@Black_Elk:
I think this will only work, without totally breaking the set up, if the bases are added after the DoW. Just thinking about it purely from a gameplay interest perspective. Starting with Japan and taking each territory 1 at a time…
Hainan with a naval base would make it a much more interesting territory. As Japan would have more reach out of sz 36.
Formosa with an air base would be potent, because it would give that fighter extra reach and would allow a scramble into sz20.
Okinawa would be doubly potent with a naval base, as this would allow Japan to move that fleet in sz 19 an extra space. Same deal as Formosa with the AB, since the fighter could move farther and allows a scramble into sz 19.
Iwo with just an airbase, might encourage Japan to park a few aircraft there to launch on islands like Wake or Midway.
Mariana Islands, Palau, and Marshall Islands present more of a problem. Without a naval base they don’t seem to be worth going out of the way. With naval bases, they become a bit more interesting, as they could allow strafes (and then retreat to a friendly sz to repair carriers or battleships.) I’d say they are pretty strong candidates for the NB. Though would this be historical? I suppose since players are already allowed to purchase such bases if they want, this wouldn’t break too much with the games internal historical logic. For example, the game doesn’t require there to be a natural harbor necessarily, for you to purchase a naval base, so it seems that in A&A any territory meets the criteria. Even an island like Iwo. Here I think in order to make Marianas, Palau, and Marshalls significant enough to draw action NBs, would be better than ABs.
Now if this was a pure set up change, the balance would tilt way too far in Japans favor, which is why I think it would have to come into effect the DoW. Similar to the way USA is allowed to upgrade their factories to majors automatically, for free. Even after DoW the advantage would be to Japan, since they have more TUV in the area to exploit the new bases. So this would definitely need to be counterbalanced by more NBs for the Allied territories.
Question:Does it bug anyone else that Sicily is never invaded?
Valueless islands like Malta or Sicily, might also benefit from some kind of auto upgrade.
I also like that this sort of change is very easy to implement in tripleA for testing. You can do it on the fly via the edit mode.
Before expanding to Europe maps, I think it is needed to find the appropriate incentive in PTO.
I agree I think this will only work, without totally breaking the set up, if the bases are added after the DoW.
I would add that all bases become operational at the beginning of the next round after DoW, to minimize the effect on known strategy.
Putting everything in perspective, +1 Move Bonus from Naval Base create a smaller Pacific Ocean and offer occasion to go faster against the main targets.
This will make for less Island Hopping than with actual set-up combined to only Air Base-like bonus for Islands.
It is not possible to conquer land by air only.
So planes cannot conquer faster than transports are moving Infantry and other ground units.
However, if I put the analogy forward about Islands as unmovable aircraft carriers.
There should be one more special ability bonus of Pacific Islands.
Since, any aircraft carrier gives the possibility to land planes in a once embattled but now controlled SZ.
Why don’t try this?
A maximum of 2 planes are allowed to land on a just conquered Island by, at least, 1 ground unit.
To be eligible, the planes must have at least 1 move left while above the island.
So this ability will not give any extra range.
(This extra move point required can be understand as the “time” to built or repair the Airfield, once the territory is captured).
Example 1, this will allow such a direct move as 2 IJN Fighters in Marshall Islands to support an amphibious assault on any US unit in Wake Island.
It takes 3 move point to be above Wake and a last one to land after winning the combat.
However, if it is not conquered any of the 2 surviving planes must land on any carrier in the nearby SZ or crash in the ocean.
(But this will not happen because any player will prefer to sacrifice planes while keeping up the attack inland or take planes as casualty while keeping 1 last standing ground unit.)
Example 2, let’s suppose Johnston, Wake and Midway were captured and on each islands there is 2 IJN Fighters to support the next amphibious assault on Hawaii.
Since there is a maximum of 2 planes (only 2 IJN Fighters can take off to attack Hawaii and able to land on it after victory), unless there is some room available on any Carrier.
Combined with this other points (from above), islands will work as a Carrier:
Any number of plane landed on a Pacific Island can protect the nearby SZ.
Islands’ Planes could choose to either protect the ground or the SZ (which ones must be stated during Combat Move) while Carriers’ planes could only defend the SZ.
Moving from the island through the SZ still cost 1 move.
Pacific Air Base provides +1 Bonus Move (as OOB) and up to three planes can scramble to prevent an amphibious assault or an attack against a friendly fleet to any adjacent SZ to the island’s SZ on which is the Air Base.
That way, in example 2, if an IJN fleet was stationed in Hawaii SZ and is under attack, up to 6 planes (3 coming from Wake AB and 3 coming from Midway AB) can scramble in the Hawai SZ to provide Air Cover against whatever is attacking the IJN fleet (except Subs, if there is no IJN DD present).
Finally, the most controversial aspect:
For any Pacific Islands Air Base, up to 3 Fighters or Tactical Bombers are considered in the SZ, like if they were on a Carrier, for movement allowance.
Said otherwise, Pacific AirBase on Island provides up to three Fgs or TcBs +1 outbound and +1 inbound to the same unit taking off and coming back to the same island.
In other situation, it provides only +1 outbound move.
In example 2, up to 3 IJN Fighters from Wake and up to 3 IJN Fighters from Midway can launch an assault on Hawaiian island and come back to their Air Base.
1 Movement to reach SZ 26 (Hawaiian SZ), 1 move to enter Hawaiian Islands, 1 move to return in SZ 26 and 1 move to come back on the Air Base via reaching SZ 25 or 31.
@CWO:
Many of the island territories in the Central Pacific which Japan and the US fought to control were little more than coral atolls, volcanic formations or overgrown sandheaps, many of them small in size and some of them barely above water at high tide. **They had few (or no) natural resources, little (or no) arable land, few (or no) indigenous inhabitants, and no industries; the military bases located there had to be supplied from outside with virtually everything they used. They were for most practical purposes 100% consumers and 0% producers. **
The value which these islands had wasn’t as industrial production facilities or as sources of income or of goods or of raw materials. Their value was to serve as airbases (and in the case of suitable anchorages like Truk as naval bases) which allowed the domination of the airspace and ocean around them, and to serve as the jumping-off point from which to capture the next island group down the line. So if the rules provide no incentive to capture and hold these territories, the historically realistic solution isn’t to give them an IPC value. The solution is to create a house rule through which possession of an island gives some sort of bonus to a player who uses the island to attack enemy forces around it or as a springboard for an island-hopping advance.
Here is when I push forward this last idea the first time:
Global 1940, Airbase on PTO islands:an immobile aircraft carrier for Fgs and TcB
http://www.axisandallies.org/forums/index.php?topic=32188.msg1204629#msg1204629