@Emperor_Taiki:
Well IPCs can represent the nation ability to mobilze its nation.
See post above.
@Emperor_Taiki:
Nice to see new units.
The missile unit looks really powerful, i would say too powerful with a range of eight!. I would accauly incldued two missile units in the game. One short range that can fire 2 space away, and another that is medium range that can fire from six spaces away but costs 10. I think you should also be able too load these missiles up on certain ships, subs, and aircraft aswell so that they can be fired from their.
You did see that the missiles are expendable. As in when you fire them they are gone. They only get one shot then removed from play. Note this is one combat roll only. Not one entire combat. So they get one good shot in the first round of combat and that’s it. Also they can be used for Strategic Bombing. Also note that they are susceptible to AA fire.
@Emperor_Taiki:
Also, for your land units, I think its just going to add confusion too the board if you have two varaints of the same unit, while not adding a whole lot of strategy and fun since they the new units are not that different from the old ones.
Well, I did want to go for additional detail in this game. The main difference is that the mechanized units have an additional movement point which is a huge advantage to be able to keep up with the armour. If a nation is on the defensive and need to maximize combat power they can save a bit of money by purchasing the non-mechanized units. A mobile/mechanized unit represents serious support in terms of armoured vehicles and logistics. I assume that standard, non-mechanized units also utilize motorized transport (in the form of trucks or other such vehicles) its just that they are not as capable or as reliable as the mechanized form of the unit and hence they are not afforded the additional movement point. In addition, mobile Infantry take up more room on transports (ie: a transport can carry 1 non-mobile infantry + 1 other unit) and cannot be used for airborne operations (inserted via transport planes).
@Emperor_Taiki:
I think some more exciting options for land warfare would be units like special forces or marines. Special forces could have some sort of support bonus or they could allow you to train forces in countries that are not your own, or they could have some ability to attack cities or oil fields. They could have an ability simialr to subs, accept that they “submerge” on land.
Special forces and marines while interesting introduce another two types of infantry which would be a pain in the neck to get pieces for. I might consider marines, but I’d rather leave special forces to some kind of tech advantage or an action card or something. Also, if these unit types are introduced then it brings up the whole “why isn’t there a dedicated paratrooper unit?” debate.
@Emperor_Taiki:
Also I would rename heavy Armor advacned armor, since how big a tank is in modern warfare does not correspond to how powerful it is as much as it did in World War 2. Or you coudl call the heavy tank a Main Battle Tank.
The Heavy Tank is actually called advanced tank but I shortened the name so that it would fit into a chart I’m making (same for the cargo plane which is actually a transport aircraft). The normal tank unit represents older, less capable models held in inventory and the Advnaced Armour is a cutting edge MBT.
@Emperor_Taiki:
Also, almost all infantry today are motorized or mechanized, so the mobile infantry peice should be the main unit in an army, when you are figureing out the setup. I also feel infantry unit should be renamed light infantry, and it should be able to be transported in helecopters and 2 should fit in a cargo plane. Cargo planes should also be renamed transport aircraft, to give the game a more military and official feal.
addressed above.
@Emperor_Taiki:
Also, helocopters should get some kind of bonus when fighting tanks, like you said they are tank hunters.
Helicopters have the “Tank Hunter” special ability. Each Helicopter unit present in battle reduces the combat value of enemy tanks by 1 (either attack or defend value). This makes regular tanks defend at only 1 against helicopters! I didn’t want to allow Helicopters to transport infantry because Apache’s cannot morph into Chinooks. Also, that would make them really powerful and the cost would have to go up considerably (although it would be cool to mount air mobile helicopter borne operations).
@Emperor_Taiki:
For the navy, you should scracth the battleship, since that is not used asmore. Instead call it a Frigate, and make it orienated to fighting off aircraft and cruise missle, also lower its cost. Accaully all the naval unit should have lower cost, otherwise cruise missles are going to be deveistating against them, although cruise missles should remaine more effective against naval units than land units.
The battleship represents either and old WWII battleship which has been modernized (Iowa class) or the heavy Soviet battle cruiser designs (Kirov class). There were only to be few of these units on the board at start and I didn’t really expect anyone to buy them. I could just amp their cost up to prevent anyone from purchasing them (or just outlaw buying them). I think I’ll change the two smaller naval vessels to Frigate and Cruiser (Frigates are smaller and less capable vessels than destroyers or cruisers). The Frigate will be the sub hunter and Cruisers will be the anti-air unit. I’m considering making each naval unit count as an AA gun and the cruisers count as AA guns hitting on 2 or less. This way you’ll have to saturate a naval force with numerous missiles and aircraft to get enough through to do damage. I’ll think on it more.
@Emperor_Taiki:
Also, why havnt you included Surface-to-Air missile sites, otherwisw their wont be anything to fill the role of the AA gun
AA guns are in the game (named Anti-Air missiles). They just didn’t get listed. They will not be capable of rocket attacks (that’s what the cruise missiles are for).
I didn’t list the factories either. I’m considering adding a heavy factory to the unit mix. A heavy factory can be represented by having two factory pieces present in the space (for lack of a bigger heavier factory piece) and it will allow you to build twice the IPC value in pieces there.
Keep the feedback coming.