I got time to add more details and much more elements from Triple A Redesign sequence (like targeted First strike: Interdiction Patrol)
:-D
This is a unit profiles for G40 Redesign, I will try to test on my boardgame.
Do you think it can be interesting on board map game?
The Depth Charge sequence for Destroyer is inspired by YG’s 3G40 project.
This allows to not block Sub’s submerge (which is realistic from a ship-to-ship POV).
I also used SS long time play-tested HR, Destroyer blocking Sub’s Surprise strike on a 1:1 basis.
These two abilities seem better at depicting Sub warfare with not so complex mechanic.
The Naval sequence will be:
0- Interdiction Patrol: 1 roll @1 against Sub or surface vessels (up to 1 roll max against each unit) crossing SZ defended by Sub or Destroyer (against Sub only), prior to actual combat.
1- Submerge or Surprise strike
2- Anti-Sub Patrol: Depth charge against submerged Subs
- Tactical bomber @1 each
- Destroyer @1
@2 each, up to 1 roll max per submerged Submarine
3- General combat:
- Roll Fighters [and AAA in land combat, if attacking aircraft present],
- then roll TcBs,
- Subs,
- All other units.
4- Retreat:
- Surviving Transports escape roll @1 (place in SZ)
- Air retreat, attacker then defender,
- Attacker’s general retreat
If no general retreat, cycle to phase 1.
Increasing dogfight occurrences:
Up to two aircraft, either Fighter or Tac Bomber, can land in a just conquered territory, if aircraft have 2 move left for NCM after battle.
A land unit must first conquered the territory before allowing any aircraft to land on.
Keeping 2 basic units of G40 Redesign cost structure:
Destroyer A1 D1 C5 (0.96),
Submarine A2 D1 C6 (1.33, 0.67)
But all other units are adjusted according to ENIGMA-Vann formula so to keep
Cruiser A3 D3 C8 (1.13) and
Battleship A4 D4 C15 (1.12), 2 hits, better in combat compared to Destroyer (0.96) but both even combat ratio based on same IPC basis (1.12).
Fleet Carrier A0 D2 C12 (0.87), 2 hits, still carry only 2 aircraft and is stronger than OOB Carrier (0.49) on same IPCs basis, but weaker in absolute combat values.
Still, Full Carrier with 2 Fgs A2 D2 for A4 D7 C26 (0.72, 1.11) has a stronger combat factor than
OOB Full Carrier A6 D10 C36 (0.53, 0.88).
Full Carrier 1 TcB & 1 Fg A5 D7 C27 (0.77, 1.03) is stronger than
OOB Full Carrier 1 TcB & 1 Fg A7 D9 C37 (0.48, 0.75)
Also, both aircraft types have special abilities which can compensate and also because of cheaper Full Carrier compared to OOB units.
Tactical Bomber A3 D2 C8 (1.13, 0.75) now gets targeting capacity on Sea and Land units, and also get Depth charge @1 against submerged Subs.
Fighter A2 D2 C7 (0.98) directly fire at aircraft first, as usual for my HR. But treated as OOB when there is no enemy’s aircraft.
Strategic Bombers cannot be part of regular combat, but get A1 in SBR dogfight.
This units profile allows a full spectrum of combat values for Naval combat:
Carrier A0 D2 C12, DD A1 D1 C5, Sub A2 D1 C6, Fg A2 D2 C7, TcB A3 D2 C8, Cruiser A3 D3 C8, BB A4 D4 C15
Now, Cruiser at 8 IPCs is taking the middle place of Destroyer in OOB roster
Of course, setup will need adjustments because of cheaper aircraft and Carrier.
Rating is 2 OOB Full Carrier A12 D20 C72 –-> 3 Full Carrier A12 D21 C78
2 OOB Fighter A3 D4 C10 (A6 D8 C20) —> 3 Fighter A2 D2 C7 (A6 D6 C21)
2 Tactical Bomber A3-4 D3 C11 (A6 D6 C22) —> 3 TacB A3 D2 C8 (A9 D6 C24)
2 Strategic bomber A4 D1 C12 —> 3 StB A0 D0 C5 & 1 TcB A3 D2 C8
Also, cheaper boats will increase the pressure on Axis much earlier in game.
However, Subs are still potent offensive units with pretty good elusive capacity.
Destroyer (0.96) (Depth charge on submerged Sub: 1.92 max)
Attack 1
Defense 1
Move 2-3
Cost 5
1 hit
Cannot block Subs CM or NCM,
but each Sub moving through a SZ controlled by Destroyer must submit to 1 @1 anti-sub defense roll per DD, up to 1 roll @1 per Submarine.
Block Submarine’s First strike on a 1:1 basis
Cannot block submerge but can Depth charge submerging Sub:
Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
1 roll @1, only for on going combat round, up to 1 roll per submerged Submarine max.
Destroyer doing Depth charge can still roll in regular combat.
1D in Convoy SZ
Submarine (1.33, 0.67 / FS 2.00, 0.89)
Attack 2
Defense 1
Move 2-3
Cost 6
1 hit
Cannot block Subs or surface vessels CM or NCM,
but each Submarine or surface vessel moving through a SZ patrolled by Sub (Sub cannot control SZ) must submit to 1 @1 Sub potshot defense roll per defending Sub, up to 1 roll @1 per Submarine or surface ship moving through SZ, whichever the lower.
Stealth Move: Submarine CM or NCM is not block by Destroyer and
in Combat Move, only Subs attacking do not allow scramble from adjacent Air Base
Submerge or First strike prior to 2- Depth charge and 3- General Combat phase,
First strike: Destroyer blocks Submarine’s First strike on 1:1 basis
Submerge: Destroyer does not block submerge but can do Depth charge at submerged Sub, up to 1 roll @2 per Sub max.
Cannot hit Submarines nor aircraft.
2D in Convoy SZ.
Transport (0.00)
[variant Move 3-4]
Attack 0
Defense 0
Move 2-3
Cost 7
0 hit
Taken as last casualty,
Carry 1 Inf+1 any ground
Transport (reg combat variant) (0.38 or less)
[Variant M3: Move 3-4, Cost 8, 1 hit, each TP also gets 1 escape roll @1]
Attack 0
Defense 1* * 1@1 for all friendly TPs group in SZ
Move 2-3
Cost 8
1 hit
Carry 1 Inf+1 any ground
Can be taken as casualty according to owner’s choice.
Cruiser (1.13)
[Variant M3: Move 3-4, Cost 9, 1 hit, (0.89)]
Attack 3
Defense 3
Move 2-3
Cost 8
1 hit
Shore bombardment @3
1D in Convoy SZ
Fleet Carrier (0.00, 0.87)
Attack 0
Defense 2
Move 2-3
Cost 12
2 hits
Carry 2 planes (Fg or TcB):
2 Fgs A4 D7 C26 (0.72, 1.11),
1 Fg & 1 TcB A5 D7 C27 (0.77, 1.03),
2 TcBs A6 D6 C28 (0.83, 0.79)
Air operation allowed for 1 plane, if damaged.
Gives +1 Defense to 1 Fighter defending when paired 1:1 with Carrier (Carrier Air Patrol)
Battleship (1.12)
Attack 4
Defense 4
Move 2-3
Cost 15
2 hits
Shore bombardment @4
1D in Convoy SZ
Fighter (0.98) (SBR: 0.98)
Attack 2
Defense 2-3 (3) when being supported by an AB in invaded TT or a Carrier in embattled SZ, on 1:1 basis
Move 4-5 (M6 from AB as escort for bombers)
Cost 7
1 hit
Hit aircraft first, then AAA, then owner’s selecting his own casualties as usual.
SBR A2 D2,
1D in Convoy SZ.
Needs no Destroyer to hit Subs.
Can retreat aircraft 1 adjacent TTy after first combat round (announce before attacker’s retreat).
Tactical Bomber (1.13, 0.75) (Depth charge: 0.38) (TBR: 0.38)
Attack 3
Defense 2
Move 4-5 (M6 from AB for TBR only)
Cost 8
1 hit
Can pick any land or naval enemy’s unit (excluding aircraft) if rolling a hit
TBR A1 D1, damage 1D6 on AB & NB (avg dmg ratio: 3.5 IPC /8 IPCs= 0.4375 or 2.92 - 8/6 = 1.6 IPCs damage / SBR)
1D in Convoy SZ
Needs no Destroyer to hit Subs.
Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
1 roll @1, only for on going combat round, no max roll per submerged Submarine (stackable rolls).
Tactical Bombers doing Depth charge can still roll in regular combat.
Can retreat aircraft 1 adjacent TTy, after first combat round (announce before attacker’s retreat).
Strategic Bomber (0.00/ SBR: 0.96)
Attack 0
Defense 0
Move 6-8 (M8 from AB for SBR only)
Cost 5
0 hit in regular combat,
SBR 1 hit, A1 D0, damage 1D6 (avg dmg ratio: 3.5 IPCs /5 IPCs= 0.7 or 2.9 - 5/6 = 2.1 IPCs damage / SBR)
[OOB avg dmg ratio: 5.5 IPCs /12 IPCs =[i] 0.458 or 4.6 - 12/6 = 2.6 IPCs damage / SBR]
OOB G40: 1 StB doing SBR without interceptor
5/6 StB survived * 5.5 IPCs = 4.583 IPCs
1/6 StB killed *12 IPCs = -2 IPCs
Sum: 4.583 - 2 = +2.583 IPCs damage/StB run
1 StB Cost 5 damage D6 doing SBR without interceptor
5/6 StB survived * 3.5 IPCs = 2.917 IPCs
1/6 StB killed *5 IPCs = -0.833 IPCs
Sum: 2.917 - 0.833 = +2.084 IPCs damage/StB run
1 TcB Cost 8 damage D6 doing TBR without interceptor
5/6 TcB survived * 3.5 IPCs = 2.92 IPCs
1/6 TcB killed *8 IPCs = -1.33 IPCs
Sum: 2.92 - 1.33 = +1.59 IPCs damage/TcB run
Air Base
Cost 12
Giving +1M, +2M on SBR or TBR only,
Gives +1 Defense to 1 Fighter defending either AB’s territory or adjacent SZ & TT.
Allows up to four units to scramble, either Fg or TcB.
Scramble can occur in either an adjacent SZ or an adjacent TT.
Do not allow scramble if only Submarines attacking an adjacent SZ.
Anti-Aircraft Artillery (0.00, 3.00 / AA from 1.50 up to 4.50)
Attack 0
Defense 2 or 3AA@1
Move 1
Cost 4
1 hit
Roll 3@1 vs up to three aircraft, 1 roll max per aircraft or, if no enemy’s aircraft, roll regular defense @2.
This is not preemptive fire: roll in regular combat phase.
Move as any ground unit in CM and NCM.
If AAA against up to 3 aircraft:
1/6 TcB shoot down *8 IPCs = 1.33 IPCs * 3 = 4.00
1/6 Fg shoot down *7 IPCs = 1.17 IPCs * 3 = 3.50
Average:
3.75 IPCs shoot down per combat round if at least 3 attacking aircraft
2.50 IPCs shoot down per combat round if only 2 attacking aircraft
1.25 IPCs shoot down per combat round if only 1 attacking aircraft
If AAA against up to 2 aircraft:
1/6 TcB shoot down *8 IPCs = 1.33 IPCs * 2 = 2.66
1/6 Fg shoot down *7 IPCs = 1.17 IPCs * 2 = 2.34
Average:
2.50 IPCs shoot down per combat round if at least 2 attacking aircraft
1.25 IPCs shoot down per combat round if only 1 attacking aircraft
Here is additional units which are optional and require new sculpts to play with:
Militia (0.00, 6.00)
Attack 0
Defense 1
Move 1
Cost 2
1 hit
Marines (2.67-5.33, 2.67)
Attack 1-2
Defense 1
Move 1
Cost 3
+1 Attack in amphibious assault,
TP can carry 2 Marines, can load 1 on Battleship
Bunker (0.00, 2.88)
Attack 0
Defense 3
Move 0
Cost 5
2 hits
Requires 1 Inf, MI, Art, Elite, Marines or militia to work.
1 such unit must share same TTy to repair damage.
Mobile Artillery (1.92, 1.92-2.38)
Attack 2
Defense 2-3
Move 2
Cost 5
Can blitz but cannot give blitz to Mech Infantry,
Gives +1A to Inf or MI, paired 1:1
Gets +1D paired 1:1 with Tank
Elite Infantry unit (1.92)
Attack 2
Defense 2
Move 1-2
Cost 5
Can load 1 on Battleship, or 2 on TP,
Gets +1M paired 1:1 with Tank and blitz with it,
Can load 1 on Air TP during move CM or NCM,
Air Transport
Attack 0
Defense 0
Move 5-6
Cost 7
1 hit
Load 1 Elite unit CM or NCM.
Escort Carrier or Light Carrier, as a Sub Hunter (0.49)
Attack 0
Defense 1
Move 2-3
Cost 7
1 hit
Carry 1 Fg (0.49, 0.98) or 1 TcB (0.64, 0.64)
_Gives +1 Defense to 1 Fighter defending when paired 1:1 with Carrier (CAP)
Escort Carrier blocks Submarine’s First strike on 1:1 basis,
Does not block Submerge.
Cannot block Subs CM or NCM,
but each Sub moving through a SZ controlled by CVE must submit to 1 @1 anti-sub defense roll per Escort Carrier, up to 1 roll @1 per Submarine.
Military Base
Cost 12
Allows to built up to three Infantry and can be built on 0 or 1 IPC TT or Island.
Has 6 damage points, not operational if 3 or more damage.
Built-in AAgun._