Typing from a smartphone is the best way to respond LOL! So sorry for the typos and grammar.
Anyways Hotspurs. I really encourage you and others to play around with the game.
Japan National Advantages
1. Tokyo Express
The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.
2. Kamikaze Attacks
A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.
3. Long Lance Torpedoes
The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.
4. Super Dreadnoughts
Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
Your battleships attack (imply shore bombardment) and defend on 5.
5. Dug-In Defenses
The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
All your infantry on islands are immune to shore bombardment and defend on a 3.
6. Banzai Attacks
A fearsome rallying cry of the Imperial Japanese Army, “Banzai!†meant, “May you live ten thousand years.â€
When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.
7. Naval Advantage
The Japanese Imperial Navy ruled supreme at the Pacific before the Battle of Midway. They had supercarriers, super submarines, battlecarriers, and Shinyo suicide boats.
-Your aircraft carriers can carry an additional 1 fighter.
-Your submarines and battleships may carry up to one fighter.
-At the start of a sea attack, you may designate as many of your transports as suicide boats. In the first cycle of combat, suicide boats hit in the Opening Fire step of combat (meaning, their casualties cannot hit back)–each suicide boats specifies one specific enemy sea unit which it tries to hit (two suicide boats could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd suicide boats may attempt to destroy the secondary target). Suicide boats hit on a 3 in attack and defense (4 in attack with Super Subs). Enemy units cannot hit suicide boats! Instead, they automatically die after the first cycle of combat, whether they have hit or not.
8. Mounted Infantry
A mixture of horses and tanks was common in the Imperial Army.
Your infantry may move 2 spaces. However, they still may not blitz.
9. Guerrilla Tactics
Japanese infantry operated well on forests because they employed guerrilla tactics.
Your attacking infantry and tanks fire on the Conduct Opening Fire Step of combat during the first cycle.
10. Imperial Guard
The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there before the Conduct Combat Phase.
Selection system
Overall
USSR
Germany
Italy
UK
production…this every turn rule (whether free or not) is too poweful I think…how about once per game place 3 troop for free
spread in any combination among those territories?
non-combat move
US
French Indo-China
combination among of those territories?
Japan
note: i didnt make these… they were mostly supplied by Gen. patch and anderson GM.
They do need work.
oh ok so it is based on Gen Patch’s
your earlier comments confused me and I thought you scratched those and made your own list
some of this is from Andersson as well.
It will take time to sort this out and respond to your comments… i am fixing the map right now.
Selection system
yes or perhaps something like this:
Method of Deployment
• Each player on a team obtains a number of NA’s each turn.
• A number of chits are drawn randomly from numbered counters indicating what NA is drawn.
• The Allies will choose a total of 12 NAs and The Axis will have a total of 9 NAs.
• NAs do not come into effect until declared at the start of each nation’s respective turn.
• During the 1st three rounds, every country declares 3 NAs each.
• During the 4th round, Allies declare 3 NAs as a group.
Overall
+++ I suspect the selection is done at the start of your turn before any other action is taken.
++++ yes its breif to cut down on “fluff” but when you compile this youll add a few things.
USSR
Tank Industry is served by T-34 Tank already, I like T-34 Tank since its limited hence not unbalancing
++++ yes right it will have to go.
can’t see the advantage of Commissars !!!
++++ again its not my list its just everything in one big pile. I think in this case allocation must be random to speed up the game and provide a realistic war feelings to the thing. You dont even know what may be developed because your not sure what your gonna get. thats why i favor the random NA’s
Germany
++++ Its a term made by winston Chirchill for the startegy to hit germany in africa and Italy. it was also a term of deception to mislead Hitler into thinking the allied were invading Greece/ Yugoslavia in 43-44
++++ All Grey territories they start with on continental europe
++++ right
+++ once per game
Italy
++++ yes they may pass in limited situations
++++from Italy to Lybia
UK
++++ no its just stuff that has not been assimulated yet.
++++Right we done need it in its current form
production…this every turn rule (whether free or not) is too poweful I think…how about once per game place 3 troop for free
++++ some tweeking needs to be done.
spread in any combination among those territories?
non-combat move
++++ we should delete this.
US
French Indo-China
combination among of those territories?
Japan
The US and Japan will be addressed latter.
Ok discussion has been fairly smooth.
So far just need to tweak British Commonwealth Troops rule.
And I support random NAs too.
lets do this nation by nation here is the reconfigured USSR list:
Soviet Union National Advantages
1. Rasputista
With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance. Twice during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, movement (both combat and non-combat) for land units is limited to one space in any Soviet territory.
2. Salvage
After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them. If you win a battle against the German player and at least one German tank is destroyed, you may place one free Soviet tank in that territory.
3. Guard Tank Regiments
The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time.
Your tanks in cities (Leningrad, Moscow and Stalingrad) defend on a 4.
4. Conscripts
The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped. During your mobilize new units phase, you may place one of your infantry for free in any Soviet territory if you control it. This free unit is in addition to the group of units you just purchased.
5. Katyusha Rockets
The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy. Your artillery attacks on a 3, for the first combat cycle only.
6. T-34 Tank
Once per turn, two tanks can be purchased and placed in Russia for 8 IPC.
7. Shock Troops
1 Infantry gets +1 attack modifier in the first cycle of combat. No more than 3 Infantry can get this bonus per turn.
8. Mobile Industry
In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942. Your industrial complexes each may move 1 territory during your non combat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex and its new territory at the start of your turn.
9. Russian Winter
Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down. Once per the game in your collect income phase, you may declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.
10. Red Guard
After the Russian revolution, the Red Guard—composed of armed workers and politicized soldiers and sailors–had become the Army Reserve and the base for the formation of regular military detachments. Once per game, if your capital gets attacked by at least one ground unit, you may put 1 infantry there for each industrial complex you control before the Conduct Combat Phase.
11. Commissars (NKVD)
Spreading Stalin’s slogan “not one step back,†Russian commissars shot soldiers who flee from battle. If you get attacked during any Axis player’s turn, you may sacrifice (destroy) any number of infantry you own. For each infantry sacrificed, 2 other infantry you own
defend on a 3.
13. Soviet Militia
If German units attack any of the three major Soviet cities of Leningrad, Moscow or Stalingrad the Soviet player may immediately raise infantry equal to double the value of the city. The money is deducted from the Soviet players next turn of income even though the Infantry is placed in the first round of combat. Each of the three Soviet Cities can be activated only once per game and the infantry raised can be used just as any other unit.
15. Partisans
Starting with the 2nd turn of any Axis invasion of the Soviet Union the Soviet player rolls one die per turn and notes the results as follows:
1= One German Infantry is destroyed and removed from the eastern front.
2= The Soviet player can select one territory that’s original Soviet controlled and force all Axis units that move into this territory to stop or force units moving out to be reduced to a movement of one.
3= The German players loses 2 IPC
4= The German player loses 1 IPC
5= No effect
6= Partisans neutralized (no roll next turn)
16. Scorched Earth
When the German player conquers any Soviet territory, that territory has no value until the next round of play. The German player may not add a control marker on the just captured red territory, hence may not increase the National Production Chart correspondingly. If the territory is liberated during Russians turn, then the territory regains its value.
Yeah lets do one nation at a time.
Before we move to another nation, sort out top level stuff.
Random deployment. Declared immediately to prevent cheating. Allies don’t get extra NAs. (Why should they?)
So a simpler system to what you initially wrote…
Deployment
At the start of 1st, 2nd and 3rd round, each player rolls 2 dice to randomly choose 1 of 12 available NA. Re-roll if NA already selected on prior round. The NAs are in effect immediately before any player turns.
No. of NAs
12.
(So we’ll cut down to 12 before moving onto another nation.)
- I don’t think we need “Tank Industry” anymore, served by T-34 which is not as unbalancing
- “Partisans” is very toy-like, how about reducing the no. of possibilities?
ok what do you think?
what is toy like?
Also i thought of that two D6 idea as well but its better to use a d12 die rather than 2 d6 because 2 is the lowest number
BUT>>>
i dont think its a good idea to artificially limit the NA’s of all nations (or add marginal ideas) to the number of 12 because its the number on a dice…
rather i prefer the use of chits (cardboard counters numbered say 1-15) . these are used to randomly select the NA’s and the number of chits that are in excess are removed from play before that nation draws… so if italy has for example only 9 choices then the chits are displayed numbering 1-9, placed face down and rearranged and drawn.
People could even use a marker and write on the gray chips 1-15.
like the partisan rule has so many possiblities it seems like lottery
yeah alright, just randomly
doesnt matter its dice or chits
ahh well i have to cover at least 3 ideas:
germans lose money due to sabatoge
partisans kill/destroy germans control local areas within territory
partisans are liquidated by the SS
railroads are cut slowing down movement into/thru these areas.
I edited out soviet tanks. Are their any other problems with list?
I think you edited out the wrong one.
You removed “T-34 Tanks”.
You were supposed to remove “Tank Industry”, because its the unbalancing one of the two.
Or is there some miss understanding? :|
ok fixed anything else? time to begin germany?
yeah I guess I am fine with the lottery rule too :wink:
time to start germany
Germany National Advantages
2. Panzer Grenadiers
During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks. Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.
3. Atlantic Wall
The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive "Atlantic Wallâ€. During any amphibious assault against Axis controlled Western Europe (except for African territories), all your infantry defend on a 3 during the first cycle of combat.
7. Fortress Europe
By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe. Your artillery in German territories defends on a 3.
8. German 88’s
During the first cycle of combat only, on Attack and Defence, your artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire and Defending Units fire phases respectively). Casualties are removed immediately. When declared, place 2 free artillery in any Gray territory you control, during the Mobilize Units phase of this turn only.
9. Panzer blitz
If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving armor may move 1 territory during non-combat movement.
10. Afrika Corps
Once per game place 2 infantry, 1 artillery, and 2 Armor for free in Libya if you control it, during your Mobilize Units phase.
11. Volkstrum infantry
Once per game, the German player may purchase Infantry for 2 IPC each. This cannot be performed unless a territory in Europe, controlled by Germany at the start of the game, is controlled by any Allied player.
13. SS Panzer.
These may be built, 1 per turn. A maximum of 4 can be on the map at any time. They are built as and have the same attributes as Heavy Tanks without requiring the Heavy Tank technology. In combat they may ignore the 1st hit assigned to them as they take two hits to destroy and all their attacks are rolled pre-emptively.
14. Albert Speer & German Industrial rationalisation
On turn 5 the territory of Germany is worth double value (but the original value for any strategic attacks & original value for occupation).
15. Defend the homeland
The German player may call up to six infantry when any original German territory (grey) is under attack. (money for these units paid for on the following turn even if your getting them this turn).
@Imperious:
Germany National Advantages
1. U-Boat Program
During World War II, 1,162 U-Boats were built, and these U-Boats sank 14,687,231 tons of Allied shipping. Your submarines now cost 6 IPC’s.
In conflict with the national build option…
@Imperious:
2. Panzer Grenadiers
During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks. Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.
Only OK in games without optional units, but only if Mech infantry is optional (which I will mention with the Afrika Korps NA) otherwise fine NA
@Imperious:
4. Wolf Packs
Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby. Your subs attack on a 3 or less in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.
Wolf Packs are standard in Historical Edition already…
@Imperious:
6. Soft underbelly
The Gustav line in Italy was ordered to hold at all costs. Those costs included tens of thousands of men on both sides. German artillery in grey green (Italian) territories defends on a 3, except for African territories.7. Fortress Europe
By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe. Your artillery in German territories defends on a 3.
Can’t these two be put together? I like the Soft underbelly naming (historical accurate) but IMO it can also be covered in the Fortress Europe NA Not??
@Imperious:
10. Afrika Corps
Once per game place 2 mechanized infantry, 1 artillery, and 2 Armor for free in Libya if you control it, during your Mobilize Units phase.
Mechanized infantry is missing in the optional units list until now… So this NA should be corrected. Replace it with 2 infantry?? or should it be more like 1 inf, 1art and 1 arm placed once during the game in Libya during your Mobilize Units phase, if you or your allies (Italy) controll it. ?? (added Italy, because the NA only mentions if you controll it. Which isn’t necessary IMO )
@Imperious:
11. until infantry
Once per game, the German player may purchase Infantry for 2 UPC each. This cannot be performed unless a territory in Europe, controlled by Germany at the start of the game, is controlled by any Allied player.
How many, or is it unlimited for that turn only??
@Imperious:
12. Baltic Sea defences. The allies may not invade Germany amphibiously from any of the two adjacent North Sea areas. They can invade from the Kategat or Baltic Sea areas (after any combat rolls from the coastal Copenhagen defences). They may invade Denmark only if Norway is first conquered. Secondly, as long as Denmark is Axis held, then any Allied naval units entering / staying in this area are subject to an automatic attack. Roll d6 per ship. On a 5-6 it takes 2 hits. On a 2-4 it takes 1 hit. (- 1 for allied destroyers, -2 for submarines). Roll at the start of the combat phase.
This NA is not suited for this game. Denmark isn’t a separate territory, but part of Western Europe. You can’t change only the name, because why should the Allies try a amphibious assault on Germany if they controll Norway and Western Europe. They will come directly from Western Europe and make this NA worthless in the process. However I think we could make another NA rule for Baltic Sea Defences… this because in WWII it would have been nearly impossible for the allies to invade Germany from the Baltic!! Thoughts??
@Imperious:
13. SS / elite units.
These may be built, 1 per turn from winter 1942. A maximum of 6 can be on the map at any time. They are built as and have the same attributes as Heavy Tanks. In combat they may ignore the 1st hit assigned to them as they take two hits to destroy and all their attacks are rolled pre-emptively.
First of all, we haven’t build in a timetable in the game right? only that it starts in spring 1942 right? So this should be possible from turn 2 then?
This will be a very strong NA, if players are playing without the Heavy Tank as a optional unit… BTW instead of using a Max. build of 6, you could also say, these units take 2 turns to build. to resemble the extra training of elite formations
@Imperious:
14. Albert Speer & German Industrial rationalisation
In 1944 all areas of Germany are worth double value (but the original value for any strategic attacks & original value for occupation).
I would say ONLY the territory of Germany itself. And which turn number should we use to resemble 1944? turn 5? ( if a turn is six months)
@Imperious:
15. Defend the homelandÂ
The German player may call up to six infantry when any original German territory is under attack, using the same rules as for the Soviet Militia.
In conflict with Volkstrum Infantry, and that one is better also!! Not??
1. U-Boat Program
yep we shall use the one from National Build, since its limited hence not unbalancing
4. Wolf Packs
yep Wolf Packs is standard now
6. Soft underbelly
7. Fortress Europe
that could be separate NAs because it might be too powerful
(its now 1 random NA per round, for first 3 rounds)
12. Baltic Sea defences
Denmark is now part of Germany (we had map change)
the automatic attack is already under “Strait Interdiction”
did you mean to say you can’t amphibious assault Germany unless you hold Sweden?
13. SS / elite units.
so probably called “SS Panzer” instead?
the opening-fire ability…we can either do without (I slightly prefer) or we go change the “Heavy Tank” spec to include it
it’ll be tidier
the NA becomes concise “You may build 1 H.ARM (Heavy Tank) per turn from turn 2, without requiring the Heavy Tank technology.”
I don’t think it’ll be unbalancing since its just 1 per turn, could reduce it to 4 max. on the map
14. Albert Speer & German Industrial rationalisation
condition based instead?
triggers once income drops below a certain amount, or once Western and Southern Europe falls?
and only for the “Germany” territory otherwise the game practically restarts
(and note Italy map has 20 IPC Germany…)
15. Defend the homeland
oh, don’t let NAs make reference to other NAs in its definition…confusing
and its “National Advantage” you know…
Sorry i use ideas that are for AA europe and mixed them in somehow. :-(
Anyway they are fixed but now it appears that we need alot more to get to at least 12-15. Lots of choices makes things more fun when the draw comes down.