Separate pieces or special markers are for the other game. Techs in A&A don’t add units, they modify existing units.
Edit: A game which, by the way, I am very much looking forward to. :-)
Separate pieces or special markers are for the other game. Techs in A&A don’t add units, they modify existing units.
Edit: A game which, by the way, I am very much looking forward to. :-)
Smokescreens is a better name for it. My thinking was that in sea combat, if Germany calls off an attack, its ships remain in the same sea zone, waiting for the British to hammer them. Smokescreens could allow the Germans or any player, to withdrawal to relative safety, like they did after Jutland. They didn’t just sail around the North Sea hoping not to run into the British again.
How about replacing Armed Transports with:
Wireless Communication - When breaking off a sea battle, attacking ships may retreat to a single adjacent sea zone from which at least 1 of the attacking ships entered battle.
Edited: borrowed the language from the A&A1940 Pacific rulebook, decided to clean it up a bit.
And it’s nice to leave Romania as is, if only to have someone to beat up if you get bored.
From what I’ve read, there wasn’t any real anti-mine technology during WWI. According to wikipedia, it took 82 ships 5 months working 24/7 to clear the North Sea Mine Barrage after the war.
http://en.wikipedia.org/wiki/Naval_mine#Early_20th_century
As to Q ships, perhaps if they are no longer required to be the final casualties?
Increased transport capacity might be the way to go, 3 instead of 2 land units? I think in this game it can be any 2 land units, right? This would clearly favor the allies.
Let me see what wild and fantastic other naval tech I can find.
For Stormtroopers, I’m leaning toward: Attacking infantry with artillery support roll at 4 or less.
“The stormtroopers attacked immediately after the bombardment. In contrast with the standard infantry units used at the beginning of the war, the men were equipped with a wide variety of weapons, not just the standard bolt-action rifle. Wire cutters and explosives engineers created gaps in the barbed wire belts. Grenade throwers, flame throwers, machine gunners, and mortar crews infiltrated enemy positions. Three or four waves of infantry followed. (Koch 506) The attacking troops had no fixed objectives and left pockets of resistance for supporting troops to deal with. (Barnet 290) Success, not failure, was reinforced. The stormtroopers carried with them the first widely used sub-machine gun, the MP-18. The new sub-machine gun was light and easy to handle, and had much greater firepower than a rifle. (Reid 10) Infiltrating troops often advanced beyond artillery range, leaving their flanks vulnerable. Since most artillery was too bulky to be brought forward in the attack, light trench mortars and machine gunners protected the flanks. (Koch 506) The great German offensives were also supported by air power. Seven hundred thirty German planes were massed against 579 Allied planes in Operation Michael. (Toland 26)”
After skimming an article on Stormtrooper tactics, how about:
Stormtrooper Tactics: Attacking infantry with artillery support roll at 4 or less.
Yeah, these aren’t bad. Kind of miss the CP/Entente division of techs, but I sort of lost track of this thread and there’s probably a good reason for how you did it.
I just sort of did it after being brought round to the 12 tech system, grabbed what I could out of the Allies/CP tech split, added some of my own, and oztea worked to to bring them back to earth.
Yes, I came up with it late last night. The first iteration was allowing some sort of advance into another territory if you overran the first one, but that seemed a bit much. Perhaps a second round with infantry and tanks only?
Economic Techs
1. War Bonds - During your collect income phase, collect an additional number of IPCs equal to 10% of your National Production Chart level, rounded up.
2. Increased Production - Tank and Fighter costs are reduced by 1 IPC.
3. Improved Shipyards - Naval units cost 1 IPC less.
Naval Techs
4. Anti-Submarine Warfare - Your Cruisers prevent enemy subs from submerging or moving through them at a 1:1 ratio.
5. Battle Cruisers - Cruisers attack at 4 or less, but still defend at 3 or less. Additionally, cruisers may perform offshore bombardment at 3.
6. Armed Transports - Transports defend at 1 or less.
Air Techs
7. Advanced Aviation - Fighters attack and defend at 3 or less.
8. AA Guns - Artillery may target fighters before combat begins, hitting at 1. The number of dice that may be rolled is limited to the number of artillery available or the number of fighters present, whichever is smaller.
9. Aerial Photography - Your artillery can support 2 units instead of 1. (should add, if you have air supremacy).
Land Techs
10. Radio Communications - During combats where friendly forces are also in the contested zone, roll a die. That many friendly artillery may be used to boost your attacking forces on a 1:1 ratio, but may not participate in combat.
11. Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If used against you, halve the number of immobilized infantry.
12. Stromtrooper Tactics - When you are the attacker, you may conduct a second round of combat.
Turned Aerial Photography into Advanced/Heavy Artillery, but dependent on air supremacy.
Edited to clarify Aerial Photography.
I thought you wanted to keep rolling to a minimum.
Got me. :-D
Aerial Photography - In combat, choose half your opponent’s casualties, within the rules of the game.
“In a regular combat situation with military units as targets, roll 3 dice for each attacking heavy bomber instead of 1 die per bomber - thus each bomber could score up to three hits; in a strategic bombing raid when an industrial complex is your target, toss 3 dice for every bomber that survives an antiaircraft attack. Add the totals. The sum is the number of I.P.C.'s the opponent who owns the complex must surrender to the bank - an economic disaster for your enemy.”
There’s even a semi-colon.
For those who aren’t aware, Harry Turtledove writes alternate history books, and the work we’re referring to is the saga (like, 10 books) he created based on if the Confederacy had won the American Civil War. There are three books on WW1, 3 books on interwar period, and 4 books on WW2. My forum avatar is from one of the WW2 covers.
Isn’t How Few Remain also a part of that series (it’s the second civil war after the North lost the first one). I’m sad to say that’s the only one I’ve read so far, but I have the first WWI book, just haven’t read it yet.
It sounds interesting, but half the fun is talking crap to your opponents… If you are in different rooms this isn’t possible.
Perhaps telegraph style messages?
To the Kaiser STOP Will be eating sausages in Berlin before dawn STOP Ya boo to you Fritzy END
To President Poincare STOP These champagnes are excellent STOP Thanks for the loan of your heavy industry STOP Wanna give up like you did in 71 or do you still have a taste for horse meat END
Air Techs
7. Advanced Aviation - Fighters attack and defend at 3 or less.
8. AA Guns - Artillery may target fighters before combat begins, firing at 1. The number of dice that may be rolled is limited to the number of artillery available or the number of fighters present, whichever is smaller. A nation with AA Gun technology may use it against fighters in a bombing raid, provided they have artillery units present in the targeted territory.
9. Aerial Photography - In combat, choose an enemy unit to target before you roll for each artillery unit.
Ossel, will you be using your Fortress America board to simulate Harry Turtledove’s North American Front of WWI?
Please drop economic bombing. The tech is 3 paragraphs long and has no place in WWI.
Can we find another air tech for gods sake?
OK, I’m nothing if not flexible. I just have to be hit over the head a couple of times for the flexibility to rise to the surface. :-D
Air Techs
7. Advanced Aviation - Fighters attack and defend at 3 or less.
8. AA Guns - Artillery may target fighters before combat begins, firing at 1. The number of dice that may be rolled is limited to the number of artillery available or the number of fighters present, whichever is smaller. A nation with AA Gun technology may use it against fighters in a bombing raid, provided they have artillery units present in the targeted territory.
9. Bombing - Fighters may perform a bombing raid on an adjacent territory instead of engaging in combat, scoring a hit on a roll of 1. If the target territory has fighters present, one round of aerial combat takes place before the attacking fighters roll to inflict damage. Bombing raids take place before all other combat. Surviving fighters return to their original territory before land combat begins.
Bombing is now strictly tactical bombing. I’ve stuck with only adjacent territories to account for the fighters need to fly there and back. Since it’s now only tactical bombing, should they hit on a 2 or less just like fighters do, rising to 3 or less with Advanced Aviation?
How about four tech trees, you have to get the first tech before you can get the next:
Economic:
War Bonds -> Improved Shipyards -> Improved Production
Follows attempts to keep improving production - first raise more money, then work on improving efficiency and productivity.
Naval:
Q Ships -> Battle Cruisers -> Anti-Submarine Warfare
Evolving response to submarines.
Air:
AA Guns -> Advanced Aviation -> Bombers
Evolving nature of air warfare.
Land:
Radio Communication -> Chemical Warfare -> Stormtrooper Tactics
Finding a way to break the stalemate.
Or to be really rigid, you have to get all tier I techs before you can get any tier II techs, etc.
Edited: forgot Chemical Warfare, so dropped Heavy Artillery.
Land Techs
10. Radio Communications - During combats where friendly forces are also in the contested zone, roll a die. That many friendly artillery may be used to boost your attacking forces on a 1:1 ratio, but may not participate in combat.
11. Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If the defender also has the Chemical Warfare Breakthrough he halves the number of infantry so immobilized, rounded down.
12. Stromtrooper Tactics - When you are the attacker, you may conduct a second round of combat.
Stormtrooper Tactics could really open things up. Perhaps we should think of making a tech hierarchy, with certain techs needed before others?
Edited, forgot Chemical Warfare, so dropped Heavy Artillery.
Air Techs
7. Advanced Aviation - Fighters attack and defend at 3 or less.
8. AA Guns - Artillery may target fighters before combat begins, firing at 1. The number of dice that may be rolled is limited to the number of artillery available or the number of fighters present, whichever is smaller. A nation with AA Gun technology may use it against fighters in a bombing raid, provided they have artillery units present in the targeted territory.
9. Bombing - Fighters may perform one of the following bombing raids instead of engaging in combat:
A) Fighters within 2 spaces of an enemy capital may perform a strategic bombing raid. Each fighter in the raid rolls one die, deducting 1 IPC from the attacked powers treasury for each 1 rolled up to a maximum of the capital’s IPC value. Strategic bombing raids are resolved before other combats and the fighters acting as bombers play no role in any subsequent battle for air supremacy. Surviving fighters return to the same territory they launched the bombing raid from.
B) Fighters may perform a tactical bombing raid on an adjacent territory. Each fighter in the raids rolls one die, destroying 1 enemy unit for each 1 rolled. Tactical bombing raids are resolved after strategic bombing raids and before other combats and the fighters acting as bombers play no role in any subsequent battle for air supremacy. Surviving fighters return to the same territory they launched the bombing raid from.
In both strategic and tactical bombing raids, if the targeted territory has fighters present, one round of aerial combat is fought according to the system laid out on the battle board. Surviving fighters acting as bombers then roll for strategic or tactical damage.
Modified bombing to incorporate tactical bombing to make it worthwhile for those powers who won’t be getting within 2 spaces of an enemy capital. This way the bombers tech covers the whole range of WWI bombing from Handley Page and Muromets to Zeppelins.
Edited for clarification.