@barnee Just like in real life, sea lion would be impossible unless the US, Soviet Union, and Germany hit the UK for like half a decade (AT LEAST) with most of their capabilities. Soon, all there is is stored-up ammunition in the valleys and a Home Guard becoming looser every week (propaganda warfare plays here) Britain will be set back a few decades the most years pass by. Hidden in isolation, constant struggle for survival in every city. These conditions are perfect for guerilla warfare but you know how potent the Socialist model is in developing countries.
First: Invasion of Scottish Highlands after northern islands captured. Northern Ireland starved and invaded (possibly supported by the Irish if the British didn’t force them on their side yet)
So in Axis and Allies, sea lion almost never works as the Soviets spam so much militia and infantry (even in OOB) that Romania, Poland, and soon Berlin is taken with ease.
I never posted this before but since the Soviets relied so much on Allied shipment through Vladivostok and Arkhangelsk, I think having a seperate tiny board with some sort of tracker of the convoys would be cool. I am working on a custom Europe 1940 map and I might implement it. If Larry Harris and their team working on G40 felt like it was necessary, a more-complicated convoy system would be a great addition to the game instead of the weird boxes on the coasts of every province.
Making this simple; have “convoy boxes” in sea zones near these places:
- Top of the map above the North Sea
Soviet Union 4 IPC’s
- Near the coast of the Eastern US
USA 3 IPCs
- 1 box near South America
USA 2 IPC’s
- 1 box near Newfoundland
Canada 2 IPC’s
- 2 boxes west of Britain
UK 3 IPC’s (each)
(Have not playtested and haven’t made one for Pacific but just the rough idea)
At the end of every Combat Phase, an “Convoy Disruption” is started. Every sub you have as the Axis in these boxes will be placed on a special map called the “Racing Chart”
There are 4 markers in 4 charts (can be expanded) There are about 12 boxes going from 1 to 12 IPC’s in each chart. Convoys can be protected by surface warships and aircraft. If a airbase is close enough, a scramble can happen in this phase by any allied player. This can happen only with the “Anti-Sub Warfare Research” or after 1941-1942 it’s up to you.
Every country choosing to be involved in the Convoy Disruption will have their planes/ships inside the chart after their combat phase. When every country’s turn is over and it is time for the next round, at the end of the last Combat Phase, if any of the Convoy Boxes had surface warships / submarines, a battle will be carried out.
German Submarines can attack and defend at 2 if the Allied powers do not have “Anti Submarines Warfare” If the Allies do have it, then German subs only defend and attack at 1.
If there is still Germany Submarines remaining and that Allied warships have been eliminated, the Germans/Axis roll for their IPC disruption.
Some boxes say 2 - 3 - 4 IPC’s which means the max amount of IPC’s taken off a country per Round.
Each submarine rolls for 1 IPC. Using a 6-sided die, if they roll a 3 or lower, they miss. If they roll a 3 or higher, they hit! Whatever roundel in the Convoy Box you are accounting for will increase in IPC numbers on the mini-chart.
For example, UK has “3 IPC” on the chart. At the end of Each Round, the UK bank of IPC’s must take off 3 IPC’s from the bank. Of course, this can be expanded as the maximum is 6 IPC’s off a turn but can be more like I demonstrated.
Once that is committed, the UK player (or any Allied Player) will decrease 1 IPC in the chart making the UK’s currency lost to 2 IPC’s next turn if Germany does not do another Convoy Raid.
Conclusion: The Soviets can have a NO centered around their Arctic Convoy Box as their maximum is 4 IPC’s lost per turn. If there is 4 or more Enemy subs in their box then they loose a 8 IPC NO (including the losses from their convoy disruption) Not only this helps the “infantry spam xddd” issue but adds historical depth to the map. Without this vital supply route, the Soviets will have a harder time supplying their armies with things like trucks (not simulated but you get the point) and spamming infantry in Moscow will be more difficult. I also have a little addition where I remove Leningrad as a victory city as after it was surrounded and cut off, it was more of a stern pushover of the Finnish and German armies than a “victory city”
So I want to make sure there are at least 4 objectives in Russia for the Germans and I want to give them the resources to take 2-3 especially if I add oil and stuff. Simply adding that will make going for Moscow more difficult. You all haven’t seen my map yet but I am going to try and fix the problems of Europe 1940 / Europe (1999) / Global War / etc. With all the uncommonly-known house rules on the forum (so many cool and fun additions in these threads)
This is just the beginning and I would love to hear some feedback. Just came up with it on the spot so I want to hear your ideas.