@billinjackson:
Awesome Jinx,
I was thinking only the Brits for those special rules. The SAS caused chaos on airfields, etc so I think the Brits need that nod. The Germans have so many bonus units that this can ad a unique aid to the brits who are so spread thin to begin with.
I�ve got some clearer ideas on them based off your great concepts. Let me know what you think.,
I like it Bill, good ideas all.
I jotted down them a few thoughts on the subject:
@billinjackson:
1. 1 SAS in Europe theater and only 1 in pacific can be build.
Hmm, well, personally I allowed the Brits 1 Commando per continent (subcontinent in some cases). The British Commandos represent units like the Special Air Service, Special Boat Service and Long Range Desert Group (LRDG), as well as numerous other special groups that fought across the globe. I’m not sure 2 units across the globe would be enough to cover their impact. Hence the Africa’s commando would represent the LRDG, the Middle-east the SBS, and Europe the SAS, as well as unknown alternatively named groups that might have sprung up in South America or the Pacific Islands.
@billinjackson:
2. Cost is 4 IPP
Excellent, your addition of being capable of moving behind enemy lines makes them worth more. My only concern would be from a historical perspective. Visualizing each infantry miniature as being roughly a divisions strength, or 30,000, I find it harder to justify a commando group of hundreds costing more then an infantry division of thousands. But in this case gameplay may trump historicity.
@billinjackson:
3. no transport needed - they just glide along as you outlined earlier without being able to be intercepted (they are invisible).
Yes exactly, I like it. This could partially explain their cost of 4 IPP. Although historically commandos where fairly self sufficient.
@billinjackson:
4. They can opperate in hostile territory much like a sub submerged. When they activate (like a convoy raid with the opponent rolling a 1x6D [commando has a +2 modifier]) on a rail, factory, air field, navy yard, port, fortification, nuclear program or even a capital ship by sabotaging it back a whole step. At that point on the opponents next turn - provided they have an infantry (like a destroyer with sub) - they are exposed and can be attacked by all units in that space. if an infantry attack fails (or a combined attack with an infatry present) they can fade while still remain in the same space or retreat to an adjacent box.
I like this a lot actually, it extends their usage beyond territory conquest (or sniping unguarded territories), but they should not be able to do both in one turn, sabotage and capture territory.
I’m still not certain about being able to be attacked by all enemy units if all units are present. On the one hand, it simplifies it a bit, and allows the axis to quash the pesky commandos with sufficient force, especially if these commandos can now launch strategic attacks into a territory stacked with enemy armies…well, you really want them dead. Oh, and if you happen to miss, those units dance two territories away and hit somewhere else, they really gotta die then.
Yet on the other hand, these commandos are again supposed to represent squads of a couple hundred bush wacking dirty elite soldiers melting into the trees. I imagine at best: only a few thousand enemy infantry could engage the commandos and it would be exceedingly hard to bring up the artillery and tanks into that brief fight, a fight in which the Commandos are actively scampering away into the marshes and swamps, dunes, hills and caves.
So personally I’m going to try with only infantry class detecting and attacking them. The commandos will be able to strategically attack facilities and bases, and even sabotage ships and perhaps research like you mentioned. Yet they will roll a D6 strategic attack, causing that damage to their target, yet doing so also allows an immediate counter attack by enemy infantry present. This forces the commandos to choose their targets wisely.
But, hand in hand with this, perhaps the commandos may also expend any remaining movement point to withdraw from their target as well, joining a fleet or friendly army adjacent.
@billinjackson:
5. Defend low - attack 1 defend 2 like you outlined when used as a standard unit.
Yes, I agree. For the size of the divisions it makes sense.
@billinjackson:
6. can be used as marines or airborne with the above attack and defense values.
Yep. I’d add Mountaineer as well.
@billinjackson:
7. after two successful missions, they can get promoted to attack 2 and defend 3 like the japanese and russians.
Personally, I wouldn’t. These boys are already considered the best of the best. They also have plenty other bonuses at this point.
I have a system in place for all nations that allows infantry (as well as airborne, marines, and mountain) to become veterans. I wanted this so that by the time Germany marches into soviet lands, many German divisions will be experienced in combat and the soviets will be fairly green. Certain nations will achieve experience easier, others will struggle harder to achieve elite troops.
Anyway, these are only my opinions and what I plan on doing with my house rules.
Thank you for your ideas! I plan on incorporating them into my next game.
Cheers!