I am of no relation to him. Likely just a similar appreciation of the movie Gunga Din.
Global War 1940 2nd ed.
-
This is my thoughts. Want to make cost of planes lower to C9 or even C8 but think for now C9 is it. If you get industrial tech you have a 33% chance of planes C8. But odds increase hugely due to its a tech and you have a 1 in 10 chance of getting it then the 33% kicks in. So the plane C8 option at start of game is a good possibility.
Fig AD@2 plane & AD@4 SH or GR
N fig AD@2 plane & AD@4 SH or GR
Tac AD@1 plane & AD@4 SH or GR pick
Dive AD@1 plane & AD@4 SH or GR pick
CA D@3 plane only. Dam D@1 plane only
ECA D@2 plane only
BB AD@3 plane & AD@8 SH
1 dam AD@2 plane & AD@4. SH
CR AD@3 plane & AD @7 SH
DD AD@1 plane & AD@3 SH
Or
AD@1 plane or AD@3 SH
Or
AD@3 concern here is DD weren’t that strong against a plane to get a AD@3. Ex specially when DD survives longer in battle and his AD@3 is a plane hit. -
Oh Carl in group played last weekend ( Gen Con 2018 42 champ ) and I believe a few more from past is loving this AA BB CR AA stuff and has made a comment in discussions where the figs should be weaker against ships and he said figs should stay normal att def against a plane. So now your looking at
Fig AD@6 plane or AD@6 ship or ground but I think he is just saying against ships well now for happy meduim and player friendly for players go with
Figs C8 AD@3 plane & AD@3 ship or ground
This keeps in line with the escort interceptors AD@3.
But is this gonna keep guys happy with just a plane ship hit @3 ?
This all will be some serious play testing for awhile -
Baron. Another thought.
Figs C10
AD@6 plane or ground in land combat
AD@6 plane or AD@3 ship naval combat
You have to pick a plane shot or ground or ship. -
I’m listing my pieces with values per request.
D12 system
Inf C3 A2-3 D4 M1 Art boost +1 on A
Elite C3 A4-5 D2 M1 Art boost +1 on A
Para C3 A3-4 D4 M1 Art boost +1 on A
Can only build 2 Elites or 2 Para or 1 of each per turn.
Art C4 A4 D4 M1-2 Mech can tow only
Mec C4 A2 D4 M2
SPA C5 A4 D4 M2 can pick a motorized unit first.
Tank C6 A6 D6 M2
Fig C10 A6 D7 M5 DF AD@3
N. Fig C10 A5 D7 M4 DF AD@3
Tac C10 A7 D5 M5 DF AD@1 roll @3 or less can pick target with return shot. Hit subs @3
N. Div C10 A7 D5 M4 DF AD@1 roll @3 or less can pick target with return shot. Hit subs @3
Stg. Bom C10 4 dice A@3 D1 M6 DF @1 SBR D8 +1 Attack first round only.
H. Bom C12 5 dice @3 D2 M7 DF @2 SBR D10 +1 Attack first round only.
Air trans C10 A0 D0 M5 can transport 2 inf or 1 inf 1 art or 1AA gun 1 inf. Non combat.
or Elites and or paratroopers. 2 max. in combat.
Air Carrier C14 A0 D@3 plane only. 1 dam D@1 plane only. M2
Es Carrier C8 A0 D@2 plane only. M2
Battleship C15 AD@2 plane & AD@8 ship M2 1 Dam AD@2 plane & AD@4 ship
Cruiser C10 AD@2 plane & AD@7 ship M3
Destroyer C6 AD@3 ships only & Depth Charge AD@3 M2 Cannot hit planes.
Sub C7 A5 fs D2 fs M2
Tran C7 A0 D1@1 plane or escape @2 M2
AA C5 A0 D2 M1
Always 1 round of Dog Fight in any battle.
1 ship can block 3 ships. 2 ships can block 6 ships.Special pieces
SS Grenader C4 A4 D4 M2 tow Art. Build 2 a turn.
SS Panzer C6 A7 D7 M2 Build 2 a turn.
SS Tiger C7 A8 D8 M2 Build 1 a turn.
2 GER Wolfs A6
KV Tank C6 A7 D6 M2 Build 2 a turn.
US Marines C3 A3-4 D5 M1
US Fletcher DD C6 AD@1 plane & AD@3 M2 ship starting on T3.
Jap Long Lance Destroyer C6 A4 D3 M2AA Gun C5 A@0 D@2 M1
Built in AA guns
Refineries D@2
Air & Naval Bases D@2
Capital IC D@2
Minor IC D@1
Resources
Iron, Copper, Wheat, Rubber, Uranium and Oil Derricks. All D@1
Can convoy raid 3 icps each Refinery or Resource token touching a SZ.
This represents attacks on transporting vessels.Slowly tweaking specific pieces per countries strength.
Of course a few pieces have more rules to them.
Any questions ask away.SS OUT !
-
ok got it
-
Sorry. The BB and CR have been edited in above post. They should only get a @2 against a plane and not @3.
-
Sorry. The BB and CR have been edited in above post. They should only get a @2 against a plane and not @3.
-
I Have 2 pics from game 1 on last Sat’s game with the big Naval Battle between US and Japan in Carolinas. The Second pic is the end result of battle.
-
-
This will be the next test coming up this week.
Fig C7 AD@3 plane & AD@3 ship or ground
N Fig C7 AD@3 plane & AD@3 ship or ground
Tac C8 AD@1 plane & AD@4 Ship/Ground pick target. Surfaced subs A@3
Dive C8 AD@1 plane & AD@4 Ship/Ground pick target. Surfaced subs A@3
Stg. C10 AD@1 plane & A4@3 1 round only Carpet bombing D@2
BB C15 AD@3 plane & AD@8 ship Dam AD@2 plane & AD@4 ship
CR C9 AD@3 plane & AD@7 ship
DD C6 AD@3 ships only. Depth shot @3. Block subs only 1-1 & 1-1 FS
SS C7 A@5 D@2 FS No DD. Can dive with DD present. Picks target.
AC C14 A0 D@3 plane only Dam D@1 and only 1 plane on carrier
EC C8 A0 D@2 plane only
1 surfaced ship blocks 3 surfaced ships. Thanks Siredblood !
Keeping the BB & CR at 8 and 7 for ship shot to keep in line with the Destroyer as far as cost for punch.
There is no more Dog Fighting.
Attacking and defending planes can retreat after any round of combat.
Will add planes to game as turns go on to the affect of for every 3 planes on setup each country will receive 1 plane or it will be for every 2 planes on setup each country gets a plane. These planes will be added to countries at end of each turn placed in there Capitals. Lets say Germany gets 5 more planes. Maybe go with a reinforcement chart where lets say 2 figs and 1 Tac at end of turn one go to Berlin. Just add 2-3 planes per turn. Do not want over kill on Turn 1. Have to see how these planes survive in tests.
Will have to see how the 3 less in cost makes up for more planes losses.Now I’m keeping planes & ship shots at planes @3 and bombers @1 for kiss.
Now if things go good can tweak a plane piece value or target if need be. -
With the above tests each country will receive reinforment planes per turn at end of a whole turn and placed at Capitals only.
T1
Ger - 1 fig 1 Tac 1 stg b
Jap - 2 fig 1 n fig
Italy - 1 fig
Ussr - 2 fig
UK - 2 fig 1 Dive b
US - 1 fig 1 n fig 1 Tac
Fec - 1 fig 1 Dive b
Anzac - 1 n fig
T2
Ger - 3 fig
Jap - 2 fig 1 n fig
UK - 1 fig
US - 2 fig 1 n fig
T3
Jap - 1 n fig
US - 1 stg bGranted this is to prevent a over kill T1
-
Already with random side test battles this will make your deciding on planes staying longer or not in battles plus both plane and BB CR be on same AD against each other instead of 6 vs 7 or 8 it will be 3 vs 3. Battles will take longer some but gives you more of a chance now to kill planes or if you have 6 planes against a BB and CR May take them out before u all get killed
Idea here is to get a bunch of more planes in game without over powering planes.
This is where planes are cheaper and as the norm destroyers are cheaper already so now with destroyers not getting to hit planes u need them as support fodder like real war to protect your capital ships and on land you will need more art and spas where ground troops should win battles more like there suppose to.
Also could have it where if u have 3 destroyers get a plane shot @1 or @2
US gets the fletcher dest t3 and them destroyers AD@1 plane & AD@3 shipAnd another thing. Should Inf really get to kill a plane on there AD roll ? I say no they can’t. Now you need a plane on D maybe and you have to bring in extra stronger support in ground battles due to weaker planes and more art and spas I game. I can see even some figs left in territories so there planes can maybe get a kill and then can retreat after 1 round of combat which they can in game anyway.
This is awesome ! -
Ok to whom it matters I got 4 test turns in game with planes hitting planes and also getting ground or ship shots just like the BB and CR.
Well I got an issue now with planes being weaker than tanks which is good and fine but the issue is tanks get to hit planes at a @6 compared to planes getting. Hit @4. I mean tanks don’t really hit planes.
I know people will say but that’s the way it is. Well it’s just not right for me. Same thing with an Inf defending at a@4 and a plane attacking at a @4. So I had to tweak a few values to offset the BB and CR being the only ships to hit planes and changing the fig values to make it closer to a reasonable AD number.
So for game test went with
BB C15 AD@3 plane & AD@7 ship M2
CR C9 AD@3 plane & AD@6 ship M3
DD C6 AD@3 can’t hit planes
Only change here was raising the ships plane value up from @2 to @3 and lowered ship hit 1 number for both ships. Due to the fact only 2 ships that can hit planes for now.
Fig C8 AD@2 & AD@4
Tac C9 AD@1 plane & AD@5 ground or ship pick target
Same for naval fig and Dive bomber
Man the Tac and Dive bomber are huge in game when figs only hit on a @4. Need some punch against ships and ground and it’s awesome to pick your target now.
I also added a plane or 2 after each turn but was not really necessary due to thinking more plane kills so make them cheaper and add to game but this may not be necessary but I may make another change.
But what is great is you need to buy BB and some CR to get plane hits when you don’t have planes with your fleets or a bunch of destroyers alone. So you need those destroyer escorts for fodder to and blocking and sub defense just like real war.
So I have a few optional changes I can do. Make figs now C10 AD@1 plane & AD@5 ship or ground. But then figs would just knock out everything to fast. The @5 would be to keep up with Inf D@4 and Tanks AD@6 or make it when figs in a ground battle only AD@5 and AD@4 in naval combat.
Also seeing that the US gets the Fletcher destroyer starting on t3 there destroyers now AD@1 plane & AD@3. Could also go with for every 3 destroyers you get 1 plane shot @1 & AD3 for rest of countries and US before turn 3.
One reason why you make destroyers cheaper in game too. -
Another thought.
Keep BB and CR @3 for planes
For every 3 destroyers get a plane shot @1
But don’t give plane vs plane hit
Go with 2 mandatory dog fight rounds for every combat battle
So figs @2 tacs @1 stg b @1
Interceptors and escorts
Figs @3 Tac @1 stg @1 due to just plane on plane more accurate a bit
Just thought of something. Now the plane will be to strong on ship attacks and ground so may scrap this unless make it figs AD@ 4 ships
And AD @5 ground only -
Right on. Good action here.
Trying to get the units represented similar to how they were in the war is the challenge for sure. I like stacks of combined forces, although with certain countries and or situations one might spam something out.
Yea I found Tacs to be pretty powerful also. Mainly due to their versatility. Obviously different than what you have but same general idea. I have them in a ground support role for infantry as well as going after subs and ships and minor bombing.
Thought fighters might be unduly affected but they can hit ships ( at a lower value ) as well and still defend better and boost the Tac on offense same as oob global.
The biggest thing I noticed about them was having them around to intercept the SBR’s though. So they seem to balance out fairly well at the moment. Starting a new test shortly.Cheaper DDs definitely the way to go. Fodder and Sub hunters. Huge help to Fleet composition.
Anyway, Rock On : )
-
Ya Barney. I’m still undecided on figs values.
As of now don’t want to add any piece boosts to game due to the fact of there’s a ton of stuff to remember for these guys until we get a bunch of games in.
As of now think will go with
Fig C8 AD@3 DF 1 round only
AD@3 ships or AD@5 ground
Tac C10 AD@1 DF AD@4 or 5 need more tests
Pick target
Subs can pick target A@5 D@2
For every 3 destroyers get a plane shot @2I can see fig being AD@4 then go to AD@5 with each Tac or Dive Bombers. 1 to 1
The countries will not receive the free planes per turn now. With Figs being at AD@3 ships will help with Japan’s major strong hold with figs by taming them down. This will make the BB and CR bought more. The Cruiser now is what it should be. AD@3 plane & AD@6 ship plus it can move 3. Helps with air attacks and faster backup.
-
OK. If anybody is interested in this. Barnee let me know how close I am to your d6 values for your tripla A tests.
D12 my game.
Fig C8 M5 AD@2 plane & AD@3 ship or AD@4 ground
N. Fig same as above but can only M4
Tac C10 M5 AD@1 plane & AD@4. Pick target
Dive same as above but only can M4
Stg. B C10 M6 AD@1 plane & A4@3 carpet bombing. D@2
BB C15 M2 AD@3 plane & AD@7 ship. Dam AD@2 plane & AD@5 ship.
CR C9 M3 AD@3 plane & AD@6 ship.
AC C14 M2 D@3 plane only. Dam D@1 plane only. 1 plane can land.
EC C8 M2 D@3 plane only.
DD C6 M2 AD@3 can only hit ships.
Interceptors & escorts AD@3
Bombers AD@1
US Fletcher Destroyer can buy on T3 42
US Fl DD C6 AD@1 plane & AD@3 shipD8
Fig C9 AD@1 plane & AD@3 ship or AD@4 ground.
Tac C10 AD@1 plane & AD@3. Pick target.
BB C15 AD@1 plane & AD@5 ship. Dam Ad@1 & AD@4 ship.
CR C9 AD@1 plane & AD@4 ship.
AC C14 D@2 plane only. Dam D@1 plane only.
EC C8 D@2 plane only.
DD C6 AD@2 can only hit ships.
Interceptors escorts A@2 D@3
Bombers AD@1
D6
Fig C9 AD@1 plane & AD@2 ship or AD@3 ground
Tac C10 AD@1 plane & AD@2. Pick Target.
BB C15 AD@1 plane & AD@4 ship. Dam AD@1 plane & AD@2 ship.
CR C9 AD@1 plane & AD@3 ship.
DD C6 AD@2 Can only hit ships.
AC C14 D@2 plane only. Dam D@1 plane only.
Interceptors escorts AD@2
Bombers AD@1There is no Dog Fighting. These values you use for each
round of combat. I have it where you can retreat attacking
and defending planes after 1 round of combat. -
@SS-GEN
I’ll list what I have, but Idk that one can really compare them that well with the cost and behavior being so different on most of them. Anyway, I’ll give it a shot using your D6 list. While the mod mostly uses D6 there are some D12 and D10 involved in Ship AA and Planes Targeting Ships.Only the Bomber and the DD are different price wise from global oob, although almost all have different capabilities. All movement is same as oob as well.
Ftr C10 A3 D4 boost Tac +1A when paired 1:1 Air Battle at 1 for Escort/Intercept
Targets BB, CA and CV for 1 Rd before regular combat hits at 1 in 12 Attack or Defense. Ships can only be Targeted by 1 Ftr, so 2 Ftrs 1 Ship only 1 shot. So for the extra buck, looks as if it’s slightly more powerful than what you have.Tac C11 A3 +1A when paired with Ftr or Tank D3 Air Battle at 1 for Scramble/Bombing
Targets BB, CA, CV and Subs for 1 Rd before regular combat hits at 2 in 12 on Attack 1 in 12 on Defense. Ships can only be targeted once, same as Ftrs. They also give +1A to Inf and Mech Inf when paired 1:1. This a little harder to say. Even though your hitting at 2, I could see where being able to pick your target could be pretty powerful so Idk.BB C20 A4 D4 Two Hit 1 AA shot that hits at 1 in 10 on Defense and 1 in 12 on Attack. Only 1 AA shot per Plane. Boosts CA +1A when paired 1:1. Only 1 AA shot per Plane. Can transport 1 Marine/Elite. I’d say the 15 dollar model probably a better deal. Shoots at the planes better and still hits at a 4 being undamaged. Probably makes for some interesting decisions on when you take the damage. Probably last resort usually ?
CA C12 A3 +1A when paired with BB D3 2 AA shots that hits at 1 in 10 on Defense and 1 in 12 on Attack. Only 1 AA shot per Plane. Can transport 1 Marine/Elite. 9 dollar CA probably a little better. There pretty close on the Planes, but once again, it’s really hard to say since they do different things.
Baron crunched the numbers for this guy. I think it works pretty good.
DD C5 A1 D1 1 preemptive ASA (AntiSubAttack) shot that hits at 2 out of 12. It shoots before Sub and if it Hits, Sub is immediately killed. Has 2 ASD shots that hit at 1 in 12. One fires when Sub moves into or through a SZ the DD is in, the other at the start of combat. Will also fire once in NCM if a Sub enters it’s zone. This is hard to say as well since they don’t block Subs any more. A 2 hittin DD for 6 bucks seems pretty powerful, but it can’t hit Planes and with CAs and BBs cheaper ? IdkCV A0 D2 same as oob except can be targeted by Planes as mentioned above. This seems pretty close.
Black Elks idea. I find these a lot of fun too.
Bmbr is A0 C5. It can only Strat bomb. Can’t Air Battle either. That’s why Ftrs Air Battle at 1. Can’t be used as a Hit soaker in regular combat. What you have is fine.Some things I had to do different than what was wanted due to triplea limitations. Primarily having 2 ASD shots for the Subs and the AA shots for the BB and CA hitting on the attack same as Planes targeting on the defense, so it’s a little messy in spots. Since triplea does everything anyway, I don’t find it to be that big a deal though.
So as I said above, I don’t think one can really compare the two by their stats. If you’re getting the desired behavior, better Fleet composition, more Air units but not overpowered, etc…then you should be good to go. :)
-
Ya I know of black elk going with the 5 icp bomber. Baron would Agee with me that some pieces just cost to much. Well it was just an idea and starting point. Doesn’t mean it totally will work unless tested as usual. Keep up the great work and tests.
As mentioned maybe a few things u can’t do on T A. These numbers work in my test game. I haven’t posted about it yet. I’ll post a small report and thoughts on it in a bit -
@SS-GEN
yea I remember Baron going with a revamped price structure for ships and planes. Looks as if you have done something pretty similar. Guess i should see if i can still access my messages from the old site. Baron had crunched a pile of numbers that are worth saving