@Lit:
My view on elite/commando infantry is that they generally did not cost anymore industrial resources than regular troops, rather they are special because of the endurance and toughness of the men selected for the unit. Only a fraction of the military age population could serve in these units. Why not have them cost 3, since they require no more industrial input than regular infantry, but then limit the total numbers each nation can build too a fraction of there IPC production(IPC being a rough estimate of population) for instance for every 10 IPC you can maintain one commando infantry. Perhaps also require they are built over the course of 2 turns to simulate the additional training time.
…
@Narvik:
@Baron:
The other way, still impressionistic, try to be more accurate at strategic and unit level to figure how 1 army group/division is different from a Marines group/division in combat value.
First, the army group is equipped with heavy infantry weapons like field artillery, grenade launchers, mortars, heavy machineguns etc etc that delivers a heavy punch, while the Marines and Paratroopers only have their rifles and must gamble on surprise and tactics.
Second, the army group got trucks and horses to supply them with ammo and stuff so they keep a good combat perseverance over long time, while the Marines and Paras only have food and ammo for 2 days of fighting.
To not ruin this very abstract game, I figure that Marines and Paras can only have special abilities in the combat move and first round of combat. After that they act like regular infantry.
About the Marines, I think they should roll 2 or less as standard during amphibious assaults, but shore bombardment from a Battleship or Cruiser can boost a matching Marine to a 3 or less as hit. Field artillery should of course not be allowed to boost any unit during amphibious assaults, since it takes a lot of time to move them ashore and get them working. Its not like a tank that just drive ashore and start shooting. Anyway I strongly believe in the A&A 1914 rules that let defending artillery fire one pre-emptive round at the landing party when they are swimming defenseless to the beach. Amphibious assaults against defended shores are actually very weak attacks, and it strongly favors the dug-in defenders in the bunker line. Its the Panzer blitzkrieg attack against surprised defenders in plain fields that are true strong attacks.
@Baron:
@Narvik:
Pay attention. First, if Elite units should have a production cap, then so should tanks and battleships too. There are no good reason a nation can spam the map with Bombers or Battleships, but only build one or two Elite units during the game. Second, if Elite units must be taken as first casualties, then so should tanks and planes too. It is very ahistorical that after a great battle, millions of infantry are dead but all the tanks and bombers survived. Actually in the real war it was the other way around, so the idea is not bad, but it sure break the old A&A tradition of owner picking casualties.
…
Yes, Marc is correct, Paras are light armed, but sometimes surprise is stronger than heavy guns. I figure the surprise factor justifies a first roll of 2 or less as hits.
…
@CWO:
Based on actual WWII USMC practice, I’d say that Marine detachments should be limited to aircraft carriers and battleships and perhaps also to cruisers, and they should be restricted to one Marine per ship maximum. Minor warships didn’t carry Marine detachments, and the major warships which did carry them only carried them in small numbers. The only ships that should be allowed to carry more than one Marine should be the transport ships, and that’s because the Marines on trannies aren’t shipboard detachment, they’re the payload of an amphibious assault force.
Landing a full-sized, fully-fledged Marine division from amphibious assault transport ships is very different from putting ashore an improvised landing party composed of the Marine detachments of a handful of major warships. Such an improvised landing party would have several disadvantages over a proper amphibious assault force: it would be much smaller; its men would not have trained together as a unit (since they’re from different ships); its men would not have gone through months of intense preparation aimed at seizing a specific objective (amphibious assaults require lengthy, careful planning and training to be successful); and Marine contingents on warships don’t have access to large numbers of landing craft and AMTRAC vehicles (which are crucial to full-blown amphibious landings).
Going that way imply a totally different direction IMO, something like this:
Elite Infantry/Marines/Paratrooper/Shock troop:
Cost 3
Attack 1-2
Defense 1
Move 1-2
Sea movement bonus:
1 Elite unit can be carried on 1 Battleship or 1 Cruiser.
Transport can load 2 Elites or 1 Elite Infantry plus any other 1 ground unit.
Air movement bonus:
Up to three Elite Infantry can start from an active Air Base to make a paratrooper attack drop up to 3 TTs away in an enemy territory which doesn’t need to be attacked by other ground units.
Gets +1A on the first combat round when airdropped.
Must submit to pre-emptive AAA fire first.
Land movement bonus:
Gets move 2 if paired 1:1 with Mechanized Infantry (only).
Gets +1A combined arms with Artillery.
Gets +1A combined arms with Tank.
No limit number.
That way, in an amphibious assault Marines will be first casualty compared to regular infantry because it is the same attack factor but a lesser defense factor (very low 1), unless you need to move them on a Cruiser or BB and want to spare TP to turn back home for new supply.
From a game perspective, an interesting and very specialized unit would be like this one.
It has low cost but also lower combat values to balance with its carrying capacity on Cruiser and Battleship.
Try to see the game at army group level, Marines combat unit division are certainly smaller than a full fledge army unit. That is why I suggest low offense / defense values except in the one combat situations which gives Marines their reputation: amphibious assault.
Marines as simply Marines and nothing more
Cost 3
Attack 1-2
Defense 1
Move 1
Sea movement bonus:
1 Marines unit can be carried on 1 Battleship or 1 Cruiser.
Transport can load 2 Marines or 1 Marines plus any other 1 ground unit.
Gets +1A on amphibious assault only.
No combined arms with Artillery.
No production limit number.
That way, 2 Marines for 6 IPCs, A4 D2 on amphibious assault will be better cost ratio than regular Infantry paired with Artillery A4 D4 C7.
But, in defense, 2 Marines Defense @2 cannot hold the ground as 2 Infantry Defense @4.
And also 2 Marines being weaker if going inland combat by themselves because of the no pairing bonus with artillery. But they stay on par 1:1 compared to a single Infantry on offense.
Also, in amphibious assault, Marines will be probably taken amongst first casualties compared to regular infantry because it is the same attack factor than Inf with Artillery (but have a lesser defense factor (very low 1), unless you keep them to move on a Cruiser or BB and want to spare TP to turn back home for new supply on next turn. So, such Marines unit will more often die during debarkment and regular Infantry will last longer, in anticipation of next assault going inland.
So, it provides a different kind of tactical combat with 2 Marines on TP and still keeping Inf+Art a competitive combination too.
D1 was to reflect the smaller number of soldiers involved per unit compared to standard Infantry unit.
It is not for lesser morale but for less logistics and support required by this unit.
Lower defense @1, come from the lesser number of individuals being less equiped than regular Infantry unit.
Attack @2 on amphibious assault is balanced by lower defense @1 to allow a more balanced Cruiser and Battleship carrying capacity. This unit have a better attacking factor because of abilities, training and surprise tactics despise their fewer number of soldiers. They can do a lot with less but not for an extended period.
In addition, their lower defense factor would make them amongst the first casualty during counter-attack which can figure for they high risk mission they undertake.
In this case, such Elite Infantry cost 3 IPCs but receiving a boost to M2 when paired to MI, maybe better if MI cost is 5 IPCs.
That way, you keep an iconic unit at 5 IPCs.
I know your MI is able to tow 1 Artillery unit 2 spaces.