Hi, these rules are cool. I did not base my rules off of this. This was developed independently.
A different take on “free for all”. Being able to make alliances though means it should be called “shifting alliances” rather than “free for all”.
@ksmckay @freh all good questions. I believe the ‘multinational force’ issue was already addressed at an earlier point, but since its been a while, I’ll provide a comprehensive response here.
The rules governing amphibious assaults from allied cruisers (i.e., friendly cruisers belonging to a different nation) are the same in all respects to the rules governing amphibious assaults from allied transports (except in the case of kamikazes, which is addressed below).
As with transports, a player cannot amphibious assault from an allied cruiser in a sea zone where there are enemy warships, unless that player brings along an escort force capable of destroying the enemy warships. If the enemy ship is a submarine, the player will have the option to ignore or engage with his escort force before making the landing. If the enemy ship is a surface vessel, a battle will, of course, result.
As Adam already mentioned, the possibility of scrambled air units will prevent the landing if they cannot be destroyed. Again, the player making the attack must bring along an escort force to deal with the threat before making the landing.
Kamikazes have no impact on amphibious landings from allied cruisers. The defending player cannot use his kamikazes against the cruisers in this ‘multinational force’ setting.
Hope that helps!
@regularkid absolutely it helps, and thanks!
Just to clarify my understanding of the escort force in 2 correctly, when you say an escort force “capable of destroying the enemy warships”, then in the case of a defending sub, the escort force has to have at least one warship (sub, dd, cr or BB) capable of attacking and destroying the sub in order to allow it to be ignored. Thus, planes and even ACs wouldn’t count, since they have no capability to destroy the sub. Is that correct?
@aequitas-et-veritas renewed a discussion about tech. i am copy pasteing his post here. open for discussion.
˝I would implement tech in a certain way that differs from the most opinions that people have arround here.
They are:
All nations get three techs they can develop and are equal.
AA Radar
Airborne forces
Increased Factory Production
Plus they get 3 additional
Nation related Techs and would be:
GERMANY:
Super Subs
Jetzt Power
Improved Mechs
RUSSIA:
Tank production (Tanks cost 5 instead of 6)
Improved Arty Support 1 (pairing mechsnism)
Improved Arty Support 2 (( purchase mechanism buy four Inf get an additional Arty) reflecting that almist every soviet Infantry men in '42 had a mortar along with them)
JAPAN:
Shipyards
Improved Mech
Heavy Bomber
US:
Warbonds
Shipyards
Longrange Aircraft
UK:
Shipyards
Longrange Aircraft
Heavy Bmbrs
As a total of six techs you may develop dringend the whole game.
More specified Techs would even be better for the nation only related techs.˝
@aequitas-et-veritas 2nd post:
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Looks like we need someone who can fix/change that for us so we can play test it, ha ha.
The Tech mechanic would work like this:
If you choose for the 1st bracket ( the random one), it will stay untill yiu discovered one.
Id you choose the one wich is only related to your nation i.E. Germany is researching the Mech Tec. .
It will research only this until it is dicovered.
Does anybody know how we can playtest it like this?
Or even better, program it for us like this?
@LennardF s post:
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I’d be interested in this kind of a game if the tech were based upon investment rather than investment and then a game-tilting roll of the dice.
Peter and I developed several different approaches to tech and did some playtesting as well.
What I found to be most promising and fun was a system where a new facility is introduced that concerns research. Research would also be specific in that you choose which research-project(s) to develop. Several research-projects can be pursued simultaneously.
We tried having the dice from facilities to be obtained for free or having to be purchased (funding) for something like 1-3 IPC. I believe the latter is to be prefered.
This would be combined with a dice-system where a research needs to meet a certain amount of points and different research-facilities give different numbers of dice for the research.
A research could also be developed with full or partial success. The partial success gives access to the tech, but with a nerfed effect, with the possibility of completing the tech later on.
One delicate problem was balance. It takes a lot for research to beat units in the field, so finding the right pricing is an extensive task. If it’s too expensive it’s just bad and if it’s too cheap it’s too good.
A system like this may most certainly include nation-specific research. I’d also prefer to see more projects available rather than fewer, giving more options for variety. There’s also the possibility of locking up certain researched based on either turn or previous completed research.
Of course, a tech-system in A&A shouldn’t be too complicated.
my 1st post:
We can simplify it, by determining the fixed cost of tech investment. And then we just edit in the game. And for the future it can be a part of the program.
Or we can make each tech upgrade cost different ammount of money, but i think it complicates things too much.
The only thing that would be maybe logical to make a difference in cost is the sheets.
Naval tech upgrades could cost more or less then the land one for example, but they could cost the same too.
I think it would be also cool to play in a way that each nation chooses 1 tech from each board. And starts the game that way.
And every 5 rounds we give another tech bonus to choose.
I am just brainstorming here, feel free to criticize
I find ur version of half tech fixed for all + half tech specified by each nation cool.
I would make some adjusments though.
i ll soon write a more detailed suggestion.
My suggestion would be:
fixed tech
1st chart
2nd chart
@Amon-Sul said in G40 Balance Mod - Feedback Thread:
Jet figs
Long range a
in the meantime figs already shoot at 2 for intercepting / scrambling.
maybe we should build up fig defense more too, or the figs would be too strong then.
also we can change jet figs in a way that they attack on 3, but defend on 5.
@Amon-Sul i was wondering if we can edit achieved techs in and out.
In this case we could simply start a game, announce the tech we would shooting for and adjust properly if a different one comes out.
Also want to mention @simon33 as he is involved in a few projects unless I am unlucky misstaken by my thoughts.
@aequitas-et-veritas said in G40 Balance Mod - Feedback Thread:
@Amon-Sul i was wondering if we can edit achieved techs in and out.
In this case we could simply start a game, announce the tech we would shooting for and adjust properly if a different one comes out.Also want to mention @simon33 as he is involved in a few projects unless I am unlucky misstaken by my thoughts.
yes, before we get the technical support its very easy to just add it in edit mode at the start of the turn
my suggestion for additional Nation related Techs would be:
GERMANY:
RUSSIA:
JAPAN:
USA:
UK:
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i must say i like Aev s idea of russian tanks costing 5 ipc.
also an idea about japanes BBs attacking and defending and combine bombarding on 5.
I think that jet figs would be too strong if attacking on 4.
I think if we allow them that, maybe we should disallow em the tac + fig combo.
or jet figs should defend at 5 and attack at 3.
@freh I never did answer this question. Yes I don’t think a carrier would do the trick, since the sub has to be destroyed before the amphibious landing can take place.
as for war bonds. good for UK, but too little for USA.
instead of that maybe better for USA is Heavy bomber
a) rolls 2 dice instead of one
b) attacks on 5
and the price of course 14 ipc
@Amon-Sul said in G40 Balance Mod - Feedback Thread:
as for war bonds. good for UK, but too little for USA.
instead of that maybe better for USA is Heavy bomber
a) rolls 2 dice instead of one
b) attacks on 5
and the price of course 14 ipc
Those heavy bomber solutions are just insane. Far too strong. I think a better solution is to make SBR stronger or something like that.
@Amon-Sul said in G40 Balance Mod - Feedback Thread:
my suggestion for additional Nation related Techs would be:
- Mobile Industry (Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them. U can not deploy units in a territory with less then 2 ipc value).
Isn’t this just very meh for Russia? I mean, they almost don’t have any territories with more income than 1, especially in the east.
Only point would be to immediately withdraw the factories so Germany can’t take hold of them. Of course, that’s a serious point.
Would 1 MIC, 3 mIC in Moscow be able to produce 19 units?
I think the easy part is to figure out fun techs, the hard part (from experience) is incorporating it in the game. The current system with paying for dice that randomly gives you research is not good enough. Some kind of point system as mentioned by trulpen is preferred, with or without research facilities.