Check the range of V weapons. Four spaces is too long of a distance. Also, the new tech units it needs to be clear: When you get say King Tigers do all your tanks go “Poof” and become Tigers , or from that point on are any tanks you build…Tigers. The later idea is much more realistic.
Technology
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Comments noted.
But giving cruisers powers vs subs is much more Larry-esqe than the tech sayingYou can build destroyers. Open up your box of 1940 stuff (or 1942) and bust out the destroyers, unless you forgot them at home. Now paint them, or assign mismatched colors and confuse everybody at the game table.
From a simplicity standpoint we can imagine a destroyer is tacked on to a group of 3 or 4 cruisers.
Perhaps battlecruisers would be better if your cruisers attacked at 4 and defend at 4 on the first round of naval combat?
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@CWO:
Number 1: this kind of implies that your cruisers have been “upgraded” to destroyers (which would in fact be a downgrade because destroyers are smaller).� Fitting depth charges on cruisers wouldn’t work either because they’re not fast or agile enough to make a decent attack run against a sub.� Maybe you could say that the cruisers are now escorted by destroyers…but it sounds odd for a tech upgrade to refer to an invisible unit.
But we don’t have destroyers. Cruisers are the closest we’ve got, so that’s why the ability gets added to cruisers. I suppose you could add it to transports to simulate convoys, but they’d still be sitting ducks without protection.
Plus, one cruiser in A&A does not equal one cruiser in real life. Think of the scale. A cruiser in A&A clearly represents multiple cruisers. With this tech it would now represent both cruisers and destroyers because we don’t have a destroyer sculpt.
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MORE IMPORTANTLY WE SHOULD SORT OUT
A) 6 TECHS
B) 12 TECHS (air/naval chart) (land/economic chart)
C) 12 TECHS (CP favorable techs) (Allied favorable techs)
X) 5 IPCs per tech roll
Y) 5 IPCs per tech token
Z) SOMETHING ELSE
- Free tech every 4th turn
- 1 IPC per roll, 4 more to buy one of what you rolled
- 3 IPC tech tokens
- 5 IPC tech tokens but keep half of them when you get a breakthrough (if you had 4 tokens, keep 2 for next turn)
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How about for an economic tech:
Foreign Aid:
During your purchase units phase, you may transfer x IPCs to an ally.
I would say the cap should be 5 IPCs.
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War bonds would be better than that. To generate cash, not just move cash already on the board from one power to another.
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How does this look:
YOU CAN ROLL ON EITHER CHART, BUT AS AN ALLIED POWER YOU MIGHT PREFER ALLIED TECHS
Allied Powers Techs
1. Destroyers - Your Cruisers prevent enemy subs from submerging or moving through them at a 1:1 ratio
2. Tank Pioneer - You may build tanks before turn 4, after turn 4 you can buy tanks for 5 IPCs.
3. Advanced Aeronautics - Your aircraft become 3/3/3 (up from 2/2/2)
4. Radio Communications - During combats where friendly forces are also in the contested zone, roll a die. That many friendly artillery may be used to boost your attacking forces.
5. Industrial Might - Fighters, Transports, Cruisers and Battleships cost 1 IPC less
6. Creeping Barrage - Your artillery may fire two shots at 2 instead of their normal shot at 3. With air supremacy they may fire two shots at 3 instead of one shot at 4Central Powers Techs
1. Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If the defender also has the Chemical Warfare Breakthrough he may have the die rerolled.
2. Advanced Submarines - Roll a die, that many of your subs can submerge before the first round of combat. (if permitted)
3. Battle Cruisers - Your cruisers attack and defend at 4 on the first round of naval combat, and can bombard.
4. Advanced Artillery - Your artillery can support 2 infantry instead of one.
5. Stormtroopers - In one attack this turn, roll a die. That many of your infantry attack at 3.
6. Hardened Positions - When defending roll a die, that many enemy infantry are reduced to attacking at ‘1’ -
Again, I say no to 5 IPC research rolls. Either make them 3 IPCs (with tokens) or everyone gets one at turn 4, 6, 8 etc.
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MORE IMPORTANTLY WE SHOULD SORT OUT
A) 6 TECHS
B) 12 TECHS (air/naval chart) (land/economic chart)
C) 12 TECHS (CP favorable techs) (Allied favorable techs)
X) 5 IPCs per tech roll
Y) 5 IPCs per tech token
Z) SOMETHING ELSE
- Free tech every 4th turn
- 1 IPC per roll, 4 more to buy one of what you rolled
- 3 IPC tech tokens
- 5 IPC tech tokens but keep half of them when you get a breakthrough (if you had 4 tokens, keep 2 for next turn)
I like C…the tactics varied by the alliances, so this makes sense, although we need to tweak a few of them.
I think as far as acquiring them, it should be free or as close to free as possible. As BJCard pointed out, there’s not going to be a lot of cash flowing around. Maybe make it a random die roll as to whether you acquire one, then a random as to which one you get. It also needs to be more often than every 4th turn.
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I was thinking tech start appearing in the 4th turn and then every other turn after that. Need 2-3 turns for everyone to ‘settle’ in…
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Counter Proposal:
1. Anti-Submarine Warfare - Your Cruisers prevent enemy subs from submerging or moving through them at a 1:1 ratio
2. War Bonds - During your collect income phase, collect an additional number of IPCs equal to 10% of your National Production Chart level, rounded to the nearest whole number.
3. Advanced Aviation - In combat, fighters hit on a roll of 3 or less.
4. Radio Communications - During combats where friendly forces are also in the contested zone, roll a die. That many friendly artillery may be used to boost your attacking forces, but may not participate in combat.
5. Increased Production - Tank and Fighter costs are reduced by 1 IPC.
6. Improved Shipyards - Naval units cost 1 IPC less.
7. Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If the defender also has the Chemical Warfare Breakthrough he halves the number of infantry so immobilized, rounded down.
8. Bombing - Fighters within 2 spaces of an enemy capital may perform a bombing raid instead of engaging in combat. Each fighter in the raid rolls one die, deducting 1 IPC from the attacked power’s treasury for each 1 rolled up to a maximum of 3 IPCs. Surviving fighters return to the same territory they launched the bombing raid from.
9. Battle Cruisers - Cruisers may perform offshore bombardment at 3.
10. Heavy Artillery - Your artillery can support 2 infantry instead of one.
11. AA Guns - Artillery may target fighters before combat begins, firing at 1. Artillery used against aircraft may not fire during subsequent combat. A nation with AA Gun technology may use it against fighters in a bombing raid, provided they have artillery units present in the capital.
12. Naval Aviation - Fighters in territories adjacent to a sea zone in which naval combat will occur may participate in naval combat in the same manner as they do in land combat, but may not be hit by submarines. Surviving fighters return to the same territory they joined the battle from.
Yes, War Bonds would be a sought after tech, but since all the industrialized WWI belligerents issued them, everyone should want them. Making it fixed reduces uncertainty and prevents windfalls like the Ottomans getting 6 extra IPCs out of nowhere. It does add an extra spur to keep as many territories as possible contested.
Remember, IPCs are not just money. They represent the total resources of a nation and are the only way to represent morale without a morale chart, that’s why bombing takes away IPCs, but only 3 max. Tactical bombing is represented by Advanced Aviation.
Edited to fix a spelling error.
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1. Anti-Submarine Warfare - Your Cruisers prevent enemy subs from submerging or moving through them at a 1:1 ratio
This one seems to be a no brainer
2. War Bonds - During your collect income phase, collect an additional number of IPCs equal to 10% of your National Production Chart level, rounded to the nearest whole number.
Interesting Idea, have to think about it, 10% might be too low, and 20% too high
3. Advanced Aviation - In combat, fighters hit on a roll of 3 or less.
Good, same as mine just rephrased
4. Radio Communications - During combats where friendly forces are also in the contested zone, roll a die. That many friendly artillery may be used to boost your attacking forces, but may not participate in combat.
Good Again
5. Increased Production - Tank and Fighter costs are reduced by 1 IPC.
Reasonable
6. Improved Shipyards - Naval units cost 1 IPC less.
Reasonable
7. Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If the defender also has the Chemical Warfare Breakthrough he halves the number of infantry so immobilized, rounded down.
This is getting to be a long tech, but I see what and why you want it changed
8. Bombing - Fighters within 2 spaces of an enemy capital may perform a bombing raid instead of engaging in combat. Each fighter in the raid rolls one die, deducting 1 IPC from the attacked power�s treasury for each 1 rolled up to a maximum of 3 IPCs. Surviving fighters return to the same territory they launched the bombing raid from.
Barf, yuck, no, no one will ever do this. Not enough damage compared to the utility of fighters boosting all your artillery. Would you rather MAYBE do 3 IPCs of damage, or have like 6-10 arty boosted to 4?
9. Battle Cruisers - Cruisers may perform offshore bombardment at 3.
not strong enough, offshore bombardments will be really rare in this game. has to do something more potent or be replaced
10. Heavy Artillery - Your artillery can support 2 infantry instead of one.
Standard arty boost, not bad. Good old standby
11. AA Guns - Artillery may target fighters before combat begins, firing at 1. Artillery used against aircraft may not fire during subsequent combat. A nation with AA Gun technology may use it against fighters in a bombing raid, provided they have artillery units present in the capital.
Hardly necessary, we can find something better
12. Naval Aviation - Fighters in territories adjacent to a sea zone in which naval combat will occur may participate in naval combat in the same manner as they do in land combat, but may not be hit by submarines. Surviving fighters return to the same territory they joined the battle from.
Needs to boost cruisers or battleships or no one will do this. Honestly, IL’s point about sea winds being too strong might mean this needs to be replaced. -
It was heavily based off yours, obviously. My only change to Advanced Aviation was taking away the 3 movement for fighters.
For war bonds, maybe round it up. At the start, if Italy had War Bonds it would only get 1 IPC under standard rounding (it starts with 14 IPCs). But if you always round up, Italy would get 2. Germany at it’s starting income would get 4 either way. However, after losing all African territory, it would still get 4 if we always round up and only 3 if we round to the nearest whole number.
Maybe make the floor 2 IPC?
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Also, I feel the less die rolling the better, hence the war bonds switch and the Chemical Warfare switch.
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Whats one or two more dice to roll compared to the 72 you roll in combat :-D
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But we don’t have destroyers.
That’s what I meant when I called them an “invisible unit.” There are no destroyers in the A&A 1914 game. Of course, some destroyer sculpts can easily be imported from the A&A WWII games, but this would be the addition of a unit that doesn’t exist under the 1914 rules rather than a tech upgrade to one which does exist.
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12. Naval Aviation - Fighters in territories adjacent to a sea zone in which naval combat will occur may participate in naval combat in the same manner as they do in land combat, but may not be hit by submarines. Surviving fighters return to the same territory they joined the battle from.
Needs to boost cruisers or battleships or no one will do this. Honestly, IL’s point about sea winds being too strong might mean this needs to be replaced.I sort of sublimated the cruiser/battleship boost into the “in the same manner as they do it land combat.” I assume the battle for air supremacy would happen first, with the side winning air supremacy getting the boost, and then remaining fighters strafing. Just didn’t spell it out.
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@CWO:
But we don’t have destroyers.
That’s what I meant when I called them an “invisible unit.” There are no destroyers in the A&A 1914 game. Of course, some destroyer sculpts can easily be imported from the A&A WWII games, but this would be the addition of a unit that doesn’t exist under the 1914 rules rather than a tech upgrade to one which does exist.
No one in the real Second World War fired rockets out of AA Guns. But in A&A Classic and over versions, AA Guns were upgraded to fire invisible rockets without a separate sculpt being necessary. It was a capability that was added to the existing unit that made the most sense. In this game, the ASW role makes the most sense being assigned to cruisers.
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Yes, a cruiser piece represents a flotilla of perhaps 4-6 cruisers.
An anti sub tech would sprinkle an imaginary destroyer or two in with them.Destroyers of the time were VERY small. Almost practically just gunboats with a few depth charges.
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As it stands now my suggestion is that Battleships can catch one plane.
What does this mean?
Also, i really think a game of this scope only needs 6 techs, but i’ll go with 12. What id rather like to see is 6 techs and 3-6 NA’s per player, because some of the techs are really nation specific. That way you get choice that seems more Historically reasonable. For example: war bonds for Ottomans is bunk, real bunk.
Perhaps just scrap the techs and feature 6 NA’s for each player? That way the flavor of developments would have the feel of what was possible for each nation.
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6 NAs x 8 Powers?
Good luck with that.
6 Techs and 3 “Millitary Doctrines” per power might be better.
Similar to a national advantage, but each power can pick one.
For the US it might be
1. Unequal Terms with Mexico - While the war in Europe drags on the US goes much deeper into Mexico, and strong arms them into an unfair trade deal.
As long as you occupy the United States with 10 Infantry you collect 10 more IPCs per turn from advantageous trade agreements with them.
2. Safe for Democracy - The US can activate strict neutrals as if they were aligned with the US
3. Send in the Marines - US infantry attack at 3 at all times, but cost 4 IPCs.Actually these are crap.
What I am thinking of is “styles of play”. But Im too hungry to think logically right now.