G40 Enhanced begins. All are welcome.


  • Added:

    11. Dice bonuses. On a dice roll of 1 (attack and defense) observe the following for the listed units:
    -Fighters may choose an air unit as a casualty
    -Tactical bombers may choose a ground unit as a casualty (land or sea)
    -Cruisers may choose an air unit as a casualty
    -Battleships may choose a surface vessel as a casualty (includes transports)
    -Tanks may choose a ground target as a casualty
    -Strategic bombers, (offense only) defender must choose 2 casualties

    Also added neutral blocks

  • '17 '16

    @oztea:

    Im not sure what this project is going for.
    Because AARHE was HISTORICAL edition
    What does ENHANCED “mean”

    Are we trying to fix whats broken?
    Are we aiming to better replicate history?
    Or is this just a house rule stew?

    Good questions here.
    Uncrustable, are we working on a compendium of your House Rules?

    There is many interesting things on this thread et much more to come, I would suggest you to separate in two parts your house rules:
    1- the core house rules with new units costs & combat value and all closely related to,
    2- optionnal house rule wich add depth and historicity but at the cost of simplicity.

    For example: BB A4D4C18 2 hits, bombard @4 are core rules

    Optionnal:
    On a shore bombardment, a hit on any unit lower the defensive roll of this unit by 2, rounded up.
    Ex.: a hitted ArtD2 or Inf, become D1, a tank D3 become 1.5= D2, AAA D1 becomes .5=D1, etc.

    This way, we can better see what can be a fantasy and what is non-negociable from your perspective. What is essential to your system and what is not.
    We could better focus and work on the essential to help it becomes more playable with less weakness.

    Other question, if you take many changes vs OOB,  it will become very hard to get a balance set-up using OOB initial set-up.

    We can make many suggestions, change many things but, ultimately, who will like to play with this HR and how could it be introduce in any 1940 or 1942.2 games?

  • '17 '16

    All enhancements are with minimal changes to current OOB rules.

    I stress the importance of simplicity, meaningfulness and logic; the goal is to enhance the game, not make it unplayable.

    The more there is non OOB rules, the harder it is to believe it.
    At least, help us in making the difference between what is simple and minimal change (the essential) vs what could be meaningfulness and logic but at the cost of simplicity, somehow (creative thinking and out of the sand box, but not absolutly necessary.)

    That is how I see the change about bombardment: more logical but less simple: not a main aspect of what you develop.
    That’s why I suggest to keep it as an optional rule inside your enhanced House Rules compendium.

    About this rule, I think you have to version and it is basicaly the same, any unit hit by bombardment: -1 to defense (minimum 1) or ½ defense, rounding up.

    If (big if?) there is any unit with D4, will it get defend @3 or only @2?

    I was thinking about the OOB fighter, then I remember yours only Defend @3…


  • Enhance; intensify, increase, or further improve the quality, value, or extent of.


  • @Uncrustable:

    Will have to do more math of course and testing to be sure it doesn’t reduce them too much, but according to what i have so far it, and what others have tested (see: Gamermans G40 changes) it doesn’t appear to do so.

    I haven’t done any testing, we’re just getting started.  Just to be clear  :-)

  • '17 '16

    @Uncrustable:

    On your different idea about air combat…during the battle tac bombers would be targeting tanks and AAA, not fighters.

    I have posted a ruleset using 1s as special hits before. Maybe we should look into it further.
    It is not the same perspective. You had make all Fg and Tc A1, while Fg D2 and TcB D1, fighting together one round before the main battle.
    In creating this AAA and aerial fighting step, all Fg and TcB are fighting each other as a preemptive strike vs the main battle. Same as two subs fighting in the Surprise step attack. I kick out the attacking fighters and TacB from this preemptive AAA step.

    In this way I kept: “-All air units have an air combat value of 1, except fighters on defense at 2.”  Simpler, deleting this step, it will be more like OOB, except: giving your defending fighter a single preemptive strike similar to AAA. They fight twice @1. They can  “thin out enemy air before they reach the battle”.  
    I hope you better understand the perspective: no additional step but a specific stat to 2 units (Fg/TcB)

    But I don’t see how it has anything to do with a defense scrambling to try to thin out enemy air before they reach the battle.

  • '17 '16

    a) Fighters cost 8, attack/defend at 2/3.
    b) Tac bombers cost 10, attack/defend at 3/3, no change to combined arms rules. Does not SBR
    c)Strategic bombers cost 12 attacking/defending at 4/1, SBR as per OOB rules (no change from OOB)

    I like the stat for Fighter and the dynamic you want to develop vs TacB, it is the real game changer vs OOB Fighter (they had always Defend@4).
    The first Classic Fighter was a combination of all kind of fighter and TacB.

    That was correct to give it D4, but now we can assign very different stat and capacity to both.

    Now we have a TacBomber, it opens a Pandora’s box.  :evil:
    And we are just starting to open this gap.
    Sure, it will need more fine tuning, but it is good step.

  • '22 '20 '19 '18 '17 '16

    I like the idea of neutral blocks, but I’d combine Africa and Europe since all of the African neutrals are Portuguese and Spanish colonies. It’s not a big deal since outside of Angola and Mozambique I don’t think African neutrals get much action (US landing in Rio de Oro I guess). Liberia should be US-friendly anyway (there should be country specific friendly neutrals, including Brazil for the US).

    As far as NOs go the UK desperately needs the restore the sub bonus and get a commonwealth bonus.


  • Baron: There is no sub vs sub dynamic in the game. Nor there should be.

    My proposal on the air battle is simply a scramble operation for the defender. (and an optional one at that)

    Look at it this way: Defender scrambles planes to intercept incoming planes. They only fight momentarily before the main battle begins, at which point fighters would continue to vie for air dominance while any tactical bombers would begin their mission of taking out enemy ground positions.

    Other than that i have no idea what you are trying to say.

    The dice roll bonus, and scramble are 2 different things.
    The dice roll bonus is meant to promote the purchase of the more expensive units (BB, cruiser, air, tanks) while also adding a bit of ‘realism’, ie. tanks hunting tanks, tacs hunting tanks, cruisers providing air defense, fighters hunting bombers, etc etc


  • @General:

    I like the idea of neutral blocks, but I’d combine Africa and Europe since all of the African neutrals are Portuguese and Spanish colonies. It’s not a big deal since outside of Angola and Mozambique I don’t think African neutrals get much action (US landing in Rio de Oro I guess). Liberia should be US-friendly anyway (there should be country specific friendly neutrals, including Brazil for the US).

    As far as NOs go the UK desperately needs the restore the sub bonus and get a commonwealth bonus.

    I agree on both

  • '17 '16

    @Uncrustable:

    Baron: There is no sub vs sub dynamic in the game. Nor there should be.

    Yes there is in OOB 1940 or 1942.2
    Just imagine a fleet including Subs but without Destroyer, what would happen?

    All Subs (attacker and defender) will have Surprise Strike first.
    Usually, subs units (off or def) will be taken as casualty before all other costlier vessels.
    Hence, subs vs subs dynamics.
    It is a rare situation, but it is inside the rules.

    With your AAA and aircombat step, you get the same situation, except it is plane which are destroy.

  • '17 '16

    @Uncrustable:

    My proposal on the air battle is simply a scramble operation for the defender. (and an optional one at that)

    Look at it this way: Defender scrambles planes to intercept incoming planes. They only fight momentarily before the main battle begins, at which point fighters would continue to vie for air dominance while any tactical bombers would begin their mission of taking out enemy ground positions.

    Other than that i have no idea what you are trying to say.

    The dice roll bonus, and scramble are 2 different things.

    OK it is a defender’s choice to do it  or not.
    And you also say it is an optional rule of your HR compendium, is it?

    4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory).
    Strategic bombers may not scramble. All air units roll simultaneously.
    All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less.

    The hits are totaled for each side and divided by 2 (rounding down).
    AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules.
    Remove casualties before continuing to normal combat.

    –Example, attacker rolls for 13 planes. Records 5 hits. =2 adjusted hits
    -----------Defender rolls for 8 planes. Records 3 hits. Also rolls for 2 AAA (6 dice) and records 2 hits. =3 adjusted,combined hits (1 for planes +2 for AA dice)
    -------------Attacker removes 3 planes (chooses own casualties), defender removes 2 planes. (also chooses own casualties)

    Can you tell me where does come the "The hits are totaled for each side and divided by 2 (rounding down) " ?
    Help me better understand.
    It is far from simple and not inside actual OOB rules mechanics.


  • It is stated very clearly in the OP that the scramble is optional, no different than OOB SBR scramble or scramble to adjacent seazones.

    Also I reiterate, there is no sub vs sub dynamic in the game, even when a sub hits on sneak attack, the defender chooses casualty.

    The hits are divided by 2 to reduce air casualties, maybe the scramble needs removed altogether I do not know

  • '17 '16

    @Uncrustable:

    It is stated very clearly in the OP that the scramble is optional, no different than OOB SBR scramble or scramble to adjacent seazones.
    That point is ok for me. No problem in it.

    Also I reiterate, there is no sub vs sub dynamic in the game, even when a sub hits on sneak attack, the defender chooses casualty.
    Example: 2 Subs 2 Cruisers vs 3 Subs and 1 Cruiser.
    In this situation, will you sacrifice you cruiser first, during the surprise strike phase?
    I don’t think so. Then the first casualty either offence or defense will be the subs which were the only to fire during the surprise strike phase.
    The difference with your scramble and AAA phase is that any “hit” in excess would not affect the ground troups in the regular phase. In the Subs special phase, you can.
    In our case, suppose the 3 defending subs were dumb lucky. The third hit will go to the attacking cruiser.
    Are you convinced?
    The AAA and aerial combat (planes vs planes) is more segregated from the regular battle phase than the “surprise or submerge” phase (Subs vs subs without DD in the picture).

    The hits are divided by 2 to reduce air casualties, maybe the scramble needs removed altogether I do not know.
    The scramble phase is an interesting aspect, need more tuning but I think it has potential (but also a potential for unbalancing effect).
    “hits are divided by 2 to” is very alien to actual OOB mechanics. If you want to reduce casualty, one of the other way is to reduce attack or defend factor.
    Or, another way is, to give double hits like BB to some planes (for this phase only, any damaged plane can be considered destroyed for the next phase.) AAA fire are considered making a double hit.
    Ex.: 1 FG + 3 TcB vs 2 Fg + 1 AAA
    If AAA hit, means 2 hits / 2 Fgs hit means 2 hits. If it was the case then 4 hit = 2 planes destroyed. If the Fgs had hitted once, it also means 2 planes destroyed, because one is still damaged. The four attackers can only destroys up to 2 defending fighters, with 3 or 4 hits.


  • The hits are divided by 2 to reduce air casualties, maybe the scramble needs removed altogether I do not know.
    The scramble phase is an interesting aspect, need more tuning but I think it has potential (but also a potential for unbalancing effect).
    “hits are divided by 2 to” is very alien to actual OOB mechanics. If you want to reduce casualty, one of the other way is to reduce attack or defend factor.
    Or, another way is, to give double hits like BB to some planes (for this phase only, any damaged plane can be considered destroyed for the next phase.) AAA fire are considered making a double hit.
    Ex.: 2 Fg + 1 AAA vs 1 FG + 3 TcB
    If AAA hit, means 2 hits / 2 Fgs hit means 2 hits. If it was the case then 4 hit = 2 planes destroyed. If the Figs hit once, it also means 2 planes destroyed. The four defender can only destroys 2 attackers.

    Well divide by 2 or require 2 hits to destroy planes, they are both the same thing, and both ‘alien’ to the game as you say. But either would work, for a practical matter i feel dividing by 2 then adding AA is easier to implement.

    I feel it actually may be ok to simply take the hits as is, seeing as the defender has the option to scramble or not.
    He/she would, in most cases, only scramble if the odds are favorable. This in essence adds a ‘strategic air superiority’ factor to the game.

    Also I reiterate, there is no sub vs sub dynamic in the game, even when a sub hits on sneak attack, the defender chooses casualty.
    Example: 2 Subs  2 Cruisers vs 3 Subs and 1 Cruiser.
    In this situation, will you sacrifice you cruiser first, during the surprise strike phase?
    I don’t think so.  Then the first casualty either offence or defense will be the subs which were the only to fire during the surprise strike phase.
    The difference with your scramble and AAA phase is that any “hit” in excess would not affect the ground troups in the regular phase. In the Subs special phase, you can.
    In our case, suppose the 3 defending subs were dumb lucky. The third hit will go to the attacking cruiser.
    Are you convinced?
    The AAA and aerial combat (planes vs planes) is more segregated from the regular battle phase than the “surprise or submerge” phase (Subs vs subs without DD in the picture).

    No im not convinced, there are many scenarios where losing a non sub would make sense, and either way, there is always the option.
    I also don’t even have a clue as to why we are talking about this, what is its relevance to this thread?

  • Sponsor

    Coming in without reading every page, just thought I would give my 2 cents in red bold.

    1.a)  Expanded ANZAC (The Commonwealth Dominions). Includes ANZAC, South Africa and all of Canada. Capital remains Sydney. The IC on Sydney is changed to a Major IC.
    1.b) A ‘united’ United Kingdom, UK income is no longer split between India and London. The IC on India is changed from major to minor. Capital is London.

    Interesting…… simple yet very dynamic changes. Might be worth trying out.

    2. Enhanced AAA. AAA now acts as a normal unit outside of AA rolls. They no longer are restricted to non combat moves and attack/defend at 1/1. No changes to AA rolls. AA rolls are defense only (# of dice rolled does not change from OOB) AAA price remains at 5. See # 5 for more. OK

    3. Enhanced air units. a) Fighters cost 8, attack/defend at 2/3. Don’t understand how an attacking fighter is equal to a defending infantry. If my squad was in the open against a fighter… we would be screwed.
                                          b) Tac bombers cost 10, attack/defend at 3/3, no change to combined arms rules. Does not SBR
                                          c)Strategic bombers cost 12 attacking/defending at 4/1, SBR as per OOB rules (no change from OOB)
    -No changes to range or carrier/airbase rules of any air unit.
    -All air units have an air combat value of 1, except fighters on defense at 2.
    -Only strategic bombers may SBR, only fighters may intercept/escort on SBR

    4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory). Strategic bombers may not scramble. All air units roll simultaneously. All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less. The hits are totaled for each side and divided by 2 (rounding down). AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. Remove casualties before continuing to normal combat.
    –Example, attacker rolls for 13 planes. Records 5 hits. =2 adjusted hits
    -----------Defender rolls for 8 planes. Records 3 hits. Also rolls for 2 AAA (6 dice) and records 2 hits. =3 adjusted,combined hits (1 for planes +2 for AA dice)
    -------------Attacker removes 3 planes (chooses own casualties), defender removes 2 planes. (also chooses own casualties) Sorry, I just find a lot of this unnecessary, I understand the desire to give defending air units in a territory with an air base some kind of scramble advantage, however, one of your overall goals here is still simplicity. I would replace all of this with… fighters defending a territory with an airbase may roll one free round of defense before all other land combat begins. Attacker chooses and automatically removes their casualties before conducting their first round of combat.  
    5. Enhance naval units. a) Cruisers cost reduced to 11 IPCs. Bombards at 4. Units hit by bombardment return fire at -1(with 1 being lowest) OK, but don’t like the return fire because realistically, a landing happens after bombardment… so there’s nothing to hit while getting bombarded.
                                             b) Battleships cost reduced to 18 IPCs. Same bombardment rules as cruiser.
                                             c) Aircraft carriers cost reduced to 14 IPCs.
                                             d) Transports cost reduced to 6 IPCs. Transports, when empty may move 3 spaces during noncombat move only. Good… and how about carrying 2 infantry + 1 other unit when launching from a naval base and dropping all within the same phase.
                                                  No transport may move 4 spaces under any circumstances
                                             e) Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice.
                                                 -A roll of a 1 is a successful evasive maneuver, and that transport is removed from battle and placed back on the
                                                   gameboard, a transport that evaded an enemy attack while undefended may not unload units until its next turn. Transport evasive rules are good, I would bump the successful roll to 2.

    6. Enhanced Armor. For every single tank purchased, a second may be purchased for 4 IPCs. Both tanks must be mobilized in the same territory on the same turn. For example 2 tanks cost 10, 3 tanks cost 16, 4 tanks cost 20, 5 tanks cost 26, etc. If a nation purchases 2 tanks, but is going to mobilize them in different territories then the cost of both tanks remains 6. …An easier explanation with the relatively same effect is… tanks cost $5 each when more than one are purchased and placed on the same complex. Ex: Russia purchases 4 tanks for $40 and places 2 in the Ukraine and 2 in Leningrad. Ex: Russia purchases 2 tanks for $10 and 1 tank for $6, places 2 in Leningrad and 1 in Moscow.

    7. Scorched Earth. At the beginning of a powers turn, that power may damage any facility he or she sees fit up to the maximum damage that facility may take per OOB rules. Any damaged facilities in this new phase are treated as if they were damaged before said players turn, and all rules regarding damaged facilities apply OOB. So you cannot ‘have your cake and eat it too’. That it you cannot damage your naval base and then repair a battleship. Good Rule

    8. Enhanced Lend Lease. During the US or UK research and development phase the US/UK may purchase lend lease tokens for 5 IPCs each. (Place a Soviet control marker to represent each token on Wash DC for USA and London for UK) During Russia’s research and development phase they may attempt to cash in any number of these in by rolling one dice for each token. The token is destroyed on a roll of 1, delayed atleast one turn on a roll of a 2 or 3. On a roll 4 or higher the Russian player may pick any of the following; A fighter in Amur, 2 Infantry and a mech infantry in Archangel or +10 IPCs if the allies control a series of connected territories from Persia to Russia. The territories must be under Allied control at the beginning of its turn (Soviet controll in the case of Amur and Archangel). The tokens are not redeemable if there are any non Soviet allied units in any original Soviet territory. If London or DC is overtaken by the Axis any tokens there are destroyed. Not sure how I feel about all this, seems like there’s a better way to represent Lend lease…and Germans should get new convoy disruption rules for the zone off Norway.

    9. Enhanced Air/Naval bases. Cost reduced to 12 for both. OK

    10. Nuetral blocks. If the axis attack a neutral territory, all the neutrals in its block immediately become allied friendly. Same if reversed.
    south American block Venezuela, Columbia, Ecuador, Peru, Bolivia, Paraguay, Uruguay, Argentina, Chile
    European block Portugal, Spain, Switzerland, Sweden, Turkey, Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique
    Middle-eastern block Turkey, Saudi Arabia, Afghanistan
    Mongolian rules remain unchanged from OOB
    Good rule

    11. Dice bonuses. On a dice roll of 1 (attack and defense) observe the following for the listed units:
    -Fighters may choose an air unit as a casualty
    -Tactical bombers may choose a ground unit as a casualty (land or sea)
    -Cruisers may choose an air unit as a casualty
    -Battleships may choose a surface vessel as a casualty (includes transports)
    -Tanks may choose a ground target as a casualty
    -Strategic bombers, (offense only) defender must choose 2 casualties
    **Complicated and unnecessary.  **

    Wish list:
    -Anniversery style ‘tech-tokens’, with enhanced technology chart My group has been playing this… “Purchase 1 or more research dice and receive 1 free roll”… it has worked really well bringing research into the game, but not overpowering.
    -Enhanced Convoy raiding
    -Enhanced Infantry purchasing
    -Enhanced Neutral militias
    -Multinational coordinated attacks
    -True Blockades
    -Nation specific unit costs/restrictions

  • '17 '16

    No im not convinced, there are many scenarios where losing a non sub would make sense, and either way, there is always the option.
    I also don’t even have a clue as to why we are talking about this, what is its relevance to this thread?

    Based on pure math (no strategical aspect), with no DD present,
    Subs are the cheap fodder.
    6 IPCs vs 12 for Cruiser / 16 for carrier / 20 for Battleship.
    What can be the first vessel to destroy beside subs?

    We just have this side discussion because there is a way inside the battle sequence in which, before (Subs surprise strike vs AAA preemptive strike) all other vessels get hurt (like ground units), Subs can fight and destroy each other (like planes vs planes). It was a comparison to better understand the rule mechanic on scramble.

    Of course it was a comparison that I make and you don’t but it is a possibility Inside OOB.
    Now, coming to the point, suppose this:

    2 StB vs 1AAA and 2 Fighters
    All the defenders get a hit, AAA hit both and the 2 Fighters roll “1” and “2”.
    A clear overkill. I ask the question ( from what I learned from the comparison with Subs Surprise strike), what will you do with the 2 hits from defending fighters?
    A) Is it fair that we don’t consider them?
    B) Or should we consider taking 2 casualties amongst attacking ground units?
    C) If the attacker have excess hit, can we destroy some AAA, since they were firing?

    Considering  AAA, during first round to they fire once or twice?
    Just the reg AAA@1, or one regular AAA@1 and 1 regular defense@1?

    I hope your not tired of my questions and annoying comments.

    I like your ideas, they have many challenging aspect and out of Larry Harris’ sandbox aspect. It is very interesting do develop them

  • '17 '16

    @Young:

    Sorry, I just find a lot of this unnecessary, I understand the desire to give defending air units in a territory with an air base some kind of scramble advantage, however, one of your overall goals here is still simplicity. I would replace all of this with… fighters defending a territory with an airbase may roll one free round of defense before all other land combat begins. Attacker chooses and automatically removes their casualties before conducting their first round of combat. � Â

    I believe that this one could be the first optional version (version A)for Scramble and air-to-air battle.
    Good idea!  8-)
    When a territory with AB is attacked, up to three fighters can scramble to fend off attacking planes. Each scrambled fighter get 1 preemptive strike @1 vs any planes. This scramble in the territory is in addition to the OOB scramble to defend the nearest SZ. So up to 6 fighters can perform scramble. But none can do both scramble.

    After, we can have a more develop version (version B) of Scramble phase, in adding a layer of complexity with more historical inspiration.

  • '17 '16

    In addition to this version A of scramble rule, you can have this one to simulate the aerial battle over the territory:
    during the first round only,
    any “1” rolled by TacB or attacking StrB (I added StB because of version A scramble give an advantage to defense, so it is to keep balance) or attacking fighter destroy an enemy plane;
    any “2 or less” by a defending fighter destroy an enemy plane
    .

    Air Supremacy rule:
    On this first round, if a hit cannot be allocated to a plane, then it is allocated to the costlier ground unit available, in the following order: Tank, AAA, AA, MecInf, Inf.

  • Sponsor

    @Baron:

    @Young:

    Sorry, I just find a lot of this unnecessary, I understand the desire to give defending air units in a territory with an air base some kind of scramble advantage, however, one of your overall goals here is still simplicity. I would replace all of this with… fighters defending a territory with an airbase may roll one free round of defense before all other land combat begins. Attacker chooses and automatically removes their casualties before conducting their first round of combat.

    I believe that this one could be the first optional version (version A)for Scramble and air-to-air battle.
    Good idea! 8-)
    When a territory with AB is attacked, up to three fighters can scramble to fend off attacking planes. Each scrambled fighter get 1 preemptive strike @1 vs any planes. This scramble in the territory is in addition to the OOB scramble to defend the nearest SZ. So up to 6 fighters can perform scramble. But none can do both scramble.

    After, we can have a more develop version (version B) of Scramble phase, in adding a layer of complexity with more historical inspiration.

    My suggestion is…

    All fighters are eligible to scramble (choose sea and/or land during amphibious assaults). Fighters using an air base to scramble against a land attack may defend for one preemptive round before all other land attacks (@regular defense value), attacker may choose and remove any attacking units as casualties.

    That’s just my suggestion, but do as you wish with it… Cheers.

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