@Cmdr:
Any discussion yet about throwing in a few more victory cities? Seeing lots of complaints it’s too easy with 6 in the Pacific, so what if Japan needed 8 and we made 3 more VCs on the board? Sikiang maybe (I don’t have the map in front of me, thinking of the one that is SW China in 2 spaces from Volgograd and would not screw up Mongolia if Russia reinforced), Alaska or at least Aleutian Islands since they really were invaded and I cannot think of one that would have been a historical target right now, but I am sure we can think of a 3rd one for the Pacific.
I think a rulechange along the lines “Japan needs 7/8 VC” or “3 out of Calcutta, Sydney, Honolulu and San Francisco”
would be short and sufficient.
@Uncrustable:
@Uncrustable:
5. Enhance naval units. a) Cruisers cost reduced to 11 IPCs. Bombards at 4. Units hit by bombardment return fire at -1(with 1 being lowest)
b) Battleships cost reduced to 18 IPCs. Same bombardment rules as cruiser.
c) Aircraft carriers cost reduced to 14 IPCs.
d) Transports cost reduced to 6 IPCs. When empty may move 3 spaces during noncombat move.
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.
Cruiser, carrier and battleship: could work, needs further playtesting.
Transport: Movement 3 while empty might be fine but I dislike the evasive maneuver: everyone who lets transports alone should be punished. And I don’t see the point in a cost of 6 IPC. I don’t think that transports are to expensive now, especially given the threat they create.
This has been VERY hotly debated topic for a long time. Many would like to see the return of the classic transport, many feel they are best now.
These rules are a middle ground.
And also remember to take the cost reduction along with the other changes to naval units.
But transports don’t count against other naval units. Naval units are only there to a) protect transports (and destroy enemy transports) and b) convoy. Transports don’t fight against enemy naval units, they fight against enemy ground units. By cheapening transports, you are only strenghtening amphibious assault attacks.
@Uncrustable:
@Uncrustable:
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.
This rule would effectively be “Tanks cost 5 IPC if built in pairs, else 6 IPC.”
And I strongly advise against this rule. Tanks at 5 are almost as good as artillery (if both are paired with infanterie) and bring with them the superior speed and blitz.
I disagree here, i have played over 200 games of spring 1942, and tanks at 5 IPC are only spammed by noobs or against noobs. Tanks at 5 IPC are still not stronger than artillery and infantry. Simple math and/or a battle calculator can prove this. Most would like to see more tanks on the board (both for fun and for historical reasons).
There was also hotly debated thread about tanks costing too much at 6 IPC.
It is especially disadvantageous to Russia to purchase tanks at 6IPC per, Russia built a crap ton of tanks in WWII
Tanks in WWII had a different purpose than in A&A. As Russia is mainly defending, I don’t see a point in building any fast attack weapons.
And yes, tanks are still inferior to artillery in pure battle strength, but with their double speed they need to be far inferior in battle. I think 6 IPC is fine.
@Uncrustable:
@Uncrustable:
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.
Again I strongly advise against this rule. It would be much, much to easy for the USA to strengthen Russia up to a point where germany has no chance to conquer Moscow. ESPIACALLY as a 5-IPC-investion from USA would lead (in average) to a 8.33-IPC gain in Russia. This is absurd. For a merely 20 IPC (per round), USA could give Russia 30 IPC (per round, on average). A Russia with this much IPC would be unbeatable by germany and that would be worth a multitude of the 20 IPC lost by the USA.
There is a 50/50 chance that Russia does not get the token. And every turn Russia rolls there is a 1/6 chance that said token is destroyed outright.
The axis can also block the tokens outright by simply controlling Amur, Archangel or 1-2 territories that break the chain from Moscow to the middle east.
Also keep in mind that in order for Russia to even recieve the token, there cannot be any non-soviet allied units in any origional Russian territory.
It is not overly strong, but does give the allies a slight advantage possibly (but currently with OOB rules the axis are slightly favored so this would be a good thing)
Let me give you an example:
At the earliest possible time (probably when both are at war), USA spends 30 IPC in 6 Tokens.
At its next turn, Russia converts in average 3 tokens into 30 IPC (or units worth of), 1 token is destroyed and 2 remain.
USA then spends 20 IPC to refresh the tokens and the game starts again.
So while the allies hold the southern route (persia-russia), which they normaly do until round 5-8 at least, russia gains 30 IPC per round, which roughly doubles their income and makes it near impossible for the germans to conquer moscow or even break the support line.
All the while, the USA lose 20 IPC per round, which leaves enough to attack Japan, as they no longer need to be involved in Europe at all.
At least lower the russian gain to 5-6 IPC per token.
@Uncrustable:
And last but not least a rule of my own:
I dislike the fact that every territory can by convoyed regardless of the way transporting the goods would be handled (convoy in a russian Iraq? Where should they even take the boat to?), so here is my rule.
The maximum convoy damage that can be made in a given territory is halved (rounded up? rounden down?) if the following condition is fulfilled:
A path can be drawn from the territory to the capital that only crosses friendly (non-enemy?) landzones.
E.g.: If germany controls all of france and germany, an allied ship in SZ105 can only make 1 IPC convoy damage.
This would mostly benefit Italy and on a smaller scale Japan and UK.
Seems a very complex method for very little change.
It’s not complex at all, maybe I just worded it complicated. In 99% of the time, it would effectively read:
“The following territorys convoy damage is halfed if hold by their original owners:
England, Scottland, Itlay (both), USA (all), Japan, East India as well as SZ 97 and russian occupied territories.”
So far, see you around
Kion