@axis_roll:
Based on AARe rules,
You fail to mention things like forcing a sub to dive (AARe requires a ship to attack subs).
If a sub is killed, or submerges it cannot convoy raid. You may still choose to ignore the sub (as per AA50 rules) but it doesn’t have to (and cannot) submerge.
@axis_roll:
OK, re-reading your rules, there are no detection rolls, it’s strictly a 1 to 1 ratio round one, 1 to 2 round two, 1 to 3 round three (etc). Interesting. What you have might work, but it complicates (perhaps unecessarily) battle for tracking detected/undetected subs. Need to play test.
Actually most of the time the battles ended very quickly, the subs all get detected pretty much on round 2, or the undetected subs submerge. For us it was Japan attacks 4 subs with 2 destroyers and planes–2 destroyers dive, the rest die. Then UK attacked back with 3 SS 1 got surprise strike (and missed) and after that they were all detected. We really didn’t have much problems with this.
@axis_roll:
Can subs attack other subs like in Revised?
As per now, no. That is, if either player wants to submerge first they can. I figure since subs no longer attack and defend the same, an even battle wouldn’t be even. Maybe make a rule saying that subs fighting subs get 2 def or something.
@axis_roll:
Do subs regain zone of control like in Revised (besides the ‘unescorted’ shot rule)
Just what consititues an escorted transport? ANY warship? DD’s only? Only ships with ASW?
Subs do not regain zone of control. Escort means that a surface warship moves their entire move with the transport (borrowed from AAP40)
@axis_roll:
I think 1 IPC damage is max by sub, Perhaps something like 2 subs adjacent to an IC might give you 3 IPC Convoy raid damage to encourage subs to be closer to an IC?
Interesting idea. I would like to test 2 IPC a little more.
@axis_roll:
@Wilson2:
NEW, BETA: UK starts with minor factories in India and Australia. Germany starts with a minor factory in France. Minor factories may only build Infantry units and may be upgraded to factories for 8 IPCs. Upgraded minor factories may be used at full capacity the turn they are upgraded.
I like this idea, although you said you thought it didn’t work in your own game plan simulation.
Question: are these minor UK IC’s subject to convoy raids? Only if upgraded?
I’d say no for now. Not sure. Actually the simulation was without the ICs. It was why I decided on that idea. With India +3 inf and australia +2 inf Japan’s odds went down below 50%. (assuming US fighter lands in AUS)
@axis_roll:
Thoughts:
Not a huge fan of instant tech. In fact, they ruin a tech system, IMHO.
you make no mention of a counter to heavy bombers (like the optional escorts rule)
I think mech inf might be a Major tech (germany could use this VERY effectively, perhaps way too much so)
Generally, tech is bought at 2 or 3 dice (in our game) and the opposing player can assume that on turn 2 of rolling you got pretty good odds of getting the tech, so it kind of takes the edge off instant tech. I could change it to make it delayed if got the first round, but that would take the edge off buying 4 dice. Also I generally think that if you pay for a tech you should get ot use it as soon as possible. As for Mechanized inf, I changed it to moderate because I thought it was too expensive. Simply to pay 20 for it Germany would have to forgo upgrading 10 inf to tanks. (which already move 2) Additionally, Germany is not guaranteed to get it very soon with only 2 researchers. (In our game Germany did not get the tech till he rolled the 16 dice - that’s 3 turns after buying the researchers)
There are three ways to counter heavy’s. In the sea, get the cruiser tech. See if the opponent is willing to spam your fleet with heavies when you are rolling AA @2 vs each bomber. For Land get radar and build some AA; again AA @2 is a pretty good deterrent. In SBR, radar and/or Improved factories. Healing your factories @ 1/2 price totally nullifies the double dice of Heavy bomber SBR.
@axis_roll:
@Wilson2:
China changes
China now has IPCs, It collects IPCs as other nations and starts with 7 IPCs.
If the Burma Road (Yunnan, Burma India) is owned by the allies, China receives 1 Infantry for free during its mobilize units phase.
Flying Tigers start in Sikang instead of Yunnan.
Do China inf cost $2 or $3?
I assume they can save any unspent IPCs, correct?
Are chinese unit placement limits still active?
So the allies have to control all three (Yunnan, Burma and India) for the extra inf, right?
China inf cost $2. I can’t believe I left that out! :-o Yes they can save IPCs. You must have all three. (I am thinking about removing India from that list) Chinese movement restrictions are still active. I originally had a different approach that was way overpowered when tested, which allowed china to move more places. I like this method, because it removes the round up/round down problem. Every territory they take is worth something. Additionally, manchuria and that territory with shanghai in it become more valuable. Additionally, no matter what China gets to place 3 inf the first turn. So unless japan goes all out and kills all 4 chinese inf the first turn, china has a chance.
Also thinking about implementing ILs rule about US replacing flying tigers.
@axis_roll:
@Wilson2:
NATIONAL ADVANTAGES
Scrapping NAs
Glad to see that you scrapped these. NA’s are NOT part of AA50. There is no need to introduce them.
K.I.S.S.!
I said I was thinking about it, but if you’re in agreement Ill do it. I did like my china and British NAs though :(