@Variable:
The 6.1 rules you see on BGG are not from us. That seems to be someone’s house rule changes to the game. Official rules changes from us will be noted as 5.1, and will be posted by Coach (HBGcom) or myself (Blkstook). Sorry for any confusion. Let us know if you like any of the house rule changes he has made.
Imposters :evil:
Ok, glad you have cleared that up. I will let you know once I’ve had time to read through it.
In this bogus 6.1 rule set there are some slight tweaks to the set-up, and the NO as well. Some costs of units were changed (like Japan tanks -1 cost 8 IPC), and they played around with some of the attack/defense values a bit too.
It doesn’t say but I think AAA guns perform like they do in Alpha+3 (many have been added to the set-up, and -1 in cost), and that is something that interests me. Also if Moscow, or England is taken you keep 1/2 your income and transfer it to your new capital.
I think I like the two cost structure of a fort (major or minor?). I think his costs are off though. I also think that there should be a max of inf that get a +2 bonus (thinking Moscow here), maybe tied to their costs? Some territories are susceptible to attacks from the sea, others are not, but have multiple borders. Maybe allow a 10 IPC fort (minor) to def from one direction or from the sea (must be told when built), it boosts up to 10 inf and rolls 2 dice at 5 in defense (first round of battle). If you place a second fort in that territory (2 forts=major=20 IPCs), then you are protected from all directions (including paratroopers) and can boost up to 20 inf+2, and get to roll 4 dice at 5 (first round of battle). You would need to go through the original forts in the game to determine if they are a 1 fort minor (protect from one direction), or 2 fort majors (protect from all directions). Not sure about how he allows you to move a fort for 1-2 IPCs (Atlantic wall)?. Maybe for 1/2 the cost (5 IPCs) you can move an existing fort up to 2 territories if on land (not islands). I say 1/2 (5 IPCs) because you could probably move the big guns, but the concrete and infrastructure?
The Japanese surprise attack is interesting. We have messed that up in both games we’ve played though and not been able to pull it off. The last game the Japanese player just didn’t realize once you were at war with that power you couldn’t sneak attack them (at least that’s how we took it). Japan took Phil, and Hong Kong not realizing that they couldn’t use their sneak attack against powers they were at war with (rendering it useless). We’re also not sure if your allowed to share a sea zone with your potential enemy, be in a sz next to a territory of your potential enemy, or how close your allowed to get to the US coast line. I know there are no restrictions now, but we have experimented/played as if there are (thinking that there will be a change here later). So can they block you out with multiple destroyers (say from India) then you basically have to kill the blocker in one turn (which puts you at war with that power), so you can’t sneak attack them on your next turn once your in position. Much will be decided in the new rulings.
If the Japanese were given a double attack like the Germans then that would allow them to kill off blockers and then make a second attack (if they can’t share SZ’s). I think the double NCM is very important to them though too, so they can hit & run.
In HBG version the German blitzkrieg allowing for second attacks at sea is kinda strange to me, but because of set-up I know it is needed to cripple the Royal Navy. Being able to use your newly built units is also kinda weird, we normally build a couple bombers to insure more damage to the UK fleet (it’s all good).
Just seems like if both the Germans and the Japanese had the same basic rule when attacking an enemy for the first time it might be more streamline. A 1st turn must for Germany vs UK, France & Poland, and any time for the Japanese before turn 8 (or before US enters war vs US?). Maybe even reduce the Germans starting IPCs from 52 to 17, and allow for them to also get a one time bonus of say 35 IPC (like the Japanese do). It really doesn’t change anything (Germans would still get 52 IPCs), just keeps the rules the same for both axis powers. You could also say that only the units built w/bonus income can be used in the second attack, units from the normal/starting income are placed at the end of the compete turn as normal?
I don’t think I like how he forces the US to keep 2 capital ships at Hawaii (kinda gamey to me). Like I said we haven’t successfully done a sneak attack to see how it plays out, very interested to see what happens w/US ships having -2 after they don’t get to fire at all in the first round. He has nerfed that, so he must have thought it to be too powerful I guess.