@Flashman:
On the subject of carrier damage, I once floated the idea that carrier based fighters should have to spend every other turn during combat on a friendly carrier refueling/rearming. Essentially, carrier planes had just enough of each for ONE attack on the enemy fleet before having to return to recharge. Perhaps this needs to be factored when considering the effect of carrier damage; e.g. a damaged CV can hold/resupply only one fighter.
Agree with Jennifer here… The idea sounds like reality, but I suspect there would be a lot of pushback on such a rule. It reduces the utility of aircraft and changes a simple and well established mechanic in a small way, but it isn’t a change that really improves upon much. IMO
A single fighter piece represents more than simply one aircraft though. Since it is just a representation of a much larger force, it can be accepted that part of the force is attacking at all times while the other portion is refueling and rearming as you say.
@Flashman:
This is similar to my suggestion that every ship should have to refuel at a friendly port EACH AND EVERY GAME ROUND.
Same… seems like it would really clog up gameplay and logistics. They wouldn’t be able to make it anywhere on the board. Again, if a Power’s Turn is accepted to be about 6 months of time, it is reasonable to assume that your ships (and other units) have been able to fight, rearm, refuel and reposition themselves in half a year.
This and the fighter issue are tactical and logistic considerations that really aren’t well suited to a game on this scale. If this were A&A the miniature game, it would be a different story.
@Flashman:
The point I was getting at regarding armoured CVs is that they in effect were self-repairing, while the old wooden tops needed extensive repairs at NBs.
That isn’t a bad point or special rule. It is actually interesting to think of an Advantage for the UK along those lines. Personally I would still keep all Fleet Carriers at 2 hits.
@Flashman:
The point of the suggested curve for Axis progress is to give them a realistic schedule for expansion, requiring continual attacks in the early stages. Drop far below the curve and they lose the game, they must push over it for victory.
America in turn will notice that with Japan within range of Australia, & Germany at the gates of Stalingrad and Leningrad, the Axis could win in a round or two, so it has to engage in a Pacific war now rather than build up for the regulation long-term economic squeeze on Germany.
Without such a curve, America will simply ignore the Pacific; while default Axis strategy of KRF will send those Japanese tanks pinging off towards Moscow rather than going east to help defend the Pacific perimeter.
A curve of success that the Axis must maintain is an interesting concept. I like that it can work to keep the Allies honest, like you mentioned in fighting Japan. However, my concern would that be if the Axis simply can’t hold the objective curve for some reason, even if they are not really losing the game by anyone’s measure, then the game could end pretty abruptly without the Allies having done much of anything but weather the storm for a bit.
Some compelling reasons must be given for everyone to actually fight each other. Or rather for the Allies to fight Japan and not just ignore them because Russia/Germany is where the war is won. I think there may need to be a balance of political, strategic and economic Objectives or Rules that foster the need to fight Japan simultaneous to Germany… at least to some degree. You don’t want to script the game, but at the same time you want to funnel the gameplay toward some balance of realism and fun.
@Flashman:
Another factor that can be worked in here is oil reserves - the Axis moves towards NEE & the Caucasus were largely driven by the need for fuel; e.g. they need to hold enough oil tts on round X to continue their war efforts.
Intellectually, I am all for incorporating oil into the game because it was such a strong strategic motivator, particularly for the Axis.
At the same time, I do not wish to add another phase to the game or more limitations on units because of it. (I have read over HBGs Oil Rules for GW1939 and my initial reaction was “Oh crap, how the heck do you get anything done?” Especially the Axis because they have so little.
I have considered just adding a bit more value to a territory IPC-wise, but it doesn’t convey the same motivation. A couple extra IPCs won’t make or break your ability to operate. Supposedly, territory values in regular A&A are supposed to imply the possession of resources like oil. Always wondered why then the Caucasus and Mid-East were so low in value…
@Flashman:
I agree that a four player game should give each of the 4 blocks individual victory goals; fighting mutual enemies should be co-incidental. There should be no sharing of tt between “allies”, nor “liberating” of original allied tt.
This is interesting also. Germany and Japan never got into the position of having to jointly defend a territory. Neither, really, did the USSR and the Western Allies. Germany and Italy and the US/UK/ANZAC were the only ones to truly attack together and defend together.
Having a rule limiting who can jointly occupy territories would solve some problems and maybe bring others up. I like the thought though.