@Baron:
I prefer TP being able to escape on 2nd round, DD blocking 1:1 Sub, and only for one round, Sub cannot hit or be hit by submarine, etc.
Also, I have adapted my 1942.2 National Convoy House rule and Convoy SZs for 1941, so only Submarine can do convoy damage in a way that it increase the losses for Allies vs Axis but the counter will be 5-6-8-9-12-15 cost structure, which I believe favors two Allied powers (UK and USA) over 1 Axis power (Japan).
I will use Convoy rules to reduce UK and US economy, so buying cheaper warships would still be tough on pocket due to IPCs shortage. I have hope this can balance things out to play an interesting 1941 game.
Since the cost structure affect warships only, Russia have no Convoy SZ, so its economy cannot suffer from raid.
National Convoy Disruption for 1941 Submarine economic warfare
First thing, each Convoy SZ is to be identify with owner’s Control Marker.
All Convoy SZs worth 2 IPCs and are bordering at least 1 TT or have one island group or more islands in it.
These TTs can worth 0 IPC to many IPCs, this doesn’t change the 2 IPCs Convoy SZ basis for 1941.
Here is all 1941 Convoy SZs I would implement (some such as SZs 2, 6, 28, 37, 40, 43 can be considered as Allied lend-lease shipping SZs coming from either UK or US toward Russia or Australia) :
United Kingdom 12 IPCs
7 SZs x 2 IPCs = 14 IPCs max.
SZs 6 (Northern UK), 8 (Southern UK), 10 (Eastern Canada),
SZs 28 (Egypt, Saudi Arabia, Persia), 29 (India), 30 (East Indies), 37 (Solomons)
United States 17 IPCs
7 SZs x 2 IPCs = 14 IPCs max.
SZs 2 (Greenland), 11 (US East Coast),
12 (Caribbean), 22 (Brazil),
SZs 40 (Hawaii), 42 (US West Coast), 43 (Midway)
Germany 12 IPCs
1 SZ x 2 IPCs = 2 IPCs max.
SZ 5 (Baltic)
Japan 9 IPCs
5 SZs x 2 IPCs = 10 IPCs max.
SZ 31 (Southeast Asia),
SZs 32* (Borneo), 38* (Philippines),
SZs 45 (Japan, Manchuria), 46 (Coastal China).
*Deactivated on set-up.
The most important thing to note :
lf at least 1 territory bordering (or Island or an Island group within) the Convoy SZ is taken from his original owner and the Convoy SZ belong to the same owner, then this Convoy SZ is deactivated and can no longer be raided by enemy’s of the original Convoy SZ owner’s which have his control marker in this Convoy SZ.
When such Convoy SZ is deactivated, simply flip this Nation Control Marker face downward.
Only Submarine can raid Convoy SZ.
During Phase 3: Conduct Combat
Combat Sequence
1. Strategic and tactical bombing raids AND/OR Convoy Disruption
Each Submarine can either make a regular attack (Step 3. General combat) or a Convoy raid (Step 1. S&TBR AND/OR Convoy Disruption).
Even if there is warships (including DD) in Convoy SZ, Submarine can still make such raid.
Once the raid is done, Submarine cannot retreat and must stay in raided SZ.
Each 5 IPCs Submarine can make 1 IPC + 0 to 1 IPC damage, by rolling 1D6: 1-3 = 1 IPC / 4-6 = 0 damage.
So a single Submarine always does at least 1 IPC damage (50% of the time, and 2 IPCs the other 50%).
There is no defense roll and Destroyer cannot do anything about it.
It is up to the Convoy SZ owner’s to send Destroyers (and more) on his turn to sink Subs.
These damage and odds are for:
5 IPCs Sub A2 first strike, D1 M2, damage: 1D6 (1-3= 1 IPC / 4-6 = 0) +1 IPC.
6 IPCs Destroyer A2 D2 M2, cancel 1:1 Sub Submerge and Stealth Move but not first strike.
If you want to play with OOB Sub and DD, then damage per Sub must be 2 IPCs.
The odds must be different because Submarine commander must see some benefits to not attack warships.
The odds for 5 IPCs Sub is 2/6 x 6 IPCs for DD = 2 IPCs damage on average.
1 IPC + 0-1 IPC gives 1.5 IPCs average. (Slightly under average vs Destroyer.)
The odds for OOB 6 IPCs Sub are 2/6 x 8 IPCs DD = 2 2/3 IPCs
2 IPCs gives 2 IPCs average but the cap is 2, which gives anyhow 2 PCs.
This is under average vs OOB Destroyers, and OOB Subs are lame ducks on defense vs DDs, but damage are automatic and there is not that much units in this A&A shorter version.
Damage are immediately remove from Convoy owner’s hands, never more than 2 IPCs per SZ for the whole game round.
And attacker must put chips under SZ owner’s Control Marker (1 chip per IPC damage) as a reminder for the game round of how many IPCs were raided if multiple raids occur from more than one alliance powers.
These chips under owner’s National Control Marker will be removed at no cost from the Convoy SZ during Convoy SZ’s owner 1. Purchase and Repair Units. Step 2: Pay for Units and Repair Damaged Units and Facilities.
For reference, here is what I meant about 5-6-8-9-12-15 cost structure:
@Baron:
@Baron:
This is the reduced cost structure with near OOB cost for planes and Carrier holding 2 planes (Fgs or TcBs).
I also stick to this cost structure (5-6-9-12-15).
I put the 1 hit Transport at 8 IPCs.
I write here many ideas which still fit into core roster at this low cost.
All other ground units are as OOB, except for Tank which no longer gives attack bonus to TacB.
Unit type
Cost Combat values
Special abilities
SUBMARINE
5 IPCs A2fs* D1 M2
Permanent A2 first strike *against all surface vessels only, including DDs.
Cannot hit Sub or Aircraft
Submerge and Stealth Move
On offense, Sub’s commander can allocate each hit whether on transports group or warships group, the owner still choose which individual unit is the casualty.
On defense, Stealth Move allows (but not compel to) each Sub 1 single roll@1 against any ships passing through the Sub’s SZ. Only each Destroyer can get a single retaliate roll @2.
DESTROYER
6 IPCs A2 D2 M2
Block Sub’s Submerge (first round only) and Stealth move, both on a 1:1 basis.
TRANSPORT
8 IPCs A0 D0 regAA1 M2, 1 hit, taken as casualty according to owner’s choice.
Carry 2 units, 1 Inf + 1 any ground unit
No defense against warships,
Beginning on the second combat round, 1 Transport can escape from Naval Battle in the same SZ at each end of combat round, if there is no enemy’s aircraft.
Simply remove TP from battle board and place it in the SZ on the map.
Regular AA @1 against up to 1 plane, whichever the lesser.
Can unload in a Sub infested SZ if escorted by surface warships.
If you bring them in with attackers - as you would for amphibious - then any defense shots in excess of what is needed to sink the accompany ships MUST be applied to any transports until all shots are accounted for or there are no units left to assign them to. (Per OOB rule.)
CRUISER
9 IPCs A3 D3 M3
Shore Bombard 3
Gives +1 move to 1 surface vessel, paired 1:1
FLEET CARRIER
12 IPCs A0 D2 M2, 2 hits,
Carry 2 planes,
damaged Carrier still carry one aircraft.
BATTLESHIP
15 IPCs A4 D4 M2, 2 hits,
Shore Bombard 4
Both repair at purchase and repair phase in a SZ adjacent to IC’s SZ, or Victory City, SZ (or Naval Base SZ, or in NB SZ).
Naval Base cannot repair more than 3 warships hits per turn.
FIGHTER
9 IPCs 10 IPCs A3 D4 M4
SBR: A2 D2, interceptors always destroy bombers first.
Optional: on a “1” or “2” roll, selects aircraft as casualty, owner’s still choose individual plane.
TACTICAL BOMBER
10 IPCs 12 IPCs A4 D3 M4
TBR: A1first strike, Damage D6 on AB or NB,
SBR: can do escort mission for StBs without bombing AB or NB.
Optional: on a “1” roll, select either aircraft as casualty, owner’s still choose individual plane,
or pick any ground unit of your choice.
on a “2” roll, pick any ground unit of your choice.
STRATEGIC BOMBER
12 IPCs No cost change A4 D1 M6
SBR: AA A1first strike up to two Fighters, whichever the lesser,
Damage on IC, AB, NB D6+2 /minimum damage 2 pts if hit by IC’s/AB or NB’s AA gun.
No damage when destroyed by intercepting Fighters.
Optional: on a “1” attack roll, select either aircraft as casualty, owner’s still choose individual plane,
or pick any ground unit of your choice.
All aircrafts can hit unsubmerged Submarines without Destroyer presence.
ANTI-AIRCRAFT ARTILLERY
4 IPCs A0 D1 AAx2* M1 CM or NCM, 1 hit,
Taken as last casualty on offence.
*Fire each round @1 first strike against up to two aircrafts, which ever the lesser.
Regular defense @1 if there is no enemy’s plane.