I always enjoy your HR ideas for unit abilities, values and interactions Baron
:-D
The depth and the nuance of the potential unit balances, and the comprehensive analyses provided. I often think that a fully redesigned roster would be fun. The challenge for me, is getting my players to adopt and test out new HRs, when these involve multiple changes to unit abilities. Cost structure seems easier to mess with usually, but when I suggest the possibility of unit ability changes, often the resistance just comes from habit and fact that they have trouble memorizing all the unit interactions. G40 is necessarily more complicated due to the larger roster, but even in 42.2 with a simpler roster I encounter the same challenge, when trying to convince players to try out a different scheme.
Basically I’ve got one other dude in my regular face to face group, that has the enthusiasm and aptitude for this sort of heavily House Ruled game. The sort of player who takes an interest in game design, and so is willing to try new ideas. But even that guy, is sometimes overwhelmed when I try to bring too many things into it at once. In the past, we’ve been open to trying some fairly radical mods. The simplest of those would be new NOs, or modifications to the economy of the gamemap, or using bonuses of VCs and the like, even changing the turn order. In terms of unit costs, the same player has shown a willingness to entertain alterations of these through technology advances, or via autotech schemes. Different production tiers. Different hard set up changes for units, or just a hard tweak to a units cost. But one thing I haven’t been able to sell him on yet is a full redesign of the unit roster.
A single sheet with a full cost/abilities chart for all units, and custom Battle Board would be ideal. Otherwise it becomes hard to track all the interactions. Some kind of visual, that you can flip in combat would be cool.
One thing I like that you mentioned, is using roundel markers to denote the “raided” IPCs, during the raiding player’s conduct combat phase, even if the loss is to future income (again during the opponents turn) and not an immediate loss of cash on-hand. At least this provides a way to visually track the attack on the game map, since your proposal has the consequence of the “raid” delayed until the opponents collect income phase. Only prevents the mechanic from messing up the starting income situation in the first round.
I think G40 is likely to be more accommodating, since the overall economy is larger and convoy raiding is already part of that game. For 1942.2 though, I worry it might be overly rules intensive. The distinction between the Raid proper, and the disruption on station might be tricky. I’m trying to imagine how it would affect the collect income for each nation into the second round, and how much of a bonus you’d need to provide for each nation in order to get the dynamic up and running in a game like 1942.2
I’d think you’d need at least 10 ipcs to each power, to accommodate the change. Just to provide enough cushion in the game’s overall economy, to tease out another form of economic attack beyond the SBR that can already occur.
Again, just trying to think how the rules might affect first round income in an actual game… Right now I’m looking at the OOB sub values. The attack at 3 sub modification, would give even stronger raids than these, but just to start with the admittedly weaker OOB sub that attacks at 2…
During the opener, Russia’s sub, the Red October can reach sz 6, a sea zone with 4 ipcs in territory value adjacent to it. And Germany has no starting DD to destroy it, which means the Russian sub is free to opperate until the 2nd round uncontested. So that Russian sub, if it hits on max economic damage, could raid 2 ipcs from Germany during combat in sz 6 (markers placed=money not collected on the opponents turn during their collect income phase). Then the sub could “disrupt” an additional 2 ipcs, while on station during Germany’s collect income phase = a total of -4 ipcs, or 4 ipcs Germany will not collect at the end of their first turn. Even if Germany buys a destroyer, Russia could conceivably “raid” an additional 2 ipcs the following turn, before Germany even has a chance to destroy the sub. So its a potential of at least 6 ipcs “raided” for a 6 TUV unit.
This would likely change the current optimal Russian opener for the sub, which has it go to sz 7 to play a purely defensive fodder role (in the hopes of giving the British battleship an extra shot.) That seems to me an improvement already over OOB, at least in terms of the interest for the Sub unit. But the question is whether G can sustain that economic hit, without a bonus?
The German situation would be more dramatic. Here Germany has 4 starting Subs. If 1 u-boat takes out the UK destroyer in sz 10, and the other U-boats all “wolf-pack” together against the British, that is potentially a major hit to UK’s first round income collection. 2 u-boats off the coast of England, could potentially do 4 damage on the Raid, and another 4 disrupted on station, max of 8 ipcs for England. Or you could leave the final u-boat in sz 5, and raid Karelia for 2 ipcs then another 2 ipcs on station. If the German player fires enough 2s while raiding, that’s potentially a dozen ipcs that the Allies might lose from their income due to G’s first round economic attacks. And that’s just subs, to say nothing of the Baltic cruiser getting involved hehe. Whether the German player would ever attempt this, I’m not sure. The value of their subs on G1 combat is hard to ignore, they are needed as fodder primarily and to destroy allied transports.
UK only has the lone Australian sub in sz 39, which could raid East Indies for 2, and then another 2 on station (provided the Japanese destroyer in sz 61 is sunk.) This could be a strong use of the sub, as it has a chance to max damage -4 ipcs from Japan at East Indies. Of course, that is only if you allow subs to conduct raids in a sz occupied by enemy warships, otherwise the UK has no good raid options.
Japan’s sub is out of position to reach any sz with adjacent territories worth more than 1 ipc.
The US sub at pearl is likewise not really a factor in the first round. It might not survive Japan’s first turn, and even if it did, it could only reach New Guinea on station, so USA isn’t raiding or disrupting much of anything in the first round.
Again for 1942.2 I just looked at the subs, because I’m not sure how you could really sustain a convoy raiding system on that board if all warships can disrupt convoys.
Another idea, if you wanted to include a matching bonus, would be to say that each player gets some fixed amount of additional money each round, and this is considered their “Convoy Money.” Say it was 10 ipcs or 15 ipcs or 20 ipcs etc. You could cap the total convoy damage any nation can sustain at that value. This way it is like you are fighting for “extra” money, or a new slice of pie, instead of the same old slice of pie. Each nation would get an increase in total cash, allowing them to buy more subs and sustain the new sub warfare model, and each nation would have an incentive to play out the sub economic warfare to deny the enemy their convoy cash.
The cash itself doesn’t need to be attached to a specific zone, it could represent the entire convoy system for that nation. But when you go to make raids you do it in specific sea zones, vs specific adjacent land territory values, to determine how much you could take in a given round up to that max amount (whatever it is for the Nation.) This gives you bonus money, but also a ceiling to how much money can be taken in total, to prevent the player from getting totally raided/disrupted out of play. The way Italy can be raided out of play in G40.
Any thoughts?