@Young:
So I’ve been really trying to wrap my head around transitioning marines from Balance Mod over to table top, and from reading comments in this thread, some things have stuck with me… especially CWO Marc’s observations with using big gun ships to transport and unload troops during combat. I’m also concerned with finding different infantry units consistent with the oob units for all nations to represent marines on a table top, and there is a vocal need to incorporate airborne assaults into the game. There is also another problem I see… in order to want all those nickel and dime NOs for the islands in the Pacific and Med… it needs to be relatively easy to fight over them. Now I know 20+ members will argue that Balance Mod is play tested and it works, but that still doesn’t tell me if every player during every game is spending a minimum of 10 IPCs (1 transport and 1 infantry) to take one island worth nothing on their way to getting 5 IPCs with a couple more landings like the first. How many US transports and infantry will be lost trying to secure a 5 IPCs bonus in the Pacific? Anyway, back to the table top…
Instead of incorporating a new physical unit, how about we make the infantry we do have in the box easier to take islands. It’s late and I just came up with this, so bear with me as it’s pretty raw….
Cruisers and Battleships may pick up and drop off 1 of any land unit each during the non-combat movement phase only.
Fully operational naval bases (zero damage) may build up to 1 transport unit each during the mobilize new units phase.
Fully operational airbases (zero damage) may transport up to 2 infantry units each into a hostile territories during the combat movement phase (as per R&D paratrooper rules).
This also makes bases slightly more valuable and therefore more desirable as a bombing target (especially bases on islands).
Balance Mod is play tested and it works (heh).
But “20+ players”? Nay! This omits the dozen+ players that do Balanced in the TripleA gaming lobby! Our ranks are deep and deepening.
As for whether “every player during every game is spending a minimum of 10 IPCs (1 transport and 1 infantry) to take one island worth nothing on their way to getting 5 IPCs with a couple more landings like the first,” the short answer is: The pacific island NOs are contested in the preponderance of games, and they are aggressively pursued in virtually all KJF games. The fact that the League’s top players often go for the island NOs reflects that they’re economically viable.
Turning to your proposal, my comments and questions are in blue:
Cruisers and Battleships may pick up and drop off 1 of any land unit each during the non-combat movement phase only. Battleships carrying tanks and mechs? If battleship borne marines requires a minor suspension of disbelief (i dispute this, but whatevs), battleship borne armored divisions would require a lobotomy-assisted suspension of disbelief.
Fully operational naval bases (zero damage) may build up to 1 transport unit each during the mobilize new units phase. So every undamaged naval base spawns 1 transport per turn at no cost?
Fully operational airbases (zero damage) may transport up to 2 infantry units each into a hostile territories during the combat movement phase (as per R&D paratrooper rules). Is this with all of the attendant OOB rules requiring a supporting ground/amphib invasion? Range of 3 spaces?