All changes will be in Red
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.
Not clear what or how this makes the game better. It certainly makes or gives UK many new options and favors old school ideas like ignoring one front completely which is glitching the game and is not Historical. Mostly dislike.
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.
Making the AA gun like 1942 2nd edition is a good idea, and using these pieces.
3. Enhanced air units. 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)
-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 (2)
-Only strategic bombers may SBR, only fighters may intercept/escort on SBR
Dislike any changes in costs as a general rule. The prices already got reduced from Milton Bradley edition. Most folks dont want these types of changes.
However, when planes and land units fight, a plane hit should go against another plane and no land units should be able to hit planes…only aa guns. Keep the aerial combat values.
Now we have 3 air units with a distinct role for each:
Quote
Fighters: Cheap, strong on defense, escort and intercept SBR
Tac bombers: Best combat air unit, strongest on offense when supported (no SBR)
Strat bombers: Long range, good on offense, SBR, poor defense
4. Enhanced air combat (land combat only). New scramble option, a defender may scramble fighters only 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). The territory must have an operational friendly airbase. 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. AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. (AA dice DOES NOT change from current OOB rules) Remove casualties before continuing to normal combat.
Oh boy, don’t get why this idea is proposed at all. Why restrict scrambling? Leave it alone.
5. Enhance naval units a) Cruisers cost reduced to 11 IPCs. Bombards at 4.
b) Battleships cost reduced to 18 IPCs.
c) Aircraft carriers cost reduced to 14 IPCs.
d) Transports cost reduced to 6 IPCs. When empty may move 3 spaces during noncombat move.
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.
6. Enhanced Armor. 3 tanks, when purchased together (from the same IC), cost 15 IPCs total (5 each).
Dislike these rules even more. It will kill balance ( AP moving 3 spaces?…they are the slowest naval units at 12 knots. If anything give subs a 3 space Non combat move to give them the benefit of their stealth.
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.
I think this might work, but stated in a different way. Basically you can damage your own factories/facilities, which also means BB/CV can’t repair. The damage is done in the turn sequence before these naval units are repaired to avoid confusion.
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 or 2, delayed atleast one turn on a roll of a 3 or 4. On a roll 5 or 6 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.
This is an old idea, and is really more complicated than it needs to be. I would simplify the idea and have it where USA can loan 1-2D6 to Russia/UK if X is controlled by Soviets. ( thinking Persia, Archangel, and the land area where Vladivostok is.
9. Enhanced Air/Naval bases. Cost reduced to 12 for both.
10. Nuetral blocks. If the axis attack a neutral territory, all the neutrals in its block immediately become allied friendly. Same if reversed.
Mongolian block (all mongolian territories) Replace OOB mongolia rules with: Japan or Russia recieves 12 IPCs if the other declares war on it.
South American + European block Venezuela, Columbia, Ecuador, Peru, Bolivia, Paraguay, Uruguay, Argentina, Chile, Portugal, Spain, Switzerland, Sweden, Turkey, Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique
Middle-eastern block Turkey, Saudi Arabia, Afghanistan
I think this could work except with different ideas here. Just make a list of strict neutrals that don’t fall either way if the OOB rules are enforced. I would make it a 2-3 space away rule where you would roll and or pay IPC to convert to your side.
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
See no need for these rules. They change the game too much.
1. What you need is a replacement of the Technology Tree to something more realistic and dynamic. For example, tanks could start at 2-2-2, then 3-2-2, then 3-3-2. Perhaps just one change or two during the game not more. Planes could be the same thing. So all the ideas proposed could just go under Tech, which is optional anyway.
2. Adding elite armor ( either specialized trained units Waffen SS, Shock Armies, etc)
3. Adding Generals/Admirals ( one per front, not 50 of them) you would draw one per turn or something
4. Possibly a combined arms bonus ( for having air, mech, and infantry in the same battle)
5. Making submarines more stealth by giving them a special movement that makes their effect more unpredictable.
6. Dynamic neutral armies ( something more than X infantry)…Spain for example had air and naval units, but OOB just puts them as Infantry.