There’s no official answer that I know of. A&A is such an abstracted game that, in one sense, it would be meaningless to say that game unit X corresponds to real-world military (or naval) formation Y. Given the scope of A&A Global 1940, however, the various unit types on the map would roughly correspond to large formations if we were to assume that the allocation of units in the rules corresponds to real WWII numbers. As an example, Germany’s invasion of the USSR was carried out with over 150 divisions – so from that perspective, the small number of sculpts on the actual board could at best only correspond to army groups. At that level, it shouldn’t even be possible to differentiate between the components of the army groups, nor even of their consitutent armies or corps; the highest-level tank formations in WWII were, I think, armoured divisions and (one level further down) tank brigades. So one way to look at the game would be to imagine that we’re not actually seeing the military formations themselves, but rather a patchwork picture showing some of the elements of those formations, with some of these elements being high-level ones and others being lower-level ones (like tank brigades).
Sea Units House Rules
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I tend to like add new units only if really needed, no Tac.
Btw land units have AA ability too, thats why I’m reluctant to increase AA shots, thet could make air units too weak.
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What gets aa on ground units ? Besides aa gun
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There is no aaGun. Factory, infantry, artillery and armour have all AA ability. Same system as with naval units. no further AA ability with increasing ground stacks.
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Well you should have at least Tac bombers in game with a pic shot first round. Then you could add more AA to the right pieces in game but of course your rules.
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Though I have still some doubts about some units stats.
Fighter having the same defense and cost with armour is questionable. Maybe fighter defence should be decreased to 2?
Not sure about bomber having the same attack value with fighter either. The rest is looks fine to me.
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What are your ground unit values.
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Does your Carrier get 2 hits ? Your sub to strong. Need to raise cost.
12 subs C48 A24 D12 A 36.00 D 18.00
3 BB C48 A24 D24 A 5.88 D 5.88 -
trench 0/1/0 2HP, repair, AA, only one can be placed per territory/per turn, no factory requirement. 3Pu
infantry 1/2/1, AA, artillert supportable 3Pu
artillery 2/2/1, AA, +1 attack bonus to infantries. 4Pu
armour 3/3/2, AA, can blitz. 5Pu
No Tech.
Sub should be more cost effective at sinking ships than fighters because fighters are alredy very versatile units. There would be no reason to buy them if they had the same cost with fighters.
Submarine was 25% cheaper than destroyer in AA50 whereas in here they are 33% cheaper, just slighly more cost effective.
Carrier has 1 HP.
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Wheres your Mechs ?
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@Navalland said in Which is the best sea unit?:
trench 0/1/0 2HP, repair, AA, only one can be placed per territory/per turn, no factory requirement. 3Pu
infantry 1/2/1, AA, artillert supportable 3Pu
artillery 2/2/1, AA, +1 attack bonus to infantries. 4Pu
armour 3/3/2, AA, can blitz. 5Pu
No Tech.
Sub should be more cost effective at sinking ships than fighters because fighters are alredy very versatile units. There would be no reason to buy them if they had the same cost with fighters.
Submarine was 25% cheaper than destroyer in AA50 whereas in here they are 33% cheaper, just slighly more cost effective.
Carrier has 1 HP.
Your Destroyers were your fodder pieces in war not your subs to a certain point if your Germany. Your rules but you have no Tacs or Mechs in game which you should. IMO
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My map isn’t heavily distorted to fit too many kind of units. I am favour to add new units if only absolutely needed. But Italy and China have units with similar Mech stats to diversify their options.
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