@SuperbattleshipYamato Sticking with the hidden subs subject,I would give destroyers a high probability,say 5/6, of finding subs in the same sz and zero chance of finding subs in an adjacent sz.
Also to prevent cheating,I’d use sealed envelopes or a locked box to store the sheets that record locations and previous movements of hidden subs.
On the subject of penalties for taking too long,I have another game the has "Time Machine"cards which when played,allows 1 selected D6 roll by yourself or an opponent to be cancelled and re-rolled.Example I’m bombing a factory and my opponent rolls 1 with his AA .I play a Time Machine card that I got because he was slow on a previous turn.I make him re-roll his AA and discard my Time machine card.Yes ,he could again roll 1 and my bomber dies.
Scars of War / Battle Damage
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If you capture a territory in 1 round of combat, treat the capture just like normal.
However….
If you are forced to fight over a territory for more than 1 round, roll 1d6 damage to each facility there.
The Concept being - that in a prolonged fight over an airfield, naval base, factory, or all of the above, the resultant facilities would suffer from the surrounding combat, unless faced with a suprising, or overwhelming force!
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Absolutely! You could even make it more brutal by saying no dice are rolled if it was a walk in, 1 dice per facility is rolled if there was 1 round of battle, 2 dice if there were 2 rounds, 3 dice for 3 rounds, etc. An evacuating force could leave 1 infantry behind to basically blow the place up, kind of like a scorched earth rule.
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Brilliant idea Gar! Simple, yet makes perfect sense. I may try this.
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Very good Idea!
Very simple like, like Varible said, but like the real war.
Like when you battle in Moscow with 70+ Units each and Russian win, the complex is perfectly fine……Not realistic. :-)
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I like it. Great ideas usually have the hallmarks of the following statement. “I should have thought of that”, you know it’s a winner when……
Simple and Sweet.
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You could even do a flat 1pt of damage per combat round.
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I like that concept Variable.
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I like this.
I think, though, that dice should be rolled from Round 1, just like SBR.
Result 1-3, do that much damage.
Result 4-6, no damage.
Then multiply by the # of Rounds you fight.
A three-round battle would result in three dice being chucked for damage on each piece of infrastructure.
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This concept will work especially well with HBG’s new infrastructure pieces.