Timerover,
Expanded A&A–—The Solomons Campaign
Discussion Topics–General Discussion
Welcome
First and foremost, WELCOME. We’re very happy to have someone who is so well-read and knowledgeable concerning the Pacific War to offer their advise.
Our EXPANDED A&A “Solomons” Game
Timerover, our purpose in making this game is to make an EXPANDED gaming experience by taking advantage of the NEW A&A units that are in the “pipeline” to be made by HBG and FMG. And with the new units come their new/expanded CAPABILITIES.
In our game we plan to use the EXPANDED number of units available and their EXPANDED capabilities, on a game map of the Solomons Campaign area EXPANDED to the size of a 1940-global area. Thus,……Expanded Axis & Allies.
Expanded Unit Types
The gaming community, lead by FIELD MARSHAL GAMES and HISTORICAL BOARD GAMING, is in the midst of going through nothing less than a REVOLUTION.
For example,…the pool of ships is PROPOSED to be expanding from 6 types:
SS, DD, CA, BB, CV, AP
To a whopping 24 or so types, to include:
PT, SS, DMS, APD, DE, DD, CL, CLAA, CA, BC, 4 classes of older BBs,
“Iowa” BB, “Montana” BB, CVE, CVL, CV, CV(H), AO, AP, AK, AV
The number of Aircraft and Land unit types is also expanding, most being
country-specific.
Generalization
Understandably, the ability to have every SPECIFIC unit the EXACT match of what/when would be cost prohibitive. But I can’t help but be extremely thankful for the large expansion of available units.
HBG already has a “sculpt” of a Stuart Tank. Although it would be a small “generalisation” I feel it would be a good representative of an early-war American Light Tank. I’m sure you understand this. And until a more perfect match becomes available, I think the A&A gaming community will also.
You make several valid points as to the specific units, their composition, time periods used, etc. and I couldn’t agree more. And I thank you for making them. I, too, have read ALL of these books and many more, as I’m sure you have, too,…… concerning the Guadalcanal campaign.
My point here is that we are planning to use the units that are AVAILABLE, or proposed, that are as close to the ideal as possible to accomplish our goals. This may entail a small “generalization”(no pun intended). I believe that what we will all end up with will be a much more in-depth, expanded gameplay.
“Monster” game meets the KISS method
I completely agree that the “standard A&A Rules” are not the best to define all of the various, intricate, and all-inclusive combats.
With having said that, I believe that with all of the NEW UNITS, all of their new or expanded CAPABILITIES(mine warfare, convoys, convoy escort or attack, naval bombardment, naval surface warfare, naval air warfare, Amphibious raids, amphibious invasions, air bombing of differrent targets, engineer improvements, etc. etc. etc.) that there is the concern of making a “Monster” of a game that might overwhelm some A&A players,……not to mention the TIME it would take to complete a game using a more complex set of rules. Therefore I think that the “KEEP IT SIMPLE SIR” method would greatly benefit us in this case.
I truly believe that the “Standard A&A Rules” would allow us to have a great gaming experience while helpfully speeding the game along.
Also, by retaining the “Standard A&A Rules” it would allow A&A players to step into the game without a huge learning curve.
And they would be able to make use of their already significant investment of time in learning and understanding the “Standard A&A Rules”. They would already know how most everything worked.
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Timerover, I want to thank you for the points you’ve made and envite you to please CONTINUE to do so. I feel we can all benefit from each others knowledge and experience in the creation of this game. The goal here is to produce a series of A&A games with an expanded, enriched gaming experience.
As I always say,…What do YA’LL Think???
“Tall Paul”