@baron-Münchhausen said in G40 Redesign (currently taking suggestions):
@Baron:
@Black_Elk:
As far as combat units go, I would set out these chief goals for fixing busted units in the current (ideally the solutions for the “problem units” should interrelated.)
Deal with the vulnerability of navies to mass bomber spams
Make the Cruiser a worthwhile purchase.
**Fix AAAguns once and for all.
Last things first, AAguns suck. This is pretty universally acknowledged. It blows that the unit sculpt is pretty cool, but it just has no good role to play in the game for most players. For me the single most annoying thing about AAguns is how they are restricted the non-combat phase. This makes them an all around headache in addition to being overpriced and underpowered. So lets fix them.**
As for Cruisers, granting them some sort of AA shot on the water, would fulfill the dual purpose of giving them a unique role to play in the naval game, while also helping to mitigate the overwhelming power of Bombers vs Navies. Does anyone object? Or see this as a non-issue? I would love to find a way to make the AAAgun into a normal combat unit, that moves during the normal combat phase, and can load and unload from transports in the same way all the other transportable units can.
If no one objects to a tweak then I would suggest that we find a way to adapt the AAAgun and the Cruiser (oerhaps in a way that doesn’t violate the current battle board core info) perhaps by granting them some special or expanded abilities?
Cruiser anti air capalities have been discussed before.
Flak that can move during combat has also been discussed.
I think it’d be nice if we took a look at some of those discussions and settled on something we can all get behind.
Not saying we need to iron out all the details right now, but just to looking for some agreement in general principle. :-D
About AA guns, here is the link to a thread which explains my most recent idea and showed many quotes from other people in various thread. Food for thought. :)
Two simpler and balanced ways to handle AAA unit (Antiaircraft artillery)?
http://www.axisandallies.org/forums/index.php?topic=36277.msg1433338#msg1433338
I just found that Larry suggested a similar AAA unit on Alpha+.1 brainstorm.
I believe anything similar should be tried to solve AAA issue.
Let me be the first one to post on this “Theorycrafting” site.
Flak guns… Just a fancy name for AA-Guns. Flak guns are a new unit. Each would be based on the historical weapon used by the different powers (TBD for sure). Hey, in other words its a new unit that has its own Attack/Defense numbers. Its own cost. It’s own capabilities and use. For example the numbers may look something like this:
Cost 5
Attacks: No attack power
Defense: Only aircraft that are attacking land units in which the Flak gun is located can be shot at. Flak guns can only roll 1 die but can roll for each round of combat, just like other units. Each Flak gun in a territory can roll up to 2 dice per round if under attack by at least 2 aircraft or more. They can be chosen as a casualty. They scores hits by rolling 1s.
Movement 1
Special notes: A player may have as many Flak guns per territory as he wishes.
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4062
My own idea on AAA wasn’t that far.
@Baron:
@Black_Elk:
As far as combat units go, I would set out these chief goals for fixing busted units in the current (ideally the solutions for the “problem units” should interrelated.)
Deal with the vulnerability of navies to mass bomber spams
Make the Cruiser a worthwhile purchase.
Fix AAAguns once and for all.
ANTI-AIRCRAFT ARTILLERY A0 D1 M1 Cost 4, 1 hit,
Each round, up to 1 preemptive defense @1 against up to 2 planes, whichever the lesser, works similar to OOB AAA but can defend each combat round.
Stop any blitz, and defend itself @1 against enemy’s ground units, if no attacking air unit is present.
Can move during combat move phase, can be taken as casualty (owner’s choice).
Talking AAA for changing.
With the help of Barnee (thanks man), I run a few test on 1942.2 V5 Triple A.
The AAA was
Attack 0
Defense 1
Hit 1
Move 1, both combat and non-combat
Capacity: preemptive 1 @1 against up to 2 aircraft
Cost 3
I found that in major battle, with a massive opening round attrition, there is only a few if not at all Infantry surviving. In such cases, I understood why Larry decided to not give any regular defensive capacity at all. Instead, he increase the antiaircraft capacity to up to 3 rolls. In essence, it means that on average AAA survived a round and a half. In that case, giving these rolls in the preemptive phase of the whole battle is to be certain that all AAA have the opportunity of opening fire at aircraft. If it was a regular roll at aircraft, we cannot be so sure that these unit reaches the second or third combat round, meaning a single roll would have been shot.
So, make it only preemptive shots was elegant and simplify the regular combat round: each casualties are similar and left to owner’s choice.
However, at 5 IPCs it was a high cost for a unit which can be dodge pretty easily by not sending aircraft. Making it a pure buffer unit, in essence. Only good for absorbing hits to save other units, like a Battleship, but with no retaliation guns. This seemed broken to me. Or make AAA only good for the main theater battles over VC territory or important IC.
By reducing to 3 PU or IPCs as low cost as an Infantry, it provides a better feel of bunker and defensive fortifications which can be afford to lose on front line, as Infantry are used to be traded.
By giving a small Defense 1, in regular battle, it cuts the capacity to dodge it. It may defend by itself. No need to add more units in the territory. So it remains usable as a cheap fodder. And “1” are still clearly associated with this unit.
So, for balance, at best AAA would have the potential to roll 3 times @1. 2 in the preemptive phase and 1 the regular. 3 pips potential. This is mostly even with Infantry A1-2 D2 but you always get 3 pips in all situations and sometimes 4 when combined. I feel it is ok, since the fear of loosing an aircraft in the opening phase which embodied the AAA unit worth something after all.
Now, here is the interesting narrative part I discovered by toying a few game tests over it. Because of the potential of firing at aircraft, you may want to preserve this unit: if hope is high of winning the fight. But, there is a cost. You sacrifice at least 1 pip of defense (compared to Infantry or Artillery). This little 16,7% odds can sometimes make a true difference in the early combat rounds. By loosing Infantry over an AAA, I can read this tactical situation as the commander is not willing to lose or abandon a defensive entrenched line but at a cost. More soldiers have to pay dearly to keep this fortified position assuming that holding the fort will provide the upper hand the next season or month, if enemy is trying again an assault on that position.
I see this hard choice as an interesting dilemma which happens more often because Powers can purchase more of them.
And don’t be afraid about spamming, by giving no attack values, it is a warranty that Infantry mobility and attack capacity remains much needed.
If you don’t want these kind of dilemma during casualty selection. I believed this type of AAA will fit the deal where is more PUs ressources, like G40:
AAA
Attack 0
Defense 2
Hit 1
Move 1, both combat and non-combat
Capacity: preemptive 1 @1 against up to 2 aircraft
Cost 4