You said that Submarmines need to be in the pen for protection. That means they are shielded from destroyer + air attacks?
Thoughts on adding in Upgrades / Special Rules for 42.2
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Hello there,
I just picked up 42.2 and am really excited to get a game going with some of my friends. I had not realized how different it was from the classic MB game when I purchased (my mistake). After trying to convince my roomate to play a match, he was put off by the removal of the upgrade system (where you spend 5 IPCs for a dice to have a chance at earning an upgrade), as well as the nation specific special rules (like flying fortress for US).
I am personally not a huge fan of the upgrade gambit as it really is based on micro dice odds rather than an overall grand strategy of macro dice odds. Additionally, some of the Nation specific rules (such as flying fortress) are broken IMO.My guess is that the upgrades / special rules from these other editions are not readily compatible with 42.2 due to changes in unit pricing (such as bombers) and perhaps to some degree the changes in starting positions.
What are your thoughts on incorporating these rules for 42.2?
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Good question, you should search for 1942.2 Tech House rule.
Probably someone add something.
Here is an example of 2 charts from Global game:
Unfortunately, there is a few which are only for Global units.1. Advanced Artillery. Each of your artillery units can now provide greater support. One artillery unit can support up to 2 infantry and/or mechanized infantry units per attack. Up to 2 infantry and/or mechanized infantry units when coupled with 1 artillery unit have attack values of 2.
2. Rockets. Your air bases can now launch rockets. During the Strategic and Tactical Bombing Raids step of your Conduct Combat phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial complex, air base, or naval base within 4 spaces of it. This attack does one die roll of damage to that facility. Rockets may not be fired over neutral territories.
3. Paratroopers. Up to 2 of your infantry units in each territory with an air base can be moved to an enemy controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA (antiaircraft artillery) units, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.
4. Increased Factory Production. Each of your industrial complexes can now produce additional units beyond their normal production ability. Major industrial complexes can mobilize up to 12 units, and minor ones can mobilize up to 4 units. Also, when repairing a damaged industrial complex, you can remove 2 damage markers for the cost of 1 IPC (in other words, half price). The maximum damage that can be applied to your industrial complexes is not increased.
5. War Bonds. During your Collect Income phase, roll a die and collect that many additional IPCs.
6. Improved Mechanized Infantry. Each of your mechanized infantry units that is paired up with a tank or an artillery now has an attack value of 2. Also, your mechanized infantry may now blitz without being paired with a tank.
1. Super Submarines. The attack value of your submarines is now 3 instead of 2.
2. Jet Fighters. The attack value of your fighters is now 4 instead of 3. In addition, during bombing raids your escorting or intercepting fighters now hit on a “1” or “2” instead of just a “1”.
3. Improved Shipyards. Your sea units are now cheaper to build. Use these revised costs:
Unit IPC cost
Battleship 17
Aircraft Carrier 13
Cruiser 9
Destroyer 7
Transport 6
Submarine 54. Radar. Your antiaircraft fire, both from AAA (antiaircraft artillery) units and facilities, now hits on a “1” or “2” instead of just a “1”.
5. Long-Range Aircraft. All of your air units’ ranges are increased by 1 space.
6. Heavy Bombers. Your strategic bombers are now heavy bombers. When attacking, whether in a battle or a strategic bombing raid, roll two dice for each bomber and select the best result.
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You might enjoy my cumulative tech system for 1942.2, which is designed for “macro-luck.”
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If you and/or your friend are really upset about the loss of the original MB A&A tech chart, pretty sure that method and chart are still 100% compatible with the current 1942.2 game if you really wanted it (I’m not talking about game-balance, but mechanically speaking, it would still work).
The old method was spend 5 IPCs per die you wanted to roll… if you spent 20 IPCs, that’s four die rolls. You’d roll the dice… each result of “6” was a breakthrough and you’d then reroll for each breakthrough and apply it to this chart:
- Jet Power (fighters defend at 5)
- Rockets (1 rocket attack on enemy industry a turn for any AAA within 3 spaces of an enemy Plant… 1D6 IPC loss to enemy)
- Super Subs (subs attack at 3)
- Long Range aircraft (all aircraft have 2 more range)
- Industrial Technology (all units are 1 IPC less)
- Heavy Bombers (all bombers roll 3 dice instead of 1… note this essentially ended the game… lol).
If it’s really a big deal to you guys, all the above rules would work mechanically with A&A 1942.2… however, not all are balanced, especially Heavy Bombers, but that could be changed (maybe roll 3 dice and choose your favorite of the three).
There’s lots of custom rules for tech research… its not hard to either add the original rules, use someone elses posted on the forum, or just make up your own house rules. In any case, this is one of the easiest rules to add back into the game if you really miss it.