Can you add the Italian Maiale submarines and the British Long Range Desert Group LRDG to the game? I originally proposed a World War II game with Maiale submarines from the Decima MAS flotilla with my hand-drawn map of World War II, but since I found out about Doug Friend’s map, I decided to add my ideas to it. I would like to see the Special Air Service (SAS) in the game, too. I think that Italy should have the Maiale submarines and have a bonus point against any Allied surface warships in the Mediterranean. The Maiale submarines will only be allowed to operate in the Mediterranean and they will have bonus points and warships will not get to roll against them. It will sort of be like the Italian equivalent of the Japanese kamikaze tokens. The Italian player will of course be limited as to how many Maiale submarines that they will get to roll per turn. The Maiale will be any Italian submarine and the infantry aboard the submarine will attack the Allied surface warship in the Med.
I am not sure how to even make it work within the game. I was proposing a game with Maiale submarines against any ANZAC, French or British surface warships in the Mediterranean.
I also propose adding the Ariete Division for Italian elite units and the Folgore Parachute Division as Italian elite units. The Italians also had volunteers from India and the Middle East in their armies. I have a book on Italian elite units of World War II from 1940-1943.
Italy not only had Bersaglieri, they also had the Ariete Division and the Folgore Division. You could add paratroopers to the Italian player.
You could also add torpedo bombers to the Italians. The Italians used the Savoia Marchetti SM. 79 as a torpedo bomber in the Mediterranean. You could also add torpedo bombers to the Germany, United Kingdom, and the Soviet Union. Japan and the United States weren’t the only nations to have torpedo bombers.
I have another suggestion.
You could also add a Bearn class aircraft carrier to France. France’s only aircraft carrier in World War II was the Bearn class aircraft carrier.
The Bearn was out in the Atlantic when France surrendered in 1940. You could add torpedo bombers to the Soviet Union, too. The Soviet Union had torpedo bombers in the Baltic and Black Seas.
You could also add a plastic P-40 painted in China’s paint color to simulate the Flying Tigers. There is so much that you could add there.
Patchman123.
[/quoteSee, everyone! It’s not so bad. There’s Historical Board Gaming for that.
http://www.historicalboardgaming.com/Battle-Pieces–US-Exp--P-47-Thunderbolt-Fighter-x5_p_2090.html
http://www.historicalboardgaming.com/Battle-Pieces--Allies--P40-Warhawk-Early-War-Fighter-x5_p_1168.htmlIf anyone’s interested.
7.0 turn 1 pics and report
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Hi Tigerman,
I hope the observations and critiques posted here helped.
In terms of Russia, it may be a good change to give them a 3 IPC NO simulating German machine tools and finished goods before war breaks out. 15 IPC starting cash, roll for income and declaration of war plus the NO. If the Allies are made too strong, playing the Axis will be less than desirable. I remember A and A 1984 when Russia could jump on Germany on turn one, the U.S. could build and IC in China, Britain in India/South Africa etc. It was a really hard go for the Axis, almost too hard. I’d hate to see global '39 or '36 head that route. Judging by the pics posted on HBG’s Facebook page, it doesn’t look too good for the Axis there either.
I know in 6.1 the Allies could tie Germany up in Europe and create trouble for Japan until the U.S. entered the game. If the Axis weren’t on their way to Moscow/Stalingrad by the time Uncle Sam came on it was goodnight Irene. That dynamic hasn’t changed in 7.0. In fact, it’s been enhanced. If the Allies play it right, Cairo will not fall, Yugoslavia, Greece, and Poland will be terrorist PITAs for the Germans and Japan will be busy trying to beat off Russia while fighting the Chinese, FEC and ANZAC.
Regardless, I’m confident you’ll do what needs doing.
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Ok. I put russia starting income and war entry rules back to 6.1. Seems the extra units on setup are enough to keep Germany at bay for a little while.
Also changed the Fort rule: Fort fires 2d12 on first round only. Also defending infantry get a +1 and attacking units get a -1 including aircraft.
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Yes, the Russia situation looks good.
Nice compromise on the fortification rules.
We may be playing this weekend so perhaps there’ll be a chance to try them out sooner rather than later.
Thanks again.
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Is there anyone out there that is playing with 7.1 besides just Koba and I? I’d be interested to hear how hard it is to win for the Axis now.
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We have a game sunday.
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Is there anyone out there that is playing with 7.1 besides just Koba and I? I’d be interested to hear how hard it is to win for the Axis now.
We are playing a game in about an hour. Well see how it goes.
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I can not find the 7.1 rules and setup. Have they been published?
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7.0 is at BGG and the 7.1 are just a few changes to the 7.0 rules. &.1 will be out soon with maybe somemore changes.
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7.0 was completely lopsided to the point it not worth playing. 7.1 is playable but the axis have a tough time. I would say the axis win 1 in 3 with 7.1 but that’s only out of 3 games with the “revised” 7.1 and lucky rolls 1st turn for Germany.
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7.0 was completely lopsided to the point it not worth playing. 7.1 is playable but the axis have a tough time. I would say the axis win 1 in 3 with 7.1 but that’s only out of 3 games with the “revised” 7.1 and lucky rolls 1st turn for Germany.
Besides setup changes, what are the changes in 7.1 again?
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Differences in 7.0 vs. 7.1 are huge. Japan uses sneak attack different time, Germany gets to use their navy in 2nd impulse, Russia gets less $, and a couple more. They are completely separate games nearly. I wouldn’t even suggest playing 7.0 and stick with 6.1 until 7.1 comes out.
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The 7.1 is better than 6.1 or 7.0. I think it just needs a few more tweaks.
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Making final 7.1v ….should be up on BGG by this weekend.
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Thanksyou Tigerman. :-)
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We are playing again on Friday. Any chance it will be up Friday morning?