Also slowly working on making my own pieces and designs for my new resin printer. I’m going to open up an online store for new pieces, boards, rules, and other items in the near future.
G40 Redesign (currently taking suggestions)
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@ Baron I agree having the money islands kick in after Japan conquers them is the way to go. Unfortunately I haven’t figured out how to do that yet. I looked at the aagun some more and haven’t found a way to do it. It seems like I remember that being an option somewhere.
Glad we are on same page for the Pacific NO.
What you are looking about AA is probably always active AA gun.
This is not the same ability.
It was 1 single shot done by all AA guns from different TTs in which planes are passing by during Combat Move and Non-Combat Move.This is very different from what I asked about an AAA able to act like all units which fire each round.
If it is too complex to modify, at least the AAA at 5 you created is able to defend @1 against ground units when no enemy’s plane are attacking. And move like any other units in CM. This is already an improvement.
Thanks for your dedication Barney. -
@ Baron I saw something called classic rules that might do aa every rd. Not sure though. I’ll keep checkin on it. I’m gonna add a A3, D3, M3 bombard 2 no NB bonus C10 or do you think 12 ? I’ll also add the 12PU AACruiser bombard at 2 and a OOB cruiser bombard 3 at 10 next update. Sound good ?
I’ll combine some of the XMLs so we don’t have so many maps.
Just reread your post. Give the 12 PU AACruiser M3 bombard 3 but no NB bonus correct ?
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Just reread your post. Give the 12 PU AACruiser M3 bombard 3 but no NB bonus correct ?
Correct.
Cruiser Cost 12 A3 D3 M3, no NB bonus, bombard @3, preemptive AA@1 up to 2 planes, 1 roll per plane max.
With all these additional capacities, even if not directly optimized on AAcalc vs other warships, +1 move and AA would be a test to see if people want to buy it at 12 IPCs. -
@ Baron I saw something called classic rules that might do aa every rd. Not sure though. I’ll keep checkin on it.
Classic rules probably imply 1 AA gun gets 1 preemptive roll @1 per plane against an infinite number of planes.
Actually, no AA rules ever gives a roll each round.
Such AAA would be similar to the one you develop on the AACruiser, but without the limitation to first round only.
If your able to create a Cruiser with Defense 0 but able on defense to fire each round (preemptive or not, that is not so important) against up to two planes, 1 roll max per plane. You could be able to transfer such code on AAA unit A0 D0 Cost 4.If you succeed, then it will open a wide range of possibilities for transport able to gets defense against planes but not against warships.
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Bailey, Question, since u seem to know a lot more about this javascript business than I do.
I’d like to try to incorporate a house rule whereby the conquest of France (all three territories) by Germany/Italy results in France’s remaining territories becoming Neutral_Axis (i.e., Vichy French).
I’ve managed to code a trigger that turns the French territories to Neutral_Axis once France is under Euro-Axis control, but I cannot for the life of me get the French UNITS in those territories to turn Neutral_Axis as well. Tried to model it after the Mongolia thing, but that doesn’t seem to be working. Also tried the “ChangeOwnership” option. . . no luck.
Any ideas on how this could work?
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@ kid This was in POS2 it might work
placement values: places units at beginning of combat movement phase. first in list is territory to be placed it, then list of units, then count. “placement” will be affected by “each” in a condition statement.
(example: value=“Moscow:artillery:infantry” count=“2” [if count is missing, defaults to 1])
removeUnits values: removes up to that number of the desired unit, at the beginning of the combat move phase. “removeUnits” will be affected by “each” in a condition statement.
removeUnits list is done the same way as placement, but allows the option of “all” in place of the territory name, and also “all” in place of the unit type, such as value=“all:all”, or “Moscow:all”, or “all:infantry”. example: <option name=“removeUnits” value=“all:infantry” count=“1”>works with triggers. I wanna set up some neutral blocks and vichy dudes as well. I’ll look into it some more. I was able to get the mongolians to turn into pro allied neutral with limited success, but it should be possible I would think.</option> -
@ kid This was in POS2 it might work
placement values: places units at beginning of combat movement phase. first in list is territory to be placed it, then list of units, then count. “placement” will be affected by “each” in a condition statement.
(example: value=“Moscow:artillery:infantry” count=“2” [if count is missing, defaults to 1])
removeUnits values: removes up to that number of the desired unit, at the beginning of the combat move phase. “removeUnits” will be affected by “each” in a condition statement.I think this “each” thing might be the key to what I want to do–namely, make so that when a French territory turns Vichy, all of the French units in that territory turn Vichy as well. What I can’t figure out is where the “each” should go. No matter where I put it, the game gives me some kind of syntax error.
Below is the coding I’ve done so far (trying to get it to work for just Morocco). Haven’t decided yet the exact conditions for the Vichy trigger, or when it will be activated (i.e., might make it so that only 2/3 of France need be under Axis control, with the trigger occurring at the end of the Axis player’s turn). But, for now, it occurs as soon as Axis takes all of France.
<attatchment name=“conditionAttachment_French_Territory_May_Turn_Vichy_Switch” attatchto=“Germans” javaclass=“games.strategy.triplea.attatchments.RulesAttachment” type=“player”></attatchment>
<attatchment name=“conditionAttachment_Axis_Conquer_All_France” attatchto=“Germans” javaclass=“games.strategy.triplea.attatchments.RulesAttachment” type=“player”></attatchment>
<attatchment name=“conditionAttachment_Morocco_Can_Turn_Vichy” attatchto=“British” javaclass=“games.strategy.triplea.attatchments.RulesAttachment” type=“player”></attatchment>
Note: This makes it so that if there are any British units present in the French territory at the time the trigger is activated, the French territory will remain ‘Free French’. Will eventually extend this to American/Anzac/Russian units as well.
<attatchment name=“conditionAttachment_Morocco_Can_Turn_Vichy_Infantry” attatchto=“French” javaclass=“games.strategy.triplea.attatchments.RulesAttachment” type=“player”></attatchment>
<attatchment name=“triggerAttachment_Axis_Conquer_All_France_Morocco_Territory_Change” attatchto=“Germans” javaclass=“games.strategy.triplea.attatchments.TriggerAttachment” type=“player”></attatchment>
<attatchment name=“triggerAttachment_Axis_Conquer_All_France_Morocco_Infantry_Place” attatchto=“Neutral_Axis” javaclass=“games.strategy.triplea.attatchments.TriggerAttachment” type=“player”></attatchment>
<attatchment name=“triggerAttachment_Axis_Conquer_All_France_Morocco_Infantry_Remove” attatchto=“French” javaclass=“games.strategy.triplea.attatchments.TriggerAttachment” type=“player”></attatchment>
<attatchment name=“triggerAttachment_Axis_Conquer_All_France_Morocco” attatchto=“Germans” javaclass=“games.strategy.triplea.attatchments.TriggerAttachment” type=“player”></attatchment>
Note: The coding above only results in one French infantry changing to Neutral Axis. But if I put two or more French infantry in the territory before running the test, only one of them turns Vichy, with the rest remaining French. Any thoughts on how to fix this?
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not sure you might try changing 1 to all. You have
<option name=“activateTrigger” value=“triggerAttachment_Axis_Conquer_All_Fran ce_Morocco_Infantry_Remove:1:true:true:false:false”>Try</option>
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didn’t recognize “all” or “each” there. i give up. lol
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@Baron:
Baron, how bout this for a simplified (closer to OOB) approach, that puts convoy raids on the attackers turn:
1. Warships and Subs may conduct convoy raids against any income producing territory bordering a convoy zone. This works similar to a shore bombardment, with each participating ship simply targeting a specific territory (No need for a rough division of damage between allied powers bordering the same sz. The attacker simply chooses each ships target).
**2. Surface ships can only make a raid in an empty convoy zone (if enemy ships are present, a naval battle results. No raid). Submarines can raid any convoy zone, unless enemy destroyer is present (if enemy destroyer is present, a naval battle results. No raid).3. Convoy raid damage is determined using the OOB method, with each raid inflicting up to the value of the targeted territory.** The total amount of damage is immediately removed from the targeted player’s treasury.
4. Each convoy zone can only be raided once per round, per side.
Sound good?
At first glance it seems effectively a working alternative to Convoy Disruption nearer OOB mechanic.
#1doesn’t seem necessary. Once the damage are rolled, you apply the damage accordingly and let the owners split as they wish. The same way casualty are determined by multiple defenders.
The damage cap would be the sum of all enemy’s adjacent TTs to Convoy SZ.It would be easier to implement into Triple A.
What do you do about Fighter rolling 2D6, keeping 1-3 as damage?
I’m OK with TcB.
Any idea about Strategic bombers?
In OOB Convoy system, every 1D6 roll gives an avg of 1 IPC, 2D6 gives 2 IPCs.
But getting no damage is possible, and there is no risk to the attacker.What about letting StB rolling 1D6 and keeping 1-3 as damage?
1 IPC avg is much lower than 2.583 IPCs (or 2.916) avg on SBR.Even if I try to develop a Convoy system similar to SBR, I believe that to increase action in ATO, there should be minimal danger against raider during his Convoy raiding phase.
So the OOB method: 1-3 = 1-3 damage 4-6 = 0 damage
DD, CA, BB roll 1 D6, CV have no dice, TcBs and Fgs get 2D6 along with Subs,
is my prefered choice. It imply no risk but there is 50% on 1 dice to totally miss.
That’s fine for me. Combat units must fight Subs to get ride of them.
Changing this phase into attacker’s turn makes it more efficient.
The more units are able to survive somehow from combat or raid, the more intense would be this theatre of operation. There will be plenty of units in many SZs.
That is why I prefer OOB raid, TP being able to escape on 2nd round, DD blocking 1:1 Sub, and only for one round, Sub cannot hit or be hit by submarine, etc.Also, I’m actually working on developing Convoy SZs for 1942.2, so only Sub can do convoy damage in a way that it increase the losses for Allies vs Axis but the counter will be the 6-8-9-12-15 cost structure, which I believe favors 2 Allied powers over 1 Axis power (Japan).
I will use Convoy rules to reduce UK and US economy, so buying cheaper warships would still be a burden due to IPCs shortage. I have hope this can balance things out.Since the cost structure affect warships only, Russia have no Convoy SZ, so its economy cannot suffer from raid.
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so the AAcruiser is pretty badass for 10 bucks. You may be right that they’re underpriced Baron. 1 CA could potentially kill 3 fighters. Being able to send one in with a defenseless trprt where only air can counter makes one think about it. If you can pack a DD along even better. Pair it with a anti-sub carrier and it can do a little island hopping in the right circumstances.
I was thinking lower it to D2 and keep it at 10 bucks. Seems like the defensive fleet usually has the advantage maybe this would help. I’m gonna test them the same way a few more times and see what happens. I havent tried a CA spam yet.
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so the AAcruiser is pretty badass for 10 bucks. You may be right that they’re underpriced Baron. 1 CA could potentially kill 3 fighters. Being able to send one in with a defenseless trprt where only air can counter makes one think about it. If you can pack a DD along even better. Pair it with a anti-sub carrier and it can do a little island hopping in the right circumstances.
I was thinking lower it to D2 and keep it at 10 bucks. Seems like the defensive fleet usually has the advantage maybe this would help. I’m gonna test them the same way a few more times and see what happens. I havent tried a CA spam yet.
The 10 bucks Cruiser was optimized in the OOB roster without adding anything else.
The balance formula between DD, CA and BB is:
1 DD A2 D2 C8 + 1 CA A3 D3 C10 = 1 Battleship A4 D4, 2 hits C18
You can try it by yourself on AACalc.
Add x DD + x CA on offense against x BB, you will always get pretty close to 50% vs 50%.
So, if BB is still at 20 IPCs, Cruiser with double AA should be put at 12 bucks.
Otherwise, Battleship becomes far less interesting purchase compared to DD and Cruiser.
Simply because for 20 IPCs, you get two 10 bucks Cruisers A3 D3, 2 Shore bombardment @2 and AA against up to 4 planes.
Just try 2xCA A3 D3 vs xBB A4 D4. You will see how it is too superior.
That is why I believe 10 IPCs AA Cruiser is OP.
Don’t make Cruiser defense same as DD.
It is weird from an historical weapon reviews. -
yea that makes sense. So we’ll go with a 12 PU 2 shot AACruiser A3 D3 and bump his bombard back to 3. And for 10 PUs we’ll go with regular cruiser bombard at 2. And add a M3 version of the AA CA.
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Barney:
I got Vichy France to work great.
Question: Would you have an ideas on how to code something like this:
Player captures opponent’s PUs only the FIRST time he captures his opponent’s capital. Subsequent capture of the same capital results in opponent’s PUs being destroyed.
So far I’ve figured out how to make it so that a player’s PUS are ALWAYS destroyed when the capital is captured (its a playerattatchment “destroysPUs”). But i can’t figure out how to make it so that this feature only kicks in after the first time the capital is taken. I’ve tried triggers that will switch on “destroysPUs.” I’ve tried conditions. Either I’m not doing it right, or playerattatchments can’t be conditional.
Any ideas?
Thanks.
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Hey kid
IDK I’m gonna start a triplea xml question thread so we don’t spam anybody out :)
Not that anybody cares :) -
**@Baron:
@Baron:
Baron, how bout this for a simplified (closer to OOB) approach, that puts convoy raids on the attackers turn:
1. Warships and Subs may conduct convoy raids against any income producing territory bordering a convoy zone. This works similar to a shore bombardment, with each participating ship simply targeting a specific territory (No need for a rough division of damage between allied powers bordering the same sz. The attacker simply chooses each ships target).
**2. Surface ships can only make a raid in an empty convoy zone (if enemy ships are present, a naval battle results. No raid). Submarines can raid any convoy zone, unless enemy destroyer is present (if enemy destroyer is present, a naval battle results. No raid).3. Convoy raid damage is determined using the OOB method, with each raid inflicting up to the value of the targeted territory.** The total amount of damage is immediately removed from the targeted player’s treasury.
4. Each convoy zone can only be raided once per round, per side.
Sound good?
At first glance it seems effectively a working alternative to Convoy Disruption nearer OOB mechanic.
#1doesn’t seem necessary. Once the damage are rolled, you apply the damage accordingly and let the owners split as they wish. The same way casualty are determined by multiple defenders.
The damage cap would be the sum of all enemy’s adjacent TTs to Convoy SZ.It would be easier to implement into Triple A.
What do you do about Fighter rolling 2D6, keeping 1-3 as damage?
I’m OK with TcB.
Any idea about Strategic bombers?
In OOB Convoy system, every 1D6 roll gives an avg of 1 IPC, 2D6 gives 2 IPCs.
But getting no damage is possible, and there is no risk to the attacker.What about letting StB rolling 1D6 and keeping 1-3 as damage?
1 IPC avg is much lower than 2.583 IPCs (or 2.916) avg on SBR.Even if I try to develop a Convoy system similar to SBR, I believe that to increase action in ATO, there should be minimal danger against raider during his Convoy raiding phase.
So the OOB method: 1-3 = 1-3 damage 4-6 = 0 damage
DD, CA, BB roll 1 D6, CV have no dice, TcBs and Fgs get 2D6 along with Subs,
is my prefered choice. It imply no risk but there is 50% on 1 dice to totally miss.
That’s fine for me. Combat units must fight Subs to get ride of them.
Changing this phase into attacker’s turn makes it more efficient.
The more units are able to survive somehow from combat or raid, the more intense would be this theatre of operation. There will be plenty of units in many SZs.
That is why I prefer OOB raid, TP being able to escape on 2nd round, DD blocking 1:1 Sub, and only for one round, Sub cannot hit or be hit by submarine, etc.Also, I’m actually working on developing Convoy SZs for 1942.2, so only Sub can do convoy damage in a way that it increase the losses for Allies vs Axis but the counter will be 5-6-8-9-12-15 cost structure, which I believe favors 2 Allied powers over 1 Axis power (Japan).
I will use Convoy rules to reduce UK and US economy, so buying cheaper warships would still be a burden due to IPCs shortage. I have hope this can balance things out.
Since the cost structure affect warships only, Russia have no Convoy SZ, so its economy cannot suffer from raid.
Now, I can provide a complete and still simple National Convoy Disruption House rule for 1942.2.
IDK if this mechanic can also works with G40.First thing, the Convoy SZ is to be identify with owner’s Control Marker.
All Convoy SZs worth 4 IPCs and are bordering at least 1 TT or have an island group in it.
These TTs can worth 0 IPC to many IPCs, this doesn’t change the 4 IPCs Convoy SZ basis.Here is all 1942.2 Convoy SZs I would implement (some such as SZs 2, 3, 45, 53, 57 can be considered as Allied lend-lease shipping SZs coming from either UK or US toward Russia or Australia) :
United Kingdom 31 IPCs
8 SZs x 4 IPCs = 32 IPCs max.
SZ 3 (Iceland), 7 (Northern UK), 8 (Southern UK), 10 (Eastern Canada), 23 (West Africa),
SZ 34 (Egypt, Saudi Arabia, Persia), 35 (India), 45 (North Eastern Australia)United States 42 IPCs
9 SZs x 4 IPCs = 36 IPCs max.
SZ 2 (Greenland), 11 (US East Coast), 18 (Caribbean), 22 (Brazil),
SZ 53 (Hawaii), 55 (Mexico West Coast), 56 (US West Coast), 57 (Midway), 65 (Alaska/Western Canada)Germany 41 IPCs
2 SZs x 4 IPCs = 8 IPCs max.
SZ 5 (Baltic)
SZ 15 (Italy)Japan 30 IPCs
7 SZs x 4 IPCs = 28 IPCs max.
SZ 36 (Malaya), 37 (East Indies), 47 (Borneo),
SZ 48 (Philippines), 60 (Japan), 61 (China), 62 (Korea)The most important thing to note :
lf at least 1 territory bordering (or the Island group within) the Convoy SZ is taken from his original owner and the Convoy SZ belong to the same owner, then this Convoy SZ is deactivated and can no longer be raided by enemy’s of the original Convoy SZ owner’s which have his control marker in this Convoy SZ.When such Convoy SZ is deactivated, simply flip this Nation Control Marker face downward.
Only Submarine can raid Convoy SZ.
During Phase 3: Conduct Combat
Combat Sequence
1. Strategic and tactical bombing raids AND/OR Convoy DisruptionEach Submarine can either make a regular attack (Step 3. General combat) or a Convoy raid (Step 1. S&TBR AND/OR Convoy Disruption).
Even if there is warships (including DD) in Convoy SZ, Submarine can still make such raid.Once the raid is done, Submarine cannot retreat and must stay in raided SZ.
Each 5 IPCs Submarine can make 1 IPC + 1 to 3 IPCs damage, by rolling 1D6: 1-3 = 1-3 IPCs / 4-6 = 0 damage.
So a single Sub always does at least 1 IPC damage (50% of the time, and more the other 50%).There is no defense roll and Destroyer cannot do anything about it.
It is up to the Convoy SZ owner’s to send Destroyers (and more) on his turn to sink Subs.These damage and odds are for:
5 IPCs Sub A2 first strike, D1 M2, damage: 1D6 (1-3= 1-3 / 4-6 = 0) +1 IPCs.
6 IPCs Destroyer A2 D2 M2, cancel 1:1 Sub Submerge and Stealth Move but not first strike.If you want to play with OOB Sub and DD, then damage per Sub must be 2 IPCs + 1-3 IPCs.
The odds must be different because Submarine commander must see some benefits to not attack warships.
The odds for 5 IPCs Sub is 2/6 x 6 IPCs for DD = 2 IPCs damage on average.
1 IPC + 1-3 IPCs gives the same 2 IPCs average.The odds for OOB 6 IPCs Sub are 2/6 x 8 IPCs DD = 2 2/3 IPCs
2 IPCs + 1-3 IPCs gives 3 IPCs average but the cap is 4, which gives 2 5/6 IPCs.
This is pretty close, and OOB Subs are lame ducks on defense vs DDs.Damage are immediatly remove from Convoy owner’s hands, never more than 4 IPCs per SZ for the whole game round.
And attacker must put his own Control Markers (1 per IPCs damage) as a reminder for the game round of how many IPCs were raided if multiple raids occur from more than one alliance powers.
These Markers will be removed from the SZ during Convoy SZ’s owner 1. Purchase and Repair Units. Step 2: Pay for Units and Repair Damaged Units and Facilities.
Here is all AA50 Convoy SZs, 1941 set-up I would implement (some such as SZs 2, 3, 46, 53, 57 can be considered as Allied lend-lease shipping SZs coming from either UK or US toward Russia or Australia) :
United Kingdom 43 IPCs
8 SZs x 4 IPCs = 32 IPCs max.
SZ 3 (North East of UK), 8 (Southern UK), 9 (Eastern Canada), 17 (French West Africa),
SZ 34 (Egypt, Saudi Arabia, Persia), 35 (India), 38 (East Indies), 46 (Solomon Islands)United States 40 IPCs
9 SZs x 4 IPCs = 36 IPCs max.
SZ 2 (Greenland / Northern UK), 10 (US East Coast), 18 (Brazil), 19 (Caribbean),
SZ 53 (Hawaii), 55 (Mexico West Coast), 56 (US West Coast), 57 (Midway), 65 (Alaska/Western Canada)Germany 31 IPCs
1 SZ x 4 IPCs = 4 IPCs max.
SZ 5 (Baltic)Italy 10 IPCs
1 SZ x 4 IPCs = 4 IPCs max.
SZ 14 (Italy)Japan 17 IPCs
6 SZs x 4 IPCs = 24 IPCs max.
SZ 36 (South Malaya), 37 (North Malaya),
49* (Borneo), SZ 50* (Philippines),
61 (China), 62 (Japan)
*Deactivated on set-up.For G40 Convoy rules continuation
http://www.axisandallies.org/forums/index.php?topic=36518.msg1467172#msg1467172** -
@Baron:
Only Submarine can raid Convoy SZ.
From a gameplay perspective, this might be alright, but historically it misses the mark. Surface warships were frequently involved in convoy raids. Indeed,the Bismarck’s sole mission on its maiden voyage was to target allied convoys (Operation Rheinübung). This changed only when she (he?) was spotted and engaged by the Hood and Prince of Wales.
In the Mediterranean too, both sides often deployed surface warships to intercept enemy convoys.
I can see that this might conflict with a convoy-disruption mechanic that allows players to completely ignore enemy warships in a target sz, but I’m curious why you think that is necessary?
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Attached is the most recent iteration of the G40 Balance Mod, incorporating the “Vichy France” event. Feedback welcomed.
**Global 1940 Second Edition - Balance Mod (with Vichy France Event) **
Original Game Credits: Bung, Veqryn
Revision Credits: Adam514, aznz, dss85, Gencre, regularkid
REVISIONS
Revised Air Raid Rules: Fighters attack and defend at 2. Strategic and tactical bombers attack at 1.
Revised Capital Capture Rules: The capture of a player’s capital results in the capture of his PUs only the first time his capital is taken. Subsequent recapture of the same capital simply results in the player’s PUs being destroyed.
**The “Vichy France” Armistice **
If Euro-Axis control both France and Normandy Bordeaux but have not yet conquered Southern France, all originally French territories (and their units) change ownership to Pro-Axis Neutrals at the end of Germany’s turn, with the following exceptions: (1) French Equatorial Africa and New Hebrides; (2) any territories containing non-French allied units; (3) French units in non-French Allied territory remain Free French. Liberation of France causes any territory still under Vichy French control to revert back to Free French control.
Note: Under the foregoing conditions, an Axis player may elect to bypass the “Vichy France” arrangement by conquering Southern France before or in the same turn as the Axis’s conquest of France and Normandy Bordeaux.
Impact on Axis National Objectives: Vichy French territory is considered “Axis” or “Pro-Axis” controlled for purposes of Italy’s “North Africa” and “Roman Empire” Objectives. Vichy French control of French Indo China does not impact Japan’s “Trade With America” Objective. Any direct takeover of French Indo China by Japan negates the Objective.
Additional National Objectives
UK
*3 PUs for UK Europe if Allies control at least 2 of: Sicily, Sardinia, Greece.
*3 PUs for UK Europe if Malta, Crete, and Cyprus are Allied or pro-Allied controlled.
*3 PUs for UK Europe if there are no enemy submarines in the Atlantic, excluding szs 112 and 125-127.
*3 PUs for UK Pacific when at war with the Japanese if: (1) British control West India and either Egypt or South Africa; and (2) there are no enemy submarines in the western half of the Indian Ocean (sz71,…,sz81).USA
*5 PUs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and USA has at least one land unit in any of these territories.
*5 PUs if Allies control Morocco, Algeria, and Tunisia, and USA has at least one land unit in any of these territories.
*5 PUs if USA is at war and controls Midway, Wake Island, Guam.
*5 PUs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas.Revised National Objectives
Russia
*3 PUs for each originally German, Italian, or Pro-Axis neutral territory that Russia controls in mainland Europe.
*2 PUs for each of the following Lend-Lease lanes that is open if Russia is at war with European Axis and no allied units are present in any originally Russian territories: (Persia, sz 80), (Amur, sz 5), (Archangel, sz 125); An additional 1 PU per open Lend-Lease lane if Japan has declared war on Russia.Italy
*3 PUs if Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria are Axis or pro-Axis controlled.
*3 PUs if three of Greece, Egypt, Southern France, Gibraltar are Axis or pro-Axis controlled.
*3 PUs if Malta, Cyprus, and Crete are Axis controlled. -
@Baron:
Only Submarine can raid Convoy SZ.
From a gameplay perspective, this might be alright, but historically it misses the mark. Surface warships were frequently involved in convoy raids. Indeed,the Bismarck’s sole mission on its maiden voyage was to target allied convoys (Operation Rhein�bung). This changed only when she (he?) was spotted and engaged by the Hood and Prince of Wales.
In the Mediterranean too, both sides often deployed surface warships to intercept enemy convoys.
I can see that this might conflict with a convoy-disruption mechanic that allows players to completely ignore enemy warships in a target sz, but I’m curious why you think that is necessary?
I made this choice for simplicity and giving Sub its iconic econonic warfare value.
I also made a first working HR for 1942 Second Edition or AA50 1941 set-up, cannot say if it can be balanced or not.
IDK if such Convoy SZs mechanics can work in G40.2.
Since G40 is a more historically detailed game, I agree that surface warships will be part of any Convoy HR. -
Revised Air Raid Rules: Fighters attack and defend at 2. Strategic and tactical bombers attack at 1.
This configuration has been tried during Alpha + game tests.
From a statistical POV, Fighter @2 is a deterent against SBR.
It is such, that Larry brings in 1942.2 SBR first strike @1 to bomber against Fighter defending 2.
But fighter also attack @1 first strike in this OOB SBR.So, if you don’t like my optimized SBR rules to increase SBR, at least makes this little change to balance odds :
Fighters attack and defend at 2.
Strategic and tactical bombers attack at First Strike 1.
And let interceptors to hit bombers first.