Ok back to topic.
I agree with most things here, the battle for the Atlantic is nearly nonexistent. USW needs to be more effective, and submerged subs need to be harder to kill.
1a) Allow German subs to attack in more szs as they did historically. Allow any sz that touches UK/Ireland, or Canada plus the 3 Med sz’s (16, 17, 19) to target the UK’s income. Opening up sz’s that can be raided (and making submerged subs harder to kill see later) will allow the German subs to spread out, forcing the allies to chase them down. It could thin out the allies fleet(s) making them better targets for counter attacks.
1b) The Med was also targeted heavily, and as noted German subs worked their way into the Med through the Straights of Gib, or over land by rail. Many of the Austrian subs were of German design, and/or maned by German crews (same w/Turks). I think you need to either allow a limited number of German subs (one per turn) to be mobilized in friendly ports (sz 18 & 20), or allow the Austrian and Turk subs to raid the UK econ in the Med.
1c) The USA and Unrestricted Sub Warfare (USW). Have the original USW sz’s (2, 7, 8’) raid both the US and UK econ, and also allow sz1 to raid only the US. Rather then having two types of raiding, I would just allow the damage done by USW to trigger an early US entry into the war. Track the damage done by USW through the first couple turns. If the US pays 3 or more damage, then they can go to war (reflects the 3 warnings given by Wilson). Also set a damage mark of 10 damage paid collectively by US & UK to trigger war w/USA. That way if the UK paid like 9 damage, the US 1 damage then US is at war.
1d) I like rolling for convoy damage, you could use the tourney rules that 3 or less is a hit, and the number rolled is amount deducted. I would favor rolling 1-2 deduct 1 IPC; roll 3-4 deduct 2 IPCs; roll 5-6 is a miss deduct nothing. That way as the Germans you would have better control of the damage done to the US econ (very important).
- To ColonelCarter if you force a sub to either go to battle, or raid in its combat phase I think there would be less raiding going on. I would leave the raiding in the victims turn, but maybe move raids to the beginning (re-name phase Purchase, Repair and Convoy). By allowing a sub to take part in clearing a sz in combat, then raid in the victims turn you are allowing them to kill off the escorts and then raid the merchant ships (as they did). The UK wouldn’t be able to stop the raids by clearing those zones during its turn because the damage is already done. At the beginning of UK’s turn the Germans would roll for subs in the raiding zones. You place a chip under each sub that hit convoy, and those chips are deducted from the UK’s collect income even if the sub was killed during UK’s turn (damage done before UK’s combat phase). Of course France would have a chance to clear the German subs for its ally (France goes between Ger and UK). Both the French and the Brits could clear US waters, as they go between Germany and US.
3a) I like the idea of making it harder to kill submerged subs. In WW1 there really wasn’t much sub detection going on w/ships, and depth charges were in the early development stages (not very effective). The allies used air to spot subs, but range restricted that as well. I’m not sure why the game allows high rolls of 3 & 4 to hit a submerged sub (defiantly seems wrong). Subs were pretty much blind and immobile when submerged, so I like that they can’t submerge and roll in combat (either/or). I also like how ColonelCarter suggested that you need to roll better to hit a submerged sub (only rolls of 1 can be applied to submerged subs). I think rolling at 1 might be a little over the top, but would defiantly like to test it out (maybe trying rolls of 2 or less as well).
3b) Being that air was used to spot subs, maybe a slight tweak to air spotting capabilities, and their movement is worth looking at. Your planes would still only have only 2 moves, but you could fly out to sea (1 move) to spot subs in adjacent sz’s, then land (2nd move). This would allow your ships to hit submerged subs at their normal attack values. Could even give this movement to planes in ground battles. If you use 2 moves, the plane has to remain in the contested territory at the front. If it only uses 1 move to get there though, it could retreat with its 2nd move behind the lines after the battle.
-
We always make changes to the French fleet in sz15. Remove the transport and swap BB for a cruiser. We also have used the other unit changes from the tourney rules.
-
I agree, changes to the map isn’t my cup of tea either (sorry Flash, although I wouldn’t mind down loading some of your maps to play on). I would stick with some tweaks to the set-up and rules. I also favor using 2 space movement on land (from tourney rules) rather then new complexes near the front.
-
India is also a hot spot of conversation. Limiting their builds seems harsh especially if subs and raiding get a much needed boost. This problem may fix itself if the English have to fight in the Atlantic, or lose Royal Pounds. I wouldn’t want want to fix one problem and create another with India getting overrun by the CP. I have come up with something in another thread of limiting India’s production to a min of 4 builds (India worth 4 IPCs), and get bonus production based on what the allies control that is adjacent to sz 29 when the UK starts its turn. Like if Persia (2 IPCs) and Arabia (1 IPC) are in complete control of the allies when UK’s turn starts then UK can build 3 additional units in India (7 total). If Egypt was captured it would have a negative impact on bonus production (-2). This probably wouldn’t be needed though if USW was fixed. Might look at +1 cost for art or plane builds in India though (not to inf) because of shipping these things in. Wouldn’t bump inf though because that would effect India’s ability for defense.
7a) Not a big fan of bringing Bulgaria or Romania in as their own mini powers (maybe as an optional rule, would be fun on occasion).
7b) In the base game having the Turks start as neutral and come in on their 1st turn (neither Russia or UK can attack them) sounds cool. I would like do do something along those lines and restrict allied attacks on the Ottoman Empire, but not give them a complete pass (they were all at war in late 1914). It is my understanding that in Oct 1914 the Turkish navy (of which was comprised mostly of German vessels, maned by Germans) fired the first shots bombing the Russia Black Sea port of Odessa (lets say that already happened). This led to a Russian DOW and invasion of Turkish territory from the north. At roughly the same time the English looking to secure their Persian oil fields (it’s always about the oil) also landed in Turkish territory from the south (Fao Iraq). Both of these invasions would be into the territory of Mesopotamia in this game. So why not allow the Russians and English to attack round 1, but only Mesopotamia. You might need to tweak the starting units in the region. This would allow the Turks to hold Trans Jordan which is where they planned on launching their attack on the Suez, and Battle of Gallipoli could be UK2 etc…… By only allowing attacks into Mesopotamia, the Turkish navy would also be safe round 1.
7c) Italy also starting as a neutral is intriguing. The question is how long should Italy be neutral. I would probably say the CP can’t attack them on the first turn, but when Italy’s first turn rolls around, they must declare war on the CP. Italy was slated to join the CP, but delayed for a nearly year on the grounds that it was a defensive pact, and the other CP members were the aggressors (Austria mainly). Italy was also meeting secretly with the French & British to reach a deal so they could gain territory that was in the possession of their traditional enemy (Austria). The Austrians shouldn’t be invading Venice on the fist play of the game because they had a pact w/Italy, so they thought (which wasn’t broken by Austria). I don’t see a problem with the Italians stabbing A/H in the back on Ita1 though. So it was a little earlier then history showed (no big deal) at least Italy’s neutrality is represented better then OOB (who’s to say they weren’t considering going to war 6 months earlier). A/H can build up the border on turn 1, they just can’t cross it. I think that some French or English cruisers should be moved to sz 17 because they did blockade the Austrians so they couldn’t just venture out freely (Italian mines don’t work until Italy is at war). Some might say that Italy comes in round 2, but why wait that long (they could have jump the gun earlier). Plus you don’t have the conversation that Italy shouldn’t be able to move, or build round 1, because they go to war on their first turn.
Anyway nice topic, hope it picks up steam WB