@LHoffman:
Cool idea. I assume this is all based on keeping the VCs shown on the OOB boards for 42.2 and G40.
If the board was at all to be changed or added to, you could have tiers of VCs denoted by different colors, maybe not counting capitals which would be in a category by themselves. You would have minor VCs (Warsaw, Nanking?, Kiev) worth +1 and major VCs (Stalingrad, Singapore, Cairo) worth +2. That would necessitate some changes to the board and probably addition of cities.
Yeah I was mainly thinking in terms of the OOB map. It’s not that adding VCs would be particularly difficult, all it really requires is some sort of generic marker pieces. For many it wouldn’t be an issue, even if the boxed map is at a premium for space to house units, some will just print out custom maps anyway. But somehow map modifications still strike me as a barrier to ease of adoption. If ever there were a 3rd edition to any of these games, it might be nice if Victory Cities were indicated by a unit token on the set up cards (perhaps with a couple extras VC tokens included, just in case one were to “get lost”) that way people could experiment with removing/adding/changing VC locations on the fly. In that case it would also be nice if many more territories had city names written on the map, if only for educational purposes.
But given the map that comes in the box, I was just trying to think of something simple… because at a certain point, even on a map like 1942.2, half the territories in a given theater might end up candidates for VCs, and then it’s like how do you really choose? Is Singapore better than Kiev? Is Oslo better than Cape Town, or Rio, or wherever? It kind of opens the flood gates, and on a feature of the game that in my view still isn’t sufficiently well established in gameplay interest, despite being around since Revised.
Would certainly be sweet if it worked at 8 VCs for 1942.2, since I think there are enough VCs in global to get the idea up off the ground on that map.
I’m still holding out hope that this entire 60 page thread, might somehow be condensed into an HR redesign that fits on a single side of A4 printer paper for 1942.2, maybe double sided A4 for Global. That way people’s eye’s don’t glaze over when reading it hehe, and I would prioritize the simplest HRs that have the most significant potential impact on gameplay, using the OOB materials.
This is where I’m at currently in terms of optional add ons, that might work well together.
1942.2 Rules Adjustments…
War Chest: to make VCs relevant to the gameplay.
Progressive Round Tracker option: as a compliment to the above, introducing more cash into play over time.
New Liberation/Looting Rules: 1 time looting for Capitals. No auto-restore of starting territories under friendly control upon liberation (Nation must claim TTs with ground units to restore ownership.) Things to discourage Endgame weirdness around Capital Capture/Liberation.
Working NAP: to encourage a more historical play pattern by Japan/Russia.
Team Coordination Restrictions: Something to prohibit, or at least discourage co-location by Japan/Germany and Soviet/Western Allies in each other’s starting territories.
Close Western China option: to account for the map compression here, and keep Japan honest in central Asia. I really like the idea of adding a few Soviet units in Sinkiang as part of this, to represent the CCP. Gives a nod to Mao and the second united Front. Makes the US supported KMT position more tenable too.
Turn order balance adjustment: American Zero Turn.
Objective bonuses: to encourage more historically satisfying playpatterns, Italy, D-Day, Pacific Islands etc. I’d have a very limited number, certainly fewer than AA50 to keep it manageable.
Then you have the unit expansion ideas, for existing units…
Factories: Scorched earth, and a built-in production bonus (at least for infantry) over the printed ipc values on the map. For more interesting production purchase options.
C5 Bomber: to fix SBR/Escort/Intercept and the Air vs Naval Balance.
M3 transports/cruisers: for a more layered naval and coastal defense game.
Subs can evade Destroyers: No blocking option. New interaction for SS/DD/Air with the depth charge first strike etc.
Combat AAA gun: because nothing is more frustrating that a unit that only moves in non combat haha.
Battleship AAA fire: to give that unit a purpose at the core of the fleet, and more value as a purchase option relative to other ships.
Shipyards cost revision: to make all ships more affordable.
And finally, the option to introduce G40 materials/concepts in the 1942.2 game. or entirely new units:
Tactical bombers, Mech Infantry, Bases, Major/Minor Factories, Convoy Raiding etc.
Probably a tall order to fit all that on a single sided sheet of printer paper, and some ideas might be less popular than others. But that’s what I would shoot for in 1942.2 outline.
For Global you could have much the same, so you don’t require too much reduplication and could maintain consistency with many of the 1942.2 HRs, though here you’d clearly need to spend more time/space on things like Bases, and Objectives, Tech, and Victory. Global is also better suited to introducing new units, things like Marines, Escort Carriers, Mobile Artillery and the like, for those who want to go nuts with the roster. Right now we have a pretty extensive tripleA gamefile for G40 in the works, that will hit most of the HR high notes, once Barney irons out the kinks.