Here are some ideas for some historically accurate house rules for a few of the countries. Any feed back is welcome and/or ideas for the countries I am missing.
**German 88’s- AA guns that cost 6 move 1, can attack and defend at 3 or support infantry like artillery or be used for anti-air. You must chose which function at the out set of combat
America- Marines- Cost 5, attack 1, but 1 can be carried on a destroyer and can be supported by DD’s Cruisers and BBs for the duration of an amphibious landing. This raises the attack to 2**
Except in rarely seen very massive air attack, your AA guns will always be used as Tank defending @3, each combat round instead only at the opening fire AA phase.
Need more tuning IMO.
It is difficult to balance AAA unoptimized combat capacity with any of regular combat unit for the same cost. Probably need to be somekind of regular unit in addition to AA gun capacity.
Marines moving with Destroyers is probably very OP.
Destroyers are already very popular units and much powerful than other warships on a same IPCs basis comparison.
Also, Japan will be totally unable to follow this race for PTO islands this way.
IMO, they need something similar (IJN SNLF).
Tokyo express was a kind of japanese NA in Revised.
You may like to read this post, which summarized pros and cons about Marines a bit more powerful but same cost and able to move with Cruiser and Battleship:
I would like to quote a few critics and answers about Marines unit in an on going discussion in BMode thread:
BMode Marines unit
A1-2 D2 M1 C5,
2 load on 1 TP, 1 can load on either Cruiser or Battleship,
Attack @2 in amphibious assault
No bonus from artillery
New Unit - Marines:
Cost 5; Attack at 1; Attack at 2 when involved with an amphibious assault; Defend at 2; No bonus from artillery; Can be loaded onto cruisers and battleships (1 to a ship).
Note: During amphibious assaults, Battleships and Cruisers may bombard territories other than the one they unload their marines into. Also during amphibious assaults, Marines attack at 2 even if they arrived over land (to join an amphibious assault by other ground units). Kamikazes (by themselves) do not prevent and cannot be used against a marine amphibious assault that is from a different power’s cruiser/battleship. Marines loaded in the combat movement phase must conduct amphibious assault in that same phase.
@regularkid:
@simon33:
There a few things I hate about Balanced Mod, all to do with Amphibious Assaults.
- Why on earth should you be able to assault from a Cruiser or Battleship? None of those ships would carry the assault boats needed. Indeed, even boarding or alighting as an NCM away from a naval base is dubious
- Why should Marines get to attack on a 2? The combined arms artillery bonus is pretty silly too in an amphibious assault. It doesn’t really reflect the real world IMO.
Just thought I’d give that feedback. Maybe I’m wrong.
Simon, there is significant historical precedent for warships carrying detachments of marines into combat. For starters, virtually all US battleships, during World War II, carried marine detachments (between 50 and 100 men), who, in addition to manning ship guns, served as ship expeditionary forces. See, e.g., http://seastories.battleshipnc.com/marines/
Smaller warships also carried marines. For example, it was a group of ship-borne Royal Marines that proved decisive in the Battle for Madagascar. From the relevant wikipedia article:
“The French defence was highly effective in the beginning and the main Allied force was brought to a halt by the morning of 6 May. The deadlock was broken when the old destroyer HMS Anthony dashed straight past the harbour defences of Diego Suarez and landed 50 Royal Marines amidst the Vichy rear area. The Marines created “disturbance in the town out of all proportion to their numbers” and the Vichy defence was soon broken.”
https://en.wikipedia.org/wiki/Battle_of_Madagascar
Also noteworthy, the Japanese’ made extensive use of cruisers, destroyers, and even battleships as troop transports throughout the war. A few examples:
https://en.wikipedia.org/wiki/Japanese_cruiser_Kitakami
https://en.wikipedia.org/wiki/Japanese_battleship_Kirishima
https://en.wikipedia.org/wiki/Japanese_destroyer_Hayanami
So, yah, the idea of cruisers and battleships transporting small land forces is not only fun and good for the game, its historically accurate! HF!
@Cmdr:
The Tokyo Express also really comes in handy in the Pacific. It’s annoying enough to go out island collecting, if you can send a cruiser with a marine on it instead of a cruiser and a transport it helps speed game play up a bit as well. (Thinking Marshals, Jonah, Guam, Midway, Formosa, etcetera…islands you may want to collect but don’t want to dedicate a fleet to getting and are probably un, or under, defended)
@simon33:
Interesting points - note a couple of things:
- The Kitakami lost 40% of its torpedo tubes to fit in 2 assault boats
- The first link notes that the Marines transferred to a transport when they were planned to assault a beach
- I’d have thought an infantry represents significantly more than 100 troops.
But if you reckon it’s more fun that way, might give it a go.
@simon33:
@Shin:
Who would buy a marine that attacked at 1?
And it’s all abstracted. Their boats come with the 5 ipc cost.
Fair enough but I still feel that they’re overpowered. Maybe 1/1/1 and 3IPC cost with no bonuses? They’re supposed to represent a small detachment of troops.
@simon33:
@Shin:
If they are that cheap, there’s no reason to buy Inf unless you’re going to pair them with Art.
That is a valid criticism - so long as you are using them on the attack.
Would it be better to just have 4IPC cost and no amphibious assault bonus? I also don’t like them counting towards the number of ships able to bombard - perhaps the bombardment should be weaker one point weaker and also reduce the Marine’s attack to zero on the first round if a marine is supporting the bombardment?
If you did that, I reckon they’d be about as perfect a unit as I could dream up.
@cyanight:
Concerning the marines I have always wondered why they were not 4 IPC. An Artillery is a 2/2 with a special ability and it cost 4. A marine is less powerful yet costs 5 IPC. For 4 IPC it should be a 2/2 and have the special ability to transport on cruisers. For 5 IPC it should have the ability to paratroop as well from airbases. Call it an elite unit.
@Adam514:
@cyanight:
Concerning the marines I have always wondered why they were not 4 IPC. An Artillery is a 2/2 with a special ability and it cost 4. A marine is less powerful yet costs 5 IPC. For 4 IPC it should be a 2/2 and have the special ability to transport on cruisers. For 5 IPC it should have the ability to paratroop as well from airbases. Call it an elite unit.
With its stats the marine should cost 4, but when you add the ability to be transported on cruisers and BBs the cost needs to be higher to compensate for that ability. They are not cost-efficient units when only looking at its stats (and that is what we were aiming for), but when you have cruisers and BBs close to a factory buying marines is a good option at the current cost of 5.
@simon33:
They are awesomely cost efficient from the point of view of the purchaser when doing amphibious assaults. You have to consider not needing to buy transports.
Mad if you didn’t use them.
@Adam514:
@Gamerman01:
I am playing my first bal. mod game in months, and I realize that (unless I forgot something) there is a powerful argument for marines that has never been made.
An argument for keeping them as is.
Since marines are treated as infantry on transports (they could have made them like non-infantry and that would have actually been reasonable), marines upgrade transports.
A transport can now take an artillery and a marine, a mech and a marine, or a 3/3 TANK AND A MARINE
Contrast that with transports in classic :lol: that cost 8 IPC’s and could transport only ONE TANK that was by the way 3/2, and NO INFANTRY with it (not that that’s relevant, just interesting comparison)
So transports can take marines to locations for cruisers or battleships or transports to pick up and take from there, and transports have the option of taking an infantry, AAA, mech, artillery, or tank along with, or 2 marines.
Marines would be overpowered if you lowered the cost or upgraded their capabilities in any way. They’re already awesome. Plus you have something (besides AAA) to buy for 5 (if you don’t understand the significance of this I’m not going to take the effort to try to explain it to you), so marines are pretty much perfect as is.
A MARINE AND A TANK on a single transport!! Holy cow
A marine that has the option of being picked up by a cruiser or a battleship, which can also bombard when unloading them. Jeez. They might be overpowered already. Maybe they should cost 6 :-D
Yup there are situations in the Pac where you would buy a tp and marines and load them to send them towards the main fleet of cruisers and bbs, which results in barely any tempo loss (if you have extra units in Hawaii for example). That’s often a better solution than having your US cruisers and bbs stay on the West coast, especially considering you probably have a maximum of 3 units that you can produce there on US1.
However, I doubt you can replace inf with marines and be more cost-efficient that way in Europe for example.
@axis-dominion:
i’m loving marines, i’m finding myself buying them more and more (in my current game vs giallo i now have 5 ca 3 bb and 7 marines :wink:)….one of the most brilliant innovations to the game in a while i must say, and totally breathes more life into these ships.
@majikforce:
I am also starting to love marines. They can do alot. But I’m not so sure I’m okay with two of them being able to be loaded on a transport or one of them and an art, tank,mech or AA on a transport. Call me a traditionalist but Axis and allies has always had the transports have to carry at least one inf. I’ve always looked at transports like they have a spot for 1 or 2 inf or 1 inf and a “special unit”, art, tank,mech etc. I would consider marines in the special category. Might balance out their awesomeness!! Just my two cents.
@simon33:
I’ve always thought they’re overpowered. Maybe get rid of their amphibious assault bonus and/or support for a bombardment.
@Gamerman01:
Haven’t played a ton of balanced mod yet, but I would think the transporting of 2 marines on a single transport is rarely done
That said, I really enjoyed your post
@Shin:
Well, one nice thing about Marines is that they don’t seem to be overly favored as either Allied or Axis units. Both sides can potentially get a lot out of them. In practice, I’ve seen them used more by Allies, but I think that will change as new strategies are developed.
@simon33:
@Baron:
@simon33:
You’re aware of my leaning that Marines are overpowered - although they are arguably expensive. At least disallowing bombardment support from a marine. Only inf/art/mec/tanks should count IMO.
Simon33,
do you still believe what you said about #1 NO on Novgorod?
and why do you think that Marines are overpowered (even at 5 IPCs)?
Thanks,
It’s mainly the bombardment shot that I think is over the top. Put a marine on a BB and attack a fighter on Guam and you’ll easily kill it, more often than not.