• @SS:

    After reading all these posts I’m going with these changes.

    D6

    Cruisers - C10 A2 D3
                  1 AA shot at each plane. A1
                  Shore Bombardment A2
                  This also helps if your game has planes that can scramble from Carriers
                  1 sea zone away and airbases.

    Destroy - C7 A1 D2

    Subs -    C6 A2 D1

    My games all have D12 dice. So I 'm going with these changes.

    **D12

    Cruisers - C10 A4 D5
                  1 AA shot at planes A2
                  Shore Bombardment A3
                  Also good against scrambles.

    Destoy  -  C7 A3 D4

    Subs -    C7 A4 D2 or C6 A3 D2 and German subs still C5 Wolk packs A5
    @SS:

    Well in my games subs C8. So I lowered them to 7. They still can first strike and in our games all we ever see are destroyers. Destroyers C8 too so lowered them to C7.
    I see what you mean about the increase in subs. If playing G40 then keep subs at C6.

    I still might have to lower subs to C6 for the D12 games.**

  • '18 '17 '16 '15 Customizer

    @SS:

    Well in my games subs C8. So I lowered them to 7. They still can first strike and in our games all we ever see are destroyers. Destroyers C8 too so lowered them to C7.
    I see what you mean about the increase in subs. If playing G40 then keep subs at C6.

    I still might have to lower subs to C6 for the D12 games.

    Ah, well I see your reasoning then. I thought we were talking about OOB costs.


  • @barney:

    @ Der Kuenstler
    So classic AA means you would get one shot at each attacking plane regardless of number of crusiers ? I know this has all been dicussed before. I think it was one of your HR posts where I first saw it. :)

    Right - but I’m considering rolling one extra die for every extra cruiser defending beyond the first one. That way if three planes attacked 2 cruisers you would roll 4 (3 + 1) AA dice. (Reasoning being the cruisers would cost 2X more than a classic AA gun, and the planes would be coming in closer than when bombing a factory.)

  • '17 '16 '15

    how often do you see crusiers being built in relation to other units ? Does the bombard seem to powerful at 3 ?


  • @Der:

    @barney:

    @ Der Kuenstler
    So classic AA means you would get one shot at each attacking plane regardless of number of crusiers ? I know this has all been dicussed before. I think it was one of your HR posts where I first saw it. :)

    Right - but I’m considering rolling one extra die for every extra cruiser defending beyond the first one. That way if three planes attacked 2 cruisers you would roll 4 (3 + 1) AA dice. (Reasoning being the cruisers would cost 2X more than a classic AA gun, and the planes would be coming in closer than when bombing a factory.)

    Yes that was my concern to with the number of Cruisers. Will have to try that also.

  • '17 '16

    @barney:

    how often do you see crusiers being built in relation to other units ? Does the bombard seem to powerful at 3 ?

    Cruiser’s shore bombardement @3 isn’t enough to be a good incentive even if it is better than BB’s bombardment.
    My HR Cruiser has a reduced cost and an AAA capabilities.
    If I had to specialized Cruiser, I would let go bombardment and keep AAA capacity.

    Otherwise, I would give a better shorebombardment capabilities to BB while keeping @3 for Cruiser.
    Something like @4 first round and +1A to Infantry, like Artillery, in the other rounds, as long as any Inf remaining.

  • '17 '16

    @Young:

    The only problem I have with the AA idea is, wouldn’t battleships and aircraft carriers also have the same ability?

    I resolved this issue by requiring that at least 1 Carrier be present to grant AA capacity to either Cruiser or Battleship.
    No pairing just a single Carrier is enough. Works like OOB DD presence for planes against Subs.
    Even if BB gets AA as my HR Cruiser, Cruiser gives a better cost ratio.
    Two 10 IPCs Cruisers get AA against up to 4 planes.
    My 18 IPCs BB get AA against up to 2 planes.


  • @Young:

    The only problem I have with the AA idea is, wouldn’t battleships and aircraft carriers also have the same ability?

    Well, only transports can carry infantry in the game, but other ships had that ability too. I just read about how the USS Enterprise carrier brought home thousands of troops after WWII. The game specializes for play purposes.

    Then there is what Larry Harris said on his site: “Upping the AAA of a cruiser is probably the way I’d modify or up the value of the cruiser. Dedicated shots at aircraft during the first round of combat or something along that line is worth considering. I think this additional special ability would both reflect a cruiser’s historic role and nicely fill in that potential over priced issue we’ve been discussing.”  Posted: Wed 05.Aug, 2009

  • '17 '16

    Nice catch DK!
    Could you provide the full link please?
    I would like to read this particular thread on Harris Game Design.
    Thanks.


  • Sure - here it is:

    http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=12&t=1842&p=21096&hilit=+upping+the+AAA+#p21096

    A nice way to get Larry Harris’ view (perhaps past view) on things on his site is to do a search and type “Larry” in the author space - you will get everything LH said there about your subject.


  • Here’s my changes for ships and using other people’s ideas and I thank you for them(and I’m basing it off of G40 but you can use it for 42.2 or 41 or anything else if you want).

    Battleships- Their new change is that they can carry 1 infantry even if damaged.

    Cruisers- Cost 10 and has a built in AA gun that can shoot up to 1 plane but only up to 4 CVs.

    Destroyers- Cost 7 and Attack is 1 and Defense is 2.

    Submarines- Cost 5 and Attack is 2 and defense is 1 and aircraft may attack subs without a DD but the sub may choose to submerge and the aircraft gets one shot at killing it.

    Transports- Cost 5.
    Any comments?


  • @Frederick:

    Here’s my changes for ships and using other people’s ideas and I thank you for them(and I’m basing it off of G40 but you can use it for 42.2 or 41 or anything else if you want).

    Battleships- Their new change is that they can carry 1 infantry even if damaged.

    Cruisers- Cost 10 and has a built in AA gun that can shoot up to 1 plane but only up to 4 CVs.

    Destroyers- Cost 7 and Attack is 1 and Defense is 2.

    Submarines- Cost 5 and Attack is 2 and defense is 1 and aircraft may attack subs without a DD but the sub may choose to submerge and the aircraft gets one shot at killing it.

    Transports- Cost 5.
    Any comments?

    My thoughts:

    Battleships: Battleships already have two special “things” they do - they can take two hits and shore bombard. Infantry carrying seems superfluous and reduces the role of the transport.

    Cruisers: I don’t understand what you mean here  “only up to 4 CVs”

    DDs: Your stats would mean a pack of DDs attacking a pack of subs would be an even battle, with the subs defending at “1” - when clearly the DDs would have an advantage with their speed and depth charge ability.

    Subs - pretty good except the price of “5” makes subs too cheap - especially if you combine them with a “navy production” tech, where they would then cost “4” - you could spam the oceans with them.

  • '17 '16

    @Der:

    @Frederick:

    Destroyers- Cost 7 and Attack is 1 and Defense is 2.

    Submarines- Cost 5 and Attack is 2 and defense is 1 and aircraft may attack subs without a DD but the sub may choose to submerge and the aircraft gets one shot at killing it.
    Any comments?

    My thoughts:

    DDs: Your stats would mean a pack of DDs attacking a pack of subs would be an even battle, with the subs defending at “1” - when clearly the DDs would have an advantage with their speed and depth charge ability.

    Subs - pretty good except the price of “5” makes subs too cheap - especially if you combine them with a “navy production” tech, where they would then cost “4” - you could spam the oceans with them.

    About A1 Destroyer, I could rationalize it that it is harder to search and  destroy subs in open sea rather than waiting for a torpedo trail against an escorted vessel and react against the attacking Sub with hedgehogs and depth charges. A1 includes the search result. 50% to find and 2/6 to hit = 1/6 on attack.
    In an old WWII The Expansion from Philip Schwartzer, DE Destroyer Escort got A1D2.
    The search, named Anti-Sub patrol, was 2/6 and the attack roll 2/6 vs Sub only. Sum: 4/36 which is less than the A1 suggested.

    Besides, if planes can shoot submerging Sub the issue would become that Sub are going to be sitting duck with no retaliate roll against planes only attack. DD won’t be as necessary as OOB.

    My idea to simplify interactions between Subs, planes and DDs still requires that Subs keep their surprise or submerge phase when destroyer is not present. So, a planes only attack have no impact on enemy’s submerge Sub. This imply that at least 1DD must block Subs to let planes a chance to hit unsubmerged Subs.
    Also, DD A1D2 increase the need to bring along planes to be more efficient while on offense searching and seeking to sink Subs. Something which is historically correct.


  • Der Kuenstler up to 4 cruisers means that in a sea battle and lets say you have something like 5 cruisers and they are attack with aircraft only 4 of them may use their AA gun ability. The reasons why subs are 5 ipc is because they were cheap back then and Germany built 1,154 of them so there’s a reason why there cheap and the chances of getting the shipyards tech is really rare.

    Baron Munchhausen are you saying that DDs attack should be 2? Because I am thinking about changing it to that.

  • '17 '16

    @Frederick:

    Baron Munchhausen are you saying that DDs attack should be 2? Because I am thinking about changing it to that.

    I was simply explaining the old rule.
    The Destroyer escort was a A1 D2 M2 Cost 8 but was only to protect Transports.
    On Anti-Sub Patrol, the Attack rise to 2 against Sub only for a single shot at sub, after the sub is safe.
    However, in this WWII The Expansion rule set, Subs have no defense at all.
    ASP was a special search required first before being able to roll for attack.

    In my own HR, DD is A1 D2 M2 Cost 6 IPCs and Sub is still A2 D1 M2 Cost 6 IPCs.
    The change is that in multi-types naval combat you don’t need to look about DD presence to hit Sub with any plane. (Simpler compared to OOB.)
    The OOB rule was because if planes hit Subs without DD, Subs becomes the best all-around naval fodder. But it should be Destroyer, historically speaking, so at 6 IPCs both DDs and Subs can be fodder. On offense, clearly you would chose to loose DD first. On defense, you could prefer to loose Subs but sometimes saving Subs by submerging them would be the best option. Hence, Destroyers could still be an interesting fodder on defense.

    I should add that DD blocks Subs’ submerge on a 1 on 1 basis (and for a single combat round) according to my HR inspired by DK.


  • @Baron:

    @Frederick:

    Baron Munchhausen are you saying that DDs attack should be 2? Because I am thinking about changing it to that.

    I was simply explaining the old rule.
    The Destroyer escort was a A1 D2 M2 Cost 8 but was only to protect Transports.
    On Anti-Sub Patrol, the Attack rise to 2 against Sub only for a single shot at sub, after the sub is safe.
    However, in this WWII The Expansion rule set, Subs have no defense at all.
    ASP was a special search required first before being able to roll for attack.

    Okay, thanks for the explanation.

  • '16

    The key to adding a new unit is deciding what it does that is different than the units already available.

    What about refocusing the Cruiser on AA work?

    Commerce Raider - Cuts trans-oceanic lines-of-supply.
    Destroyer Escort - Convoy defense. Focus is on hunting subs in Convoy Zones. Bonus to convoy defense.
    Destroyer - Focus is on hunting subs and taking hits (“screening”) during fleet actions. Bonus against submarines.
    Cruiser -  Utility piece. Strong and fast enough to sink a destroyer 1:1. Can do weak shore bombardment. Improved AA if another friendly ship is in the same space. Bonus against aircraft.
    Battlecruiser - Focus is on hunting smaller combatants. Better shore bombardment. Useful on the attack. Weaker defense than a battleship. Only one hit point. Possible benefit: re-roll one die during combat.
    Battleship - Focus is on destroying other naval units. Best shore bombardment.
    Carrier - Focus is on extending the range of aircraft.
    Armored Carrier - Improved defense and 3 hit points. More expensive, but more survivable.
    Transport - Carries troops.

    This presumes a good number of sea zones, meaning a slightly larger map, such as that offered by HBG.

    On a very, very large map (which I one day hope to see), you might add Coastal Battleships – basically, low-cost, slow-moving battlewagons.

  • '18 '17 '16 '15 Customizer

    @Trenacker:

    The key to adding a new unit is deciding what it does that is different than the units already available.

    What about refocusing the Cruiser on AA work?

    Commerce Raider - Cuts trans-oceanic lines-of-supply.
    Destroyer Escort - Convoy defense. Focus is on hunting subs in Convoy Zones. Bonus to convoy defense.
    Destroyer - Focus is on hunting subs and taking hits (“screening”) during fleet actions. Bonus against submarines.
    Cruiser -  Utility piece. Strong and fast enough to sink a destroyer 1:1. Can do weak shore bombardment. Improved AA if another friendly ship is in the same space. Bonus against aircraft.
    Battlecruiser - Focus is on hunting smaller combatants. Better shore bombardment. Useful on the attack. Weaker defense than a battleship. Only one hit point. Possible benefit: re-roll one die during combat.
    Battleship - Focus is on destroying other naval units. Best shore bombardment.
    Carrier - Focus is on extending the range of aircraft.
    Armored Carrier - Improved defense and 3 hit points. More expensive, but more survivable.
    Transport - Carries troops.

    This presumes a good number of sea zones, meaning a slightly larger map, such as that offered by HBG.

    On a very, very large map (which I one day hope to see), you might add Coastal Battleships – basically, low-cost, slow-moving battlewagons.

    I have been working on the following for my game. Intent is to have a couple more units, but make each unique in a D6 system. I want to keep it as simple as possible, but incorporate the Light-Medium-Heavy aspect of HBGs larger naval units:

    • Transport:   A0   D0   M2   1 hit, OOB transport rules   $7

    • Submarine:   A2   D1   M2   1 hit, Surprise strike - countered 1:1 w/destroyer   $6

    • Large Submarine:   A3   D1   M2   1 hit, Surprise strike - countered 1:1 w/destroyer, may Target each round if not countered by destroyer   $8

    • Destroyer:   A2   D2   M2   1 hit, counter subs 1:1- removes surprise strike and sub targeting   $7

    • Cruiser: A3   D3   M2   1 hits, up to 2 AA shots per cruiser in rnd 1, bombards on 3 (maybe 2?)   $10

    • Early War BB/Battlecruiser/Heavy Cruiser:   A4   D3   M2   $12   1 hit, Can bombard on 4 (maybe 3?)   (Graf Spee, Alaska, Nagato, Fuso, Nevada, Hood, etc…)

    • Battleship:   A4   D4   M2   2 hits, Can bombard on 4   $18   (Iowa, Bismarck, King George V, Dunkerque, Vittorio Veneto, North Carolina, Kongo, etc…)

    • Heavy Battleship:   A5   D5   M2   3 hits, Can bombard on 5   $24   (Yamato, Montana, etc…)

    • Light Carrier:   A0   D1   M2   1 hit, holds 1 fighter/tac   $8

    • Fleet Carrier:   A1   D2   M2   2 hits, holds 2 fighters/tac   $15  (Yorktown, Essex, Ark Royal, Shokaku, Kaga, Soryu, Graf Zeppelin, Illustrious, Aquila, etc…)

    • Heavy Carrier: A2   D3   M2   2 hits, holds 3 fighters/tac   $20  (Midway, Shinano, etc…)

    It is a work in progress. I may need to refine the battlecruiser concept to make it more appealing (i.e. give it a special separate from just being able to bombard). But this category also includes early war battleships (WWI holdovers), so something may have to give. Costs are subject to change also. I think this is just about the max number of Naval Units a D6 A&A game can handle. Any more and you will just have extra units that are never used or need completely new game mechanics to use.


  • IMO Looks good so far!

  • '17 '16 '15

    Good Stuff Guys !

    As far as your battlecrusier LHoffman maybe it could be more of a starting unit ? Begin the game with some with the option to buy more. You probbaly wouldn’t want to buy them but they were part of the war and would be cool to represent them.

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