Someone suggested to me the idea of using Global War 1936 lend-lease paths instead of moving units for Tech. It would definitely cleaner on the board. I am just trying to think about the advantages and disadvantages to each method. What do y’all think?
Grasshopper's UK Pacific Nation
-
Combined ANZAC / UK Pacific Nation
UK Pacific Nation:
The United Kingdom Pacific economy will now merge with ANZAC to form a new nation separate from the United Kingdom Europe economy. This new nation called the UK Pacific will use Calcutta as it’s capital, will have a starting income of 27 IPCs, will use ANZAC gray units, as well as union jack roundels, and will be placed between Italy and France in the turn sequence. Any territory controlled by one of the two separate UK nations (UK Pacific, or UK Europe) regardless of location, will count toward the overall income of the individual UK nation that controls it.
Modified Setup for UK Pacific Nation
Even though West India will count towards the overall income of the UK Pacific, the starting infantry unit positioned in West India will be tan brown and controlled by UK Europe. Also, India will start the game with a minor IC, and will be automatically upgraded to a major IC free of charge when at war with Japan.
Modified National Objectives for UK Pacific Nation
All national objectives that belonged to both ANZAC and the UK Pacific economy, are now combined to create all national objectives for the new UK Pacific nation, However… they are now worth 4 IPCs each.
Political Exile
In the event that UK Europe loses control of London, Ottawa will become the new capital of UK Europe. Although all IPCs will be handed to the enemy, UK Europe may continue to collect for territories still under their control.
In the event that UK Pacific loses control of Calcutta, Sydney will become the new capital of UK Pacific. Although all IPCs will be handed to the enemy, UK Pacific may continue to collect for territories still under their control.
(Union Jack roundels can be purchased here through HBG here…)
http://www.historicalboardgaming.com/Custom-Roundels--Union-Jack_p_384.html
-
Ok, I like that victory token idea. Though let me add a twist.
Decks of cards for each faction (or maybe even power) with objectives on them. Some worth 1 point, others worth 2 points, capital captures worth 3 points. First to get to, lets say 7, wins.
The kicker. The decks have about 16 objective cards in them, and players get dealt maybe like 8. 4 they play with face up, 4 face down. So their full motivations aren’t always known.Perhaps a UK card would say “Have more capital ships than all other powers combined” 2 points
A German card might say “control Iraq and Syria” 1 point
A Japanese card might say “ANZAC has no surface warships” 1 pointThe decks could get pretty big, pretty complicated, or as simple as the objectives you outlined.
The bonus is some being secret, others being known. -
Ok, I like that victory token idea. Though let me add a twist.
Decks of cards for each faction (or maybe even power) with objectives on them. Some worth 1 point, others worth 2 points, capital captures worth 3 points. First to get to, lets say 7, wins.
The kicker. The decks have about 16 objective cards in them, and players get dealt maybe like 8. 4 they play with face up, 4 face down. So their full motivations aren’t always known.Perhaps a UK card would say “Have more capital ships than all other powers combined” 2 points
A German card might say “control Iraq and Syria” 1 point
A Japanese card might say “ANZAC has no surface warships” 1 pointThe decks could get pretty big, pretty complicated, or as simple as the objectives you outlined.
The bonus is some being secret, others being known.Very interesting, although I see a problem with what I call “Donkey Strategies” which force a players hand to do something they wouldn’t normally do. For example: I can think of many solid strategies for the UK, but if they draw a card that says they can get closer to winning the game by blindly purchasing aircraft carriers and battleships, or that Japan should ignore an important American target just to destroy the last ANZAC warship on the board… well that doesn’t seem right. We were sure to reward good achievements that are a part of sound axis and allies strategies, however, your idea would make for a very fun alternative game when bored with the original.
-
Hi YG,
I really like your videos.
In this one there is a few HRs which are written down in above posts, did you add the AB+STB combined arms to get +2 damage somewhere?Also, as I’m working on two better balance SBR mechanics and values, can you tell me and describe what is the issue about the japanese SBR on India?
Give me enough details please so I can judge whether or not one of my different SBR rules would solve the problem or if the only way is to reduced bomber damage, as you did.
I wonder if your japanese player need to escort bombers.
Does the UK have enough Fgs to intercept?
Does your fellow players usually never intercept even when SBR is pretty heavy such as on Indian’s IC.?
A short answer to any of these questions would help my research for sure.
Thanks.
Baron -
Hi YG,
First off I want to say thank you for ALL of the videos you have made on your YT channel. While I am a very experienced player I still enjoyed watching your strategy videos for all the nations, solid info in there.
I have been on a G40 blitz with my group lately, it is our favorite board for sure. I even have it printed on vinyl and blown up to 150% regular size, it’s awesome.
Anyways, I really like your house rules. Our group would like to try them out next game, especially the Victory Tokens! Normally I hate house rules, but in this case they seem very well thought out and don’t alter the game in any dramatic way, only enhance it.
A few questions first:
- Why is the new UK Pacific Nation not combined with ANZAC to make one nation like before? Doesn’t that streamline it better, and coincide with the UK ‘exile’ rule better?
- Why is the UK capital in exile rule not listed here?
- The new UK NO, does ‘the board’ include the Pacific side as well?
- Do you find the ‘first to three’ Victory Tokens rule balanced?
- Do SBRs only get +2 if bomber started on an Air Base?
- Do you have a printable page of your house rules as seen in your video?
- Anything else not listed here?
Keep up the good work, awesome vids!
Cheers :-D
-
@Baron:
Hi YG,
I really like your videos.
In this one there is a few HRs which are written down in above posts, did you add the AB+STB combined arms to get +2 damage somewhere?Also, as I’m working on two better balance SBR mechanics and values, can you tell me and describe what is the issue about the japanese SBR on India?
Give me enough details please so I can judge whether or not one of my different SBR rules would solve the problem or if the only way is to reduced bomber damage, as you did.
I wonder if your japanese player need to escort bombers.
Does the UK have enough Fgs to intercept?
Does your fellow players usually never intercept even when SBR is pretty heavy such as on Indian’s IC.?
A short answer to any of these questions would help my research for sure.
Thanks.
BaronHey BM,
The SBR rule we use is 100% accepted by all players in our group, I guess that is the biggest attraction for any house rule is when nobody challenges it. Some times the UK has interceptors, sometimes Japan has escorts… the situation is different from game to game, but if the Japan player want to max out the India IC, it’s definitely doable even with the damage bonus restriction. This house rule is one of my all time favourites, it’s simple, and makes a lot of sense to our group. The SBR rule in the above document was an omission, I have since added it.
-
Hi YG,
First off I want to say thank you for ALL of the videos you have made on your YT channel. While I am a very experienced player I still enjoyed watching your strategy videos for all the nations, solid info in there.
I have been on a G40 blitz with my group lately, it is our favorite board for sure. I even have it printed on vinyl and blown up to 150% regular size, it’s awesome.
Anyways, I really like your house rules. Our group would like to try them out next game, especially the Victory Tokens! Normally I hate house rules, but in this case they seem very well thought out and don’t alter the game in any dramatic way, only enhance it.
A few questions first:
- Why is the new UK Pacific Nation not combined with ANZAC to make one nation like before? Doesn’t that streamline it better, and coincide with the UK ‘exile’ rule better?
- Why is the UK capital in exile rule not listed here?
- The new UK NO, does ‘the board’ include the Pacific side as well?
- Do you find the ‘first to three’ Victory Tokens rule balanced?
- Do SBRs only get +2 if bomber started on an Air Base?
- Do you have a printable page of your house rules as seen in your video?
- Anything else not listed here?
Keep up the good work, awesome vids!
Cheers :-D
Hey Rammstein, Thanks for the compliments, I really appreciate it. To answer a few of your questions…
A few players in our group feel that the combo commonwealth of UK Pacific and ANZAC strays to far from the original rules, same thing about the political exile rule. In fairness, our Victory Objectives house rule came after the commonwealth and political exile rule, and in a lot of ways the VOs balanced the game better than those two earlier rules. Also, we found a way to separate the UK pacific from UK Europe without combining ANZAC to UK Pacific using HBG pieces as you saw in the video.
WE have modified 3 items on the document since the video…
1. China gets 1 free artillery and 1 free infantry now, not 2 artillery.
2. The Allies must control all territories in Africa now, and not just remove all enemy units.
3. The UK Europe will get 5 IPCs if there are no German or Italian submarines on the board, changed from whatever it read before in order to avoid confusion (but yes… the board also includes the Pacific side).
I am working on providing an excel sheet with all our rules on it like the one in my video, I will attach it to post 1 of this thread when I finish it.
About the SBRs… the original rules call for a +2 damage bonus from strategic bombers raiding, but we have it so that the +2 bonus only applies to bombers departing from operational airbases. I like this rule a lot however, I can not take credit for the idea… it came from someone on these boards but I’m not sure who.
Out of all the house rules we use in the bunker past and present, the one I’m most proud of is the victory token idea, and yes… we like the “first to 3 wins” idea because some games end tied at 1 each after a long day, but a couple of games have ended with 1 side getting 3 (after a long day for sure). So out of all the house rules, I would definitely introduce that one.
Cheers
YG
-
@Young:
@Baron:
Hi YG,
I really like your videos.
In this one there is a few HRs which are written down in above posts, did you add the AB+STB combined arms to get +2 damage somewhere?Also, as I’m working on two better balance SBR mechanics and values, can you tell me and describe what is the issue about the japanese SBR on India?
Give me enough details please so I can judge whether or not one of my different SBR rules would solve the problem or if the only way is to reduced bomber damage, as you did.
I wonder if your japanese player need to escort bombers.
Does the UK have enough Fgs to intercept?
Does your fellow players usually never intercept even when SBR is pretty heavy such as on Indian’s IC.?
A short answer to any of these questions would help my research for sure.
Thanks.
BaronHey BM,
The SBR rule we use is 100% accepted by all players in our group, I guess that is the biggest attraction for any house rule is when nobody challenges it. Some times the UK has interceptors, sometimes Japan has escorts… the situation is different from game to game, but if the Japan player want to max out the India IC, it’s definitely doable even with the damage bonus restriction. This house rule is one of my all time favourites, it’s simple, and makes a lot of sense to our group. The SBR rule in the above document was an omission, I have since added it.
Thanks for the answer.
So, what made OOB SBR broken is that Japan get enough bombers to always max out the Indian’s IC.Not intending to submit any change to your house rule, but wanting too learn from your vast experience, here is an hypothecal scenario:
Do you believe if Strat Bombers were attacking @0 during SBR dogfight and any escort or interceptor still @1, the problem would have remain the same and Japan would still have maxed out the Indian’s IC, assuming keeping OOB D6+2 damage?
OR the UK player would have use his Fighters on the IC to create enough deterrent to prevent japanese SBR? -
@BM,
During Alpha 2 I was upset that each interceptor got 1@2 and each escort and bomber were 1@1. This prevented any SBRs being attempted and a game mechanic I loved in classic was now extinct in 1940 Global due to the risk vs. reward. Than Alpha 3 came out with all air units hitting @1 during air battles and I was so happy because if I wanted to conduct a SBR, my teammates couldn’t scream “PLEASE DON’T” at me for tring a foolish strategy. So, I’m happy for the way things are and my lone bombers without escorts can still have a chance to get by (there were lots of guns on bombers, so I don’t have an issue from an historical view point). The problem with the India bombing raids is not the air battles or the fact that it can get maxed with a couple of raids, it’s the UK Pacific income and the inability to repair faster than it gets damaged. The SB+AB=+2 DMG house rule helps the UK Pacific problem without hurting the Europe theaters because there are lots of Air bases in Europe. If attacking bomber gets zero defence capability against interceptors, SBR would go extinct like Alpha +2 IMO. What would happen is I would raid India with 2 bombers against 2 interceptors and the UK could just roll 4@1 if they like (interceptors + AA Guns) I would not expose my bombers to those odds if I can’t fire back, plus American players who have watched Memphis Belle a hundred times would wonder why their Super Fortress bombers don’t have a least a 1/6 chance to hit in an air battle during SBRs. The way I see it, the SBR mechanic doesn’t need changing IMO because you never see it too much or too little (at least in our groups), there are problem areas with the rules like cruisers, neutral territories, the victory conditions etc…. but I’'m happy with the balance of SBRs.
-
@Baron:
@Young:
@BM,
During Alpha 2 I was upset that each interceptor got 1@2 and each escort and bomber were 1@1. This prevented any SBRs being attempted and a game mechanic I loved in classic was now extinct in 1940 Global due to the risk vs. reward. Than Alpha 3 came out with all air units hitting @1 during air battles and I was so happy because if I wanted to conduct a SBR, my teammates couldn’t scream “PLEASE DON’T” at me for tring a foolish strategy. So, I’m happy for the way things are and my lone bombers without escorts can still have a chance to get by (there were lots of guns on bombers, so I don’t have an issue from an historical view point). The problem with the India bombing raids is not the air battles or the fact that it can get maxed with a couple of raids, it’s the UK Pacific income and the inability to repair faster than it gets damaged. The SB+AB=+2 DMG house rule helps the UK Pacific problem without hurting the Europe theaters because there are lots of Air bases in Europe. If attacking bomber gets zero defence capability against interceptors, SBR would go extinct like Alpha +2 IMO. What would happen is I would raid India with 2 bombers against 2 interceptors and the UK could just roll 4@1 if they like (interceptors + AA Guns) I would not expose my bombers to those odds if I can’t fire back, plus American players who have watched Memphis Belle a hundred times would wonder why their Super Fortress bombers don’t have a least a 1/6 chance to hit in an air battle during SBRs. The way I see it, the SBR mechanic doesn’t need changing IMO because you never see it too much or too little (at least in our groups), there are problem areas with the rules like cruisers, neutral territories, the victory conditions etc…. but I’m happy with the balance of SBRs.
I’m very grateful Young Grasshopper for this deeper and more extensive answer about what criterions where important for a good SBR.
There is at least two points which are beyond statistics comparison.
Even if odds are really goods for the attacker (with higher bombing damage such as 1D6+3), having a defenseless Strategic bomber @0 in dogfight is quite an intuitive deterrent to use bombers in Strategic Bombing Raid. And it is less funny to have those big and costly unit being passively slaughtered.Also, the historical depiction is a pretty good annoying argument against a zero-attack strategic bomber.
Flying-fortresses defensive formation were not defenseless planes, even if they were still vulnerable against interceptors.Also, if YG’s fellow players feel that Alpha 2 SBR was a wasted strategy, while the actual G40 OOB SBR is sound, this give me another target.
Any viable SBR should be pretty much as efficient as it is actually with OOB G40 SBR.
And odds clearly reveals how G40 OOB SBR gives pretty good ones for the attacker.
One issue is that the actual values are so against interceptors, that defender decision to keep all his fighters grounded is most of the optimized one. While intercepting is much like a gambit than a sound tactics.Now, with your answer YG, I really made my decision on which of the many values I calculated is the optimized one, funnier, historical, at least as balance as the actual OOB SBR rules, and to have the better incentive while staying as close as possible with the odds of OOB G40 SBR.
So, thanks a lot YG.
I will probably submit a more complete post with all the reasons which make the most interesting SBR.
For now, here is the real winner for Global 40 SBR after a closer analysis and comparison.I already provided the answer elsewhere, the only difference is that I would advocate for a bombing damage of 1D6+3, instead of 1D6+2.
And I would use oztea idea, but rise to +3 minimum damage per StB shooted down by IC’s AA, instead of +2 minimum damage:I still recommend D6+2 (+2 minimum damage) for 1942.2 SBR, because the economy is so much lower than Global.
If you take a look at the table below and compare D6+3 with OOB G40 SBR, you will find that the numbers are pretty close from each other, except when there is no interception, but the overall odds stay similar and you gain a much more interesting dynamics which provides a lot of incentive to make such interceptions as a vital and optimized defense against bombers run.
@Baron:
Totally different suggestion I have been considering.
Bombers ALWAYS do their +2 damage, even if hit by AAA.
To make SBR more attractive.You could consider this rule to offset your beefing up of fighters.
From a realistic standpoint it has always been gut-wrenching to send over 2 bombers and get snake-eyed. Knowing that you just sent over probably 1000 bombers and not a single bomb fell on anything important.
Bombers ALWAYS do their +2 damage, even if hit by AAA.
Do you also imply when destroyed by interceptors, Bombers can still do +2 damage?After a fast review, I think I would add your idea as integrated part of the above SBR HR, since it has a small statistical impact (approx. 3,00 IPCs/SBR instead of 2,583 IPCs/SBR.)
I would keep the +2 damage only if hit by AAA exclusively, when an interceptor hit bombers, it is destroyed with no compensation.
That way, it would provide an additional incentive to intercept bombers to wholy protect IC.
And this is a double lever effect.
Attacker will more willingly commit bombers and defender will be more incline to throw fighters against them.
And this is in addition to the fact, that interceptor’s hit must be on bombers first.
It is a much more interesting target.@Baron:
Working on the most balanced SBR with Fighter A2 D2, and the winner is…
A more historical depiction of SBR which keeps interesting odds compared to G40 OOB.
In this one, intercepting Fighters are targeting attacking Bombers (TcBs or StBs) first, then escorting Fighters.There is also a special attack (as an AA gun @1 first strike against up to 2 Fighters) for each Strategic bomber (whichever the lesser number between Fgs or StBs) in air-to-air combat which provides some restriction about Bombers spamming strategies (Darken skies), see above chart for comparisons:
Strategic Bomber
Attack 4
Defense 1
Move 6
Cost 12
SBR or TBR damage 1D6+2.Tactical Bomber
Attack 3-4
Defense 3
Move 4
Cost 11
TBR damage 1D6.
Fighter in air-to-air combat SBR:
Attack 2
Defend 2
Always hit Bombers as first target, whether Tactical or Strategic (owner’s choice).Strategic Bomber in air-to-air combat SBR:
Attack 1 first strike* as an AA gun @1 against up to 2 intercepting Fighters, whichever the lesser
Bombard Industrial Complex or Air Base or Naval Base, damage: 1D6+2Tactical Bomber in air-to-air combat SBR:
Attack 1 first strike
Bombard Air Base or Naval Base, damage: 1D6IC’s AA gun: @1 against each Strategic Bomber
Naval Base or Air Base’s AA gun: @1 against each Strategic Bomber or Tactical bomber
I will explain sooner how I came to this conclusion.
Follow this line in each combat situation (fs= first strike):
D6+2 (First target: StB A1fs =2AA@1)@Baron:
Working on the most balanced SBR with Fighter A2 D2, a more complete table is needed to make for additional options:
Comparison of various SBR OOB & HRules StB A1 damage 1D6+2 /1D6+3 / 2D6 / Fg escort A2 Interceptor D2
http://www.axisandallies.org/forums/index.php?topic=35883.msg1409543#msg1409543
http://www.axisandallies.org/forums/index.php?topic=35614.msg1392008#msg1392008Here is the minimum damage for each StB killed by AAA according to SBR basic damage:
D6: +1 IPC
D6+1: +1 IPC
D6+2: +2 IPCs
D6+3: +3 IPCs
2D6:+3 IPCsSBR HRules : 1 StB doing SBR without interceptor, various damage:
Regular SBRs / with special HR bonus damage to IC when STB is killed by IC’s AAA
1D6+2 (avg 5.5 IPCs): +4.583 - 2 = +2.583 IPCs damage/SBR / +2.916 IPCs damage/SBR
1D6+3 (avg 6.5 IPCs): +5.417 - 2 = +3.417 IPCs damage/SBR / +3.917 IPCs damage/SBR
2D6 (avg 7 IPCs): +5.833 - 2 = +3.833 IPCs damage/SBR / +4.333 IPCs damage/SBRG40 OOB D6+2: +4.583 - 2 = +2.583 IPCs damage/SBR
OOB 1942.2 D6: +2.917 - 2 = +0.917 IPC damage/SBRSBR HRules :1 StB A1 doing SBR against 1 intercepting Fg D2
Regular SBRs / with special HR bonus damage to IC when STB is killed by IC’s AAARegular SBRs (First target: StB A1_first strike_ =2AA@1) / with special HR bonus damage to IC when 1 StB is killed by IC’s AAA
1D6: +4.712 - 6.321 = -1.609 IPCs damage/SBR / -1.514 IPCs damage/SBR
1D6+1: +4.375 - 4.778 = -0.403 IPC damage/SBR / -0.283 IPCs damage/SBR
1D6+2: +4.977 - 4.778 = +0.199 IPCs damage/SBR / +0.440 IPC damage/SBR
1D6+3: +5.579 - 4.778 = +0.801 IPCs damage/SBR / +1.162 IPCs damage/SBR 2D6: +5.880 - 4.778 = +1.102 IPCs damage/SBR / +1.463 IPCs damage/SBRG40 OOB D6+2: + 5.486 - 3.667 = +1.819 IPC damage/SBR
OOB 1942.2 D6: +3.8 - 4.8 = -1 IPC damage/SBR
1942.2 D6+2: +4.977 - 4.778 = +0.199 IPC damage/StBSBR HR: 1 StB A1 doing SBR against 2 intercepting Fgs D2
First target: StB A1fs =2AA@1: as AA against up to 2 Fgs / with special HR bonus damage to IC when 1 StB is killed by IC’s AAA
1D6: +4.712 - 6.321 = -1.609 IPCs damage/SBR / -1.514 IPCs damage/SBR
1D6+1: +5.186 - 6.321 = -1.135 IPC damage/SBR / -1.040 IPCs damage/SBR
1D6+2: +5.659 - 6.321 = -0.662 IPCs damage/SBR / -0.473 IPC damage/SBR
1D6+3: +6.132 -6.321 = -0.189 IPCs damage/SBR / +0.095 IPCs damage/SBR 2D6: +6.369 - 6.321 = +0.048 IPCs damage/SBR / +0.764 IPCs damage/SBRG40 OOB D6+2: +4.85 - 5.056 = -0.206 IPCs damage/SBR
OOB 1942.2 D6:+3.071 - 7.185 = -4.114 IPC. damage/SBR
1942.2 D6+2: +3.874 - 7.185 = -3.311 IPCs damage/SBRSBR HR: 1 StB A1 & 1 Fg A2 doing SBR against 2 intercepting Fgs D2
(First target: StB=2AA@1): StB A1 as AAA against up to 2 Fgs / with special HR bonus damage to IC when 1 StB is killed by IC’s AAA
1D6: +7.870 - 8.667 = -0.797 IPCs damage/SBR / -0.723 IPCs damage/SBR
1D6+1: +8.241 - 8.667 = -0.426 IPC damage/SBR / -0.352 IPCs damage/SBR
D6+2: +8.611 - 8.667 = -0.056 IPC damage/SBR / +0.092 IPC damage/SBR
1D6+3:+8.981 - 8.667 = +0.314 IPCs damage/SBR / +0.536 IPCs damage/SBR
2D6: +9.167- 8.667 = +0.500 IPCs damage/SBR / +0.722 IPCs damage/SBR(First target: StB A1_first strike_ as AAA vs up to 2 Fgs) / with special HR bonus damage to IC when 1 StB is killed by IC’s AAA
1D6: +8.095 - 7.556 = +0.539 IPC damage/SBR / +0.626 IPC damage/SBR
1D6+1: +8.530 - 7.556 = +0.974 IPC damage/SBR / +1.061 IPCs damage/SBR
D6+2: 8.965 - 7.556 = +1.409 IPC damage/SBR / +1.583 IPCs damage/SBR
1D6+3:+9.399 - 7.556 = +1.843 IPCs damage/SBR / _+2.104 IPCs** damage/SBR_** 2D6: +9.617- 7.556 = +2.061 IPCs damage/SBR / +2.322 IPCs damage/SBROOB G40 D6+2: +7.775 - 5.33 = +2.445 IPCs damage/SBR
OOB 1942.2 D6: +6.018 - 7.556 = -1.538 IPCs damage/SBR
1942.2 D6+2: +7.557 - 7.556 = +0.001 IPCs damage/StBSBR HR: 2 StBs A1 doing SBR against 2 intercepting Fgs D2
First target: StB A1 first strike, as AAA up to 2 Fgs / with special HR bonus damage to IC when 1 or 2 StBs are killed by IC’s AAA
1D6: +7.547 - 9.556 = -2.009 IPCs damage/SBR / -1.835 IPCs damage/SBR
1D6+1: +8.751 - 9.556 = -0.805 IPCs damage/SBR / -0.631 IPCs damage/SBR
1D6+2: +9.954 - 9.556 = +0.398 IPCs damage/SBR / +0.746 IPCs damage/SBR
1D6+3: +11.158 - 9.556 = +1.602 IPCs damage/SBR / _+2.124 IPCs** damage/SBR_**
2D6: +11.760 - 9.556 = +2.204 IPCs damage/SBR / +2.726 IPCs damage/SBRG40 OOB D6+2: +10.973 - 7.334 = +3.639 IPCs damage/SBR
OOB 1942.2 D6: +7.547 - 9.556 = -2.009 IPCs damage/SBR
1942.2 D6+2: +9.954 - 9.556 = +0.398 IPC damage/StBSBR HR: 1 StB A1 & 1 Fg A2 doing SBR against 1 intercepting Fgs D2
(First target: StB A1fs =2AA@1): / with special HR bonus damage to IC when 1 StB is killed by IC’s AAA
1D6: +6.550 - 4.777 = +1.773 IPCs damage/SBR / +1.893 IPCs damage/SBR
1D6+1: +7.152 - 4.777 = +2.375 IPCs damage/SBR / +2.495 IPCs damage/SBR
D6+2: +7.754 -4.777 =+2.977 IPCs damage/SBR / +3.218 IPC damage/SBR
1D6+3:+8.356 -4.777 = +3.579 IPCs damage/SBR / _+3.940 IPCs** damage/SBR_**
2D6: +8.657 -4.777 = +3.880 IPCs damage/SBR / +4.241 IPCs damage/SBRG40 OOB D6+2: +7.639 - 3.667 = +3.972 IPCs damage/SBR
OOB 1942.2 D6: +5.973 - 5.159 = +0.814 IPCs damage/SBR
1942.2 D6+2: +7.639 -5.159 = +2.480 IPCs damage/SBRSBR HR: 2 StBs A1 doing SBR against 1 intercepting Fgs D2
First target: StB A1 first strike, as AAA against up to 2 Fgs / with special HR bonus damage to IC when 1 or 2 StBs are killed by IC’s AAA
1D6: +6.690 - 6.778 = -0.088 IPCs damage/SBR / +0.153 IPCs damage/SBR
1D6+1: +8.125 - 6.778 = +1.347 IPCs damage/SBR / +1.588 IPCs damage/SBR
1D6+2: +9.561 - 6.778 = +2.783 IPCs damage/SBR / +3.264 IPCs damage/SBR
1D6+3: +10.996 - 6.778 = +4.218 IPCs damage/SBR / _+4.940 IPCs** damage/SBR_**
2D6: +11.714 - 6.778 = +4.936 IPCs damage/SBR / +5.658 IPCs damage/SBRG40 OOB D6+2: +11.459 - 5.666 = +5.793 IPCs damage/SBR
OOB 1942.2 D6: +8.214 - 6.315 = +1.899 IPCs damage/SBR
1942.2 D6+2: +11.162 - 6.315 = +4.847 IPCs damage/SBRSBR HRules : 2 StBs doing SBR without interceptor
Regular SBRs / with special HR bonus damage to IC when 1 or 2 STBs are killed by IC’s AAA
1D6 (avg 3.5 IPCs): +5.834 - 4 = +1.834 IPCs damage/SBR / +2.168 IPCs damage/SBR
1D6+1 (avg 4.5 IPCs): +7.500 - 4 = +3.500 IPCs damage/SBR / +3.834 IPCs damage/SBR
1D6+2 (avg 5.5 IPCs): +9.166 - 4 = +5.166 IPCs damage/SBR / +5.832 IPCs damage/SBR
1D6+3 (avg 6.5 IPCs): +10.834 - 4 = +6.834 IPCs damage/SBR / _+7.834 IPCs** damage/SBR_**
2D6 (avg 7 IPCs): +11.666 - 4 = +7.666 IPCs damage/SBR / +8.666 IPCs damage/SBROOB G40 D6+2: +9.166 - 4 = +5.166 IPCs damage/SBR
-
- Europe
The Axis control 7 victory cities on the Europe map
YG, I have to say I don’t think this VT is balanced as Germany typically goes Moscow first before Stalingrad and by doing so with only 7 VCs needed they automatically bag two VTs at once, assuming Cairo is in Axis hands which it could easily be. I think it should be 8 like before.
- Europe
-
Modified post #1 to include research and development house rule.
-
Not seein the R&D on post 1 YG
-
-
Hey YG finally got that map finished and trying to get my post count up. Have you had a chance to check out the board game Struggle for Europe and Asia for ideas on implementing house rules?
-
YG the UK pac being its own power (blue) is very intriguing. I also like some of your other house rules combining some of the UK commonwealth as its own power (Canzac if you will). I was wondering if you tested allowing the new UK Pac power (blue) the flexibility of working closely with either UK Europe or Anz.
Basically India (blue) becomes a flex unit and takes its turn with UK but units on the board that didn’t move on UKs turn could move on Anz turn (except for units just purchased by India that turn). This would give the UK and its commonwealth play-ability that seems to be lacking in the game.
-
Interesting idea Wild Bill, to tell you the truth… I’m pretty sure I’m gonna go back to an old idea I had where the UK Pacific is combined with ANZAC using Union Jack roundels and ANZAC gray pieces. After playing with the UK Europe and the UK Pacific as separate nations with separate turn sequences, I honestly can’t see myself ever going back to just 1 UK power.
-
Modified Allied objective “Asia” to include control of the Burma road as well as Hong Kong and Shanghai.
-
Added a new American National Objective…
- 5 IPCs if the Allies control Borneo, Sumatra, Java, and Celebes.