of an attack @2 before dying).
Proceed to damage, by rolling D6+2 for each surviving Subs.
More destruction because their is more risks against a DD.
Same damage rate than with SBR. (More streamlined.)
Oh cool Baron, I’ll have a look. That is an interesting approach there with the 1 time shot of the DD :-)
Thanks for the heads up.
Basically as long as it’s simple, and doesn’t break the convention of “attacks occur on the attackers turn” I’m fairly open to different ideas. Just wanted to provide a simple suggestion like the one I ended up using with my friends. One thing I would prefer to avoid however, is any major substantive changes to the units in the unit roster (things like cost or unit pairing in combat etc). Part of the idea behind simplifying other aspects of the game, is to allow sufficient room for players to grasp the unit roster that is already in place. There is nothing to prevent you from introducing other HRs on top of this game set up as desired, but ideally I would like to build around the OOB unit abilities when possible, so that it can be as accessible as possible.
In this Modification I have tried to keep the visual information on the map essentially in tact, using only the Control Marker Roundels and VC bonuses to make what I regard as the necessary adjustments. If something is drawn on the map already, then of course I would prefer to find a way to use it, so that when players ask “What’s that red line?” or “what’s that red dot” you are prepared with an answer and a gameplay aspect to explore. When it comes to Convoys, I like to have a system in place. I just think that the current way convoys are handled is very confusing. It doesn’t match up very well with the expectations coming from the rest of the game (or from previous A&A games.) Even convoys in the older Pacific game from the previous decade. I’d like to get them working, and I’d like to supe up the subs a bit by using the Convoy zone, but I’m trying to steer clear of direct modifications to the Unit Roster or Unit rules. At least for now.