Thanks Young Grasshopper for your thoughts,
I probably made a mistake in starting this in the barren wasteland that house rules sometimes becomes…
3. Enhanced air units. a) Fighters cost 8, attack/defend at 2/3.
Don’t understand how an attacking fighter is equal to a defending infantry. If my squad was in the open against a fighter… we would be screwed.
I couldnt disagree more, a fighter wing would take quite some time to dismantle an infantry division, especially one well dug in on defense (hence the +1 defense for infantry). And said division is not without its AA. A tactical bomber would have a much easier time being more properly armed for ground attacks, and tougher to bring down.
The new system re balances air units, giving each a very distinct roll.
Fighters are cheap, good on defense and can both escort and intercept strategic bombing raids.
Tactical bombers are the best combat unit, strongest on offense while supported. But cannot SBR or escort/intercept for SBR.
Strategic bombers are good on offense (better than unsupported tacs, not as good as supported tacs) long range and can SBR, but very poor defense.
4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory). Strategic bombers may not scramble. All air units roll simultaneously. All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less. The hits are totaled for each side and divided by 2 (rounding down). AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. Remove casualties before continuing to normal combat.
–Example, attacker rolls for 13 planes. Records 5 hits. =2 adjusted hits
-----------Defender rolls for 8 planes. Records 3 hits. Also rolls for 2 AAA (6 dice) and records 2 hits. =3 adjusted,combined hits (1 for planes +2 for AA dice)
-------------Attacker removes 3 planes (chooses own casualties), defender removes 2 planes. (also chooses own casualties)
Sorry, I just find a lot of this unnecessary, I understand the desire to give defending air units in a territory with an air base some kind of scramble advantage, however, one of your overall goals here is still simplicity. I would replace all of this with… fighters defending a territory with an airbase may roll one free round of defense before all other land combat begins. Attacker chooses and automatically removes their casualties before conducting their first round of combat.
This is something that maybe goes too far,
The goal however is a single round of pure air combat.
I have since come up with a simpler version…
-All hits count (no more divide by 2)
-If the defender chooses to scramble all combat is at a 1:1 ration. So 5 attacking planes vs 3 defending = 3 dice rolled.
-Air dice rolled would never exceed the number of planes for the weaker side
(getting writers block here on trying to word it lol, i assume you get the gist)
d) Transports cost reduced to 6 IPCs. Transports, when empty may move 3 spaces during noncombat move only. Good… and how about carrying 2 infantry + 1 other unit when launching from a naval base and dropping all within the same phase.
No transport may move 4 spaces under any circumstances
e) Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice.
-A roll of a 1 is a successful evasive maneuver, and that transport is removed from battle and placed back on the
gameboard, a transport that evaded an enemy attack while undefended may not unload units until its next turn.
Transport evasive rules are good, I would bump the successful roll to 2.
I think we should be careful going too far with transports.
Already we have
1-price down 1
2-movement 3 without need for naval base on noncombat
3-evasive dice rolls of 1 (equal to defense value of OOB classic transport)
I also dont think transports should be evading battleships, cruisers submarines, air units 33% of the time.
6. Enhanced Armor. For every single tank purchased, a second may be purchased for 4 IPCs. Both tanks must be mobilized in the same territory on the same turn. For example 2 tanks cost 10, 3 tanks cost 16, 4 tanks cost 20, 5 tanks cost 26, etc. If a nation purchases 2 tanks, but is going to mobilize them in different territories then the cost of both tanks remains 6.
…An easier explanation with the relatively same effect is… tanks cost $5 each when more than one are purchased and placed on the same complex. Ex: Russia purchases 4 tanks for $40 and places 2 in the Ukraine and 2 in Leningrad. Ex: Russia purchases 2 tanks for $10 and 1 tank for $6, places 2 in Leningrad and 1 in Moscow.
Your explanation is different from what i proposed.
Basically it is buy one get one cheaper. Or 2 tanks for 10 IPC.
3 tanks would cost 16 IPC.
Maybe what you propose is better, all tanks cost 5 when more than one is purchased.
8. Enhanced Lend Lease. During the US or UK research and development phase the US/UK may purchase lend lease tokens for 5 IPCs each. (Place a Soviet control marker to represent each token on Wash DC for USA and London for UK) During Russia’s research and development phase they may attempt to cash in any number of these in by rolling one dice for each token. The token is destroyed on a roll of 1, delayed atleast one turn on a roll of a 2 or 3. On a roll 4 or higher the Russian player may pick any of the following; A fighter in Amur, 2 Infantry and a mech infantry in Archangel or +10 IPCs if the allies control a series of connected territories from Persia to Russia. The territories must be under Allied control at the beginning of its turn (Soviet controll in the case of Amur and Archangel). The tokens are not redeemable if there are any non Soviet allied units in any original Soviet territory. If London or DC is overtaken by the Axis any tokens there are destroyed.
Not sure how I feel about all this, seems like there’s a better way to represent Lend lease…and Germans should get new convoy disruption rules for the zone off Norway.
If the Soviets roll a 1, that would represent the axis destroying the convoy. And the Allies are out 5 IPC.
Rolling a 2 or 3 represents the axis blocking the convoy but being unable to destroy it, hence it is delayed.
No new convoy zone is needed.
This is a historical rule, the allies sent trucks planes and supplies to Russia via North Pacific, North Atlantic and Middle East.
By Baron Munchhausen:
An other version C.
This time there is an AAA and scramble phase prior to the main battle.
Here is the basic:
Fighter A1D2 get +1A when paired with any planes.
TcB A1D1
StB A1D0
AAA can be taken as casulties.
This is near exactly what i have now, except AAA (should not be taken as casaulties) and the fighters +1A
On another note choosing ground units negates the whole point of the air battle.
Fighters should not get any +1s, Fighters should (and did historically) have a clear advantage on defense.
11. Dice bonuses. On a dice roll of 1 (attack and defense) observe the following for the listed units:
-Fighters may choose an air unit as a casualty
-Tactical bombers may choose a ground unit as a casualty (land or sea)
-Cruisers may choose an air unit as a casualty
-Battleships may choose a surface vessel as a casualty (includes transports)
-Tanks may choose a ground target as a casualty
-Strategic bombers, (offense only) defender must choose 2 casualties
Complicated and unnecessary.
I do not see how this is complicated, the bonuses make sense both historically and logically and would be very easy to implement.
As far as the game goes the purpose of these (in addition to added flavor) would be added value to the expensive units.
However I respect your opinion here and will keep it in mind.
None of these are meant to be my house rules or my G40 enhanced.
I would rather a group project, many of these i have brought forth are not even my original ideas, but ideas and conversations that i have observed and taken part in over the years.