I put here some posts that surely had influence on the preceding ideas:
@Imperious:
Elite infantry:
1-3-2-3
These defend at 3 and move 2 spaces
If matched with any other land unit they can get a +1 bonus attack.
They only cost 3 IPC, but can be built at the rate of one per turn and never more than 6 at one time.
@Imperious:
OK… so this 1-3 two move unit has a new special mission ability.
In conjunction with air transport units, these are the only types of units that can be dropped in combat. normal infantry can be dropped by air transport in NCM.
AS airborne troops they attack at +2, and with a matching armor unit they can attack at 2. ( artillery, mech, or tanks)
only 6 possible at one time and can only build one per turn/ replace one per turn.
cost is now at 4 for these.
@Imperious:
I do not quite understand the elite unit that you propose. Is it a 1-3-1-4 unit that attacks when air dropped at 2 or attacks at 2 on ground attacks when matched with armor or artillery?
Yes, and you can only build 6 and one at a time, plus you can only use them as airborne units. They are at 2 when matched with any non-infantry land unit.
Alternately, this elite infantry could be a 2-3-2-4 unit as well. Waffen SS units had their own logistical supply ( hence the 2 move). Limit must be at 6. With tanks they could get a +1 combat boost either attack or defense, so these are prized units.
I think the key idea is the boost +1 on either attack or defense with another unit and exclusivity on airborne capability. I prefer a 2-3-2-4 unit. Don’t really buy into this idea that infantry defend at double the capability as they attack.
Another idea is the boost only applies when they are in originally controlled areas that you start with. The Waffen and Shock Armies fought better in home areas.
I like the idea of a 1-3 unit making them as ideal garrison duty with the same characteristic as the above idea ( defend at 3 only in home areas), but what would you call these?
Perhaps thats what the fortification unit can become…. a 1-3 unit?
@Imperious:
Call them ‘elite Infantry’ if Waffen bothers you.
These would be 2-2-2-4 units and limit of 6, with one build per turn. ( If you lose all six, it takes six more turns to get the build maxed)
In combat, they can be boosted by artillery 3-2 unit.
The faster speed is because the SS had their own train transport services.
I would rather the Waffen be represented by the tiger tank mold from 1941.
That would be a 4-4-2-8 unit ( limit six and one build per turn) you also can choose between building from scratch or convert one tank by paying 2 IPC.
The Stalin tanks could form “shock armies” ( same stats and rules as above).
@Imperious:
They should not, thats why i posted that they should not have all these roles.
Elite Infantry are basically crack, veteran units of each army.
Waffen SS
Shock Troops
Rangers
Guard troops
Kwangtung Army
Celere motorized infantry
But +1 in combat ( both attack and defense)
Airborne and Marines should just be regular infantry with special bonus on first round, where you pay 1 IPC ( considered training for drop and supplies)
Airborne can be considered “elite” troops however, but to mix them like this is not realistic.
Marines are special troops trained for sea invasions and are also “elite” but not in the same task as above.
When acting as airborne, perhaps allow them to keep an enemy unit from joining combat for x rounds.
Interesting idea here. So when they get dropped in an area with 1 enemy infantry, how do they fight anybody?
@Tigerman77:
@Hobbes:
@Lozmoid:
Mot. Infantry 1, 2, 2, 4, -
Mech. Infantry 1, 2, 2, 4, BLITZ with Tank
Artillery 2, 2, 1, 4, BOOST Inf ATT
Mech. Artillery 2, 2, 2, 5, BOOST Mech. Inf ATT?
Tank 3, 3, 2, 6, BLITZ
H. Tank 3, 4, 2, 7, BLITZ
I think that the Infantry and Mot. Infantry are about right: Mot. Inf gets no Abilities but it gets 1 extra movement for that you pay 1 extra IPC cost. That seems sensible to me.
They both cost the same (4 IPCs) - one suggestion would be to increase the mech attack to 2 and the cost to 5. But then the mech would essentially be a light armor.
Mechs attack at a 1 but get a boost from mob aartillery and can blitz with tanks.
@Gen.:
I would like to see a combined arms rule for Mech. Inf. and Art. units that goes something like this. This rule is for use in Global 1940 games.
Raise the cost of Mech. Inf. to 5 IPC’S
Defense values/rules remain the same for both units.
Mech and Art units when combined 1 for 1 attack as 2’s.
Mech and Art units when combined 1 for 1 can move 2.
A combined Mech and Art can only blitz with a Tank. 1 for 1 for 1.
This rule will take up all the middle ground in the attack and defence abilities in this game. I suggest the increase in the cost of the Mech unit to offset the new power this combo represents. Artilery should most definately boost both Infantry types. If a Mech unit can move 2 spaces then an Artilery unit in tow should move 2 spaces right along with it. The high price of a Tank unit now comes more in line as it will now allow for both of these units to blitz with it.
Picture if you will a truck loaded with a platoon of men with a Howitzer in tow.