G40 Redesign (currently taking suggestions)

  • '17 '16

    You can get both worlds IMO, near OOB cost structure with DD A1 D1 ASA1 ASD1 C5 SF rules.
    And revised cost structure with DD A1 D2 ASA1 C6 with total overhaul
    See link, lead above edited post:
    http://www.axisandallies.org/forums/index.php?topic=36518.msg1630011#msg1630011

    That way, you get two different xml files and games.
    Provides possible compared analysis betweenn both to make up your mind.

    Depends on Barney. …

  • '17 '16

    @Black_Elk:

    We should just go for it.

    I have certain reservations, like about the naval spam against coastal air defense. Here just trying to recall that the roster favors the purchasing/production power of some nations over others and the map is not as even in the geography as a pure unit to unit Calc might recommend. The US and Japan in particular can get pretty huge over time. The UK and Germany rather less so. I don’t want to see the battleship spam delivering overly crushing bombardments or absorptions if that unit ever becomes too cost effective haha. But I guess I’d rather see it proved in the play out, than just making hypotheticals.

    I say we put into effect like this.

    Code name: San Francisco
    Defenseless Strategic Bomber at 5
    M3 Transports and Cruisers
    AB+2

    Code name: Oakland? San Diego? LA expansion haha? Whatever sounds cool.
    Maybe just West Coast Naval Rules for now.
    All of the above plus
    Submarine and shipyard improvements outlined above.

    Basically a complete overhaul to Naval cost structure. With the emphasis on the integration of the Submarine.

    Just to keep it clear. SF rules I think I have my head around. The full naval expansion I think needs the proof of concept in tripleA.

    Let’s just make the ideal roster, then see how the play patterns shakes out. Using the OOB starting unit distribution.

    What about Philadelphia Experiment for this total overhaul for warships?
    (Could be an Hoax but can be founded on some truths. Rumors may hide more than meets the eyes. It was about an allegedly technical and scientic breakthrough on a US Destroyer.)
    Keeping SF rules for what we know already plus a different Destroyer A1 D1 at 5 IPCs sweetspot too with special Anti-Sub Air Patrol offence and defence @1, also given to Fg and TcB.

  • '17 '16 '15

    2 xmls is np. I’ll go ahead and finish up SF Rules. Won’t take long. Is no big deal to change either.

    OK SFR is ready to Rock. I’ll go ahead and bust out Philly too. No big deal if the plan changes.

  • '17 '16

    @barney:

    2 xmls is np. I’ll go ahead and finish up SF Rules. Won’t take long. Is no big deal to change either.

    OK SFR is ready to Rock. I’ll go ahead and bust out Philly too. No big deal if the plan changes.

    I don’t believe it.
    It will come to fruition.
    Thank you very, very much.

    Stars were aligned for this new born San Francisco !
    :wink: :-) :-) :wink:

  • 2024 '22 '21 '19 '15 '14

    Sounds good

    Philadelphia! sounds totally apt haha. Who needs sleep
    :-D

  • '17 '16 '15

    Ok Philly ( or Tesla for ease of testing ) has joined the Party ! Take a bit to get the objectives and DL.

    Forgot about the game notes. Be tomorrow before it’s ready.

    Peace Out

  • 2024 '22 '21 '19 '15 '14

    Killer

    I suspect that San Francisco will be a bit simpler to implement in face to face play, where you are more reliant on memory and go more by the gut for fast calculation, based on experience and habit. I think there is enough in here with SBR and M3 ships to be pretty entertaining. But it’s still pretty easy on the player at least in terms of no new complex relationships to track or additional phases. Pretty grab and go once you get the hang of the defensless bomber.

    The Philadelphia experiment strikes me as particularly well suited to tripleA testing. Because here all the new values are presented clearly in the UI and all the new phases and combat interactions are enforced by the engine. And you have a Calc to help parse combats, and built in game notes for all the stats.

    ps. I think the SF M3 cruiser/transport will be interesting especially in 1942.2. From G1 on things start to look rather different. There is a potential attack option for the Baltic Fleet now, vs sz 4 and Archangel if Russia allows it. If Germany takes both Arch and Karelia on G1, then there is perhaps another way to keep the Baltic Cruiser alive into the second round, even without a naval purchase in sz 5, or a link up with the med. At there very least such a move would put presure on the red october and soviet airforce in the second round. I think Russia would have a much higher incentive to just park fighters in Arch now to cover this tile, rather than deal with the possible fallout. Alternatively G can go south toward Gibraltar, also now in range of the Baltic Cruiser/Transport. This combined with the SBR only bomber, puts a new spin on the first round both for Russia and UK vs Germany. I think the German player will feel more pressure to do something creative or experiment with their starting fleet, since this is something they don’t usually get to do. This might keep G somewhat more oriented vs the West, rather than just plowing headlong towards the center the same way each and every game. The UK situation around Egypt is somewhat less precarious for Allies at least at the very start (again because of no StratB in combat). The British fighter lives to fight in the first round (without gamey Russian assistance, or just counting on a conservative Axis player hehe), and UK has a few more options with their India and Aussie fleets as a result. In the Pacific more broadly the M3 transport is a total game changer, which makes that theater much more active for the Americans (even just launching transports on the sacrifice distraction). Japan in turn has to face a whole new transport calculus vs India and the money islands, vs Tokyo itself. The cash in Europe and Scandinavia is much closer to sz 11 too, so I think the US still has some difficult decisions to make about where to throw their weight. Not sure what the overall balance will shake out to be, might still end up needing something like the an A0 turn or a bid or something else in the end, who knows, but I’m intrigued.

    G40 I’m sure will be more intense, with much more to ponder.

    I think the full naval expansion experiment for either board is certain to be entertaining, because when you get right down to it pretty much everyone loves buying ships, and the units here are more affordable. Kind of offsets any complexity for the subs when you can buy more of everything in exchange. I look forward to checking it out.

  • '17 '16

    And San Francisco rules may introduce Philadelphia.
    The simpler more familiar leads to the wider game changer.

    Easier to give a try to a game with a few HRs, it allows to test things and compare from known experience.
    If you like, no, enjoy it, then the other might appeal.
    PhiExp is an experimental cost structure which may reveal more bugs than the other which is more an historical enhanced feel of Subwarfare and economical warfare.
    Still M3 TP and Cruiser may be a boon or a bane. We don’t know.

    Probably one thing that will need a correction is about Sub Stealth move.
    It might require to allow DDs to block it somehow.
    Good news is that players may enforce it in CM or NCM, and different ratios can be try.
    IMO, a 1:1 blocking is an option to play-test.

    I imagine a huge pack of Subs roaming and unwilling to engage.
    Can be hard to stop with a few Depth Charges @1.
    Maybe it might need also two attacks per DDs. IDK.
    How AAA phase treat such double roll? 1 roll per target max or as a reg attack each rolls important?
    Ex. 2 DD vs 2 Subs, 2 @1 rolls or 4 @1 rolls?

  • '18 '17 '16 '15 Customizer

    @Black_Elk:

    because when you get right down to it pretty much everyone loves buying ships, and the units here are more affordable.

    Amen brother. Nothing else is so satisfying.

  • 2024 '22 '21 '19 '15 '14

    Alright it sounds like we are putting together a battle plan here.
    :-D

    I say we float the SFR game files for G40 and 1942.2, so players can take a crack at it and start making balance assessments. In a perfect world, we might hope for it to be balanced by sides right out the gate, but when you’re dealing with A&A things rarely go so smoothly. I’d be interested to hear feedback, or suggestions. If people think it’s unbalanced in favor of one side or the other, what they might recommend for a bid range, or if they like to try it under A0 or China0 conditions etc. Also if it might have applications with other Mods, or integrated HRs that people enjoy.

    Give that one a little time to shine, while we put our best scientists and conspiracy theorists on the Philadelphia experiment to create a new roster/unit cost structure for use in these games.
    We can keep the working game files for that one cloaked in the shipyard for a time, if need be, while we run the numbers and consider tweaks. Since the overhaul here is certain to be extensive, I think we should feel free to go mad scientist with it haha.

    I think the only things I would try to keep sacred are the principle combat ground units and the core stats for the fighter at A3/D4/C10. I feel like those are key touchstones, and units that I’m not too comfortable messing with. But otherwise I think we should go all in. If we need to add abilities or revise costs on a unit by unit basis to make the system better, then that’s what we should do.

    Since the experiment will build on the SFR ideas, those initial gamefiles can serve as primers, and might help raise new questions or recommend new solutions we haven’t fully considered yet, once we see it in action. That ruleset should also be fairly simple to playtest FtF too, which is why I like it for the physical table.

    When we get to the point where we have a complete roster ready to materialize. I’d like to make some printable materials (battle board, and unit chart) to accompany it, so its a bit easier to get going around the table face to face.

    I can edit the lead post in this thread, with a brief synopsis and an internal link to an SFR thread for specific balance feedback on that project. While we continue to charge ahead with the experimental stuff here.

    Most of all, even more important than any specific balance by sides, is whether people like the gameplay. Whether fleet movement and SBR in particular under the new ruleset help to shape enjoyable patterns of play. If it succeeds in that basic aim, then set up changes for starting balance are pretty easy the way I see it. Many solutions are on offer there, from a suggested bid range, to starting cash or additional objectives bonuses, even balance modding of the starting unit distribution. Turn order, or new political situations. But the important question is whether the basic rules are fun with the defenseless bomber and m3 transport/cruiser situation.

  • '17 '16

    I agree.
    Good plan.
    It allows to observe a lot of basic points without going crazy with Subs.
    IDK where will lead us SFEx and PEx.
    I truly hope one or the other will work great.
    It is a cautious approach with baby steps.
    I like this.
    I new Subs are complex matters, I played 5 different interactions along my whole life.

    I will need help to learn how to load all xml files and play by  Forum, to eventually play-test all these features.  :-D :-D

  • 2024 '22 '21 '19 '15 '14

    Ok dropped a testing thread in the main section below, and edited a link into the lead post of this thread. I’ll format it and flesh it out a bit more tomorrow if I can.

    Right now I’m kind of lazy at the keyboard and more interested in messing around in TripleA haha.
    I did throw some red up in there for San Francisco, like YG often uses. Cribbed his font technique, since I always like how it looks. But tried to keep it short, since I usually ramble like a madman.

    Should be cool for now, unless anyone catches something we missed. Should keep us busy for a little while at least, waiting on bomber and M3 transport results, while we tease out the rest of the roster overhaul.

    depth Charging ahead!
    :-D

  • '17 '16

    @Barney and @Black Elk, did you sleep, last night?
    :-D :-D :-D

  • '16

    I think that the map would benefit from significant adjustment in certain locations. Historical Board Gaming’s 1939 map probably gets closest to the territorial distribution I consider ideal.

    Consider giving the French an increased presence in Indochina, which should be divided into a northern Tonkin and a southern Cochinchina. Add two infantry and a cruiser. Add a French battleship in SZ92. Swap the French battleship in SZ93 for a cruiser.

    Cut off the bottom of Shan state to create the Kra Isthmus. Expand Indochina in size to allow for the two French territories while preserving Siam.

    Enlarge the Philippines so that it is bisected by a pair of sea zones. Consider dividing the Dutch East Indies into smaller districts. Add a neutral cruiser that joins the Allies if an Axis ship enters coastal waters.

    Include a Russian destroyer and submarine in the Pacific, along with one tank in Buryatia.

    Add a French battleship in SZ92. Swap the French battleship in SZ93 for a cruiser.

    Add cities to the map, including Singapore, Tobruk (which eponymous territory should be renamed Cyrenaica), and Vladivostok. Divide Amur into two territories (not inclusive of Vladivostok).

  • '17 '16

    Are you sure you answered in the appropriate thread?


  • Black Elk

    Have you or anybody else that you know of tried to play the G40 tabletop game using the D12 system ? Maybe Triple A ?

    What’s funny is I do have room and pieces to setup a G40 game and test D12 (if 1 or 2 guys wanted to try testing ) but I would be strapped for time.
    Other is also I only have played 1 G40 game.

  • 2024 '22 '21 '19 '15 '14

    I haven’t tried it myself, but I had buddy who’s a big d12 enthusiast, and we once tried to get something up off the ground for revised way back when. He was a big fan of space tactical wargames, and made one that was a bit like Master of Orion for the tabletop, so we were pretty used to using d12 for crits and such in that game. And being a D&D geek myself, I still have the dice, but haven’t attempted anything other than d6 for G40.

    I think sometimes I am kind of an abnormal Global player, mainly because everything I want to do with the game (in HR or redesign terms) trends towards simplifying it, whereas many others tend to move it in the opposite direction haha. To me the promise of d12 would be to somehow streamline the game at the tactical level, so that you could maybe chip away at some of the rules overhead, by having more raw numbers to work with. Not sure if that makes much sense. But I prefer an easy read where the mechanics and desirable play patterns or purchasing/production patterns make clear sense at a glance, without having so much nuance or so many specific conditionals in the rules. I think there is a definite brilliance to the A&A combat system (just in abstract gameplay terms) at d6, and I really enjoy it at the foundational level. But as the desire to build more and more complexity on top of that foundation increases, while still retaining d6 structure for everything, I think there may be a point where it might just be easier to jump up to d12. But yeah, I’d be a total neophyte here, since I haven’t really made a serious attempt at d12 for an A&A game at this scale. Perhaps others have given it more serious thought?

  • 2024 '22 '21 '19 '15 '14

    Ok guys I think we have just discovered a winning method for including many of these HR ideas in a tripleA standard package.

    The idea is to replace the game’s built in tech system (which is largely unpopular and rarely used anyway) by a standard HR system. Essentially it is a way to make an “a la carte” menu of optional rules that are unlocked via Edit Mode, and then assigning the “techs” = new rule, from the drop down screen. Basically the active rules are assigned to all players via a quick auto-tech edit, so it can all be adjusted easily on the fly once the game is launched. You pick and choose the HRs you want to use in that game from the grab bag. Think of each “tech” as a toggle that can be turned “on/off” on an individual basis. My thought is that we could make one of these for each of the standard games, so…

    1942.2 v5 Redesign
    1941 v6 Redesign
    Global 1940 Redesign

    Some things that we make available using this method of tech replacement…

    -Tactical Bombers or Mech in 1942.2, or Artillery and Cruisers in 1941.

    -Medium Factory for G40, or Scorched Earth factories  (autodestroyed)

    -AAA fire for Battleships and Cruisers.

    • Marines or Battleships that can transport 1 infantry.

    -1 Role bombers at C5 (with the various dogfighting values.)

    • Airbases +2

    • M3 naval units

    • New Sub/Destroyer interactions

    • Alternate cost structures, such as for naval or air units.

    -Rail bases or military outposts

    • 2 Hit units, such as heavy tanks, or bombers or whatever. Or a way to use the G40 2 hit carrier in 1942.2, things of that sort.

    -Warbonds for All
    Etc.

    In addition to these, or other like rules which could be hacked in using the tech method, we could also use the game notes to describe how to do other things via the edit mode. For example…

    American Zero Turn 1942.2, or Chinese Zero turn, or Anzac Zero Turn in G40 (restricted opening.)

    Create the Commonwealth, or different UK economies, by editing territory ownership and starting cash.

    Ways to use a different capital capture dynamic, or provide standard VC bonuses, or introduce alternative liberation rules, via edit mode.

    In other words, all purpose gamefiles that play as OOB (no tech) by default, but which contain within them the tools and instructions necessary for using popular HRs via the tech menu and Edit mode.

    We can start with the basic files, and update them with more material as time goes on. But this way everyone would be on the same page. They’d have access to the same “players handbook” with established popular options, easily described/referenced in the game notes.

    I think these would instantly eclipse the OOB game files in popularity, since they would give you a built-in way to mod the game on the fly with your favorite optional rules.

  • '17 '16

    And it allows to share a common bases for talking pros and cons of HRs.
    Allows people playing via Forum to create an history and archives which may be useful when talking balancing set-up.
    And if a lot of player like, for instance, AA Cruiser and Battleship, it can be possible to tweak some initial set-up SZ in G40 which radically change the TUV swing because there is many BBs and Cruisers in same SZ.

    Also, it is also possible to create almost my HRs which SS is working on and testing with the optimized air  intensive combat (Fg A2 D2 C7 same SBR, TcB A3 D2 C8 A1 D0 SBR, StB A0 D0 C5 A1 SBR, AAA rolling each combat round, CV A0 D3 C16, 2 hits, carry 3 planes).
    So, if it becomes popular, some benevolent hard coders may try to introduce Fg hitting planes first and TcB targeting Tank first, then other units.

    This opens a lot of possibilities.
    If some optional variants grabs more attention it helps knowing what can be bring into a map review which may integrate no zero IPCs TTy, no amphibious landing on Berlin and other special.

    However, it is like Alice following in rabbit hole.
    Once entered in Wonderland, hard to return to OOB unified reality.
    All players will like different things and might be still impossible to find a most recommended “one” like first we were heading by comparing SFExp vs PhiExp.

    Not so tragic knowing Redesign will be a real newborn A&A game, which get somehow a life on its own.

  • 2024 '22 '21 '19 '15 '14

    What strikes me as particularly cool, is that the edit mode allows for really flexible modification, so with a system like this you could create your settings and then save/share them as a gamefile, so it makes customizing a game for your play group pretty simple, quick to launch.

    Right now in v6, the 1941 starter board, or v5 1942.2 you really can’t do a whole lot short of set up changes/bids. But with this tech/mod kit, you could add stuff to make them into real training ground maps to prime players for the more advanced global game. Like add cash via warbonds, or standard units from the more advanced games like artillery and cruisers (to v6) or tacs and mech (v6, v5). Even replace OOB units with new versions, such as OOB strategic bombers for the new C5 bomber. Alternative cost structures and the like.

    In G40, which is more expansive, you can take the mod kit concept even further. Possibly with new bases and factory types. I like the idea of a system which includes both new features, and instructions on how to use the edit mode for other types of popular mods. Seems like it would be a lot fun, and pretty adaptive on the fly.

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