Recruiting stations at least?!
Global War 1940 2nd ed.
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For this issue, I’m more like making only two way ticket from West to East or East to West with Soviet but only East to West up to Yenisey bassin (or Krasnoyarsk Krai, same zone) but not further west for IJArmy due to Trans Siberian road being blocked by Stalin.
And China being a dead-end too.
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I will have in next game Japan cannot go any further than the last valued Siberian Territory which is Yakut plus territory to the North and make another change for India.
Japan only aloud to build Inf, Mechs, Art in Calcutta or make Japan tanks only A5 D5 C6 or 7. Japan cannot go any further than India pacific side including not being able to go into Russia from India. Japan will not lose any income still going this route for Japan.
Plus cannot go into Russia period through China territories.Another option that sounds good is to go back and make ea Russian Siberian Territory worth 0 again ( 5 icps ). This still would force Russia (China) to attack Japan because the Ground troops that Japan has in Manchura and area could just get picked up and run down to Calcutta or Islands. Also this would force Japan to get 1 extra Dutch Island to make up the 5 lost icps in Russia. Plus if Allies SBR Japans Oil Refineries in the Dutch Islands they would need to repair them because the damage is deducted from there income.
Be up to Germany and Italy to get Mideast oil 1 bonus point.
And by the way if US doesnt take back Hawaii next 2 turns Axis still wins in game. Will have to see if US put to much in Europe side last turn 10.
Japan : No H. Bomber builds.
No SPA builds.New Japan tank Values.
A5 D4 M2 C6 = A1.67 D1.33Reg Tank
A6 D6 M2 C6 = A2.00 D2.00 -
I feel like you are scripting a game for Japan.
Actually, you VCs points were use to give Japan more options than just Tank Drive to Moscow. Is it possible for Japan to win without helping Germany and Italy to crush Moscow?
That is a major issue about A&A maps.
My guess would be to ask Japan player to try to fight UK and US.
No need to find specific rules which forbid in many ways JTDTM.
Just try go South and East only for Japan.
Maybe your map is not truly giving real chance vs USA and UK.
So, by default, the only viable option remain mostly more or less a JTDTM.
IDK. -
@Baron:
I feel like you are scripting a game for Japan.
Actually, you VCs points were use to give Japan more options than just Tank Drive to Moscow. Is it possible for Japan to win without helping Germany and Italy to crush Moscow?Yes But you need to explain this more.
That is a major issue about A&A maps.
My guess would be to ask Japan player to try to fight UK and US.
No need to find specific rules which forbid in many ways JTDTM.
Just try go South and East only for Japan.
Maybe your map is not truly giving real chance vs USA and UK.
So, by default, the only viable option remain mostly more or less a JTDTM.
IDK. -
Thinking more on this Im going to leave it all the same for Japan. We really havent had a game yet that US goes mostly Pacific and if they do we still need to see if Japan still needs everything in game.
Plus as far as tanks are concerned for Japan we will keep them at normal values because if Italy and Germany are defending most of there homelands then Japan would need to go to Mideast to help get oil and also to help to block UK in Africa.
I just got ahead of myself a bit. If US is going 60 to 90% Pacific Japan is gonna have a fight on there hands with the new changes. Have to play test a PTA game. Japan wont be sending tanks to Mideast.
Besides its not Japans best interest to go any further in Russia anyway once they get money. I still believe the game is better as far as US splitting sides. Remember there at war at start of game with 79 income.
I also believe this hurts US in other games out there somewhat if US is delayed to go to war with low income totals. But you could always alter some setups but…
Maybe thats why games need allies bids. -
Maybe it is for US to crush Japan IJN, so Allies can get a real shot at winning.
IDK, I’m just guessing with what I read about your map and games reports. -
@Baron:
Maybe it is for US to crush Japan IJN, so Allies can get a real shot at winning.
IDK, I’m just guessing with what I read about your map and games reports.Could be but as we know when you go one side more or other, one of the Axis is strong.
Will test next game. Also still think theres a 30-70 40-60 combo for US either side instead of an all out blitz one side. NAs involved to. Ill just keep playing and see if the Allies ever get to that point helping US. Still think also best option for UK is Leave Cairo(1)and take back Calcutta(2).At least theres a lot options in game for both sides. Some games are a bit harder for ea sides sometimes with NAs and Tech. But that is good for game changing options.
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@SS:
@SS:
@SS:
@SS:
@SS:
Med. Bomber
A 4d12s @2 ground only every round
A 4d12s @1 naval only every round
D 2d12s @1
M6
C10
Dog Fight @1
SBR 1d8 +1 damage
AA gun D@2H. Bomber
A 3d12s @3 ground only every round
A 3d12s @1 naval only every round
D 2d12s @1
M7
C12
Dog Fight @2
SBR 1d10 +1 damage
AA Gun D@1Tac Bomber : Cannot land on Carriers.
A7 Can pick target with a return shot. Ground only.
D5 Can pick target with a return shot. Ground only.
M5
C11
Dog Fight @1
SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
AA Gun D@1Naval Dive Bomber : Can land on Carriers and ground.
A7 Roll 4 or less can pick target with a return shot
D5
M4
C10
SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
AA Gun D@1Naval Fighter : Can land anywhere.
A5
D7
M4
C10
Dog Fight @3
AA Gun @2Fighter
A6
D7
M5
C11
Dog Fight@3
AA Gun D@2Air Transport
A0
D0
M5
C10 Can transport 2 Elites or 2 Paratroopers or 1 Elite 1 Paratrooper in combat and any combination of 2 inf or 1 inf 1 art in non combat.Elite Inf
A4
D2
M1
C3 Build 2 only per turn. NA for US-Italy can build 3 a turnParatroopers
A2-3 A3 FSR only on AMP ASS
D4
M1
C3 Paratrooper Tech- Can air transport 3 ParatroopersSubs
A5 FS
D2
M2
C7Battleships
A9
D9
M2
C15 2 hitsCruisers
A7
D7
M3
C9Destroyers
A3
D3
M2
C6Carrier
A2
D4
M2
C14 2 hitsJapan doesnt receive H. Bombers.
This has been updated. April 13, 2018
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I like it very much.
What are your carriers values?
Med. Bomber
A 4d12s @2 ground only every round
A 4d12s @1 naval only every round
D 2d12s @1
M6
C10
Dog Fight @1
SBR 1d8 +1 damage
AA gun D@2H. Bomber
A 3d12s @3 ground only every round
A 3d12s @1 naval only every round
D 2d12s @1
M7
C12
Dog Fight @2
SBR 1d10 +1 damage
AA Gun D@1Since you already played with different number of dice according to ground or naval, you might be able to tell how it is different in game-play, and which is easier to handle.
Here is another alternate way to play with bombersMedium Bomber
A 4d12s @2 ground only every round
A 2d12s @2 naval only every round
D 1d12s @2Heavy Bomber
A 3d12s @3 ground only every round
A 2d12s @3 naval only every round
D 1d12s @3If you try both mechanics, you can tell YG’s team what is most interesting.
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@SS:
One other thing so far in game.
With the Stg. Bombers now A 4d12s @2 every round is averaging about .90 hit per bomber per round of combat. Ave up a bit.Finally had a good Stg. Bombing attack in game for Japan.
Japan had 2 Stg. Bombers attack for 2 rounds and got 16 d12s @2 = 10 hits. That was for taking Calcutta. Otherwise they would of lost maybe 2-4 planes.
So the reward is there which I was looking for.
The above quote is from after the last game we played with
Stg bomber
A 3 d12s @2
Ground and naval every roundH bomber
A 4 d12s @2
Ground and naval every round
Both these values to strong for naval IMOSo I have done two different sets so far.
With the stats in quote the ground attack Ave hit up a bit and the naval hit Ave down.
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Hi SS,
here is a more complete files with many sheets for all Dices (you simply select between 6,8,10,12) based on G40 OOB Roster, your Roster, and both ENIGMA-Vann and Reversed ENIGMA.All you can wish for.
:-D :-D :wink:
EDIT:
I put a more revised file in attachment.ENIGMA_Vann formula_Cost vs Odds_Roster charts_D6_D8_D12_D10.xls
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Thanks Baron.
Will be able to finish game this weekend and start a new game with all the new changes.
As far as the new bomber values will have to see if they go into new game.
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@Baron:
I like it very much.
What are your carriers values?
Med. Bomber
A 4d12s @2 ground only every round
A 4d12s @1 naval only every round
D 2d12s @1
M6
C10
Dog Fight @1
SBR 1d8 +1 damage
AA gun D@2H. Bomber
A 3d12s @3 ground only every round
A 3d12s @1 naval only every round
D 2d12s @1
M7
C12
Dog Fight @2
SBR 1d10 +1 damage
AA Gun D@1Since you already played with different number of dice according to ground or naval, you might be able to tell how it is different in game-play, and which is easier to handle.
Here is another alternate way to play with bombersMedium Bomber
A 4d12s @2 ground only every round
A 2d12s @2 naval only every round
D 1d12s @2Heavy Bomber
A 3d12s @3 ground only every round
A 2d12s @3 naval only every round
D 1d12s @3If you try both mechanics, you can tell YG’s team what is most interesting.
Think will try these above values.
Stg b. Stg b
4 @2 .96. 4 @2 .96 Gr
4 @1 .48. 2 @2 .48 Na less over kill
2 @1 .24 1 @2 .12 D less defH bomb. H bomb
3 @3 .75 3 @3 .75 Gr
3 @1 .25 2 @3 .35 Na better on A
2 @1 .17 1@3 .25 D betterRight column will try. I like the naval changes. You wont see to many H Bombers hitting navy except for US mainly.
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First try?
Strategic bomber
Ground Attack: 4 rolls @2 .96. Ground only
Naval Attack: 4 rolls @1 .48.
Defense: 2 rolls @1 .24Heavy bomber
Ground Attack: 3 rolls @3 .75 Ground only
Naval Attack: 3 rolls @1 .25
Defense: 2 rolls @1 .17Second try?
Strategic bomber all @2
Ground Attack: 4 rolls @2 .96 Ground only
Naval Attack: 2 rolls @2 .48 Naval less over kill
Defense: 1 roll @2 .12 Less defenseHeavy bomber all @3
Ground Attack: 3 rolls @3 .75 Ground only
Naval Attack: 2 rolls @3 .35 Naval better on Attack
Defense: 1 roll @3 .25 Better defense -
@Baron:
First try?
Strategic bomber
Ground Attack: 4 rolls @2 .96. Ground only
Naval Attack: 4 rolls @1 .48.
Defense: 2 rolls @1 .24Heavy bomber
Ground Attack: 3 rolls @3 .75 Ground only
Naval Attack: 3 rolls @1 .25
Defense: 2 rolls @1 .17Yes this first try is in the on going game now.
Second try?
Strategic bomber all @2
Ground Attack: 4 rolls @2 .96 Ground only
Naval Attack: 2 rolls @2 .48 Naval less over kill
Defense: 1 roll @2 .12 Less defenseHeavy bomber all @3
Ground Attack: 3 rolls @3 .75 Ground only
Naval Attack: 2 rolls @3 .35 Naval better on Attack
Defense: 1 roll @3 .25 Better defenseThis will be tried in our next game Sunday.
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Allies win with Axis giving in. Allies just keep draining Germany and Italy and was able to hold Paris and then move into Norway which Germany should lose Lengingrad to Russia or US turn. Germany lost rest of navy from Allied planes coming from Paris and landing in Finland and Norway. Even though Japan has Hawaii for that last ditch effort the Axis did have 31 points at end of turn 11 but lost 3 points on turn 12 giving them 28 and not holding for the 30 point turn win and losing at least 2 more points on next turn 13.
The key was US attacking Paris on turn 3. I found a sea zone that the US can Park in and decide up to 5 different ways to attack Europe or Africa. But the key also is German Subs in the Atlantic. Now with Subs A at 5 (Germany Wolf pack NA A6 - also Tech Supersubs A7). This will help Germany in the Atlantic side more do to allies using transports as casualties. Remember if Germany gets there 2 best NA s at game start the Allies will probably not get Paris. But thats the beauty of the game. Not all the same.Best game so far. First win for the Allies. Axis 2 Allies 1.
New game starts Sunday with trying the new Stg Bomber values for navy attacks. This value is harder on H. Bombers at 3 @1.
This makes you have to have fodder with these H. Bombers if the navy you are attacking has transports and if you are using the “Can take a Transport for a Casualty”. We played it with can take as a casualty and Transport gets a D 1@1. This wasnt to strong for this one battle but it could have. This rule is to strong for transports anyway.
The game before this one we used the transport rule of cant be taken as a casualty but gets a D @2. This was to strong.
So we tried a different rule for this last game. I think next game we will go with can take transport as a casualty but no D @1 roll. Only surviving Transports get a roll of D @1. So will try the happy medium next game.I do love the values for bombers against navy. I know we are going to use the New Bomber values against navy next game but I need to see if increasing the A value against navy is to high for the H. Bomber.
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Japan had mostly control over Pacific due to US going KGF in game but was still able to recover later in game. They may have been able to do something in the Islands if the game did go on.
Next game I have to try a KJF plan. See how this side goes and Europe. UK can afford to leave Cairo but still keep Italy honest in Africa if they dont lose Calcutta and with US major threat in Pacific will see if the Allies can take a bunch of cities from Japan and then go help the UK in London and Europe side later in game for the victory. -
As you can see game ended with 16 techs but as Ive been stating before its not taking over the games with the NA s and Event Cards.
With the new added value changes to pieces probably going to take some game tests now and the whole group playing to see how more of an affect it has on games. But so far the last game was the best and either side could of won.
Probably if US goes all KGF then Japan will have to decide taking Hawaii sooner is best and or going Africa and Middle East.Attack
SS out !
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@SS:
@SS:
@SS:
@SS:
@SS:
@SS:
Med. Bomber
A 4d12s @2 ground only every round
A 2d12s @2 naval only every round
D 1d12 @2
M6
C10
Dog Fight @1
SBR 1d8 +1 damageH. Bomber
A 3d12s @3 ground only every round
A 2d12s @3naval only every round
D 1d12 @3
M7
C12
Dog Fight @2
SBR 1d10 +1 damage
AA Gun D@1Tac Bomber : Cannot land on Carriers.
A7 Can pick target with a return shot. Ground only.
D5 Can pick target with a return shot. Ground only.
M5
C11
Dog Fight @1
SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
SBR AA gun only A4
AA Gun D@1Naval Dive Bomber : Can land on Carriers and ground.
A7 Roll 4 or less can pick target with a return shot
D5
M4
C10
Dog Fight @1
SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
SBR AA gun only A4
AA Gun D@1Naval Fighter : Can land anywhere.
A5
D7
M4
C10
Dog Fight @3Fighter
A6
D7
M5
C11
Dog Fight@3AA Gun
A0
D@2 at each plane
D@1 at ea H Bomb, Tac & Dive Bomb
M1
C5Air Transport
A0
D0
M5
C10 Can transport 2 Elites or 2 Paratroopers or 1 Elite 1 Paratrooper in combat and any combination of 2 inf or 1 inf 1 art in non combat.Elite Inf
A4
D2
M1
C3 Build 2 only per turn. NA for US-Italy can build 3 a turnParatroopers
A2-3 A3 FSR only on AMP ASS
D4
M1
C3 Paratrooper Tech- Can air transport 3 ParatroopersSubs
A5 FS
D2
M2
C7Battleships
A9
D9
M2
C15 2 hitsCruisers
A7
D7
M3
C9Destroyers
A3
D3
M2
C6Carrier
A2
D4
M2
C14 2 hitsTransport
A0
D1 plane only if not casualty
M2
C7
ES2 only if Trans is aloneJapan doesnt receive H. Bombers.
This has been updated. April 15, 2018
These values are for next game. We will see if H Bomber A against navy is to strong.
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Hi SS,
I’m happy how this game went going.While I was looking at 2 hits BB and adding 3 hits BB row, I realized I entered a wrong number into your BB values.
Battleships
A9
D9
M2
C15 2 hitsThe real number from Enigma-Vann should be: 1.26
K54 (this is the row number, it may be different on your sheet) cell should be written:
*=SOMME(144*C54/12/B54^2)2,62
M54 cell should be written:
*=SOMME(144*E54/12/B54^2)2,62Since Cruiser is 1.04 and Sub is (1.22), you may find that BB is a bit high at 1.26 compared to best Naval aircraft (0.84) or even a full Carrier (0.85).
Cruisers
A7
D7
M3
C9
Strength: 1.04So, rising BB to 16 IPCs will make it just a bit higher at 1.11
Battleships
A9
D9
M2
C16 2 hits
Strength would be: 1.11That way, you keep a small increasing slope: DD (1.00), CA (1.04), BB (1.11)
But still, you may found that 2 hits BB have to be powerful because Cruiser is M3.
As usual, it is up to you.Have fun tomorrow.