@Black_Elk:
Killer! :-D
I will say, I think the move 3 naval option has some serious potential. Whatever threat is posed by the German transport and u-boats in terms of setting up an early Sea Lion squeeze, this is basically offset by the fact that the AB +2 would allow the Americans to transit fighters from E. US to England directly. And 3 movement standard for ships (+1 from the NB) also means that the US Atlantic situation is way more interesting.
The global map is kind of bizarre in that England and Normandy are both 4 moves away from sz 101. In my view this kind of discourages D-Day staging in the UK, and I’m not sure there’s a whole lot that can be done about that. But with a standard move of 3 for all ships (and a +1 from the NB) the US has lot more options for a crossing. There is also an interesting move out of sz 106 to 125 (from the Nova Scotia NB) which puts Norway on the table for the northern route. A similar move out of 101 to sz 92, puts Algeria in play, and offers a somewhat more realistic Torch option, by giving the Eastern Task Force a place to land (instead of just the Western Task Force in Morocco)
On the Pacific side the move 3 option presents a dilemma, because it means that Tokyo and San Francisco are in reach of one another (via sz 8.) Frankly I don’t mind this so much, because it means that the SF VC would actually be in contention for once, and this route makes control of the Aleutians/sz 8 pretty critical.
Of course for a J1DoW, the balance of forces tilts heavily in Japan’s favor, which is definitely an issue. One possible solution would be to just give the US a blocking destroyer in sz 8. This is the main “required” set up change I was referring to earlier, since I don’t really see a way around it. But I suppose all this could be worked out, if people like the change otherwise.
Some interesting consequences regarding the NBs and sea zone shucks…
sz 6 to 10 (Japan/ W. US)
sz 81 to 39 (Egypt/India)
sz 39 to 20 (India/Kwangtung)
sz 6 to 37 (Japan/Malaya)
sz 37 to 62 (Malaya/E. Australia)
sz 35 to 26 (Philippines/E. Australia)
sz 35 to 39 (Philippines/India)
sz 62 to 26 (E. Australia/ Hawaii)
sz 26 to 63 (Hawaii/New Zealand)
That’s mainly on the Pacific side, but there are some interesting options on the Atlantic side as well…
sz 101 to 109 (E. US/England)
sz 101 to 105 or 110 (E. US to Normany or Holland)
sz 110 to 127 (England/Novogorod)
sz 113 to 109, or sz 112 to 92 (W. Germany/Gibraltar)
sz 110 or 105 to sz 93 (Normandy/S. France)
sz 91 to sz 98, or sz 92 to sz 81 (Gibraltar/Egypt)
etc.
Sorry to quote myself hehe, but I’m just wondering if people like the idea of the move 3 standard for all naval units, considering the above?
It seems to me that it would open up the naval game quite a bit in 1940. Sure some territories along the typical transport paths will remain insignificant (but that’s already the case OOB in many instances). On the whole I think it would dramatically speed things up, and make fleet coverage and coastal defense more interesting, because there are so many more potential targets on option in a given turn. We know already that the game favors stacking, and players are reluctant to break their fleets apart, but at least here they could move an extra tile each turn. I think the global map is large enough to accomodate this rather well. It has the gameplay benefit of more strategic defense planning, in that players are less likely to just leave their heartland territories lightly defended, or totally undefended, in order to throw everything at some far flung front. Here there is a greater likelihood you might get backdoored by a fleet in your home waters, so you have to account for that possibility. For example between SF and Tokyo, players would have to maneuver more blockers, and do more screening, and plan for the contingency that the enemy might come gunning across the sea at any time. Something similar would hold for Fortress Europa vs the Anglo-American crossing on the other side of the board.
I like the idea that it might be possible to play this way with the standard unit set up, using only a few tweaks to the ruleset. Same thing with the bomber and AB proposals. A few rules changes, with considerable implications on the gameplay.
For a G40 fix, I think you can go one of two ways…
Either make the unit set up fit the rules (like what we see with bids, starting unit mods etc.)
Or make new rules to fit the default unit set up (stuff like we’ve been talking about these past few pages.)
Doing both at once, (major rules changes and major unit set up changes), and there’s just not much of the original game left. I think you can push it pretty hard in one direction or the other, and enthusiastic players may accept it, so long as they still have something familiar to hold on to.
Given where the discussion has been trending I’d say it would be nice to change only the rules at this point, and try to preserve the OOB unit set up wherever possible.
I think move 3 for all naval units could work on this map, but I think sz 8 would have to be dealt with. A single addition to the unit set up of 1 destroyer off the Aleutians could fix that problem. Another alternative would be to somehow restrict Japan vs the US for a single round. I don’t know which is preferable. Or I guess we could drop the move 3 concept for now, and just focusing on the bombers, to see if that produces enough entertainment value by itself. But something tells me move 3 for ships might be popular, because it would open up so many new options on the water.
I’ll admit a strong desire right now to code name this HR proposal “SAN FRANCISCO RULES” or SF rules for short? Because it puts the SF VC into contention, and that’s also the city where I grew up.
Any objections?
:-D
Maybe “WEST COAST RULES” is more inclusive, since most places have a West Coast somewhere, even in Japan or Germany hehe. But yeah, that’s what I’m leaning towards right now.
West Coast Rules might work for 1942.2 as well. Move 3 for ships on that map would be nutso, but potentially highly entertaining (Germany and UK could go wild in the opener!). That game doesn’t have bases or tacBs, but it could have the defenseless bomber and the naval move 3, as the defining characteristics of the ruleset.
1942.2 is a little peculiar in that the UK has some Pacific openers vs Japan don’t really have a clear historical analogue. (Pearl part 2 is another one of these historical departures) The way the units and turn order are set up, it’s a bit like the British win the battle of Java sea, and the Japanese win the battle of Midway, according to the round one OOB script.
With a ships moving at 3 as suggested by the HR, the situation probably still allows for some similar (regrettably ahistorical) situations in the round one script. But it still has a high entertainment value from a gameplay perspective. In 1942.2 with 3 move ships, the British could hit Truk, sink the Caroline islands carrier and potentially save the US fleet at pearl. Japan would then have to consider what to do. Sz 53 is spared the worst of it. Perhaps just imagine that the British maneuver was like a mini Midway, taking place too soon, in the wrong area with the wrong nations involved, but resulting in the desired unit spread for the Midway style game… Japan down a carrier, US up a carrier from OOB. This move by UK would of course have to be considered against the new India dynamic, which has Tokyo one turn from Calcutta, and the new West Coast dynamic, which has Tokyo one turn from San Francsisco, so its not exactly a given hehe. Under this HR strategic bombers are out of the combat equation, so conceivably Japan could go toe to toe with the USN in sz56, and it would be 1 Battleship + 1 DD vs 1 Battleship + 1 DD, squaring off against each other. (Probably unwise for J1 haha, but at least it’s possible to reach sz56). I seriously think this rule could finally put the San Francisco Victory City into contention.
Similarly on the Atlantic side in 1942.2, Germany might have a way to realistically keep a fleet, if they make a mad dash on Morocco or France and do some non com wizardry. Again because the strategic bomber is out of combat, the German cruiser and battleship would be harder to sink (esp if they converged). Perhaps this rule even puts the Washington DC Victory City into contention too at some point, if the Germans make a glorious play on the water? In any case the US comes out pretty clean overall, since they get some ideal shucks at move 3. Russia and UK both benefit by extension.
I think the naval change compliments the bomber change quite well, especially in 1942.2. What you lose in combat mobility for the strategic bomber, you gain in mobility for all ships. Sure we lose the attack 4 in the air for 1942.2, but you still have it on the water with the battleship, and I think players are less likely to lament the loss of a 6 movement air combat unit, if they get 3 movement for all naval units in exchange. The German player is somewhat less likely to grumble about the loss of their stratB air umbrella, because instead they get to have a more interesting naval game for a change. Or at least, a chance to actually compete on the water, if they wanted to. One imagines that this might help balance the game at the center, by giving Germany something else to think about beyond just rolling over Moscow time and again.
A simple core rules change that works for 1942.2, and for G40 as well (expanded to include the AB and Tactical Bomber tweaks) would be something.