@Wilson2:
here is is. All typed up and official - my ideas for AA50 strategic.
Paul’s AA50 Strategic
All rules are AA50 OOB unless stated here.
Changes to unit costs
Destroyers now cost 7
Cruisers now cost 11
Changes to unit attributes
All battleships are equipped with AA guns (cannot be combined with radar)
Units with ASW capabilities can only detect 1 submarine per round of combat. (In other words 2 destroyers would detect 2 subs first round, 4 next etc.)
If an unescorted transport attempts to move across or into a territory containing enemy subs, those subs get to fire one shot @2 (3 with SS) per sub.
-Due to their heavier dependence on convoys for shipping, UK,US, Italy, and Japan are subject to Convoy Raids (CR). These are economic attacks, conducted by SUBs, close to enemy shipping lanes (ie. near an IC). Russian and German ICs are not subject to such attacks.
-On the UK, US, Italian, and Japan Collect Income Phases, for every Enemy SUB within 1 SZ of (ie. directly adjacent to) an IC owned by that respective country, subtract 2IPC from their collected income. For every Enemy SUB within 2 SZ of an IC, subtract 1IPC. If a SUB became submerged during this TURN’s Conduct Combat Phase, it does not do ANY economic damage.
-Multiple SUBs may affect a single IC, with damage capped at the Territory’s IPC value. Any individual SUB, can only affect one IC/TURN, but may affect multiple ICs/ROUND. (i.e. A sub could affect a UK IC on UK’s turn and then a US IC on US’s turn)
Based on AARe rules,
You fail to mention things like forcing a sub to dive (AARe requires a ship to attack subs).
OK, re-reading your rules, there are no detection rolls, it’s strictly a 1 to 1 ratio round one, 1 to 2 round two, 1 to 3 round three (etc). Interesting. What you have might work, but it complicates (perhaps unecessarily) battle for tracking detected/undetected subs. Need to play test.
Can subs attack other subs like in Revised?
Do subs regain zone of control like in Revised (besides the ‘unescorted’ shot rule)
Just what consititues an escorted transport? ANY warship? DD’s only? Only ships with ASW?
I think 1 IPC damage is max by sub, Perhaps something like 2 subs adjacent to an IC might give you 3 IPC Convoy raid damage to encourage subs to be closer to an IC?
@Wilson2:
NEW, BETA: UK starts with minor factories in India and Australia. Germany starts with a minor factory in France. Minor factories may only build Infantry units and may be upgraded to factories for 8 IPCs. Upgraded minor factories may be used at full capacity the turn they are upgraded.
I like this idea, although you said you thought it didn’t work in your own game plan simulation.
Question: are these minor UK IC’s subject to convoy raids? Only if upgraded?
@Wilson2:
The tech system is reworked. Here is the new tech process
Step 1: Buy Researcher Tokens
-Each Research Token costs 7 (Minor), 10 (Moderate), 15 (Major) IPCs.
-You must declare which specific technology you are rolling for
-You must buy a minimum of 2 (but no more than 4) researchers for that specific technology
-Once you have purchased a set number of researchers for a specific technology, you cannot purchase any more.
Step 2: Roll Research Dice
-If this is the first time you are rolling for a specific technology, roll one die for each researcher you have
-Success: If you roll at least one “6”, you have achieved that technology. Discard your remaining research tokens for that technology.
-Failure: If you do not roll a “6”, your research has failed. Keep all your researcher tokens and continue to the Purchase Units phase of the turn.
Double-Double Rule
-If you have TWO researchers, and this is the second time you are rolling for a specific technology, roll TWO dice for each researcher you have (ie. 4 dice total, this increases to 8 dice next turn, then 16, etc.)
-If you have 3 researchers, the sequence would be 3, 9, 27…
-If you have 4 researchers, the sequence would be 4, 16, 64…
Step 3: Mark Developments
-If your research was successful, place one of your national control markers over the appropriate advancement box. Your development becomes effective immediately.
-You can initiate research on only one new technology each turn. You can however, be rolling for more than one technology in a turn (roll newest one first), and more than one technology can come into play on a single turn.
MINOR TECHS (7IPC/researcher, ie. minimum 14IPC)
-Increased Factory Production – Errata is ignored – all factories gain 2+ production
-Super Submarines
-Improved Shipyards
-Enhanced cruisers – Your cruisers are equipped with ASW capabilities
– Your cruisers are equipped with an AA gun stackable with BB AA gun to hit @2
MODERATE TECHS (10IPC/researcher, ie. minimum 20IPC)
-Rockets
-Paratroopers
-Jet Fighters
-Radar
-Mechanized Infantry
-Long range mortars (Advanced Artillery) – Your artillery attack and defend @3 first cycle of combat.
– Your artillery have a surprise strike first cycle of combat
MAJOR TECHS (15IPC/researcher, ie. minimum 30IPC)
-Long Range Aircraft
-Heavy Bombers
Thoughts:
Not a huge fan of instant tech. In fact, they ruin a tech system, IMHO.
you make no mention of a counter to heavy bombers (like the optional escorts rule)
I think mech inf might be a Major tech (germany could use this VERY effectively, perhaps way too much so)
@Wilson2:
China changes
China now has IPCs, It collects IPCs as other nations and starts with 7 IPCs.
If the Burma Road (Yunnan, Burma India) is owned by the allies, China receives 1 Infantry for free during its mobilize units phase.
Flying Tigers start in Sikang instead of Yunnan.
Do China inf cost $2 or $3?
I assume they can save any unspent IPCs, correct?
Are chinese unit placement limits still active?
So the allies have to control all three (Yunnan, Burma and India) for the extra inf, right?
@Wilson2:
NATIONAL ADVANTAGES
Scrapping NAs
Glad to see that you scrapped these. NA’s are NOT part of AA50. There is no need to introduce them.
K.I.S.S.!