This is a unit profiles first draft for G40 Redesign, I will try to test on my boardgame.
(The finished results is posted below.)
The Depth Charge sequence for Destroyer is inspired by YG’s 3G40 project.
This allows to not block Sub’s submerge (which is realistic from a ship-to-ship POV).
I also used SS long time play-tested HR, Destroyer blocking Sub’s Surprise strike on a 1:1 basis.
These two abilities seem better at depicting Sub warfare with not so complex mechanic.
Keeping 2 basic units of G40 Redesign cost structure:
DD A1 D1 C5 (0.96),
SS A2 D1 C6 (1.33, 0.67)
But all other units are adjusted to keep
Cruiser A3 D3 C8 (1.13) and
Battleship A4 D4 C15 (1.12) better in combat compared to Destroyer (0.96) but both even combat ratio based on same IPC basis (1.12).
Carrier A0 D2 (0.87) still carry only 2 aircraft and is stronger than OOB Carrier (0.49) on same IPCs basis, but weaker in absolute combat values.
However, both aircraft have special abilities which can compensate and also because of cheaper Full Carrier compared to OOB units.
TcB A3 D2 C8 (1.13, 0.75) now gets targeting capacity on Sea and Land units, which includes submerged Subs.
Fg A2 D2 C7 (0.98) directly fire at aircraft first, as usual for my HR. But treated as OOB when there is no enemy’s aircraft.
StB cannot be part of regular combat, but get A1 in SBR dogfight.
This units profile allows a full spectrum of combat values for Naval combat:
DD A1 D1, Sub A2 D1, Fg A2 D2, TcB A3 D2, Cruiser A3 D3, BB A4 D4
Now, Cruiser is taking the middle place of Destroyer in OOB roster
Of course, setup will need adjustments because of cheaper aircraft and Carrier.
Also, cheaper boats will increase the pressure on Axis much earlier in game.
However, Subs are still potent offensive units with pretty good elusive capacity.
Destroyer (0.96) (Depth Charge: 1.92 max)
Attack 1
Defense 1
Move 2-3
Cost 5
1 hit
Block Submarine’s First strike on a 1:1 basis
Cannot block submerge but can Depth charge submerging Sub:
Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
1 roll @2, only for on going combat round, up to 1 roll per submerged Submarine max.
Destroyer doing Depth charge can still roll in regular combat.
1D in Convoy SZ
Submarine (1.33, 0.67 / FS 2.00, 0.89)
Attack 2
Defense 1
Move 2-3
Cost 6
1 hit
Stealth Move: Submarine CM or NCM is not block by Destroyer and
in Combat Move, only Subs attacking do not allow scramble from adjacent Air Base
Submerge or First strike prior to General Combat phase,
First strike: Destroyer blocks Submarine’s First strike on 1:1 basis
Submerge: Destroyer does not block submerge but can Depth charge
Cannot hit Submarines nor aircraft.
2D in Convoy SZ.
Transport (variant M3-4) (0.00)
Attack 0
Defense 0
Move 2-3
Cost 7
0 hit
taken as last casualty,
Carry 1 Inf+1 any ground
Transport (reg combat variant) (0.38)
Attack 0
Defense 1
Move 2-3
Cost 8
1 hit
Carry 1 Inf+1 any ground
Cruiser (1.13)
Attack 3
Defense 3
Move 2-3
Cost 8
1 hit
Variant: M3-4, Cost 9, 1 hit, (0.89)
Shore bombardment @3
1D in Convoy SZ
Fleet Carrier (0.00, 0.87)
Attack 0
Defense 2
Move 2-3
Cost 12
2 hits
Carry 2 planes (Fg or TcB):
2 Fgs (0.72, 0.94),
1 Fg & 1 TcB (0.77, 0.87),
2 TcBs (0.83, 0.79)
Air operation allowed for 1 plane, if damaged.
Battleship (1.12)
Attack 4
Defense 4
Move 2-3
Cost 15
2 hits
Shorebombard @4
1D in Convoy SZ
Fighter (0.98)
Attack 2
Defense 2
Move 4-5 (M6 from AB as escort for bombers)
Cost 7
1 hit
Hit aircraft first, then AAA, then owner’s selecting his own casualties as usual.
SBR A2 D2,
1D in Convoy SZ.
Needs no Destroyer to hit Subs.
Can air retreat 1 adjacent TTy after first combat round (announce before attacker’s retreat).
Tactical Bomber (1.13, 0.75)
Attack 3
Defense 2
Move 4-5 (M6 from AB for TBR only)
Cost 8
1 hit
Can target any land or naval enemy’s unit (excludes aircraft) if rolling a hit
TBR A1 D1 dmg 1D6 on AB & NB
1D in Convoy SZ
Needs no Destroyer to hit Subs
Can target submerged Subs in same combat round that Subs submerged.
Can retreat aircraft 1 adjacent TTy, after first combat round (announce before attacker’s retreat).
Strategic Bomber (0.00/ SBR: 0.96)
Attack 0
Defense 0
Move 6-8 (M8 from AB for SBR only)
Cost 5
0 hit in regular combat,
SBR 1 hit, A1 D0, dmg 1D6
Air Base
Cost 12
Giving +1M, +2M on SBR or TBR only,
Give +1 Defense to 1 Fighter defending AB’s territory.
Allows up to three units to scramble, either Fg or TcB
Do not allow scramble if only Submarines attacking an adjacent SZ.
Anti-Aircraft Artillery (0.00, 3.00)
Attack 0
Defense 2 or 2AA@1
Move 1
Cost 4
1 hit
Instead of regular defense @2, can either roll 2@1 vs up to two aircraft, 1 roll max per aircraft.
This is not preemptive fire: roll in regular combat phase.
Move as any ground unit in CM and NCM.
Here is additional units which are optional and require new sculpts to play with:
Militia
Attack 0
Defense 1
Move 1
Cost 2
1 hit
Marines
Attack 1-2
Defense 1
Move 1
Cost 3
+1 Attack in amphibious assault,
TP can carry 2 Marines, can load 1 on Battleship
Bunker
Attack 0
Defense 3
Move 0
Cost 5
2 hits
Requires 1 Inf, MI, Art, Elite, Marines or militia to work.
1 such unit must share same TTy to repair damage.
Mobile Artillery
Attack 2
Defense 2-3
Move 2
Cost 5
Can blitz but cannot give blitz to Mech Infantry,
Gives +1A to Inf or MI, paired 1:1
Gets +1D paired 1:1 with Tank
Elite Infantry unit
Attack 2
Defense 2
Move 1-2
Cost 5
Can load 1 on Battleship, or 2 on TP,
Gets +1M paired 1:1 with Tank and blitz with it,
Can load 1 on Air TP during move CM or NCM,
Air Transport
Attack 0
Defense 0
Move 5-6
Cost 7
1 hit
Load 1 Elite unit CM or NCM.
Escort Carrier, as a Sub Hunter (0.49)
Attack 0
Defense 1
Move 2-3
Cost 7
1 hit
Carry 1 Fg (0.73) or 1 TcB (0.85, 0.64)
Escort Carrier blocks Submarine’s First strike on 1:1 basis,
Does not block Submerge.
Military Base
Cost 12
Allows to built up to three Infantry and can be built on 0 or 1 IPC TT or Island.
Has 6 damage points, not operational if 3 or more damage.
Built-in AAgun.