air-only attack (normal combat)
Air-only attack was not removed “long ago”. Its a post-colour change. We allowed it in pre-colour.
Air-only attack is similar to air-only defense.
Usually one-cycle only, you have to retreat air units when enemy has land units and you don’t.
Better than completely remove air-only attack right?
Air only attack?… if you mean Counter Air thats what its called. This is a must. Its one round of air combat of only planes. no, land. Obviously no DAS ( which is round 2 or latter)
Note that during SBR this would also occur with defending planes in targeted territory. Of course ID rolls are made in both cases…
1. Your 1-to-1 retreat blocking rule. (Not consistent with the idea that you don’t have freedom of movement in enemy territory. Which is why we don’t allow OOB example attack of China from Manchuria+Sinkiang to all retreat back to Manchuria.)
2. Allow retreat to combat zone, units destroyed if combat is lost at the combat zone. (Only unrealistic in that units can be destroyed outside of combat action.)
3. Play out combats cycle by cycle to see where defender you can retreat. (Complicated.)
option 3 is out of the question. Option 2 is no good because a defender could be retreating alot of units intending to temporally vacate a territory and counter attack on his own turn. A territory retreated too may be of a battle involving 1 against 1 unit and now all retreating units are lost if that smaller battle is lost? i don’t think so.
Lets try option 4:
Units retreating to territory’s under attack themselves participate as reinforcements under the reinforcement rule. They are considering arriving on the second round.
4X IPC
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i forgot about that rule. it needs to be written differently … the total cost of each unit constructed in territories cannot exceed 4 times the original value of this territory… i dont even think that rule should hold. Aus cant build any ships.
Rule is important. OOB build limit is by no. of units.
Not realistic. 1 IPC territories can deploy battleship. 2 IPC territories can deploy 2 battleships!
This is why we had the 4X rule in the first place. Its for IC only because VC already has its only build limit.
++++ AS far as i can see the 4X rule is a limitation of the types of units that can be built. The Total number of units is a factory territory are still limited by the IPC value. The 4 times rule limits the types of units being built. A 2 IPC territory can only build * IPC or less costing units ( no carriers, no bombers, etc) A 1 IPC territory with a factory can build INf, Art, and Mechanized only.
So to be able to build tanks at your new factory your territory must have a 2 IPC value or more.
To build a battleship your territory must have a value of 5 or more and a factory.
Example: UK can build any unit in the game ( value is 6x4=24) and it can place up to 6 non-infantry AND 6 infantry, but the cost of the 6 infantry is limited to its variable infantry cost index. ( some of these 6 will be 2, 3 and 4 IPC)
Its only weird now because in 1939 map Australia is more divided. I think its fair to just give most of the IPC to New South Wales. I think thats where the war industries were right?
Since you gave +1 IPC to Australia. Its now 4 IPC. It could be New South Wales 3, Queensland 1.
====right… Aus should be able to build destroyers and subs but not carriers and such…
Proper representation of Japan production instead of inflated East Indices, Borneo
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++= sorry what you mean here?
======= ok write out how you would like it to read and well have a look.
The US mobilisation +10 IPC per turn hasn’t been formalised. Now we do it all together. This is just an example, you adjust the values to reality.
Each game round is 6 months. 1-2 1939. 3-4 1940. 5-6 1941. 7-8 1942. 9-10 1943. 11-12 1944. 13-14 1945. 15-16 1946.
+++++++ US Mobilization? you talking about wartime economy growth index? Remember USA starts at limited income and can only lend lease till specific turn. When she is activated then you start increasing gradually her income ( which is realistic) … So start that turn by turn beginning on her turn of activation…
1939 map rules, War industry
The following territories income increases per turn for the following values.
start end value
Eastern US activation activation+4 8 IPC
Germany turn 9 turn 13 4 IPC
Japan turn 1 turn 4 1 IPC
where are you getting these numbers? Is this Mark Harrison numbers? My numbers are all Harrison based. Also, the only reason why USA goes up is because Germany has been calculated to go up relative to soviets. If Germany goes up then its out of balance again. Only that NA should address the possibility of German wartime economy. The only time the Germans got their economy into war mobilization was by the fall of 1944, so perhaps they get the turn 13 increase but thats it unless they draw the lucky NA ( Speer economy option)
Map
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Map: I will add a point to Australia and reduce a point to Borneo
I will add the french point at FIC and west africa.
Just need you to confirm FIC is industrialised enough to be the 2 IPC territory in the region full of 1 IPC territories.
======= yes ill look at harrison… a few numbers wont change much however, unlike the war time mobilization idea…
Submarine fire
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I now really favor your idea about detected subs= screening undetected=targeted attacks (no screening)
My idea was detected is targeted. Undetected is not targetted.
Your idea is no screening for undetected.
We could really simplify it (for more gameplay fun).
No more screening.
++++++++++ why is it "we found your sub and know where it is… so you have the leeway of attacking who you want at your leasure?
The idea makes no sence to me. it should be the opposite. If your sub is not found then no ship can be able to protect it because they don’t know where you are and cannot make arrangements to stop you from picking off who you want.
Undetected submarine hits are targeted. Detected submarines hits allocated by victim.
Air hits are allocated by victim. (not too bad since you can’t allocate on submarines and transports are last)
OK now your saying it correctly… I agree with this.
Screening
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The third sub is matched against the carrier. That is detected and the destroyer is used to screen it out ( note: the cruiser cannot be a screening candidate because its subject to attacks herself).
Well I don’t think subject to attacks herself would stop sthe cruiser from hanging around the carrier.
But as above, we could get rid of screening completely.
Lets get rid of screening and rather say… " if the sub has not been detected it can select the target of its attack and roll out and possibly sink a ship before it can fire in return"
screening is just another layer of complexity where ways of explaining the same idea are possible.
ASW search
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The Japanese subs are now both detected automatically
We now both agree its not simply a warning but some known whereabouts.
So why auto detect on 2nd cycle of combat?
OK on the subject of 2nd round auto detect…a sub that launched its torpedo is basically gave away its position. This is found in other forms of combat as a tactic to location of enemy forces. Thats why it should be much easier… if not auto detect then the search number goes up to 4-5 range on a D6 roll.
Example
Better if examples were concise and consistent in style.
Attacker: 1 BB, 1 CV, 2 NAV, 2 DD, 2 SS, ASW tech
Defender: 1 BB, 1 CV, 2 NAV, 2 DD, 1 SS, 1 FTR (DAS), ASW tech
Headings in hold…
1st cycle: pre-combat
Screening
etc…
The point of my example was to see weakness in the structure of play. I immediately see problems with defending submarines… they don’t have any relevant interactions. It seems they are just combat fodder and thats not good. But isn’t it written that subs and transports are restricted naval combat loses?
Land combat anti-air
So we’ve simplified ASW search and ASW attack to non-targetted.
We could also simplify land combat Anti-air search rolls to non-targetted.
Anti-air attack rolls remains targetted otherwise bombers don’t get hit.
i am not clear on this . provide an example…