Yes I agree that more VCs needed in PTO and Japan should have to work to get that 1 more VC in the PTO. I do have a VC Capital in Manchuria for my 40 game but with not having 18 inf in area it doesn�t seem to get pressured much.
Singapore is out of the question due to Japan being so strong by islands from G40 game reports. Got to make Japan earn it. Just some thoughts.
House rules for using the new 1941 sculpts in other global games…
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Jun 10, 2012, 10:34 PM
He-111 and Lancaster 4/1/6/15 SBR also can do a SBR on an enemy capital doing 1d6 damage that comes out of the enemies pocket.
What is the difference from a regular bomber thats 4-1-6-12 and does 1D6 damage?
Why would anybody spend 3 more IPC to get the same?
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it’s the old SBR rules. I’m talking about instead of doing damage counters to an IC. These let you take the money out of the players IPCs. The reason to pay the +3 is the 1d6 bomber damage isn’t opinional. Example UK bombs berlin and rolls a 4. The German player pays the bank 4 IPCs. Instead of the bomber doing 4 damage to the IC and the German player desiding not to repair it. It would give a “Round the Clock” feel to the Allied bomber offensive. USA bombs doing damage to the IC and the UK does the damage straight to the IPCs in hand.
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Jun 11, 2012, 2:55 AM
Yea but most people are using Alpha 3+ rules. The new ideas are just to bring in the new sculpts into existing games with minimal impact on the game.
You pay 5 IPC roll a 6 and randomly get a new unit with upgraded values and can build more. ON top of that the investment pays down the cost by 5 IPC so it works for everyone on an equal scale.
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then reduce the cost but keep the basic idea
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Jun 11, 2012, 3:18 AM
Yes right.
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With all the new units coming out we tried putting together a list for integrating all the new HBG/FMG/AA41 units.
All our elite infantry have differing special characteristics, such as raiding capability (British Commandoes). We also limit the number of builds per turn for elite and heavy TD/tanks. Haven’t play tested yet. We are using a 6d system.Infantry 1-2-1-3
Elite Infantry 2-2-1-4: +1 1st round of Att. or Def.
Mechanized Infantry 1-2-2-4: blitz with tanks
Artillery 2-2-1-4: supports infantry in attack
Light Tank 2-2-2-2@9: blitz, +1 com. Arms w/ Med or Heavy armor on attack
Mechanized Artillery (SPA) 2-2-2-5:supp. inf; 1st strike salvo
SPG (tank destroyer) 2-3-2-5: blitz, tank hunt on roll of 1
SPG (Heavy TD) 3-4-1-7: tank hunt on roll of 1
Medium Tank 3-3-2-6: blitz, combine arms w/ Tac
Heavy Tank 4-4-1-8:I have seen similar charts done in house rules some time ago, so we borrowed from others and we put the chart together with the new units specifically in mind. **One example: Heavy tanks - HBG Hellcat for USA, Tiger from AA41, and IS2 from AA41 or KV from HBG. **Appreciate any thoughts.
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@FM7:
All our elite infantry have differing special characteristics, such as raiding capability (British Commandoes).
Could you explain?
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Jun 16, 2012, 4:43 PM
I don’t see the value in bringing all the OOB, FMG, and HBG pieces together as a new inventory of pieces.
It’s got to be two lists:
OOB/ FMG
OOB/ HBGToo many new units and their is too much duplication in these sets. It just complicates the game just to “fit in” the new units arbitrarily.
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I like your ideas except the FW 190 - you have:
Axis Fighter = German FW-190
Alternate Axis fighter. 3-3-4-9Wasn’t the FW 190 superior to the ME 109? I’d make it 4-5-4-11.
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@Imperious:
OOB/ FMG
OOB/ HBGAs we stand right now doing this is pointless. You’ll have OOB pieces + The Italian set from FMG. I realize FMG has big plans but delay after delay after delay has meant we have been waiting for German set for over 6 months. With atleast 3 different release dates. Maybe in a year or 2 you’ll be right it would be to much but right now i have no problem adding in all 3 OOB/HBG/FMG
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Jun 16, 2012, 5:45 PM
but right now i have no problem adding in all 3 OOB/HBG/FMG
You would for Italy…
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yeah just for italy. so you know italian tanks look well italian.
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Jun 17, 2012, 1:08 AM
Infantry 1-2-1-3
Elite Infantry 2-2-1-4: +1 1st round of Att. or Def.
Mechanized Infantry 1-2-2-4: blitz with tanks
Artillery 2-2-1-4: supports infantry in attack
Light Tank 2-2-2-2@9: blitz, +1 com. Arms w/ Med or Heavy armor on attack
Mechanized Artillery (SPA) 2-2-2-5:supp. inf; 1st strike salvo
SPG (tank destroyer) 2-3-2-5: blitz, tank hunt on roll of 1
SPG (Heavy TD) 3-4-1-7: tank hunt on roll of 1
Medium Tank 3-3-2-6: blitz, combine arms w/ Tac
Heavy Tank 4-4-1-8:Infantry 1-2-1-3
Conscripts 1-1-1-2 ( can only build if you lose an originally controlled area and only 1 per factory)
Mechanized 1-2-2-4
Artillery 2-2-1-4
Heavy Artillery 3-2-1-5
Light tank ( early war) 2-3-2-5 ( starting tanks for all)
Medium Tank ( mid war) 3-3-2-6 ( can build these only from turn 3)
Heavy Tank ( late war) 4-4-1-8 ( can build these only after turn 6)
Self Propelled Artillery 4-3-2-8 ( if rolls a 1, enemy non infantry unit lost)
Alternate fighter 4-4-4-11 -
Light tanks should be 2-2-2-5. Cost 5 because if they were 4 who would by mechanized infantry? They also had thin armour, so a 2 is reasonable for defence.
2-2-2-5 for light. maybe attack at 3 if combined with medium/heavy
3-3-2-6 for medium
4-4-1-8 for heavy
I’d like to see a heavy only being able to move 1 because of how much fuel it takes to move these babies long distances. plus if they moved 2 spaces they would be pretty overpowered.Alternate fighter should not be 4-4-4-11. Who would buy a tac bomber when you could buy a fighter worth the same amount with better stats. should be worth at LEAST 12. I like the 3-3-4-9 as an alternate fighter.
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Jun 17, 2012, 2:54 AM
Right heavy tank moves 1 in combat and 2 in NCM
Light tank at 2-2-2-5 vs. 2-3-2-5 makes me want heavy artillery if the light is 2-2-2-5
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but if you make the light tanks attack at 3 if combined with heavier armour, or maybe even defend at 3 if combined with infantry. tanks are sitting ducks if they don’t have infantry to support them. then id say 2-2-2-5 makes sense. 3 at defence if combined with infantry would be a good compromise don’t you agree? I just don’t like seeing light tanks have the same defence as medium tanks. artillery can only move 1 space. but a light tank can move 2 and blitz. so thats where the extra cost comes from. heavy artillery have 3-2-1 while light is 2-2-2. taking away attacking power for extra movement.
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IL - Don’t you have essentially three kinds of artillery in your list? (I am thinking that your SPA is a type of tank destroyer?) How do represent heavy artillery for each nation as differentiated between it and regular artillery? I know some sets have different artillery pieces but there aren’t enough sets out yet, or do you just borrow and paint it as needed?
Also, why no elite infantry? I borrowed the idea from some of your past threads.
I agree that there are a lot of units between OOB/HBG/FMG, but I don’t plan on using every unit type they put out. We don’t use any of the trucks, armored cars, or alternate artillery pieces.
It doesn’t seem overly complicated to have two infantry types, three tank - with TD as a fourth, two artillery types, along with the mech infantry. However, I haven’t had the time to really play test anything.
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Jun 17, 2012, 5:52 PM
IL - Don’t you have essentially three kinds of artillery in your list? (I am thinking that your SPA is a type of tank destroyer?)
SPA are large caliber guns mounted on tank platforms and can include TD. Heavy Artillery are siege guns or saturation weapons.
How do represent heavy artillery for each nation as differentiated between it and regular artillery? I know some sets have different artillery pieces but there aren’t enough sets out yet, or do you just borrow and paint it as needed?
Yea thats true right now, i’m using table tactics artillery.
Also, why no elite infantry? I borrowed the idea from some of your past threads.
Yea but it is not really Historical, they had some elite Infantry, but mostly elite armor ( which is encapsulated into heavy armor). The benefit for a cheaper infantry offers a player defense, while having another 2-2-1-4 unit ruins the broth. We already got a 2-2-1-4 unit called Artillery anyway.
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When I think elite infantry I think Hero. I just had a thought. A hero would add morale to the nation. So special abilities but say upon winning a battle on offense or defense you would roll a die and take that number of IPC to your bank. Maybe divide by 2 round up depending on the game. Global might be straight up gains. Drop a roundel under one infantry at the start of the game and he’s your hero. Once he dies he is dead for good or you could put him back on next round but maybe only at a capitol. Just a thought as I agree with IL that there is no need for enhanced stats on infantry.
To clarify: improved morale equals improved production by the nations civilian workers.
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I like the idea of improved production with the hero. It kind of reminds me of the series “pacific” where that one hero from the battle of Guadal Canal traveled around helping sell war bonds. Only, he ended up going back and fighting in Iwo Jima and was killed.
Haven’t had time to play test any of the rules we have been working on though!