Here’s the latest update:
https://www.sendspace.com/file/drie3w
Elite Infantry:
A1, +1 bonus when paired with artillery, air transport, tactical bomber or armor on a 1:1 basis. May only receive 1 bonus at a time. D2, M1, +1 when paired with mech infantry on a 1:1 basis. May blitz when paired with armor and mech. BBs and CAs may transport 1 elite each. May move 2 elite up to 3 TTs (must have Airborne Forces tech activated) into an existing combat when starting at an AB. Must move both units to same TT. Other land units (non air) must be in existing combat. C4.
Maximum attack is 2. Requires 2 units to receive movement and attack bonus during same turn. No bonus for amphibious attack.
Returned Tac Bomber to OOB abilities. Since TBs are rarely bought and slightly weaker due to fighters now having the option to boost bombers instead of Tacs, they now provide Close Air Support for infantry, elite and mech infantry units by giving +1 attack. May only support 1 unit per attack. Does not stack with any other bonuses. This promotes some tac buys and makes for some fun counterattacks and amphibious landings.
Militia have had their build limits removed. May still only be built in original TTs.
Air Transport:
Air trasnports A0, D0, M5 +1 with AB, C7. May transport 1 elite infantry unit into battle or during ncm. Gives +1A to elite units on a 1:1 basis. May not attack past first enemy TT. This allows for air invasions such as Crete.
AACruiser:
Are now C12 with 3 bombard. May transport 1 elite or marine unit. This still encourages some buys as it’s nice to have some AA firepower in your fleet, but at 10 they were all over the board. Reduces elite infantry spamming as well.
cruiserAA3:
Has had its AA ability removed. Gives +1M to DDs and Escort Carriers.
Marine
Is a naval infantry unit. A1, D1, M1, C3. Receives +1A during amphibious attack. Receives no other attack bonuses. Battleships and Cruisers may transport 1 Marine, transports 2.
The Strategic Island NO has been reinstated for Japan and The US. Hopefully this encourages some Midway action. Also if Japan does a J1 attack, the US will receive the bonus first rd (JPN could forgo Borneo and take Guam, but you probably want to take the dough away from UKP). So it gives JPN a little something else to think about.
A few other minor changes are clarified in the game notes.
Haven’t tried a game with the new marine units yet. Judging from previous tests with the elite unit, if the Italian fleet survives they can definitely get some more dudes into Africa. Japan and US will utilize them also. UK can bring guys up from SA as well as over from Canada. Should be interesting to see how it affects Western European landings. Should see some more action in the Pacific as well.
Militia spam doesn’t seem to be a problem. UKP probably uses them the most but JPN has still taken India on both J1 and J2 attacks. Not always though. The mech boosting the elite movement allows 1 trprt to carry 2 mobile units. Should make Wittman happy. :)
If you try the move 3 cruiser you’ll have to player enforce how many units you want it to support. I suppose trprts could be added. Instead of looking at it as boosting the physical abilities of range, you could think of it as the CA providing protection allowing it to sail farther. IDK the CA can still pack a dude by itself so you can get some troops into battle. Worth a test for those that want to try it I guess.
Any more ideas on the country specific units ? Will try and get those done as soon as they’re ready. What are thoughts about neutral blocks ? Would be cool to get them into action as well.
As usual this is for testing. Disregard any units you want.