@board-3659 I wish i had that file. I would be making changes however
Strategic Rockets (v3)
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@trig Trying to tweak as little as possible is a good policy. I agree. I think the rocket facility was brought up, in our group, as a possible way to stop rocket production. Damage or capture the rocket facility. Otherwise, they can just produce rockets at any of their home factories.
Would you propose a rocket use a production slot at a factory, then? Would you have any limits to how many rockets can be produced each turn?
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@captainnapalm I would have it like this
New unit-Strategic rocket
Vehicle class
Move: 0
Attack: carpet bombing (1@2)
Defense: N/A
Cost: 3
Once this unit attacks, this unit is eliminated after one round of combat.
This unit may engage in SBRs with one dice. It can neither be intercepted or shot down by AA fire.
This unit may only be moved by naval transport or Strategic Rail movement. -
@trig Sticking with a range of 3, I assume? Any limit to how many can be built, per turn?
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@aftertaste V2 rockets were mobile.
“Following Operation Crossbow bombing, initial plans for launching from the massive underground Watten, Wizernes and Sottevast bunkers or from fixed pads such as near the Château du Molay[43] were dropped in favour of mobile launching.” (Wikipedia)
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One thing to consider that may lessen the impact of a Strategic Rockets (to lessen the impacts of any buff) would be to subject them to interception from Jet Fighters (which has some historical justification).
The way that certain technology in this game partially counters other technology is something that I really like in this game, and doing this would be something similar.
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Thanks to everyone for your input, it’s been very helpful. I’m going to take another crack at this…
Rocket Facilities cost 3/3, or (with Improved Construction) 2/2 or 6. I still think the facility should take two turns to build, but if others think it should only take one, there’s no reason it can’t just take one turn and cost 6 (5 with Improved Construction). Facilities can be built in any territory owned by the player that is in supply, have a max damage of 6, and have inherent AA.
The rockets themselves cost $1, and have all the usual abilities as described in the v3 rules. Facilities can fire one rocket, each player turn.
I’ve reduced the cost of the Facility from my original estimate and kept the cost of rockets very low to keep rockets a viable alternative to strategic bombers (thanks for the number crunching, @CaptainNapalm). I do accept that strategic bombers may be the better option though.
@sjelso You’re correct, they were, but they were more tactically mobile than strategically, as far as I understand, although I’m no expert. Maybe (as @Trig suggests) Rockets should be a type of unit, perhaps only available after the initial building of a Facility, but with no additional costs?
@insaneHoshi I like the idea of a technology countering the other, and there is certainly precedent, but when it comes to GW’36, I think Strategic Rockets means V2’s exclusively, and not V1’s, although I do see the merits of your suggestion.
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Shouldn’t people be able to launch rockets from air bases? I was thinking a 4 IPP rocket base and a 2 IPP rocket. Also I think it is a really good Idea to have V-1 rockets, which are you can build when you have stage 2 tech for strat rockets. Thier cost is 3 IPPs, carpet bomb at a 8 @1 D12, and strat Bomb at 2 D6. The thing is, they could be intercepted by fighters normally and shot down by AA
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@david-06
V - 1 rocket
Vehicle class
Single use
Req. strategic rockets tech
Cost $2
Range 3
Attack 1 D6 vs/ facilties
Carpet bomb 1 D12 @ 2
Moves via rail/ naval transport only
Can be intercepted/ shot down by AA -
@linkler Didn’t V-1 rockets hold way more explosives than V-2s?
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@linkler
V - 2
Vehicle class
Single use
Req. strategic rockets tech and jet fighters
Cost $2
Range 3
Attack 1 D6 vs/ facilties
Carpet bomb 1 D12 @ 2
Moves 1
Can be intercepted only by jet fightersOptional rule: Limit 2 per turn
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@linkler V-2’ maximum speed is 3,580 mph the jet fighters of that time can only go <600 mph
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@david-06
Good point - also just reading up on it apparently they were very expensive to build and I gather much more devastating than the v1s … somethings yet to consider there i see -
@linkler
Maybe they should be able to attack zone IPPs the same way subs attack convoys -
@linkler But the navigation was measure with amount of fuel. The Germans would have to know exactly the time and place that the convoy would be passing.
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@linkler I think this could be a better stat
V - 1 rocket
Vehicle class
Single use
Req. strategic rockets tech stage 1 and jet fighter stage 2
Cost $1
Range 3
Attack 1 D6 vs/ facilties
Carpet bomb 1 D12 @ 2
Moves via rail/ naval transport only
Can be intercepted/ shot down by AAV - 2
Vehicle class
Single use
Req. strategic rockets tech (since that’s what its for)
Cost $3
Range 3
Attack 1 D6 vs/ facilties
Carpet bomb 1 D12 @ 2
Needs to be launched out of an airbase
Moves via rail/ naval transport only -
@david-06 said in Strategic Rockets (v3):
@linkler I think this could be a better stat
V - 1 rocket
Vehicle class
Single use
Req. strategic rockets tech stage 1 and jet fighter stage 2
Cost $1
Range 3
Attack 1 D6 vs/ facilties
Carpet bomb 1 D12 @ 2
Moves via rail/ naval transport only
Can be intercepted/ shot down by AAV - 2
Vehicle class
Single use
Req. strategic rockets tech (since that’s what its for)
Cost $3
Range 3
Attack 1 D6 vs/ facilties
Carpet bomb 1 D12 @ 2
Needs to be launched out of an airbase
Moves via rail/ naval transport onlyV-2 should cost more and they can be launched from anywhere.
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@linkler how about this:
V - 1 rocket
Vehicle class
Single use
Req. strategic rockets tech
Cost $1
Range 3
Attack 1 D6 vs/ land zone IPP value
Carpet bomb 1 D12 @ 2
Moves via rail/ naval transport only
Can be intercepted/ shot down by AA
Can be strategically bombed destroyed after 2 points of damage no inherent AA -
@linkler
V - 2
Vehicle class
Single use
Req. strategic rockets tech and jet fighters
Cost $2
Range 4
Attack 1 D6 vs/ land zone IPP value +1 modifier
Carpet bomb 1 D12 @ 3
Moves 1
Cannot be intercepted
Can be strategically bombed
destroyed if more than 3 damage
No inherent AA -
@linkler for the V-1 tech you should need is:
1.strategic rockets stage 2
2.jet fighters stage 2the V-1 used a pulsejet: https://en.wikipedia.org/wiki/Argus_As_014
also, I think that the V-1 should not be able to be strategically bombed because of its size -
@david-06
Hey thanks for collaborating with me on this!
The level 2 techs thing you said makes sense for like historical reasons I see that just I’m not sure about it for playability reasons because every time we play the Germans have those techs to level 2 by 1939 for sure and it’s pretty early for rockets to start showing up…The Allies did strategically bomb the rocket sites in WW2 from what ive read unless I’m mistaken about that, pretty sure though
I didn’t know that the Germans launched the v-2 s off airfields I though they just fired them from out in the bush kind of thing… did they use airfields to launch the v-1s as well? Just thinking we could add a modifier or extra range if launched from an airfield or something