@baron-Münchhausen All ships will get prices adjusted. I just haven’t worked out other vessels yet. Submarines seem alright on a 3 or 4 cost. Their attrition is also higher. If they are found they will get sunk most often than not.
But you raised an interesting point. I need to probably lower their attack to zero. Submarines were mostly strategic weapons not operational and a submarine caught in the open by any military vessel was as good as sunk.
I didn’t read all threads on convoys no. These were ideas I came up with through playing and getting frustrated with the game. I find the convoy boxes that come with the maps really poor. In fact, they are in the worst possible place for subs as they are within air cover range which would make subs extremely vulnerable. As I said, I want to recreate the mid Atlantic gap and force the allies to deal with it or risk suffering moderate boxes (since escorted convoys would be a dangerous beast). I have begun designing some individual faction sheets with space for unit upgrades and I am adding a convoy box there. that way we can have some political decisions that happened in the period in a more abstracted way (convoy for bases).
@SS-GEN Do tell me more about cargo ships. That was my idea generally. Start with a bunch of counters that represent tonnage (UK fleet had about 30 million tons at war start) and my idea was that you needed at least 1/3rd of that in order not to suffer severe IC attrition and you need to spend IC to replenish it. So it mimicks the having to rebuild your merchant fleet to remain in the war and having the Americans have to provide for the slack for them to build merchant ships AFAP. This will mean that submarines will have a more strategic role. I was actually going to ignore the global convoy boxes as that would be the worst place to hunt for convoys as you would be under the air cover umbrella. You could intercept convoys anywhere in the North Atlantic provided you passed a check to find them and a check to evade escorts that can kill you). DDs as Hunter Killer groups would be another idea for extra ASW (basically abstracting carrier escorts).
EDIT: Oh, I haven’t thought about other versions… Funilly enough, I sold my Europe and Pacific copies a while ago (just wasn’t playing it and needed the space for other games) and still own my copy of 1942 which I hardly play because (and this is the same issue I have with global hence wanting to structure my house rules in a more concise fashion) it takes way too long for what it offers. I mean, for the time I can play a full A&A game (if I find people to play it with) I can do a game of Twilight Imperium or War of the Ring or Cataclysm…
The reason A&A pulls me back though… is that it has moments which are just brilliant and unique.
Like I remmember this 1942 game I played with some friends. I was the USA and I was focusing on Germany. And the Japanese player who was fumbling about the entire game makes this weird move where he moves an Aircraft carrier a cruiser and a couple of DDs with transports to Midway and I was left paralyzed.
I didn’t have enough strength to outright push him out and he was in striking range of continental US and I needed to deal with that but it was going to take me ages to mass a fleet where I needed it to counter it and of course I could just “waste” a build turn and just build a fleet from scratch to take him out but then the European theater would suffer and then Russia might really get into trouble but if I didn’t the Japanese player could probably reinforce the fleet and make it harder for me to boot him and I needed to reinforce the west coast anyway because he could strike with some half decent force but I also needed to keep pressure on Germany and, and and…
And that was one of the best gaming moments I ever had. It was borne out of complacency since the Japanese player was not very good and I was in a good position overall but it really felt “strategic” then.
So I don’t mind if my changes end up adding 2 more hours to a game as long as it keeps me hooked with more moments like this and it feels like there is more choice and player agency to it.