Thanks for the confirmation!!!
Global 40 Tech Speculations
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I would like to see “Fortified Defenses”- a “blockhouse” type rule
something like- “all coastal and island territories get 1 extra shot at 2 or less for every 2 infantry that invades via an amphib assualt.”
I like War Bonds but they need to be improved to 2d6 for cash.
Rockets- keep the same but allow 2AA per territory.
I agree with some of the other suggested changes as well.
According to Larry, most of these will stay the same with some “tweeks”- hopefully the “tweeks” are nice improvements like the one he gave for paratroopers. Mech Inf will definitely be gone. So I proposed “Fortified Defenses” in its place. The rest just need to be tweeked better.
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I’ve heavily edited the first message in this thread. I would’ve put it on the Global '40 board but this hasn’t been created yet. :mrgreen:
Do we need a moderator to do this?
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Don’t need it till the AAE40 gets closer to release date.
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rockets becomes useless as the game-board gets bigger. the rockets in germany will no longer be able to hit the uk very soon.
also, Heavy Bombers should be:
roll 2 dice at 3 on offense, roll 1 die at 2 on defense, and during escort missions bombers fire one die at 1 if there are any interceptors present. Strat bombing raids are the same as LHTR: roll 2 dice, pick best, add 1. (this comes out to an average of 5.5 ipcs of damage each turn, which is much lower than the old 7.5 ipcs of damage when you don’t pick the best)this would be good because it is not as powerful as 2 dice at 4. It also means that Low Luck players will get to basically attack at 6, so 1 definite hit per HB.
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Maybe War Bonds could be something like: ‘roll two dice and keep the best result’ (just like the new Heavy Bombers).
And how about something like ‘Improved ASDIC - your Destroyers are now 3/3 against enemy submarines’.(I am developing some new house rule technologies at the moment for an advanced Europe 1941 game I’m making)
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1.1 Yeah, improved arty should be better than the “match with two infantry” crap now. I think the idea of artillery firing first like surprise submarine hits would be awesome, and more realistic, as WWI battles tended to show. It would give people a reason to spend that extra ipc instead of cranking out all inf every turn.
1.2 Rockets should be able to be improved upon, I like the idea of building AA guns to mass SBR on enemy factories. Its a gamble, like everything else, but its still cheaper than building bombers, once the tech’s rolled.
1.4 Jesus God, improved industry is a game breaker! If the enemy is doing a SBR campaign they can lose the game. The fact that it needs to be rolled helps somewhat. Maybe remove the extra 2 production and only have the reduced cost to repair factories from the tech. Or maybe go back to old school Revised A+A and reduce the cost of units overall by 1 IPC.
1.5 I agree, anything but War Bonds would be useful. Maybe add a Partisans or Liberated Nationalities or Resistance tech, and you get to produce 2 free infantry a turn in a territory you control of your choice. They would be deployed like how China plays its turn or something. Would be a meh power but at least useful.
2.2 Jet fighters could be made to roll on a 4 for attack and a 5 for defense? Maybe let them have a chance to intercept SBR bombers?
2.3 Yes, replace Improved Crapyards with something like NUCLEAR F**KING WEAPONS!!! 3 dice should be a minimum for attacking and bombing with them. Still pretty unbalanced tech. Maybe increase the cost of bombers by 3 once the tech is rolled, or every combat in which they are used requires 3 IPCs? This is just to make sure there is a reason people roll tech dice every turn.
2.6 Yeah, HBs need some love. Maybe reduce actual bomber attacks to 2 after the first round of combat (of which they rolled at 4, since they’ve dropped all their bombs)? Improved HBs get to continue rolling at 4 every round, due to increased bomb capacity?
Meh, most of my suggestions suck.
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Why not have something like “total war” move combat units when its not your turn?
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Improved Artillery - In all honestey, I doubt this will change. Its an ok tech, its got its usefulness, but I dont expect it to change dramaticly. Most important it “works”. Its simple and intuitive, exactly what larry likes in his techs. A one or two sentince upgrade
Rockets - Also, expect the same. Perhaps a range of 4 rather than 3, or a re-roll if you have multiple AA guns in range. That’d be fair I think.
Paratroopers - I like what ive heard about it. Importantly will allies be able to use friendly airbases to paratroop if one or the other doesnt have the tech. And will an airbase be within 3 spaces of creete for germany to attack…historicaly.
Improved Industry - The ability to repair at 1/2 price is neat, but the building of more units is almost useless. You cant get away with making all land units cheaper (if you make mech one less, no one would ever buy infantry) So perhaps it makes tanks, fighters, tactical bombers 1 IPC cheaper. And bombers 2 IPCs cheaper, but that might get out of hand.
War Bonds - In this scale game, 1-6 IPCs isnt really a big deal. Id like to see warbonds taken out, but if it has to stay…perhaps 2 dice. Or you can loan money to a friendly power
Mech infantry - Has been changed out, Heavy Armor in this spot? Or, maybe mech infantry stays and Infantry can pair with Mech infantry at 1:1 for a move of 2.
Super subs - its actualy pretty broken, not by its self, but with 6 subs and 5 fighters and 2 bombers on the attack its super broken. Maybe make destroyers only able to cancel subs ablities at 1:1
Jet Fighters - Another mystery here, with the Tactical bomber the possibilities for a 4/4/4 are not as open. Maybe hits from jet figters are assigned to enemy aircraft first if avalable. But THAT is monsterous
Improved Shipyards - a throwback to the old increased production, Its neat, I like it, it makes boats slightly more acessable to a power.
Radar - This is a crappy tech for half the powers, add “sonar” (Destroyers always fire with first strike at enemy subs) Or, and follow me here, powers with radar can scramble from any airbase, island or not, to any adjacent sea zone(s) involved in combat
Long range - This gets complicated, now i think if you get +2 move you can bomb japan from western US and land in aleutian islands (i dont have the board in front of me) the tech has to be only +1, or maybe the scramble from any base idea
Heavy Bombers - If they say its atomics, then make it a good atomic bomb rule, otherwise let h-bombers roll at 1 in interception
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I don’t know about the rest of you, but I’ve always cringed at random tech getting. Sure scientists didn’t always know what they were getting, but they usually were close. They didn’t spend money researching proper parachute equipment and suddenly get rockets. I think that there should be some option of choosing techs. Either you get to flat out choose them, or you get to pick a list of top 6 and roll, or you get to pay like 2 extra ipcs or something to have a choice, not just the flat out two chart system of aa50, although i admit that that has been the best tech system yet. Thoughts?
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@The:
I respectfully disagree fullheartedly. You can’t simulate WW2 w/o techs. And may I ask why you feel this way?
I feel that a poorer player can win simply because he is willing to gamble on getting an NA which will give him an advantage which came about by sheer luck of the dice rolls.
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Sounds like how warfare breakthroughs actually happen. Sheer luck. They piled a bunch of scientists in a room and told them to make something. and thats how it really happens!
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@Brain:
@The:
I respectfully disagree fullheartedly. You can’t simulate WW2 w/o techs. And may I ask why you feel this way?
I feel that a poorer player can win simply because he is willing to gamble on getting an NA which will give him an advantage which came about by sheer luck of the dice rolls.
Only a poor player will fall against that. Wise players will prevent losing to a luck shoot
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much more fair and makes more sense, then you devloping jets all your fighters are automaticly upgrading to jets.
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How about Radar: AAA defnd at two aircraft can attack subs w/o destroyer.
replace mech infantry with Marines non mech Infantry attack @ 2 during amphibious assaults can be combined with artillery. -
IMTO I think the techs that improve kit would be less unbalancing if they were new units rather than instant global upgrades.
So if you develop jet fighters then your ICs can start cranking out that ultra-awesome FMG fighter you’re dying to put on the board.
Otherwise, you’re still stuck with prop-driven air.
What does IMTO mean?
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Only a poor player will fall against that. Wise players will prevent losing to a luck shoot
This all stems back to the original game which had heavy bomber technology, and I don’t care how good of a player you think you are, if your opponent got heavy bombers, you were done.
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@Brain:
Only a poor player will fall against that. Wise players will prevent losing to a luck shoot
This all stems back to the original game which had heavy bomber technology, and I don’t care how good of a player you think you are, if your opponent got heavy bombers, you were done.
not true,
so long as it is not early in the game
and so long as they do not have more than 1 or 2 bombers when they get this tech,
and so long as you were not already losing,you can still win….
in fact, sometimes I find the players who get this tech suddenly buying too many bombers and not enough ground, then throwing their bombers away and being reckless.i once won a game against a player who spent 5 ipcs every turn on tech, and 9 or 10 turns got a tech. by the end of the game, he was missing only 2 techs. and I still won. he was making reckless moves, thinking that his tech had won him the game.
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So what you are saying is you can beat a reckless player. I think we can all say that.
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@Brain:
What does IMTO mean?
In My Temporary Opinion [read it while it lasts]…
Thanks for clearing that up. A lot of opinions around here are temporary.
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been there