I originally designed this unit independent of any other source in the 1980’s when there was only A&A Classic available.
Motorized Infantry: move 2 (same as Armor) Attack Value = 1 Defence value = 2 Cost is 4 PF.
Elite Infantry
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I think Marc has a good point on this
… I guess I was trying to rationalize it by thinking of a Battle Ship as a “Battle Ship Group”, not just a single piece. The escort ships are invisible at this scale of a game.  Same for the Cruisers.  In reality, they are probably a group of ships that include all of the screens and escorts necessary for a Battle Ship or Cruiser to function. Maybe if we use that abstraction it would work??
Also, I really like the way YG’s current rule puts extra importance on Air-Bases. MAYBE … and this is just a MAYBE, it could be tweaked to state that Battleships and Cruisers can carry 1 of the Elite Infantry when an amphibious attack is launched from an operating NAVAL BASE.Â
This would do the following:
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Make it easier to justify that the actual Battle Ship and Cruisers are not carrying the troops … but rather the invisible escort ships accompanying them
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Put more importance on gaining and holding territories that have Naval bases. … and putting more importance on TAC bombing those bases.
This way, his rule gives a very similar importance to bases of operation.  … a KEY factor in WWII strategy. Both in the European and Pacific theaters.Â
Yes… great point by Marc, no bombardments are back, as well as Jetset’s suggestion.
Amphibious assaults
Elite infantry may be loaded onto Cruisers and Battleships at a capacity of 1 per ship, as well as regular transports with the same capacity rules as oob (1 elite infantry = 1 regular infantry). However, they may only board cruisers and/or battleships from territories with friendly operational naval bases. During amphibious assaults, elite infantry attack @2 but are not supported by artillery, nor may cruisers and/or battleships conduct shore bombardments when transporting elite infantry. -
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Actually, too many EI stuck on islands if we do that…
Amphibious assaults
Elite infantry may be loaded onto Cruisers and Battleships at a capacity of 1 per ship, as well as regular transports with the same capacity rules as oob (1 elite infantry = 1 regular infantry). During amphibious assaults, elite infantry attack @2 but are not supported by artillery, nor may cruisers and/or battleships conduct shore bombardments when transporting elite infantry -
So I’ve been really trying to wrap my head around transitioning marines from Balance Mod over to table top, and from reading comments in this thread, some things have stuck with me… especially CWO Marc’s observations with using big gun ships to transport and unload troops during combat. I’m also concerned with finding different infantry units consistent with the oob units for all nations to represent marines on a table top, and there is a vocal need to incorporate airborne assaults into the game. There is also another problem I see… in order to want all those nickel and dime NOs for the islands in the Pacific and Med… it needs to be relatively easy to fight over them. Now I know 20+ members will argue that Balance Mod is play tested and it works, but that still doesn’t tell me if every player during every game is spending a minimum of 10 IPCs (1 transport and 1 infantry) to take one island worth nothing on their way to getting 5 IPCs with a couple more landings like the first. How many US transports and infantry will be lost trying to secure a 5 IPCs bonus in the Pacific? Anyway, back to the table top…
Instead of incorporating a new physical unit, how about we make the infantry we do have in the box easier to take islands. It’s late and I just came up with this, so bear with me as it’s pretty raw….
**-Cruisers and Battleships may pick up and drop off up to 2 infantry units each during the non-combat movement phase only.
-Fully operational naval bases (zero damage) may build up to 2 transport units each during the mobilize new units phase.
-Fully operational airbases (zero damage) may launch up to 2 infantry units each into a hostile territory during the combat movement phase (as per R&D paratrooper rules).**
This makes bases slightly more valuable and therefore more desirable as a bombing target (especially bases on islands). Also, cruisers and battleships can help get infantry to remote airbases for future airborne assaults, and transports that get auto killed trying to pick up island NOs can be easily replaced close to the action.
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@Young:
So I’ve been really trying to wrap my head around transitioning marines from Balance Mod over to table top, and from reading comments in this thread, some things have stuck with me… especially CWO Marc’s observations with using big gun ships to transport and unload troops during combat. I’m also concerned with finding different infantry units consistent with the oob units for all nations to represent marines on a table top, and there is a vocal need to incorporate airborne assaults into the game. There is also another problem I see… in order to want all those nickel and dime NOs for the islands in the Pacific and Med… it needs to be relatively easy to fight over them. Now I know 20+ members will argue that Balance Mod is play tested and it works, but that still doesn’t tell me if every player during every game is spending a minimum of 10 IPCs (1 transport and 1 infantry) to take one island worth nothing on their way to getting 5 IPCs with a couple more landings like the first. How many US transports and infantry will be lost trying to secure a 5 IPCs bonus in the Pacific? Anyway, back to the table top…
Instead of incorporating a new physical unit, how about we make the infantry we do have in the box easier to take islands. It’s late and I just came up with this, so bear with me as it’s pretty raw….
Cruisers and Battleships may pick up and drop off 1 of any land unit each during the non-combat movement phase only.
Fully operational naval bases (zero damage) may build up to 1 transport unit each during the mobilize new units phase.
Fully operational airbases (zero damage) may transport up to 2 infantry units each into a hostile territories during the combat movement phase (as per R&D paratrooper rules).This also makes bases slightly more valuable and therefore more desirable as a bombing target (especially bases on islands).
Balance Mod is play tested and it works (heh).
But “20+ players”? Nay! This omits the dozen+ players that do Balanced in the TripleA gaming lobby! Our ranks are deep and deepening.
As for whether “every player during every game is spending a minimum of 10 IPCs (1 transport and 1 infantry) to take one island worth nothing on their way to getting 5 IPCs with a couple more landings like the first,” the short answer is: The pacific island NOs are contested in the preponderance of games, and they are aggressively pursued in virtually all KJF games. The fact that the League’s top players often go for the island NOs reflects that they’re economically viable.
Turning to your proposal, my comments and questions are in blue:
Cruisers and Battleships may pick up and drop off 1 of any land unit each during the non-combat movement phase only. Battleships carrying tanks and mechs? If battleship borne marines requires a minor suspension of disbelief (i dispute this, but whatevs), battleship borne armored divisions would require a lobotomy-assisted suspension of disbelief.
Fully operational naval bases (zero damage) may build up to 1 transport unit each during the mobilize new units phase. So every undamaged naval base spawns 1 transport per turn at no cost?
Fully operational airbases (zero damage) may transport up to 2 infantry units each into a hostile territories during the combat movement phase (as per R&D paratrooper rules). Is this with all of the attendant OOB rules requiring a supporting ground/amphib invasion? Range of 3 spaces? -
Turning to your proposal, my comments and questions are in blue:
Cruisers and Battleships may pick up and drop off 1 of any land unit each during the non-combat movement phase only. Battleships carrying tanks and mechs? If ship borne marines requires a minor suspension of disbelief (i dispute this, but whatevs), ship borne armored divisions would require a lobotomy-assisted suspension of disbelief.
Fully operational naval bases (zero damage) may build up to 1 transport unit each during the mobilize new units phase. So every undamaged naval base spawns 1 transport per turn at no cost?
Fully operational airbases (zero damage) may transport up to 2 infantry units each into a hostile territories during the combat movement phase (as per R&D paratrooper rules). Is this with all of the attendant OOB rules requiring a supporting ground/amphib invasion? Range of 3 spaces?While you were writing, I edited it to this…
-Cruisers and Battleships may pick up and drop off up to 2 infantry units each during the non-combat movement phase only.
-Fully operational naval bases (zero damage) may build up to 2 transport units each during the mobilize new units phase. These units are not free of charge, it just gives better placement options for transports which I assume were not the most difficult to build considering that they have zero combat value.
-Fully operational airbases (zero damage) may launch up to 2 infantry units each into a hostile territory during the combat movement phase (as per R&D paratrooper rules). Yes… up to 3 spaces away, must have supporting ground or amphibious attacking units, and must have at least 1 enemy unit on targeted territory.
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My comments in green.
-Cruisers and Battleships may pick up and drop off up to 2 infantry units each during the non-combat movement phase only. Make it 1 infantry, and you might have something.
-Fully operational naval bases (zero damage) may build up to 2 transport units each during the mobilize new units phase. These units are not free of charge, it just gives better placement options for transports which I assume were not the most difficult to build considering that they have zero combat value. Could be good. Cannot reach judgments without play testing.
-Fully operational airbases (zero damage) may launch up to 2 infantry units each into a hostile territory during the combat movement phase (as per R&D paratrooper rules). Yes… up to 3 spaces away, must have supporting ground or amphibious attacking units, and must have at least 1 enemy unit on targeted territory. But the Battle of Crete. . . :(
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Dropped it to 1 infantry, also dropped it to 1 transport… wouldn’t want the UK building 5 units off Egypt if an IC was there. Come to think of it, maybe the paratrooper ability should be 1 infantry per base, it’s a new bonus for all nations, so one is better than none. I didn’t get the Crete joke.
**-Cruisers and Battleships may pick up and drop off 1 infantry unit each during the non-combat movement phase only.
-Fully operational naval bases (zero damage) may build 1 transport unit each during the mobilize new units phase.
-Fully operational airbases (zero damage) may launch 1 infantry unit each into a hostile territory during the combat movement phase (as per R&D paratrooper rules).**
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wasn’t a joke. was a lament over the OOB paradrop rules. … they prevent a historical Battle of Crete, which was a pure air drop operation with no supporting amphib attack. Was Euro Axis’s largest use of paratroopers.
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wasn’t a joke. was a lament over the OOB paradrop rules. … they prevent a historical Battle of Crete, which was a pure air drop operation with no supporting amphib attack. Was Euro Axis’s largest use of paratroopers.
Well, Italy would take a lot of north African territories without the restrictions, but we could drop them in favor of just 1 paratrooper per base, it’s stiil a bonus for all nations the game never had before… so one is better than nothing, and they can land on and control empty territories as well.
-Fully operational airbases (zero damage) may launch 1 infantry unit each into a hostile territory 3 spaces away during the combat movement phase
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not to nitpick, but to maintain consistency with the OOB rules, I would keep it so that sAirbases and Navalbases are considered fully operational if they have 2 or less damage. Making it different amounts of damage for different functions introduces needless complexity. Just my two cents.
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not to nitpick, but to maintain consistency with the OOB rules, I would keep it so that sAirbases and Navalbases are considered fully operational if they have 2 or less damage. Making it different amounts of damage for different functions introduces needless complexity. Just my two cents.
You’re right, why add complexity if not needed…
**-Cruisers and Battleships may pick up and drop off 1 infantry unit each during the non-combat movement phase only.
-Operational naval bases may mobilize 1 transport unit each during the mobilize new units phase.
-Operational airbases may launch 1 infantry unit each into a hostile territory 3 spaces away during the combat movement phase.**