G40 Redesign (currently taking suggestions)

  • '17 '16

    Nobody that I know plays the game with strategy to capture and hold a certain number of Victory Cities to win. Overarching intentions are to take down one of the major 5 capitals. This is a significant and often mortal blow to one side. The rules also call for the taking of at least one of your enemies capitals to win; all focus is directed to that because the shortest path to victory is to eliminate your enemy’s center of income and production rather than wage an endless war over peripheral objectives (VCs). You can argue if that is right or not, but it is the way I believe everyone plays. So we must consider the de facto rules when the de jure rules are simply ignored.

    You nailed it right Hoffman.
    I don’t think Redesign intent is to duplicate that good old Classic time goal: “Capture one enemy Capital while keeping yours” which influenced many other A&A versions.

    IMO, I believe adding a lot of VCs with an economical values will somehow break this de facto rule. I hope that at some point, a critical number of VCs will, by itself and NOs helping, provide such an influx of production that more your side get the more you can influence the outcome.
    Of course, russian front will not disappear. Both Berlin and Moscow will be face-to-face. But Moscow will be a goal (attacking center) amongst two others: taking northern VCs or Southern VCs? And taking them would still seriously hampered russian war effort.

    However, if a Warchest is activated with VCs, a kind of 1 IPC per VC, other Allies (going well elsewhere) may use all their warchest (lend-lease) money to give an additional help to Moscow.

    So, if VCs owned give for each country 1 IPC and at the end of round phase another 1 IPC in warchest, VCs become very interesting lever to change the course of events in a given theater.

    Even if we can count them, my wish would be that at a certain point this number translate in real combat units on board, in such a way that both, actually, make easy the assesment about which side is the winner.

    Not just an abstract number such as x VCs in  ETO or y VCs in PTO which may seems weird if a lot of units on both side are still unengaged to make the decisive conclusion.
    A kind of: after x VCs in ETO for a second end of round warchest balance sheet, the opposing side see on the board that their situation is virtually hopeless.

    Probably Warchest will contribute to Capital conquest, and why not if it makes clear that a Capital will be sooner or later overwhelmed because one side lose too much VCs (secondary targets) to the other side.


  • @LHoffman:

    This is a poor example. If we are operating under the premise that there is only one VC per territory, as we all have been, then it simply doesn’t matter. San Francisco already is a VC. So whether it is SF or SD is just an argument about which should be represented. You have the same situation in many territories. Shouldn’t NYC be a VC? Or Boston? Or Frankfurt or Hamburg? Or Osaka or Kyoto or Sendai or Yokohama…? They are all large and important cities for their respective countries, but they are all in the same territory as one another. You just have to pick one, doesn’t really matter which.

    Point taken.  I wasn’t looking at the game map when I was typing, so it didn’t occur to me that my made-up example of San Diego was in the same territory as an existing VC.  My intention wasn’t to discuss a case in which an extra VC was being contemplated for addition to a territory which already had one.  The point I was trying to make was that game design decisions that go from general principles to specific example are sometimes easier than going in the other direction.

    Good points also about players focussing on what constitutes a mortal blow, and what constitutes a means to an end, which ties in nicely with what I was saying about fundamental victory conditions.  A rough parallel would be Mahan’s theories of naval warfare, which included the precept that destroying the enemy’s capital ships amount to winning the war, and that you should therefore focus everything on that primary objective and ignore pretty much everything else.  Similarly, there was a famous chess game (I forget who it involved) in which one player made a number of sacrifices, including at one point the spectacular sacrifice of his Queen, yet won the game because all of his actions were directed at seeking positional advantages and achieving a checkmate, not at capturing his opponents’ men or preserving his own men.

  • '18 '17 '16 '15 Customizer

    @CWO:

    @LHoffman:

    This is a poor example. If we are operating under the premise that there is only one VC per territory, as we all have been, then it simply doesn’t matter. San Francisco already is a VC. So whether it is SF or SD is just an argument about which should be represented. You have the same situation in many territories. Shouldn’t NYC be a VC? Or Boston? Or Frankfurt or Hamburg? Or Osaka or Kyoto or Sendai or Yokohama…? They are all large and important cities for their respective countries, but they are all in the same territory as one another. You just have to pick one, doesn’t really matter which.

    Point taken.  I wasn’t looking at the game map when I was typing, so it didn’t occur to me that my made-up example of San Diego was in the same territory as an existing VC.  My intention wasn’t to discuss a case in which an extra VC was being contemplated for addition to a territory which already had one.  The point I was trying to make was that game design decisions that go from general principles to specific example are sometimes easier than going in the other direction.

    Good points also about players focussing on what constitutes a mortal blow, and what constitutes a means to an end, which ties in nicely with what I was saying about fundamental victory conditions.  A rough parallel would be Mahan’s theories of naval warfare, which included the precept that destroying the enemy’s capital ships amount to winning the war, and that you should therefore focus everything on that primary objective and ignore pretty much everything else.  Similarly, there was a famous chess game (I forget who it involved) in which one player made a number of sacrifices, including at one point the spectacular sacrifice of his Queen, yet won the game because all of his actions were directed at seeking positional advantages and achieving a checkmate, not at capturing his opponents’ men or preserving his own men.

    My apologies for coming off a little strong there. Wasn’t my intention. I figured you actually meant to use a more appropriate example.


  • @LHoffman:

    My apologies for coming off a little strong there. Wasn’t my intention. I figured you actually meant to use a more appropriate example.

    No offense taken.  If I’d realized that my example put 2 VCs in the same territory, I’d have picked a different city.  San Diego came to mind because of my interest in naval history, and because I’ve been there; my visit was coincidentally when the USS Midway was brought over to the pier when she now resides as a museum ship, an event which I got to watch and which was a great treat.  I still have a souvenir baseball cap somewhere in my closet.

  • 2024 '22 '21 '19 '15 '14

    I did not intend to provide a meaningless answer there, appologies if it seemed that way haha. But many ideas have been put forth at various points suggesting potential alternative systems, such as specific charts or token systems, where the game is called based on specific objectives being met by either team or by a particular nation on the team, or within a given time/round limit. Implicit here was the suggestion that these recent proposals to add more VCs, are just assuming a more general approach to Winning/Losing that we see OOB. Not trying to articulate anything radically new or unfamiliar. Basically trying to be more descriptive than prescriptive, and figuring that we are all familiar by now with how the OOB games tend to resolve. So concession or sudden death was just a shorthand.

    In the OOB games, by “concession” I meant when one side is overwhelmed, economically or in total unit value or production capacity, to the point where they feel they can no longer reasonably recover or put the opponent in a similar position by continuing.

    By sudden death I meant the sort of running tally of total VCs where the game ends automatically once a certain number is reached. In this case many of the considerations above for games played till concession may not be relevant, as the only thing that matters is who controls X number of VCs at the end of the game round.

    Traditionally VCs have only been involved with the later sort of game. What I was trying to make clear above is that I want them to be able to play a part in the former sort of game as well. That’s why attaching an economic value to them is important, because without this I think they only support the sudden death concept and not the concession concept.

    Since the introduction of VCs, the waters have become somewhat muddied relative to previous editions. Technically right now there is only one way to officially “win”, and that is the political victory you described above. In both Global and 1942.2 the situation is much the same.

    “A numerical political victory in which one side controls a large number of Victory Cities”

    In G40 terms, that one side is Axis, and the game comes down to whether Axis can achieve it in a reasonable amount of play time, or whether Allies can prevent this and force an effective stalemate. This creates a kind of weird hybrid situation, where only one side can make a technical sudden death win, or else the game reverts to concession.

    In 1942.2 terms the situation is somewhat better, because at least here both sides have a number which can be reached for sudden death. But again with the spread being very narrow, it often amounts to the same thing, where the game reverts to a win by concession.

    To me the victory by concession system, and the foundational goals involved there, are not all that complicated really. It looks pretty similar going back to Classic, and involves all those things mentioned above.

    “A military victory in which the enemy forces are destroyed”
    “An economic victory in which one side controls vastly more IPCs than the other”
    “A territorial victory in which one side controls a vastly greater number of territories than the other”

    And of course with capital capture…
    “A symbolic political victory in which one side controls a few very specific but highly important Victory Cities.”

    Though this last is not really symbolic, because it is so consequential for the military and economic factors just mentioned. And because controlling a capital dramatically increases your ability to expand your territory and deny it to the opponent.

    What I have been trying to drive at I suppose, is just a simple way to make the “numerical political” victory, fall more in line with these others. If that makes sense?

    I kind of liked the hypothetical involving San Diego, maybe because I used to live there for many years back when I was an Aztec haha.
    :-D

    But yeah highlights what I was trying to say about the Territory being more significant than the city, if there is only on VC per territory.

    Functionally all a VC does, in gameplay terms, is to indicate the territory involved. So if, instead of Western US, you had two tiles like Northern California and Southern California, then maybe it makes sense to choose San Diego or LA for the southern one. But right now there is only one tile Western US. And there it doesn’t really matter (other than for educational purposes) whether we make the VC San Francisco, LA, San Diego, Sacramento, the San Joaquin Oil fields etc. because those all fall within the scope of the same tile.

    That’s why I wanted a list focusing on Territories first rather than cities. And also why I think VT (victory territory) is a more useful shorthand.

    It allows you to include for example Baku or Astrakhan, within the same VT of Caucasus, or same deal with places like Romania between the political capital and areas with natural resource concentrations, so we don’t have to split hairs. Just figure out which tiles are the most relevant to the history, without losing sight of the main purpose of including them in this first place, which is to enhance the gameplay.

  • '17 '16

    RUSSIA:
    +5 if not at war with Japan.
    +2 for Axis territories under Soviet control.
    +5 if at War, for each open supply route: Persian Corridor, Pacific Route ALSIB Northern Trace, Arctic Route.

    What does include Artic Route?
    Archangel, for sure, does Murmansk port is covered by Novgorod and Karelia, or only Karelia?
    Or to shut off Artic Route, Germany must hold both Archangel and Karelia?

    About NOs, I think we might at least consider that point of Simon33 and oysteilo, to improve player’s experience while playing Russia.
    RegularKid provides an argument which work inside Balancing mode focus but for Redesign it is not related:

    @regularkid:

    @simon33:

    1) I want to reverse the Novgorod bonus to be a bonus for the USSR holding it rather than a bonus for Germany. Ties in with the KV-1 Tank factory there the way I see it.
    2) USSR lend lease routes - do the Persian and Siberian routes have historic precedent? Particularly the former one through those mountainous regions. The latter one I guess had the Trans Siberian railway. Perhaps some stuff went that way.
    3) West Indian ocean free of Axis subs - this is a bit too much of a gift for the Calcutta economy IMHO.
    4) East Pacific Islands ANZAC NO: I think it is too easy to hold

    You’re aware of my leaning that Marines are overpowered - although they are arguably expensive. At least disallowing bombardment support from a marine. Only inf/art/mec/tanks should count IMO.

    Those are probably my main thoughts. I might have a bit more if I think of it.

    Hey Simon,

    Addressing points in turn:

    1. Interesting historical point, but the changes under consideration now for BM are to bolster Axis (ever so slightly) rather than to bolster Allies (who already have a slight win advantage in league stats). This proposed change would help Allies, so its probably off the table, despite its historical justification.
    2. USSR Lend Lease Routes - YES! there were three major lend-lease routes into Russia (its a little annoying that classic G40 only represents one). You can read about them here: https://en.wikipedia.org/wiki/Lend-Lease#US_deliveries_to_the_USSR.  Delivery was via the Arctic Convoys (i.e., Karelia), the Persian Corridor, and the Pacific Route.

    Regarding the Persian Corridor specifically, because the other two routes were in the north, “[t]his latter route became the only viable, all-weather route to be developed to supply the nearly insatiable Russian needs.” https://en.wikipedia.org/wiki/Pacific_Route

    And the Pacific Route remained an important channel for US aid to China, even though it ran straight through the Sea of Japan. As wiki explains, “Even though Japan had been at war with the USA since December 1941, it was anxious to preserve good relations with the USSR, and, despite German complaints, usually allowed Soviet ships to sail between the USA and Russia’s Pacific ports unmolested. . . . As a result, during most of the war the Pacific Route became the safest path between the USA and the USSR.” (https://en.wikipedia.org/wiki/Pacific_Route).

    3. While the “no subs in Western Indian Ocean” NO is difficult or inconvenient to contest early game, it isn’t insurmountable for Axis. Certainly by mid and late game, when the Axis moves in on Persia, the objective is readily negated. The point of the objective (in addition to bolstering India’s ability to delay India crush) is to represent the substantial submarine activity that occurred in the Indian ocean, including by the Kriegsmarine Monsun Gruppe (Naval Monsoon Group). https://en.wikipedia.org/wiki/Indian_Ocean_in_World_War_II

    4. Definitely hard to hold. Wish it could be a little easier.

    I don’t know how to change game phase order. And yes it is possible to make it so you collect income only on the territories held at the start of a turn.

    @oysteilo:

    The way I read simon’s idea about Leningrad/Novgorod is that he would like to see a war objective for Russia that they can fight over. I totally agree with this, but I am not sure what it should be. Russia should also have war objective(s) they realistically can meet. I have mentioned this in the past and I still think this is the poorest change in BM

  • '17 '16

    @Black_Elk:

    Just thinking more on Adam’s point, is there any kind of NAP that actually works in A&A, without totally hamstring’ng the gameplay in the process, or which isn’t so weak that it’s inevitably broken as a matter of course? I mean I’ve looked at many of the BM saves in the league thread since it launched, and the Russia/Japan situation seems to still deteriorate pretty regularly. It’s obviously not as bad as OOB, because of other things going on, but still see similar breakdown develop in the midgame. Certainly the OOB NAP is nowhere near strong enough to deter Russia from saying “screw it” right out the gate.

    What if the DoW phase occurred before unit purchase?

    Then the violator of the NAP could get hit with a penalty at purchase rather than collect income. Would that solve the issue of having the penalty gamed before capital collapse?

    Seems like a lot, just to get one thing working correctly, but if it doesn’t impact the game substantially in any other way, maybe it works? Similar to switching the combat movement phase to be before purchase/combat proper with no real effect.

    I found the explanation about how BM is doing the incentive to not attack Japan or Russia:

    @regularkid:

    @simon33:

    @regularkid:

    @simon33:

    Amur is a contestable objective sort of - Japan has to compromise to contest it. If the Persian and Northern routes are open, they have to allow 4IPC of objective to stop 2IPC and also activate Mongolia. This is part of what I dislike about the 2IPC bonus per route for USSR if Japan DOWs on USSR.

    What you dislike about the 2PU-per-route bonus is precisely the reason it was added–it creates a logical in-game disincentive for an ahistorical outcome (i.e., Japan declaring war on Russia). Of course, it doesn’t force the historical outcome, but it creates an in-game justification for it.

    I also tend to think that BM has enough NOs, and am reluctant to add more.

    Why is the historical outcome the correct outcome? Or am I misunderstanding what you are saying?

    I still can’t see the logic of varying the bonus based on who DOW’s.

    No, I don’t mean that the historical outcomes are the “correct” ones. What i mean is that the game conditions should be such that there is a logical reason for events to unfold in the historical way (even if there are plenty of opportunities and reasons from the game to divert from history). In vanilla G40, what reason is there for Russia to follow the historical path of delaying the DOW against Japan until the end of the war? None. The DOW almost always happens in the first round, cuz “why not?” The historical choice is not motivated at all.

    The logic of varying the Lend-Lease NO based on who DOWs: If Russia could double its Lend Lease aid simply by declaring war on Japan, Russia would always declare war on Japan at the earliest opportunity. I think an argument could be made that the urgency of Lend Lease would be greater if Russia were dragged into a two-front war by Japanese aggression, than if Russia elected to open a second front on its own initiative

  • '18 '17 '16 '15 Customizer

    So what does BM give USSR as lend lease each turn? 6 IPCs?

    But if USSR declares war on Japan, they lose 2 IPCs per turn such that they only get 4?

    I am not sure I understand the whole NAP/Lend Lease rule for BM.

  • '17 '16

    @LHoffman:

    So what does BM give USSR as lend lease each turn? 6 IPCs?

    But if USSR declares war on Japan, they lose 2 IPCs per turn such that they only get 4?

    I am not sure I understand the whole NAP/Lend Lease rule for BM.

    Here the BM Russian NO:

    Russia

    • 3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.

    • 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia’s “Spread of Communism” objective).

    • 2 PUs for each of the following Lend-Lease lanes that is “open” (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beginning Round 3: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia’s “Lend Lease” objective).

    • An additional 2 PUs per each “open” Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.

    Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia.  The National Objective for Russia’s first capture of Berlin has been removed.

    HTH
    Baron

  • '17 '16

    If we ever try to change something about 1941, here is a few issues:

    Broken Rules in Axis & Allies 1941:

    Over purchasing cheat on Axis & Allies 1941 - make sure to purchase more units than you know you can place and simply decide which units you want to place then refund the rest.

    Losing your capital in Axis & Allies 1941 and capturing an capital, you are still not able to purchase any units.

    Game Issues in Axis & Allies 1941:

    Russia cannot build a navy in Axis & Allies 1941.

    Russia cannot take Japan capital on its own. You will have to take the German capital first in order to be able to build a navy to take Japan capital in Axis & Allies 1941

    Beefs about Axis & Allies 1941:

    Historical inaccuracies with army pieces.

    Lack of in-game money for Axis & Allies 1941.

    Game-play of Axis & Allies 1941 lacking units.

    https://www.youtube.com/watch?v=AndixVS9u-A

    This let me think that maybe there is other kind of grunge about 1942.2 which can be seen on web.
    And might worth to consider at least.

  • '17 '16

    It is a bit far away from NOs and Victory conditions but nonethless I would like to quote a few critics and answers about Marines unit in an on going discussion in BMode thread:

    BMode Marines unit
    A1-2 D2 M1 C5,
    2 load on 1 TP, 1 can load on either Cruiser or Battleship,
    Attack @2 in amphibious assault
    No bonus from artillery

    New Unit - Marines:
    Cost 5; Attack at 1; Attack at 2 when involved with an amphibious assault; Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship).

    Note: During amphibious assaults, Battleships and Cruisers may bombard territories other than the one they unload their marines into.  Also during amphibious assaults, Marines attack at 2 even if they arrived over land (to join an amphibious assault by other ground units).  Kamikazes (by themselves) do not prevent and cannot be used against a marine amphibious assault that is from a different power’s cruiser/battleship.  Marines loaded in the combat movement phase must conduct amphibious assault in that same phase.

    @regularkid:

    @simon33:

    There a few things I hate about Balanced Mod, all to do with Amphibious Assaults.

    1. Why on earth should you be able to assault from a Cruiser or Battleship? None of those ships would carry the assault boats needed. Indeed, even boarding or alighting as an NCM away from a naval base is dubious
    2. Why should Marines get to attack on a 2? The combined arms artillery bonus is pretty silly too in an amphibious assault. It doesn’t really reflect the real world IMO.

    Just thought I’d give that feedback. Maybe I’m wrong.

    Simon, there is significant historical precedent for warships carrying detachments of marines into combat. For starters, virtually all US battleships, during World War II, carried marine detachments (between 50 and 100 men), who, in addition to manning ship guns, served as ship expeditionary forces. See, e.g., http://seastories.battleshipnc.com/marines/

    Smaller warships also carried marines. For example, it was a group of ship-borne Royal Marines that proved decisive in the Battle for Madagascar. From the relevant wikipedia article:

    The French defence was highly effective in the beginning and the main Allied force was brought to a halt by the morning of 6 May. The deadlock was broken when the old destroyer HMS Anthony dashed straight past the harbour defences of Diego Suarez and landed 50 Royal Marines amidst the Vichy rear area. The Marines created “disturbance in the town out of all proportion to their numbers” and the Vichy defence was soon broken.”

    https://en.wikipedia.org/wiki/Battle_of_Madagascar

    Also noteworthy, the Japanese’ made extensive use of cruisers, destroyers, and even battleships as troop transports throughout the war. A few examples:
    https://en.wikipedia.org/wiki/Japanese_cruiser_Kitakami
    https://en.wikipedia.org/wiki/Japanese_battleship_Kirishima
    https://en.wikipedia.org/wiki/Japanese_destroyer_Hayanami

    So, yah, the idea of cruisers and battleships transporting small land forces is not only fun and good for the game, its historically accurate! HF!

    @Cmdr:

    The Tokyo Express also really comes in handy in the Pacific.  It’s annoying enough to go out island collecting, if you can send a cruiser with a marine on it instead of a cruiser and a transport it helps speed game play up a bit as well.  (Thinking Marshals, Jonah, Guam, Midway, Formosa, etcetera…islands you may want to collect but don’t want to dedicate a fleet to getting and are probably un, or under, defended)

    @simon33:

    Interesting points - note a couple of things:

    • The Kitakami lost 40% of its torpedo tubes to fit in 2 assault boats
    • The first link notes that the Marines transferred to a transport when they were planned to assault a beach
    • I’d have thought an infantry represents significantly more than 100 troops.

    But if you reckon it’s more fun that way, might give it a go.

    @simon33:

    @Shin:

    Who would buy a marine that attacked at 1?

    And it’s all abstracted.  Their boats come with the 5 ipc cost.

    Fair enough but I still feel that they’re overpowered. Maybe 1/1/1 and 3IPC cost with no bonuses? They’re supposed to represent a small detachment of troops.

    @simon33:

    @Shin:

    If they are that cheap, there’s no reason to buy Inf unless you’re going to pair them with Art.

    That is a valid criticism - so long as you are using them on the attack.

    Would it be better to just have 4IPC cost and no amphibious assault bonus? I also don’t like them counting towards the number of ships able to bombard - perhaps the bombardment should be weaker one point weaker and also reduce the Marine’s attack to zero on the first round if a marine is supporting the bombardment?

    If you did that, I reckon they’d be about as perfect a unit as I could dream up.

    @cyanight:

    Concerning the marines I have always wondered why they were not 4 IPC. An Artillery is a 2/2 with a special ability and it cost 4.  A marine is less powerful yet costs 5 IPC.  For 4 IPC it should be a 2/2 and have the special ability to transport on cruisers.  For 5 IPC it should have the ability to paratroop as well from airbases. Call it an elite unit.

    @Adam514:

    @cyanight:

    Concerning the marines I have always wondered why they were not 4 IPC. An Artillery is a 2/2 with a special ability and it cost 4.  A marine is less powerful yet costs 5 IPC.  For 4 IPC it should be a 2/2 and have the special ability to transport on cruisers.  For 5 IPC it should have the ability to paratroop as well from airbases. Call it an elite unit.

    With its stats the marine should cost 4, but when you add the ability to be transported on cruisers and BBs the cost needs to be higher to compensate for that ability. They are not cost-efficient units when only looking at its stats (and that is what we were aiming for), but when you have cruisers and BBs close to a factory buying marines is a good option at the current cost of 5.

    @simon33:

    They are awesomely cost efficient from the point of view of the purchaser when doing amphibious assaults. You have to consider not needing to buy transports.

    Mad if you didn’t use them.

    @Adam514:

    @Gamerman01:

    I am playing my first bal. mod game in months, and I realize that (unless I forgot something) there is a powerful argument for marines that has never been made.

    An argument for keeping them as is.

    Since marines are treated as infantry on transports (they could have made them like non-infantry and that would have actually been reasonable), marines upgrade transports.

    A transport can now take an artillery and a marine, a mech and a marine, or a 3/3 TANK AND A MARINE
    Contrast that with transports in classic  :lol: that cost 8 IPC’s and could transport only ONE TANK that was by the way 3/2, and NO INFANTRY with it (not that that’s relevant, just interesting comparison)

    So transports can take marines to locations for cruisers or battleships or transports to pick up and take from there, and transports have the option of taking an infantry, AAA, mech, artillery, or tank along with, or 2 marines.
    Marines would be overpowered if you lowered the cost or upgraded their capabilities in any way.  They’re already awesome. Plus you have something (besides AAA) to buy for 5 (if you don’t understand the significance of this I’m not going to take the effort to try to explain it to you), so marines are pretty much perfect as is.

    A MARINE AND A TANK on a single transport!!  Holy cow
    A marine that has the option of being picked up by a cruiser or a battleship, which can also bombard when unloading them.  Jeez.  They might be overpowered already.  Maybe they should cost 6
     :-D

    Yup there are situations in the Pac where you would buy a tp and marines and load them to send them towards the main fleet of cruisers and bbs, which results in barely any tempo loss (if you have extra units in Hawaii for example). That’s often a better solution than having your US cruisers and bbs stay on the West coast, especially considering you probably have a maximum of 3 units that you can produce there on US1.

    However, I doubt you can replace inf with marines and be more cost-efficient that way in Europe for example.

    @axis-dominion:

    i’m loving marines, i’m finding myself buying them more and more (in my current game vs giallo i now have 5 ca 3 bb and 7 marines  :wink:)….one of the most brilliant innovations to the game in a while i must say, and totally breathes more life into these ships.

    @majikforce:

    I am also starting to love marines.  They can do alot. But I’m not so sure I’m okay with two of them being able to be loaded on a transport or one of them and an art, tank,mech or AA on a transport.  Call me a traditionalist but Axis and allies has always had the transports have to carry at least one inf.  I’ve always looked at transports like they have a spot for 1 or 2 inf or 1 inf and a “special unit”, art, tank,mech etc.  I would consider marines in the special category.  Might balance out their awesomeness!!  Just my two cents.

    @simon33:

    I’ve always thought they’re overpowered. Maybe get rid of their amphibious assault bonus and/or support for a bombardment.

    @Gamerman01:

    Haven’t played a ton of balanced mod yet, but I would think the transporting of 2 marines on a single transport is rarely done
    That said, I really enjoyed your post

    @Shin:

    Well, one nice thing about Marines is that they don’t seem to be overly favored as either Allied or Axis units.  Both sides can potentially get a lot out of them.  In practice, I’ve seen them used more by Allies, but I think that will change as new strategies are developed.

    @simon33:

    @Baron:

    @simon33:

    You’re aware of my leaning that Marines are overpowered - although they are arguably expensive. At least disallowing bombardment support from a marine. Only inf/art/mec/tanks should count IMO.

    Simon33,
    do you still believe what you said about #1 NO on Novgorod?
    and why do you think that Marines are overpowered (even at 5 IPCs)?
    Thanks,

    It’s mainly the bombardment shot that I think is over the top. Put a marine on a BB and attack a fighter on Guam and you’ll easily kill it, more often than not.

  • '18 '17 '16 '15 Customizer

    @Baron:

    @LHoffman:

    So what does BM give USSR as lend lease each turn? 6 IPCs?

    But if USSR declares war on Japan, they lose 2 IPCs per turn such that they only get 4?

    I am not sure I understand the whole NAP/Lend Lease rule for BM.

    Here the BM Russian NO:

    Russia

    • 3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.

    • 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia’s “Spread of Communism” objective).

    • 2 PUs for each of the following Lend-Lease lanes that is “open” (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beginning Round 3: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia’s “Lend Lease” objective).

    • An additional 2 PUs per each “open” Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.

    Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia.  The National Objective for Russia’s first capture of Berlin has been removed.

    HTH
    Baron

    Thanks Baron.

    Okay so the Balance Mod NAP is that if Japan attacks the USSR, the other lend lease territories go up by 2 IPCs each. That’s likely 4 extra IPCs a turn, or +3 net for the USSR if you assume that Amur remains Japanese. USSR also gets to activate Mongolia if Japan DOWs on USSR. That doesn’t work the other way around, does it?

  • '17 '16

    Category
             “New Units and Other Changes”

    1) “Marines”
              Marines are a A1 D1 M1 C3 Unit. They receive +1A when making an amphibous attack. They may be transported into battle by Battleships on a 1:1 basis.

    Based on various comments in BMode threads, see above, I’m starting to believe this one will be a bit overpowered, the defense @1 and limiting to battleship load (not Cruiser) is not enough to weakened that one.

    In order to have 2 in a TP and be more useful than Infantry and Artillery  A4 D4 C7 in amphibious, it should remains 2 Marines at 3 IPCs each to get A2-4 D2 but,

    is it possible to built in Triple A two Marines pairing 1:1 to get the amphibious bonus?
    That way, when unloading from Battleship, it will be A1 attack, unless a second Battleship is there.

    Or, do you think limiting to Battleship is enough weakening Marines spreading that they will be mostly use on TP and still balanced somehow?

    The only different possibility for Marines value I can see actually is:

    Marines unit
    A1-2
    Defense 1
    Move 1
    Cost 4,
    2 may load into Transport,
    May be transported into battle by Battleships on a 1:1 basis,
    Attack @2 in amphibious assault
    No bonus from artillery
    I also prefer this one rule (which need to be PEnforced in Triple A)
    Also during amphibious assaults, Battleship may only bombard territory into which they unload their marines unit.

    That way, 1 Tank and 1 Marines still give the best combined offence in amphibious landing: A5 D4 C10
    Still figuring how Marines were better with landing crafts and special amphib vehicules.

    Assuming Artillery cannot be put on board the same TP than Tank.

    See this one particularly, showed how movement on TP increase Marines effectiveness:

    @Baron:

    @Adam514:

    @Gamerman01:

    I am playing my first bal. mod game in months, and I realize that (unless I forgot something) there is a powerful argument for marines that has never been made.

    An argument for keeping them as is.

    Since marines are treated as infantry on transports (they could have made them like non-infantry and that would have actually been reasonable), marines upgrade transports.

    A transport can now take an artillery and a marine, a mech and a marine, or a 3/3 TANK AND A MARINE
    Contrast that with transports in classic  :lol: that cost 8 IPC’s and could transport only ONE TANK that was by the way 3/2, and NO INFANTRY with it (not that that’s relevant, just interesting comparison)

    So transports can take marines to locations for cruisers or battleships or transports to pick up and take from there, and transports have the option of taking an infantry, AAA, mech, artillery, or tank along with, or 2 marines.
    Marines would be overpowered if you lowered the cost or upgraded their capabilities in any way.  They’re already awesome. Plus you have something (besides AAA) to buy for 5 (if you don’t understand the significance of this I’m not going to take the effort to try to explain it to you), so marines are pretty much perfect as is.

    A MARINE AND A TANK on a single transport!!  Holy cow
    A marine that has the option of being picked up by a cruiser or a battleship, which can also bombard when unloading them.  Jeez.  They might be overpowered already.  Maybe they should cost 6
     :-D

  • '17 '16

    @LHoffman:

    @Baron:

    @LHoffman:

    So what does BM give USSR as lend lease each turn? 6 IPCs?

    But if USSR declares war on Japan, they lose 2 IPCs per turn such that they only get 4?

    I am not sure I understand the whole NAP/Lend Lease rule for BM.

    Here the BM Russian NO:

    Russia

    • 3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.

    • 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia’s “Spread of Communism” objective).

    • 2 PUs for each of the following Lend-Lease lanes that is “open” (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beginning Round 3: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia’s “Lend Lease” objective).

    • An additional 2 PUs per each “open” Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.

    Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia.  The National Objective for Russia’s first capture of Berlin has been removed.

    HTH
    Baron

    Thanks Baron.

    Okay so the Balance Mod NAP is that if Japan attacks the USSR, the other lend lease territories go up by 2 IPCs each. That’s likely 4 extra IPCs a turn, or +3 net for the USSR if you assume that Amur remains Japanese. USSR also gets to activate Mongolia if Japan DOWs on USSR. That doesn’t work the other way around, does it?

    Exactly.
    And this imply that according to Redesign NO for Russia, it is a clear incentive for Japan to invade Amur so to block a 5 IPCs bonus.

    Japan NAP on Russia is not in good shape with such NO…

    Also, here is a comment about Novgorod and Stalingrad as German’s NOs:
    @simon33:

    @Baron:

    @simon33:

    1) I want to reverse the Novgorod bonus to be a bonus for the USSR holding it rather than a bonus for Germany. Ties in with the KV-1 Tank factory there the way I see it.
    2) USSR lend lease routes - do the Persian and Siberian routes have historic precedent? Particularly the former one through those mountainous regions. The latter one I guess had the Trans Siberian railway. Perhaps some stuff went that way.
    3) West Indian ocean free of Axis subs - this is a bit too much of a gift for the Calcutta economy IMHO.
    4) East Pacific Islands ANZAC NO: I think it is too easy to hold

    Simon33,
    do you still believe what you said about #1 NO on Novgorod?

    Thanks,

    Yes, I still think that reversing the Novgorod objective would be a neat improvement to the game and game balance. Come to think of it, what’s the Stalingrad objective for? Was a not that significant city of about half a million where the Germans just happened to be stopped.

    They’ve given an NO to Germany for doing the main things that they weren’t able to do in the actual war.

  • '17 '16 '15

    @Baron:

    @LHoffman:

    @Baron:

    @LHoffman:

    So what does BM give USSR as lend lease each turn? 6 IPCs?

    But if USSR declares war on Japan, they lose 2 IPCs per turn such that they only get 4?

    I am not sure I understand the whole NAP/Lend Lease rule for BM.

    Here the BM Russian NO:

    Russia

    • 3 PUs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory.

    • 3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe. (This modifies Russia’s “Spread of Communism” objective).

    • 2 PUs for each of the following Lend-Lease lanes that is “open” (i.e., the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beginning Round 3: (1) sz 125, Archangel ; (2) sz 80, Persia; (3) sz 5, Amur (This modifies Russia’s “Lend Lease” objective).

    • An additional 2 PUs per each “open” Lend-Lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia.

    Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia.  The National Objective for Russia’s first capture of Berlin has been removed.

    HTH
    Baron

    Thanks Baron.

    Okay so the Balance Mod NAP is that if Japan attacks the USSR, the other lend lease territories go up by 2 IPCs each. That’s likely 4 extra IPCs a turn, or +3 net for the USSR if you assume that Amur remains Japanese. USSR also gets to activate Mongolia if Japan DOWs on USSR. That doesn’t work the other way around, does it?

    Exactly.
    And this imply that according to Redesign NO for Russia, it is a clear incentive for Japan to invade Amur so to block a 5 IPCs bonus.

    Japan NAP on Russia is not in good shape with such NO…

    Yea I like how the extra 2 bucks kicks in if Japan attacks, myself. I do it a little bit different. The original LL routes requires no allied units present, but if Japan attacks, then that restriction is removed. Idk that it has a big impact, just trying to discourage both having allied units in Russia and a Japan attack.

  • '17 '16

    I cannot say if it works or not but it seems an interesting detterent against Japan breaking NAP.
    It would be some kind of hypothetical alternate war scenario in which Allies can enter Russia to bring help to fight a two fronts war.
    In that specific scenario, Allies Sphere of influence would be out as soon as NAP is broken.

    It would be up to Japan player decision.
    Of course, if Russia break the NAP. The Sphere of Influence remains active.

  • 2024 '22 '21 '19 '15 '14

    A lot coming in at once there.

    First for marines, the defining characteristic of this unit used to be only a bonus to amphibious assault. Otherwise it was the same as an infantry unit, just more expensive. In the older games it was useful (over a tank at the same cost) only because a single transport could deliver 4 or more total attack power with 2 marines or 1 marine 1 art (at a power of 5). Fairly huge, compared to only a single tank at a power of 3. I suppose if you wanted to imagine it’s application in games since Revised, it would be compared with an attack power at 4, (for 1 inf 1 art, or 1 inf 1 tank combo).

    The useful comparison there is no longer Marine vs Tank, but Marine vs Artillery.

    Lately (in the more recent mod) the defining characteristic seems to be its ability to be transported by a warship. Or to activate an independant bombardment.

    I don’t have a whole lot of input to offer here. I anticipate that this will not be an HR I utilize on the regular. Though I would still argue for its inclusion, as it seems to be a popular concept, and worthy of further exploration.

    I think the ideal would be a package that offers whatever concept is current in the balance mod, as well as any other viable alternatives that make sense for a standard roster that includes artillery and the modern transport capacity, perhaps one that doesn’t involve warships at all?

    I would opt for as much flexibility as possible, perhaps with an “upGun” or “downGun” option, that can change the attack value or basic abilities on the fly, according to player preference.

    *Edit

    Perhaps just include the 2001 marine as another standard option?
    You could just nix the line about it being USA only I suppose.

    MARINES
    Movement: 1
    Attack Factor: 1 or 2
    Defense Factor: 2
    Cost: 4 IPCs (USA only)

    Description
    Only the United States has Marine units, these
    are the dark green infantry pieces. Marines nor-
    mally attack just like infantry units (with a roll of
    1). However, they are more effective in Amphibious Assaults, as explained below:

    A Marine unit attacking in an Amphibious
    Assault scores a hit on a roll of 2 or less. A
    Marine unit that enters combat by moving
    from one land territory to another land terri-
    tory may still attack with a roll of 2 or less as
    long as at least one friendly unit attacks from
    a sea zone making the battle an Amphibious
    Assault.

    For each artillery unit attacking the same ter-
    ritory one Marine unit may attack with a roll
    of 2 or less.

    For each artillery unit attacking the same ter-
    ritory in an Amphibious Assault that is not
    paired with an infantry unit, one Marine unit
    may attack with a roll of 3 or less.

    For Russian NOs/NAP enforcement on the Pacific side of the board, at one point back in 2014 I suggested that we not use the Pacific Route through Vladivostok by sea, but rather the Northern Trace ALSIB by Air.  This was a more gameplay oriented solution, because it did not involve coastal TTs or Sea Zones.

    Instead of Amur/sz5 which is the Pacific Route, the ALSIB is from Fairbanks in Alaska to Krasnoyarsk in Siberia.

    Sure you lose some symmetry with the other two routes, by not having a sea zone involved, but I thought it seemed better for the NAP. Japan would not be able to immediately disrupt this route with a DoW, provided the Americans control Alaska and the Soviets control Siberia (further inland.)

  • '17 '16

    For gameplay and test purpose you may want to reintroduce this Marines unit but,
    a 4 IPCs unit able to get @3 when combining attack and amphibious landing is too much power. Seems from another era when TP can bring 1 single Tank and nothing else.

    I don’t remember, was it possible to either give +1A combined with Art or the other +1A for amphibious landing so a Marines A1 cannot rise higher than A2?

    For my part, if there is still room I suggest to add the same Marines unit A1-2 D1 C3 we have in the roster  but at 4 IPCs.
    That way, there will be a Redesign Marines at C3, another at C4 and finally BM Marines C5.

    If not, or if Barney have no time for it, then I prefer we stay with 2 Marines type: A1-2 D1 C3 (1 on BB) and A1-2 D2 C5 (1 on CA or BB).

    That way, it allows to play with 2 extremes and will be easier to compare.

    About the Northern Trace ALSIB by Air which was more gameplay oriented solution, because it did not involve coastal TTs or Sea Zones, I find this an original way to solve the issue on NAP. Fine with it.


  • Bucharest is 50 KM south from Ploiesti and in Romania, you really want this specific name?

    Baku is in Caucasus, right?
    If an NO gives 5 IPCs to Germany, if Axis get there, it is not enough?
    (Actually VCs only give +1 or +2 IPCs)
    It was the same for Gibraltar (it must covered for Azores), NOs but no VC.

    Bucharest does not provide petrol for Panzers. Hitler could care less about the capital. If you want areas on the map where a HUGE deal was made then Polesti and not Bucharest.

    Baku oil center was a HUGE focus for German efforts in 1942. Yes it is in Caucasus.

    Archangel is the part where 25% of lend lease came its relatively ice free compared to other areas in Russia and was the closest thing to warm water port in the White Sea.

    You need to consider realistic areas as candidates rather than equidistant or whatever consideration. Give the project Historical flavor. Some places will be low laying fruit, others not so much.

    Gibraltar needs to be considered of course. Azores is just a nice place to park long rang axis bombers late war. Mosul was probably their most important city for oil in 1940’s

  • '17 '16

    @Imperious:

    Bucharest is 50 KM south from Ploiesti and in Romania, you really want this specific name?

    Baku is in Caucasus, right?
    If an NO gives 5 IPCs to Germany, if Axis get there, it is not enough?
    (Actually VCs only give +1 or +2 IPCs)
    It was the same for Gibraltar (it must covered for Azores), NOs but no VC.

    Bucharest does not provide petrol for Panzers. Hitler could care less about the capital. If you want areas on the map where a HUGE deal was made then Polesti and not Bucharest.

    **Baku oil center was a HUGE focus for German efforts in 1942. Yes it is in Caucasus.

    Archangel is the part where 25% of lend lease came its relatively ice free compared to other areas in Russia and was the closest thing to warm water port in the White Sea.**

    You need to consider realistic areas as candidates rather than equidistant or whatever consideration. Give the project Historical flavor. Some places will be low laying fruit, others not so much.

    Gibraltar needs to be considered of course. Azores is just a nice place to park long rang axis bombers late war. Mosul was probably their most important city for oil in 1940’s

    Are you arguing for Archangel as a VC or as NOs for Germany?

    Actually, it can be all the three! VC+ NO for Russia and NO for Germany

    It becomes a pretty big IPCs swing, don’t you think?
    TT: 1, VC: 1+1, No: +5 = +8 * 2 = this TTy provides 16 IPCs swing!
    Caucasus, without VC is probably 7*2 = 14 IPCs swing
    TT: 2,  No: +5 = 7 or at least 2 for Russia to 7 for Germany = 9 IPCs swing.

    For Ploiesti instead of Bucharest, is it more for a pedagogical purpose that you prefer this name? Teaching more about history of WWII?
    Because winning over the TT, you get all of it anyway.

    For Azores, if we use OOB map, we cannot do much.

    And what would you do about Stalingrad?
    There was nothing but the name to capture.

    Astrakhan, Baku and Rostov-on-Don were much of use for Germany.
    Would you replace Stalingrad by Astrakhan which would have been a better place to cut the oil entry?

    To chose a given VC or NO TT, do you agree that some play pattern may be of an important matter to recreate WWII dynamics?

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