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    Posts made by piscolar

    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      When I think of a Fortification, I think of structure being able to withstand a lot of punishment - far more than a base, and depending on the size comparable to an Industrial Complex. Fortifications are, after all, designed to be bombarded… and survive it, at least for a long time. Since even a superficially damaged Industrial Complex has restricted production, I figured the same rules would simply apply for a Fortification and would be easy enough to follow for a player. A single Tactical Bomber having a 50% chance of destroying a Fortification and a 1/6th chance of totally pummeling it seems too low (would make sense, however, for a bunker, so this could just be our artistic conception).

      Also, for me the cost is a feature not a bug. I really do not want these all over the map since they are facilities that can be placed anywhere you control and can’t be destroyed. Their benefit is 1) above-average defense per cost and 2) that they can be built at key strategic strongholds like Novgorod and Ukraine, and even in places where there are no industrial complexes nearby (like Egypt). If an attacker doesn’t have the means to break them down, they can really stall an offense, particularly a Fortified Zone. If he does have the means, however, it’s possible - just requires a change in tactics. One strategy I can see is using bombers/battleships/cruisers (I include the latter 2 with tactical bombardment in my rules) to target a Fortified Position even a turn prior to an assault if your forces are not ready. Bleeds the opponent, he will need to spend as many as 20IPCs if he wants to bring a Fortification up to full strength. Of course, the attacker risks AAA/battery and the defender can also send in planes to intercept the bombers… but that just adds to the fun of the new dynamics. For me at least  :wink:

      Overall it should be a big commitment for a player to build any Fortification - especially since if he loses it, like Air Bases, Naval Bases, and Industrial Complexes it can be used against him later. Realistically all infantry on defense are somewhat dug-in already; Fortifications are the substantial structures that would be carefully considered by enemies when they planned if and how to attack a territory. IMO they should be reflected as such.

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      Baron, love that you mentioned that idea. Thinking about what all of you said about the cost-value proposition this morning I thought to add something similar to my design: an “anti-ground” battery roll against attacking ground units before the first round. Fortified Positions would roll up to 3 die (hits at 1, 2 with advanced artillery) against attacking ground units. Fortified Zones would roll up to 6. I like it because bases usually have more than one ability and this makes fortifications a little more interesting.

      Costs would be 12IPCs and 22IPCs respectively. Of course, to use this ability the bases would have to be operational (manned by at least 1 infantry/mech/artillery and above 50% damage-wise).

      But using AAA in a more advanced capacity is a cool way to take elements of this while not adding new units/facilities.

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      Good thoughts Barney, thanks for sharing. Never played NWO (actually just looked it up now). I considered something similar in my initial brainstorming but I really want to involve the tactical element: thinking of Fortifications like bases for ground units, rather than ground units themselves.

      posted in House Rules
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      piscolar
    • RE: Defenders being able to retreat?

      Ichabod, I agree with you. In fact, prior to seeing your post I thought about the idea a bit more on a walk today and realized it either a) would never be used considering the strictness of the stipuations and b) Without the stipulations I didn’t like how it would affect gameplay. Imagine you’re trying to take out a fleet of transports or a battleship… they get away and you have to pursue them later, the latter one getting repaired? Ok, so units that can’t defend can’t escape… but now you’re getting complicated. Truth is so much of what makes an attack matter is timing, and there is an opportunity cost of an attacker not being able to utilize his units fully that turn. Next turn he may need that those fighters or those tanks for another target; not being able to resolve battles bogs down the game.

      SeanCb’s idea is cleanest imo and has the potential to introduce the most fun dynamics with the least amount of complication. But still think I’m going to take this one off table (literally - ha).

      Plus, as some of you have seen - I’m already overdoing it as it is. Feels good to say “no.”  8-)

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      Yeah, I vacillate on it. I liked the simplicity of the other concept better, but increasing 5 infantry/mech/artillery to +3 would need to price it at 4IPCs. Some may find that fine, but since you can build them anywhere you control I’d expect them all over the map at that price and I don’t want that. When I think fortification I think the Rock of Gibraltar, the Siegfried Line, the Leningrad Fortified Zone… extensive, massive projects that were as living and breathing as the USS Yorktown and the Bismark. I want these places to matter in the gameplay; I want them to be tactically bombed as part of strategy. Maybe 10IPCs and 18IPCs - 20IPCs is better, but I’ll figure out something that works. It will 100% need testing.

      Alternative idea would be my original one, just take away the cap: a generic Fortification where all infantry/mech/artillery get +3. Issue is just figuring out pricing, since that gets complicated based on the situation.

      Open to suggestions.

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      Thanks to all of you for your thoughts and help. My opponent is my brother-in-law who has never played this version before and is easy going enough to just play for fun. Not competitive or intense. So he’s a good person to try it all out on.

      The rules are not 100% set in stone yet and I have some time to experiment on my own. Tweaking Cruiser and AAA anti-air (I like the once per turn shot at least for AAA after the initial attack Baron, makes sense, though will have to downgrade the initial volley to 2). Also content to give Strategic Bombers the ability to hit air units but only at 1 (and can only target them after all ground units are extinguished). To make sure this doesn’t get too complicated (like it isn’t already) I made it explicit how you should roll for combat:

      On Land

      Anti-Air (Pre-emptive first round)
      Air (Fighters)
      Air (Bombers)
      Ground

      At Sea

      Submarines (Pre-emptive every round without opp Destroyer; if present move to Naval)
      Anti-Air (First round only, pre-emptive)
      Air (Fighters)
      Air (Bombers)
      Naval

      Finally, changed up fortifications because the format didn’t work properly. Running the math I had to make them very cheap to make them worth purchasing, and I don’t want them to be cheap (I do NOT want fortifications all over the map). So I changed it to this:

      Fortified Position

      Cost: 12

      Ability: A Fortified Position manned by at least one infantry, artillery, and/or mech infantry may take up to 5 hits from an attacking force before units inside begin to suffer casualties. Note: This does NOT protect tactical bombers and fighters being targeted by attacking fighters (Strategic Bombers are considered grounded and are not involved in air combat). Every hit on a Fortified Position in combat puts a hit on the facility up to 5 (see below however: tactical bombing and bombardment can reduce the facility further). A Fortified Position containing no infantry, artillery, or mech infantry units does not defend or sustain damage. Fortified Positions can be built on any territory controlled since the beginning of your turn. You may only build one Fortified Position per territory, however, it may be upgraded to a Fortified Zone for an additional 10IPCs.

      Fortified Positions, like air/naval bases, can be damaged by tactical bombing and bombardment (additionally, like these units they roll for anti-air and battery in defense). Fortified Positions have 10 possible damage points; they cease to be operationally effective immediately after sustaining 5 or more damage points. Each damage point a Fortified Position sustains in bombing or bombardment removes a defensive hit the Fortified Position can absorb for units within.

      For example, a Fortified Position with 0 damage points before combat will be able to sustain as many as 5 hits in combat. A Fortified Position with 3 damage points before combat will be able to sustain 2 damage points in combat. A Fortified Position with 7 damage points before combat will be able to sustain 0 damage points in combat and combat will not reduce its damage points further (only tactical bombing and bombardment may do that, up to a total of 10). If the owner of this Fortified Position wants to make his Fortified Position operational, at the minimum he must pay 3IPCs to allow it to sustain 1 damage point in combat. A Fortified Position that has been taken over by force (meaning there was at least one infantry, artillery, or mech infantry garrisoned in it) will inevitably be handed over to its new controller with at least 5 damage points on it.

      Fortified Positions can be repaired during the repair-units phase of a turn. Damage on a captured Fortified Position sustained in combat must be repaired for the Fortified Position to become operational. Note: Tanks and Mech Infantry may not blitz through an unoccupied Fortified Position.

      Fortified Zone

      Cost: 20

      Same as above except it can take 10 hits out of a total of 20.

      –-

      Know this is extreme but it’s all fun to me. If it doesn’t work out well I’ll scale back as you guys said (sound advice), but since I’m not worried about drama with my partner figure why not go all in. Won’t have the opportunity for such a laid back partner for awhile, and we’ll be able to get at least 2 games in over the holidays.

      posted in House Rules
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      piscolar
    • RE: Defenders being able to retreat?

      It’s an interesting and realistic idea. But I’d require 3 stipulations:

      1. Retreat must be declared at the beginning of a combat round.
      2. Like Caesar said, they must not be allowed to return fire.
      3. All units must retreat or none must retreat (otherwise people would send things like Strategic Bombers back every time they thought they’d lose)
      4. Units that moved must not be allowed to move or attack the next turn (including planes).

      Certain about all of these, except maybe 3 which I could think more on. Otherwise it would not only be unrealistic, it would break the game. But under these circumstances could see it being reasonable.

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      Taking most of Baron’s suggestions to heart and will be trying them out. To maintain balance, I’ve counted the IPCs lost in unit value from starting countries and given them those IPCs back to redeploy more units of their choice in any of the territories whose units were affected (up to 30IPCs, to avoid excessive stacking).

      Additionally, I’ve given Cruisers and Battleships Tactical Bombardment which means they may damage facilities (except industrial complexes) in bombardments. They do, however, get fired upon by the facility’s battery - sort of like anti-air. So people won’t abuse the move, especially now that naval units are appropriately the most pricey.

      Finally, I’ve added Fortified Positions and Fortified Zones. Details below, but these facilities act as extra protection for defending units. This is necessary now, as planes don’t provide the defense they use to.

      Strategic Bombers

      Attack: 3 (Land) / 2 (Naval)
      Defend: 0
      Cost: 10
      Ability: Strategic and Tactical Bombing, at A1. 1D6+2. Can be taken as casualties in defense. Heavy bomber tech, roll two dice in an attack, take the best result.
      Notes: Cannot target air-units.

      Tactical Bombers

      Attack: 2, 3 with combined arms (only if ground/naval units are present)
      Defend: 2
      Cost: 8
      Ability: Tactical Bombing, at A2. 1D6.
      Notes: Must target ground/naval units first.

      Fighters

      Attack: 2
      Defend: 2
      Cost: 7
      Ability: Intercept/Escort Strategic and Tactical bombing at A2/D2. Fighter Tech increases Defense in regular combat and intercepting/escorting to 3.
      Notes: Must target air units first.

      Cruisers

      Anti-Air Ability: Cruisers have anti-air ability, functioning exactly like an AAA gun on a ship. Each Cruiser in the Sea Zone may fire up to three shots against attacking planes, but each attacking air unit may be fired upon only once. Anti-air rolls do not stop cruisers from defending that round. Cruiser anti-air fires only once, after submarine sneak-attacks and before the first round of regular combat. If a Cruiser is sunk in a submarine sneak attack, it does not roll for anti-air. If anti-air hits, the attacker chooses which unit(s) to remove before regular combat begins.

      Tactical Bombardment: Cruisers may now fire on Naval and Air bases as well as Fortified Positions and Fortified Zones. If they survive the Defensive Battery, they roll 1D6 damage on the facility. A Cruiser participating in a Tactical Bombardment may not participate in any other combat that turn. If there are any ships excluding submarines and transports in any Sea Zone touching the facility, Tactical Bombardment may not occur.

      Carriers

      Extra Space: Carriers can now fit three fighters/tactical bombers on them; if damaged they can still carry and field one.

      Battleships

      Tactical Bombardment: Battleships may now fire on Naval and Air bases as well as Fortified Positions and Fortified Zones. If they survive the Defensive Battery, they roll 1D6+2 damage on the facility. A Battleship participating in a Tactical Bombardment may not participate in any other combat that turn. If there are any ships excluding submarines and transports in any Sea Zone touching the facility, Tactical Bombardment may not occur.

      All Facilities

      Defensive Battery: All facilities are able to defend against the tactical bombardments of their facilities by Cruisers and Battleship with their defensive battery. Before regular combat but after Bombardment has been declared, each facility under attack will have their defensive battery roll one die per ship. If it hits at 1, the bombarding ship will suffer a hit before bombardment. If sunk, it will not roll for bombardment. Advanced Artillery technology makes these Coastal Defenses defend at 2.

      Fortified Position

      Cost: 4

      Ability: Up to five infantry, mech infantry, and/or artillery units in a territory with a Fortified Position have an increased defense +1 (defend at 3). Fortified Positions can be built on any territory controlled since the beginning of your turn. You may only build one Fortified Position per territory, however, it may be upgraded to a Fortified Zone for an additional 4IPCs. 

Fortified Positions, like air/naval bases, can be damaged by tactical bombing and bombardment (additionally, like these units they roll for anti-air and shore battery in defense). Fortified Positions have 10 possible damage points; they cease to be operationally effective immediately after sustaining 5 or more damage points. Fortified Positions can be repaired during the repair-units phase of a turn. They are not destroyed when a territory is captured. Note: Tanks and Mech Infantry may not blitz through an unoccupied Fortified Position.

      Fortified Zone

      Cost: 7

      Ability: Up to ten infantry, mech infantry, and/or artillery units in a territory with a Fortified Zone have an increased defense +1 (defend at 3). Fortified Zones can be built on any territory controlled since the beginning of your turn. You may only build one Fortified Zone per territory.

      Fortified Zones, like air/naval bases, can be damaged by tactical bombing and bombardment (additionally, like these units they roll for anti-air and battery in defense). Fortified Zones have 20 possible damage points; they cease to be operationally effective immediately after sustaining 10 or more damage points. Fortified Zones can be repaired during the repair-units phase of a turn. They are not destroyed when a territory is captured; however, they are immediately downgraded to a Fortified Position. Note: Tanks and Mech Infantry may not blitz through an unoccupied Fortified Zone.

      Air Bases

      Detail Change: If an airbase is damaged inoperably in a tactical bombing, planes cannot be scrambled from that airbase later that turn to defend in a neighboring sea zone. If planes were assigned to scramble and the airbase was subsequently damaged, those planes are grounded and may not participate in a scramble defense. They may still defend their own territory.

      –-

      Reflecting historical reality, I added at game start Fortified Positions to Southern France, Poland, Slovakia-Hungary, Bessarabia, Eastern Poland, Baltic States, Gibraltar, Malta, and Malaysia. I’ve also added Fortified Zones to France, Western Germany, and Northern Italy.

      We shall see how all of this affects gameplay, but I’m excited! So many new tactics to take into consideration - do I use my bomber to attack his fortification, or his units? Can’t wait. :evil:

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      Thinking something like this:

      Strategic Bombers:
      Attack: 3 (Land) / 2 (Naval); Must target Ground/Naval units first.
      Defend: 0
      Cost: 10
      Ability: Strategic and Tactical Bombing, in SBR A1. 1D6 +2. Can be taken as casualties in defense.

      4 just seems too high on offense with their range. Having a hard time getting past that. That punch should be reserved for Battleships who are quite appropriately costly. A big fleet of bombers getting hit by Cruiser anti-air and then fleet fighters would be eviscerated in real life; should be reflected.

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      Great thoughts Baron. I like what you did there - it’s simple.

      Still have an issue with the power and range of Strategic Bombers though. Have you experimented with anything on that front?

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      Interesting thoughts, thanks for the feedback! The game is so complex you can only really see how things play out by testing it - and gradually, to control for the variables.

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      [“both ships should have a pre-combat roll of anti-air at 1, up to the number of planes attacking.” You’re describing even more dice than the amount of dice AAA guns get to throw. Limit the number of dice, like maximum of 2 or 3 dice per ship, but no more dice than attacking planes present. I prefer 2 dice. So, if 6 planes attack 2 cruisers, only 4 AAA dice get thrown.]

      This was poorly written on my part. Was trying to say the same thing as you (actually, even less - if 6 planes attack 2 Cruisers, only 2 AAA dice get thrown).

      Also, I agree with you about Fighters being too powerful. Air in general needs a rework - far too inexpensive based on what it’s able to accomplish. Tactical bombers, being new, oddly enough seem the most reasonable units of the three.

      posted in House Rules
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      piscolar
    • RE: Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      New Modification: Keep the costs and carrier space the same for the planes, just tweak some more their abilities. Keep tactical fighters pretty much the same, make fighters worse on offense; keep them as powerful defenders and interceptors. Strategic bombers can’t defend but can be taken as casualties; they can economically attack territories too in a similar approach as convoying. Roll 3-6 no damage, roll 1 one damage, 2 two damage. Can be intercepted fired at by anti-air if applicable.

      Strategic Bombers:
      Attack: 2
      Defend: 0
      Cost: 12
      Ability: Strategic and Tactical Bombing, SBR at 1. 1D6 +3. Can be taken as casualties in defense.
      Economic warfare: Can strategically bomb territory and take income. Can be escorted and intercepted by fighters in neighboring countries, also fired at by anti-air in that territory. Roll of 3-6 no damage, 1 one IPC damage, 2 two IPCs damage. Economic bombing + convoying cannot take more than full IPC value of territory.

      Tactical bombers:
      Attack: 3, 4 w/combined arms
      Defend: 3, can’t intercept
      Cost: 11
      Ability: Tactical Bombing 1D6

      Fighters:
      Attack: 2
      Defend: 4
      Cost: 10
      Ability: Intercept/Escort SBR at 2.

      posted in House Rules
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      piscolar
    • Fixing Sea / Air Unit Issues (Strategic Bombers and Cruisers)

      Cruisers and Strategic Bombers seem to be the two big problems with this game. Only issue is you can’t fix them in isolation. Changing cruisers impacts Battleships, and changing Strategic Bombers impacts Fighters and Tactical Bombers.

      There have been many good suggestions on these forums, including adding a 1914 style “air combat” round first. My issue with it is that it overly complicates and completely transforms the game. Interesting in theory, much tougher in practice. So assuming we work in the current framework, here seem to be the issues:

      Strategic Bombers:

      Bombers use to fill the role of Strategic and Tactical bombers. Now that we have two different types, the remaining Strategic bombers seem ill-purposed. Tactical bombers fulfill the role of dive bombers who engage in combat; Strategic heavy bombers on the other hand focused almost entirely on industry with perhaps minor roles softening up enemy positions and convoy raiding. Strategies like Dark Skies see this unit’s range get abused allowing Strategic bombers to have absurd roles, breaking the game if not in fact but in spirit.

      Strategic bombers role should be predominantly industry, bases, and convoy raiding, with only minor elements of gameplay combat. Tactical bombers should focus on combat, with fighters providing support and protection for both types of bombers.

      Cruisers

      The unit has no standout ability and is overpriced, making it a nonsensical purchase as it currently is. Many have discussed adding an anti-air ability to the unit, however others have pointed out that Battleships had the same armament on this front. How to make the unit relevant?

      –-

      My thoughts:

      Cruisers should be slightly cheaper (11IPCs) but to incentivize both Battleships and Cruisers, both ships should have a pre-combat roll of anti-air at 1, up to the number of planes attacking. So 1 fighter and 2 tactical bombers attacking a Battleship and a Cruiser would yield 2 anti-air rolls before combat; if only 1 tactical bomber attacked the Battleship and Cruiser only 1 anti-air roll would be rolled. Why would this incentivize Cruiser purchases if both ships have anti-air? 2 Cruisers and 1 Battleship vs 2 Battleships is only 2IPCs more for another anti-air roll before combat. Though both ships defend against air, Cruisers are the option if you really want to give your fleet anti-air protection because you can get more of them.

      Strategic bombers meanwhile should have their combat abilities significantly curtailed. Attack of 4 should be dropped to 2, which is much more realistic based on the fact that they were not effective in this role. Cost should also be dropped to 11IPCs to reflect this decline. However, Strategic Bombers can now in addition to attacking industry and bases attack convoys to bleed a nation of their treasure (it must be within flight range, so they can return to base).

      Tactical bombers and Fighters will also see an ability and cost decline to reflect proportionality. Basically planes are less powerful, but more affordable.

      Here are the revised units and abilities:

      Strategic Bombers:
      Attack: 2
      Defend: 1
      Cost: 11
      Ability: Convoying, Strategic and Tactical Bombing, SBR attack at 1

      Tactical bombers:
      Attack: 3, 4 w/combined arms
      Defend: 2, can’t intercept
      Cost: 10
      Ability: Tactical Bombing

      Fighters:
      Attack: 2
      Defend: 3
      Cost: 8
      Ability: Intercept/Escort SBR at 2.

      Cruisers:
      Attack: 3
      Defend: 3
      Cost: 11
      Abilities: Bombardment and single Anti-Air Roll at 1 before combat, one roll per ship.

      Battleships:
      Attack: 4
      Defend: 4
      Cost: 20
      Abilities: Bombardment and single Anti-Air Roll at 1 before combat, one roll per ship.

      Carriers can now also hold 3 Fighters/Strategic Bombers.

      Thoughts?

      posted in House Rules
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      piscolar
    • RE: What changes to the G40 map would you like to see?

      Combine Venezuela/Colombia/Ecuador, Chile/Bolivia/Peru, and Argentina/Paraguay/Uruguay together. No need to change IPC values.

      From a playability standpoint it makes no sense to have 9 little countries across the continent.

      I play it like this and things can get interesting.

      posted in House Rules
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      piscolar
    • RE: Broken cruisers let's fix it

      Similar to one of the posters above, simpler is better for me. Add a small anti-air defense and drop the price to 10IPCs. Now they’re as valuable as any naval unit.

      House rules:

      Each cruiser rolls an anti-air shot before combat against attacking planes, hits at 1. Radar tech makes them hit at 2. Each cruiser has only one anti-air roll no matter how many planes are attacking. If one plane is attacking two cruisers, both cruisers roll for anti-air. If anti-air hits, attacker chooses which unit(s) to remove before combat begins. Anti-air rolls do not stop cruisers from defending that round.

      posted in House Rules
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      piscolar
    • RE: G40 House Rules - What Do The Pros Think?

      Reasonable. Germany had an eastern wall which they began extending into Poland, but it was far from the Siegfried line. Also fair on Ukraine; mostly added it because if Germany has a fortress in Poland, Russia needed to have one on it’s eastern front or it would get unfair.

      Get your point about Malta, but that’s why I think it’s ok to leave it in. The city was HEAVILY fortified like Gibraltar and Singapore. Considering only one infantry is there (and unlikely too many more will join), it won’t change the game much but makes an attack on the city more realistic.

      Northern Italy, Western Germany, and France all had big fortifications so added accordingly. If you give Germany 2 more infantry in West Germany at game start this fortress does not substantially change the aftermath of the attack.

      As far as the WW1 Critique though, I disagree. Fortifications are costly to build, and can be tactically bombed before an invasion and rendered ineffective in battle. It adds a new level of strategy to the game. Do you want to just see if you can muscle through, or do you want to send a bomber or two to “soften” up the defenses? Considering you only need 3 damage points, a single Strategic Bomber hitting a fortress (assuming it avoids anti-air) will render it ineffective for the round. The catch is that you lose that bomber as an attacking unit. Makes a player just have to take more into consideration - which would be realistic in battle.

      posted in House Rules
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      piscolar
    • RE: Should we make better rules for invadable neutrals? (1940)

      Here’s what I did. While it’s pretty much inconceivable all neutral countries would go to war if one of them was invaded, it’s NOT inconceivable some would have alliances, regional in nature and among countries with shared interests. Excluding Mongolia (whose rules I left the same), I created 4 alliances among the remaining neutrals. No, not everything in these alliances make sense (Switzerland and Afghanistan would never go to war unless they were invaded), but it adds a new dimension to the game. Also, invaded neutral countries have an impact on geopolitics, so countries need to think carefully before attacking. It is risky and costly, however, in some cases there is value in doing it - unlike in the actual game.

      Here’s the way it works: each alliance has one country that is the center of it all. This is the real gem - it either has the most IPC value or strategic value. The four countries are Sweden, Turkey, Argentina, and Spain. These countries each have a minor IPC and a proper military. This was easy to pick out, as these countries all had at least 2IPCs in value and 4+ call-ups. So I took their initial call-ups, and added 40IPCs worth of soldiers/bases for Argentina (4), 50 to Sweden and Spain (6), and 60 to Turkey (8). I based the units on what such a country would reasonably have. Sweden had advanced industry and an effective navy but hardly any air force in 1940; Spain was along the lines of Italy in land power, Turkey was mostly struggling to modernize but had fortifications and a small but professional british-trained air force (insignificant navy), Argentina had a small army and navy (though far better than its neighbors) and a great port.

      Here are the official rules and set up:

      If you attack a single neutral country, not all of them will become hostile - only ones they have a mutual defense pact with. There are four alliances on the map; an attack against one of these members is an attack on all.

      Mongolia is unaffected by these changes.

      If a territory/alliance is attacked, it will immediately join a specified member of the opposite side.

      Note: Each South American neutral “country” for our purposes has been combined. For example, Venezuela is now a part of Ecuador and Colombia. “Greater Venezuela” does not receive an IPC bonus for this, however it does receive an additional infantry unit per added territory. So instead of spawning +2 infantry when attacked, it will create +4. Same rules apply for Greater Argentina (Argentina/Uruguay/Paraguay) and Greater Chile (Chile, Bolivia, Peru).

      Finally, note that Sierra Leone is UK territory and Liberia becomes a US territory once it enters the war. They are not neutral territories.

      Starting Neutral Territory Units:

      South American Alliance:
      Greater Venezuela: 4 Infantry
      Greater Chile: 4 Infantry
      Greater Argentina: 6 Infantry + 3 Artillery +  1 AAA + Naval Base + Destroyer (Sea Zone 85) + Minor IPC

      If attacked by the Allies, the South American Alliance joins Germany. If attacked by the Axis, the South American Alliance joins the US. All of the South American Alliance’s units and factories immediately become controlled by that player. An Axis attack on the South American Alliance is considered a declaration of war against the US. The US may not attack the South American Alliance until war against Axis has been declared.

      Total Alliance IPC Value: 6

      Iberian Alliance:
      Spain: 8 Infantry + 3 Artillery + 2 Tanks + 2 AAA + 1 Fighter + Minor IPC
      Portugal: 2 Infantry
      Mozambique: 2 Infantry
      Angola: 2 Infantry
      Rio de Oro
      Portuguese Guinea

      If attacked by the Allies, the Iberian Alliance joins Germany or Italy. If attacked by the Axis, the Iberian Alliance joins the UK (European Economy) or France. All of its units and factories immediately become controlled by that player. An Axis attack against Spain is considered a declaration of war against the US.

      Total Alliance IPC Value: 5

      Swedish-Swiss Alliance:
      Sweden: 6 Infantry + 4 Artillery + 2 Tanks + 1 Mech Infantry + 2 AAA + Destroyer (Sea Zone 113) + Minor IPC
      Switzerland: 2 Infantry

      If attacked by the Allies, Sweden joins Germany and Switzerland joins Germany or Italy. If attacked by the Axis, Sweden joins the UK (European Economy) and Switzerland joins France. All of their units and factories immediately become controlled by those players. An Axis attack against Sweden or Switzerland is considered a declaration of War against Russia and the US.

      Total IPC Value: 3

      Islamic Alliance:
      Turkey: 9 Infantry + 4 Artillery + 1 Tank + 1 Fighter + 2 AAA + Fortification + Minor IPC
      Saudi Arabia: 2 Infantry
      Afghanistan: 4 Infantry

      If attacked by the Allies, Turkey and Saudi Arabia join Germany or Italy, and Afghanistan joins Germany. If attacked by the Axis, Turkey and Afghanistan join Russia or UK (European Economy), and Saudi Arabia joins the UK (European Economy). All of the Islamic Alliance’s units and factories immediately become controlled by that player. An Axis attack on the Islamic Alliance is the equivalent of a declaration of war on Russia, the UK, ANZAC, and France. Russia may not attack the Islamic Alliance until war against Germany has been declared.

      Additionally, the Bosporus Straight is considered a universal national objective worth an additional +1 IPC to the player controlling it.

      Note: Italian and German national objectives include Saudi Arabia in their quest for Strategic Oil Reserves. If controlled, they gain an additional +2 IPCs such as in Northwest Persia, Iraq, and Persia.

      Total Alliance IPC Value: 5

      posted in House Rules
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    • G40 House Rules - What Do The Pros Think?

      Interested in what people who have played the game a lot think this will do in terms of playability. It’s been a lot of fun for me, and I prefer it to the original set up - but my instincts aren’t as honed as most of you, who can detect flaws on an advanced level. How could this slant the game?

      Allies have some distinct advantages (more income, loss of London significantly less catastrophic) but also disadvantages (cleaving Canada from Britain gives less force multiplication, axis base of power more fortified, more likely Sea Lion occurs). By the way, the fortresses are all based on what actually existed in those territories at this time in the war. Only one I kept out was the Maginot Line in France, as it was inconsequential and would change the course of the game too much.

      Each new rule is in a box below. Goal was to be both realistic and add a new dimension to the game without throwing it off. Looking forward to your thoughts!

      –-

      New Stationary Unit: Fortresses

      The Game Starts Out with Fortresses in the Following Territories:

      Allied:
      Malta
      Gibraltar
      Ukraine
      Malaya

      Axis:
      Western Germany
      Northern Italy
      Poland

      Role: All infantry, mech infantry, and artillery units in territory have increased defense +1 (defend at 3)

      Cost: 15

      Can be built on any territory controlled since the beginning of your turn.

      Can be damaged with strategic/tactical bombing; inoperable with 3 or more damage points, up to 6 damage points possible.

      Can be repaired like air/naval bases, and also has built in anti-air defense against bombing like them.


      Changed Unit Prices:

      Strategic Bombers cost 14

      Cruisers cost 10


      Unit Changes:

      Each cruiser rolls an anti-air shot before combat against attacking planes, hits at 1. Each cruiser has only one anti-air roll no matter how many planes are attacking. If one plane is attacking two cruisers, both cruisers roll for anti-air. If anti-air hits, attacker chooses which unit(s) to remove before combat begins. Anti-air rolls do not stop cruisers from defending that round.


      National Objective Updates:

      Increase Japan National Objective for Avoiding Unprovoked Declaration of War against ANZAC/UK and Invasion of French Indochina from 10IPC to 15IPC per turn.

      Add German National Objective: 7 IPCs if Germany controls UK (London). Theme: High Strategic and Propaganda value

      Add German National Objective: 3 IPCs if Axis controls Belgium/Holland, Normandy-Bordeaux, Denmark, and Western Germany. Theme: Atlantic Wall


      New Rules For Purchasing Technology:

      Technology: Buy tokens for 5IPC each, choose tier of research you wish to assign it to. If you roll a 6 you get a technology in that tier to roll for, 4-5 token is saved for a later turn to roll, 1-3 token is discarded. If token is saved, tokens technology tier cannot be switched. If you win a technology in a tier, all tokens in that tier are discarded. You may have multiple tokens in multiple tiers.

      4 Tiers for tech based on:

      Land (Paratroopers, Improved Mechanized Infantry, Advanced Artillery)
      Naval (Radar, Super Submarines, Improved Shipyards)
      Air (Long Range Aircraft, Heavy Bombers, Jet Fighters)
      Strategic (War Bonds, Rockets, Increased Factory Production)

      If you acquire a technology, you do not get it until the collect income phase at the end of your turn (Note: Because of this, you can use war bonds at end of the turn it was acquired, as money received can only be used the next turn).


      New Technology Detail Changes:

      Jet Fighters defend at 5, not attack at 4. Same rules as in book for escort/interceptors apply.

      Add +2 to all War Bonds rolls to calculate IPCs earned

      Radar Tech turns Cruiser anti-air defense to +2. See rules above for how Cruisers use their anti-air defense.

      Paratroopers do not require coinciding land / amphibious invasions to attack a territory. Ability can also be used as non-combat movements.


      The Dutch Liberated Territory Rule

      Allied (and Axis) nations territories can be liberated by their allies if the territorys capital has been captured. These territories should be treated as friendly neutral territories, along the lines of the Dutch East Indies. They do not require the enemy to capture them first for allies to receive income value. Example: After the fall of France, UK can send soldiers to French African territories and collect income from them. They do not, however, receive this income automatically; ground forces must enter the territory to occupy it.


      British Second Capital Rule:

      If London is captured, all of Britains European Economy IPCs go to its conquerer. However, the following turn all Sub-Saharan African and Middle Eastern Territories IPCs (Turkey, Syria, Trans-Jordan, Egypt and further) still held by Britain transfer to Calcutta, assuming it is also not captured. All unoccupied British American, European and North African (Morocco, Algeria, Tunisia, Libya) derived IPCs are considered stranded. Britain may, however, liberate territories and have Calcutta receive IPCs for them; for example, if London falls but British troops are in Southern France, those IPCs may go to Calcutta. If Britain controls Morocco, however, but has no soldiers there, that territory would become stranded. If Calcutta is captured, no Pacific territory automatically transfers to London; however, the same rules apply regarding troop occupation. If Britain has soldiers in Malaya and Calcutta falls, that IPC value can be collected by London. If Calcutta or London is liberated, economic control over respective territories reverts back to the initial format.


      ANZAC Split Economy - Canada

      Canada is not controlled by UK, it is controlled by ANZAC, with the economy being split (ANZAC Europe starts out with 7IPCs, UK Europe with 21). There is no Second Capital rule with ANZAC; ANZAC Pacific receives economy for all conquered/liberated East African/Middle Eastern Territories bordering Sea Zones 70, 71, 72, 76, and 80 and all territories in Asia (including Asian Russia). ANZAC Europe receives economy for all American and North/West African Territories including Sea Zones 81, 82, 83, 87 and all European territories (this includes all Russian territory on the European Map). This rule is void if one of the capitals is captured; IPCs anywhere may be acquired by the remaining capital by physically moving ground units to the territories.

      ANZACs split economies, like UKs, share technology.

      All British units on Canada are replaced with ANZAC units, including ships in Sea Zone 106.

      All prior ANZAC National Objectives apply strictly to ANZAC Pacific Economy.

      ANZAC European National Objectives:

      5 IPCs if UK, Scotland, Newfoundland, Greenland, and Iceland are free of Axis soldiers, Canada controls all of its original territories, and all bordering US territories are controlled by Allies. Theme: Basic Defense Perimeter.

      5 IPCs if America is at War with the Axis. Theme: North American Shared War Economy.


      New Unit Placements:

      Germany starts with a Submarine in Sea Zone 67

      Germany starts with a Submarine in Sea Zone 114

      Germany starts with a Submarine in Sea Zone 112

      Germany starts with a Tactical Bomber in Holland/Belgium

      Germany starts with a Fighter in Poland

      US starts with a Destroyer in Sea Zone 89

      ANZAC starts with 2 Infantry and 1 Fighter in UK

      ANZAC starts with a Destroyer in Sea Zone 119

      Russia starts with 1 infantry in Bryansk

      Russia starts with 1 infantry in Smolensk


      New Victory Cities And Victory Rules:

      Allies:

      • Johannesburg in Union of South Africa
      • Kiev in Ukraine
      • Chicago in Central US

      Axis:

      • Frankfurt in Western Germany
      • Milan in Northern Italy

      New number of Victory Cities on map: 24

      Total Under National Control at Start:

      5 American
      5 British
      2 ANZAC
      4 Russian
      1 French

      3 German
      2 Italian
      2 Japanese

      Axis Needs 14 Victory Cities total to win.
      Allies Need 18 Victory Cities total to win.

      posted in House Rules
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    • RE: House Rules - What Do The Pros Think?

      Thanks, sorry about that!

      posted in Axis & Allies Global 1940
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