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Chaos in the Balkans:
Hungary and Romania are at war, Germany has annexed Austria, Yugoslavia suffered an unfortunate die role and has been forced to disintegrate into a Pro-Fascist Croatian state and a smaller Serbia. Italy managed to seize Albania without loss, and Czechoslovakia is reinforcing its border with the Nazis.
The UK has pledged to declare war on any power invading Greece.
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Swedish Disaster:
The Swedes attempted to peacefully take over Norway to prevent any major nations from entering Scandinavia, but the plan backfired. Not only did another unfortunate die role cause the Norwegians to resist, but the German and British players were offended by the assault, and Germany turned a blind eye to a British force that liberated the Norwegians and devastated Sweden’s hopes of a powerful, neutral, United Scandinavian state.
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Spain in Flames:
The civil war rages on in Spain, just as a deadly naval encounter ended in mutual annihilation for the Nationalists and Republicans. The free world does not want a Fascist Spain, and the U.S. Player has sent generous air aid to the Republicans. With Franco’s Army of Africa having headed for the mainland, I, as France, took advantage and seized their Moroccan colony. Unfortunately, I earned a -1 diplomacy points for this “aggressive” act.
AARHE: Phase 2: Naval Combat
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yep I’ll get to it soon
for now read about phase 1 at
http://www.axisandallies.org/forums/index.php?topic=6743.0it comes with justifications in italics :-)
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Hey guys, two completely random naval combat ideas: Sherman DD amphibious tanks and Catalina flying boats!
(These are new units)
DD Sherman Tank
Cost: 6 IPCs
Move: 2 (1 when on water)
Attack: 3
Defense: 2
Ability: Able to move across sea zones; may not blitzPBY Catalina Flying Boat
Cost: 18 IPCs
Move: 7 (8 with Long-Range)
Attack: 4
Defense: 1
Ability: No SBR; able to attack ships?*What do you think? Swimming tanks can be able to help D-Day. Fact: They were used in the actual D-Day landings, however a lot of them sank at Omaha (27 of 32)
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Need to double check the level of deployment of these swimming tanks to see whethre its under the level of abstraction in AA.
But there is a place for sure a unit in our amphibious assault rules! 8-)
These tanks would actually fight from first round!Our current rule is that only attacking INF fights in the first round of land combat in an amphibous assault.
ARM and ART fights from second round and only if there are surviving attacking INF in the first round.
This is to model the capturing of the beach, without which the slow offloading of tanks and artillery from landing craft would make them sitting ducks.
This is probably the reason why historically infantry were the first waves in amphibious assault. -
See… I didn’t even see those rules… So we need a compilation. Btw I saw Phase 1; is there still room for changes?
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room for changes only after phase 2 and 3 are complete… we then we scour the entire document with a fine tooth comb.
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Ok
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oh yeah we need to formalise naval combat antiair
current the these units are assign antiair values
Cruiser (CA) 4
Destroyer (DD) 2
Battleship (BB) 1
Carrier (CV) 1SS (submarine) and AP (transport) have no antiair capabilities
just let these units in opening-fire in every round roll a dice hitting on 4, 2, 1, and 1 respectively?
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I think CA makes more sense for CArrier that Cruiser.
Perhaps add for the Amphibious tanks “cannot move more than 1 (or 2) SZs from a coast”. It doesn’t seem realistic to have a tank moving across the Atlantic or Pacific.
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oh yeah we need to formalise naval combat antiair
current the these units are assign antiair values
Cruiser (CA) 4
Destroyer (DD) 2
Battleship (BB) 1
Carrier (CV) 1SS (submarine) and AP (transport) have no antiair capabilities
just let these units in opening-fire in every round roll a dice hitting on 4, 2, 1, and 1 respectively?
Yes exactly! but was this the correct value? was it not:
Cruiser (CA) 4
Destroyer (DD) 2
Battleship (BB) 2
Carrier (CV) 1 -
I think CA makes more sense for CArrier that Cruiser.
Sorry I didn’t explain earlier.
The abbreviations of naval units are US hull classifications.Yes exactly! but was this the correct value? was it not:
Cruiser (CA) 4
Destroyer (DD) 2
Battleship (BB) 2
Carrier (CV) 1ok sure
anyway, but is it too powerful?
a Cruiser fleet, 66% chance of downing an air division, every cycle of combat -
Cruiser (CA) 3
Destroyer (DD) 2
Battleship (BB) 2
Carrier (CV) 1ok you like this?
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I duno.
I only hear 10% of downed planes are due to land antiaircraft, 90% by enemy planes.I have no idea whats the breakdown for naval combat.
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Why don’t you make it a flat “1” and just increase the amount of die each ship rolls?
GG
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I suppose that can be done except that demonstates purely a quantity thing. Id go with that ok:
Cruiser (CA) 4
Destroyer (DD) 2
Battleship (BB) 3
Carrier (CV) 2= rolls each ship makes before attack
example: 4 enemy planes are attacking a BB and 3 destroyers. Each destroyer can sheild the BB at the rate of 1/1… thus each of 3 destroyers are allocating potential hits with the 4th plane getting a possible shot on the BB. Each destroyer in turn takes 2 rolls of D6 for a total of 6 rolls… yeilding 1 hit… the BB rolls seperately and also hits.
thus out of 4 planes 2 are shot down. The BB shot down its plane so it cannot be hit this round.
next each plane attacks: yeilding 2 hits… 2 destroyers are lost.
we are left with one bb and one destroyer.
the attacker wants to attack again…
each plane must go against each ship because the remaining destroyer is sheilding the BB.
both surface ships roll seperatly 2 rolls each… all misses
each plane now fires and again gets two hits!
the destroyer is sunk and the BB is also hit ( takes 2 hits)
the defender decides to retreat… end of battle.
this is how it would go. I like it as well. its just alot of dice rolling…
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Wasn’t that was available? More firepower? Some ships had more guns, flat rate of hit, more chances to hit… Makes sense to me…
GG
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ok sounds good
note the percentages are now…
CA 4 * 1/6 = 66%
BB 3 * 1/6 = 50%
DD 2 * 1/6 = 33%
CV 2 * 1/6 = 33% -
ok good add it to the file. thanks Tekky! 8-)
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That looks great.
A small concern - As UK in a game I’m currently playing with Botider I sent a DD after his Japanese transport first turn as UK. The DD was sunk, and the transport lived! Now this may half be that I’m angry, but I don’t think that makes sense. How can a transport group sink destroyers? Throw food at them?
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yep we thought about that too
we made it that transport can’t hurt anything but transports
hits by heavy units go against heavy units first
hits by light units go against light units firstcan’t use sack transports
(Can’t imagine transports dashing out in front of a Battleship taking hits for it can you?)even more importantly submarines can’t hurt submarines in WWII
(Well, I thought it was important…so I pushed to convince them to include it in Phase 1 when everything else can still flaky)in the current draft…
Naval Combat Hit Allocation
SS hits must be allocated on non-SS naval units.
BB and CV hits must be allocated on BB or CV first, then CA or DD, finally AP.
CA and DD hits must be first allocated on CA or DD first, then BB or CV, finally AP.
AP hits must be allocated on AP.WWII Submarines did not have anti-submarine nor antiaircraft capabilities.
Capital ships are primary targets in a naval battle. Different classes of warships have their role. -
That’s good. Wish it had been in use during my game :-)