@The-Captain Thanks for sharing that strategy! Fascinating that this strategy is built around landmines in depth with offensive units and relying almost exclusively on RAC for the foot soldiers. We were going with more foot soldiers early because once Total War and Mass Tank Production kick in, it seems to be economical at that point to be kicking out seven tanks every turn and then six more artillery or half tracks whenever there are 42 IPC’s in the bank that turn.
Using the new 1941 and 1942 pieces in Global 40 or 1942 2nd edition
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House rules for using new pieces from Axis and Allies 1942 and 1941:
Note: These rules are for global 1940 and 1942 2nd edition
I did not place restrictions on building these units, however, while neutral USA and USSR cannot build these types.
LAND:
Heavy Artillery: These are a 3-2-1-5 unit and have a special feature. If they roll a one result in combat, the defender must select an air or non-infantry land unit as a combat loss.Heavy Tanks: These are a 4-4-1(2)-8 unit and can blitz like other tanks. In all other respects these perform as tanks. In combat however, they only move 1 space and 2 in non combat movement.
SEA:
Battle-cruisers: These are 3-3-2-16 units and like Battleships they take two hits. They also bombard at 3.Super Carriers: These are 2-3-18 units that carry 3 planes. They also take two hits, but the first hit does not affect their ability to launch or land fighters.
Destroyer Escorts: These are specialized units to protect convoys. They have a movement of 3 spaces normally, or 4 if leaving a naval base. These are 1-2-3-10 units and have the same abilities as a destroyer, except for every Destroyer Escort you have, one transport defends at 1. So basically it works like artillery but for Transports.
Heavy Transport: These perform just like Transports, except they carry three Infantry or two armor type units. These are 0-0-2-12 units.
Advanced Submarine Design: These are 2-1-2-8 units and have special abilities. They can avoid combat with destroyers or destroyer escorts at a 1:1 basis. If you got for example 2 of these subs and you enter a sea zone with 1 destroyer escort or destroyer, they can avoid combat and pass thru into the next sea zone. If for example you have 2 of these units and get attacked by at least 3 destroyers, combat is performed in the normal fashion. If at any time the destroyer count is equal to the submarine count, the advanced submarines can submerge immediately.AIR:
Medium Bomber: These are 3-1-6-9 units and have a number of new features. They can perform SBR like any other Bomber, but are the only units that can pick up Paratroopers.Advanced Fighter design: These are 4-4-4-14 units. The key feature is their ability to be used somewhat differently in SBR. In these actions they get a +1 in combat as escorts or as interceptors.
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Love the transports defending @ 1 with destroyer escort present. Great idea.
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Yea but play-testing shows it needs to be at 1:1 basis. So like artillery, each Destroyer Escort boosts the defense of a transport at a 1:1 basis. Transports still cant be taken as fodder loses, so no change in those rules. Also i switched the defense to 2 and attack at 1, so peeps wont stop buying Destroyers. These boost the defense of convoys allowing Destroyers to fight other naval.
Also, heavy tanks move 1 in combat
Changes made in first post
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Advanced Fighter Design. Great Idea in air combat, but your making a fighter stronger than your med. bomber in ground attack and as strong as a regular bomber in ground attack. Fighters should not have the same ability to inflict damage to ground and naval targets as a strat bomber or tac bomber, IMO
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Advanced Fighter Design. Great Idea in air combat, but your making a fighter stronger than your med. bomber in ground attack and as strong as a regular bomber in ground attack. Fighters should not have the same ability to inflict damage to ground and naval targets as a strat bomber or tac bomber, IMO
yep. make them 3-4-5-14 w/ the special escort/intercept. or 3-4-4-12.