@Epiphany:
I guess my next big question would be about Industrialization and when countries get it and how they get it?
I like that destroyers get anti-sub bonuses and not so much battleships. This actually reflects how often we saw big cruisers and early aircraft carriers being taken out by subs like the Hood and hits on USS Saratoga and Ark Royal. Dedicated anti-sub warfare units like destroyers makes sense and they did not mount the larger guns, thereby they wouldn’t perform well in actual naval combat.
Also, how do you do naval combat itself? Can you do air strikes against non-carrier forces like battleships and battle cruisers with impunity from a distance? How well do these ships defend against air attacks if they have no aircraft of their own to put in the skies over a naval confrontation? Also, can shore based air units be brought into naval battles? I guess I am kind of asking about the map itself. In Axis and Allies, ocean spaces are huge in some areas, whereas some games simply uses hexagons to represent distance. How do you work distance into unit movement? Can a strategic bomber fly from Berlin to Los Angeles or can West Coast-based land aircraft be used in a naval battle in the Coral Sea? And, what about Kamikaze attacks? Can air units fly their max distance and not return?
And lastly, for this post, what are the special advantages of each nation? I am curious what you gave China.
Once again you’ve asked a lot of good questions! :)
Production units (PUs) are used to buy military units. Your PU income comes from three sources: territory value, resource gather points (RGPs), and cities. RGPs and cities can be upgraded by spending EUs. The more you upgrade them, the more PU income they produce. The problem is that EUs aren’t just used to upgrade your cities and RGPs. They’re also used for research. The faster your industrialization effort is, the slower your research effort will be. It’s all about striking a balance between unit quality (research) and unit quantity (industrialization).
Naval combat is as follows. Step 1: dogfight phase. All aircraft and ships present in the battle fire at their air combat value. Hits are applied to air units, and destroyed air units are removed from play. Step 2: main combat. All air units, ships, and subs fire at their naval combat value and at their anti-sub combat value. Anti-naval hits are applied to surface ships, and anti-sub hits are applied to subs. However, for every anti-sub hit you apply to a sub, you must use up one of your anti-naval hits. Destroyed units are removed from play. After the third combat round or later, either side may choose to withdraw from combat.
A battleship has a naval combat value of 4, an air combat value of 1.2, and 22 hitpoints. It costs 28 PUs. Against this, a basic torpedo bomber has a naval combat value of 2, 2 hitpoints, and costs 10 PUs. But an advanced torpedo bomber has 4 hitpoints, a naval combat value of 4, and still only costs 10 PUs. For the cost of 20 PUs, two advanced torpedo bombers could take away 1/3 of the battleship’s hitpoints each combat round. At a cost of 28 PUs, the battleship would be able to take away 1/7 of the advanced torpedo bombers’ hitpoints each combat round. Battleships are a lot more obsolete against late game torpedo bombers than early game torpedo bombers.
In answer to your questions about the map: the map itself hasn’t been designed yet. That said, heavy strategic bombers have a range of 10, and non-strategic bombers are typically limited to a range of 4 or (in some cases) 6. I plan on the map being relatively large–perhaps about 50% more territories and sea zones than Anniversary Edition. My hope is that people will make their own maps to go with this rules set.
No kamikaze flights are allowed. I thought about making an exception to this rule for Japan, but decided doing so would complicate the rules set.
Speaking of Japan . . . below is a list of each nation’s special advantages.
Japan. Chinese collaborators. For every two Chinese territories Japan controls during its collect income phase, it receives a free infantry. Limit two free infantry per turn.
WWI style combat techniques. Japanese infantry receive -0.3 to their land combat value.
Yamato battleship. Japanese battleships have a naval combat value of 8, an air combat value of 1.6, 32 hitpoints, and cost 36 PUs.
Kate. Japanese torpedo bombers receive +2 to their naval combat value and +1 to their hitpoints.
Delayed aircraft research. Japan may not research piston engines level 2 until round 3.
Zero. Japan’s fighters cost 7 PUs each. Once upgraded to improved fighters they will cost 9 PUs; and will cost 10 PUs each when upgraded to advanced fighters.
Bootstraps. During the industrialize phase, Japan receives six free upgrades for its cities. This benefit lasts the first five turns of the game. In addition, Japan receives a free advance in Industrial Technology on its second turn, and another advance on its fourth turn.
Unique technology available for Japan to research:
Advanced long lance torpedoes. Adds +0.8 to the naval combat value of your submarines and cruisers, and +0.4 to the naval combat value of your destroyers. Cost: 3 EUs.
Late war research effort. (May not be researched until round 5.) Japan may build a research center in Tokyo. This research center has 40 hitpoints, and may not be targeted unless Tokyo has been destroyed. This research center produces 5 EUs a turn. Cost: 5 EUs.
Japan starts with light tanks level 1 tech. It may research light tanks through level 5. After it’s researched light tanks level 4, it’s also allowed to research medium tanks level 1. However, it would have to work its way up a good portion of the medium tanks tech tree before medium tanks would represent a better bang for its buck than light tanks level 5. Unless it’s engaged in a large scale land war, it might want to use “good enough for now” light tanks, while using the EUs it saves on industrialization or non-tank research.
Japan can research undersea tech levels 1 and 2, giving it the second-highest technological ceiling for its subs of any nation in the game. (Germany has the highest ceiling due to its Type XXI U-boats.) Japan’s ceiling for its artillery research is lower than that of any other major power. (Unless you want to call China a major power!) Japan also has the worst starting level of industrial technology, and the lowest ceiling on its industrial technology. The better your industrial technology, the higher the ceiling is on the amount you’re allowed to upgrade your cities and RGPs.
China
Units available for production: light infantry, artillery, fighter.
Technology:
Devastation: cities under Chinese control do not generate EUs until turn 5.
Solidarity: for every territory in Kwangtung or Manchuria China controls during its collect income phase, it receives an additional manpower point.
Unlimited manpower: Chinese infantry units do not experience any cost increase in manpower points.
The unlimited manpower technology needs a little explaining. The rules state that the manpower cost of all infantry units is quadrupled after turn 4. If, for example, an infantry had cost 1 PU and 1 MP on turn 4, it would cost 1 PU and 4 MPs on turn 5. The only use for MPs is to buy infantry with them, so you may as well keep buying as many infantry as possible. You’ll just have a lot fewer new infantry starting on turn 5. China does not have this problem.
Custom technology available for China to research: upgraded infantry training and morale. Chinese light infantry now have two hitpoints. Cost: 5 EUs.
General tech available for research: artillery level 3, light tanks level 1.
U.K.
Cooperation: British trains may travel through American territory as though it was British territory.
Code breaking: British fighters receive +0.5 to their air combat value.
Focused bombing effort: British strategic bombers may only land in British or American territory. They may not be donated to the Soviets via Lend-Lease.
Bletchley Park. The U.K. has a research centre in London. It produces 5 EUs a turn, has 40 hitpoints, and may not be targeted unless London has been destroyed.
Custom technology available for the UK to research:
Firefly (may not be researched before round 6). British medium tanks receive +1.5 to their land combat value. Cost: 4 EUs.
Centurion tank Mk 2. (May not be researched before round 8.) British battle tanks receive +2 to hitpoints. Cost: 4 EUs.
Britain’s jet technology has the second-highest ceiling after Germany’s. Together with the United States, Britain’s artillery technological ceiling is the highest in the game. It has a good head start in radar and sonar tech. The ceiling on its battle tanks tech is good and high; though it’s not certain that Britain will be engaged in enough land wars to justify the pain of getting that tech. It may be better off making do with “good enough” medium tanks, especially with the Firefly tech available to it. Like American ships, British ships can be upgraded to have significantly better anti-air combar values than Soviet or Axis ships.
This is probably enough for one post. I’ll have to do the other nations later.