It’s true, the theme proposed was a full redesign, just trying to look ahead to the implementation. Not just for G40, but really any mod that uses the same basic map with a fixed set up of whatever sort. Whether a balanced mod, or different start date like 1941 or 1942. I think a simple solution in any case is probably to use the starting cash as the go to balance corrective, rather than a preplacement bid. Since if introducing a bunch of other new stuff, players are more likely to accept whatever attendant changes to the starting cash might be necessary to make it work at that point.
I think M3 has some promise. Whether for all ships, or just a few select naval units. If just a few units, then whatever those are will instantly become more attractive, if not the most attractive, purchase options. Just because the movement advantage is potentially so significant.
I can see it working for the cruiser alone. For cruisers and subs together, I think you’d want to arrange it such that subs don’t just become the default fodder for cruiser + air actions at M3, but are used more independently. But I do like the concept of giving them a larger radius of opperations. I think a sub at M3 would make for more entertaining wolf packs. And a cruiser at M3 would be fun for breaking naval pickets. What you’d lose over just a full on m3 for everything (including transports), is the possibility of new shucks or new basic paterns for amphibious landings. But at least the combat ship actions would offer something new.
Here’s an idea, what if we went the other direction?
Defenseless transport as the lone naval unit at M3?
Part of me really likes the idea allowing a cat and mouse between production centers at M3 amphibious range. Any thoughts on including the transport as the M3 naval unit? This would allow for interesting shucks, or amphibious options, but would make naval defense of these transports somewhat more nuanced. This might solve the issue of cross-ocean amphibious invasions being too fast or overpowered. For example Japan would have transports in range of SF, but not the heavy warships. However, once the warships are in range of SF, it would be faster to bring up the transports from the home production regions (putting the VC in contention.) This would prevent for example a J1 attack on SF, because the warships would still be 1 move too far. While still allowing for the possibility of a West Coast invasion at some point, because you could launch troops and draw up ground reinforcements more quickly with the m3 transports, to sustain the campaign. Or vice versa from the American perspective.
Maybe you get a similar situation with Normandy and the Atlantic crossing? Technically safer to stage in UK first (for transport protection) but then once your defensive fleet is in position and you make landfall, it’s easier to bring reinforcements out of North America at M3.
M3 would certainly make the “defenseless” part of the transport less of a burden, because it can move farther than other ships. This kind of fits with the defenseless bomber idea too. Or the general idea that both strategic bombers and transports (the defenseless units) get something special, a movement bonus, and special action, (which other units don’t get) on account of their being defenseless.
Under this formulation the defenseless units would have no normal combat role (0/0, no hitpoints), only specialized actions (SBR/Amphibious), but in exchange the unit has the best movement rate in their class.
If the transport was the only ship at M3 you’d still have a similar staging of the main fleets, because transports would need the M2 warships for protection on defense. But it still introduces a lot more mobility to the naval game, in terms of how far transported ground units might reach on a given turn. This would encourage players to ‘get out ahead’ of their transports with the warships, secure the transport lane first, and then bring up the transported troops. Instead of what we have now, where you almost always have to lead with transports in the fleet, moving everything together at once.
ps. I know the M3 transport may seem on the face of it to favor Allies (since they are the side more reliant upon the unit) but I see some interesting options for Axis as well. From the German perspective this would allow transports in sz 113 to reach sz 127 Archangel (with the NB boost). A transport in sz 93 S. France, could reach sz 98 Egypt. A transport is sz 114 E. Germany could reach sz 110 England. And if the Axis could establish a secure fleet in sz 110 to defend them, transports from the Normandy-Bordeaux naval base, could threaten North America directly. On the Japanese side basically the entire Pacific would be opened up (including a possible option on N. America for a change.) All this just with transports as the lone naval unit at M3.
I think the “SBR only” Strategic Bomber and Airbase +2 would be pretty cool under M3 transport conditions. It achieves the main thing I wanted from the earlier “M3 for all” proposal, in terms of putting more VCs into contention and providing a greater incentive for coastal defense vs amphibious (pulls Axis away from the center somewhat). But with less distortion overall, on account of the M2 warships putting some upward limits on the M3 transport. I wonder if the same might work for 1942.2?
This does not address the issue with the cruiser, or subs, but given all the feelings people have about defenseless transports, and frustrations related to that one unit, maybe M3 is the proper response? It makes it much more strategically interesting as a purchase option. This is probably the single most significant change to gameplay pacing we could make, by altering a single unit’s stats in only one dimension.
The defenseless transport has gotten the most gripes of any unit introduced in years. Many feel it is underpowered for the cost and drags down the game pace. But on the other hand there is no denying how profound the defenseless concept has been for opening up naval combat. This rule satisfies both desires, to keep what we like, what the new defenseless unit does for naval combat (over the old fodder spam), while still giving it something more for the cost, (without requiring any special phases or extra abilities) just a bonus in added movement.
Transport: Attack 0, Defend 0, Move 3, cost 7 ipcs, no hitpoints (no role in normal naval combat). Special ability: can move ground units across the sea and amphibious assault. Activates bombardment from Cruisers and Battleships.
The core ruleset change so far would be a quick read, only 2 lines for 1942.2, or 3 lines for G40…
San Francisco House Rules:
1. Transports move 3
2. Strategic bombers are now defenseless. A0/D0/M6/SBR 1d6 (no hitpoint in normal combat). Escort/Intercept recommended.
3. Air Bases grant a +2 bonus to aircraft. (G40)
I think that would make for a fun jumping off point. Keep the standard unit set up, and see what sort of play pattern it produces. Then option on additional modifications if desired, using that as the base. Players could then implement the basic ruleset first, and approach everything else in stages (so its not too much at once). The core unit changes, might then perhaps recommend secondary changes at the next level. Like with cruisers, tactical bombers, subs etc. or alternative political rules or extra bonuses layered on top. This would provide a further justification for modifying those units or added those rules, to bring the rest of the game more in line with the core unit changes. That second layer of changes would be like the advanced ruleset/mod, but the basic HR tweak would come from the 3 adjustments listed above as its foundation.
Do you think such a transport would reduce the need for adjusted production profiles? A better transport might mean less need for a ground outpost, or mid-range 3 tiered factory system. A better air base might make valueless islands worthwhile. A different approach to the strategic bomber might put SBR back into the mix in a more serious way, while preventing the naval crushing aspect that it has OOB. The 3 unit changes don’t really effect the battleboard (the strategic bomber values there are ignored), while transports and airbases aren’t a factor there either. So pretty simple to implement, since you can keep the same essential materials for now. On the whole it seems like it might accomplish a fair amount, with pretty limited adjustments.
Any interest?