@SS-GEN said in SS GEN's 1941 Global War Game:
Inf : C3 A2-3* D4 M1
Para : C3 A2-3* D4 M1 1st round only A3-4*
Elite : C3 A4-5* D2 M1 Can only build 2 or 1 -1 with a para.
Mech : C4 A2 D4 M2 Can blitz. Can tow art, AA gun & rockets non combat only.
Art : C4 A4 D4 M1-2 * boosts Inf +1 on attacks.
SPA : C5 A4 D4 M2 Can blitz. Hit goes toward a motorized unit.
Tank : C6 A6 D6 M2 Can blitz.
Fig : C8 A5 D5 M5 + if plane present and roll is a 5 or less, hit plane.
N. Fig : C8 A5 D5 M4 + if plane present and roll is a 5 or less, hit plane.
Tac : C8 A5 D5 M5 + if roll is a 1 get a bonus DF plane kill too. A roll of 3 or less can pick target. Can FS surfaced subs.
N. Dive : C8 A5 D5 M4 + if roll is a 1 get a bonus DF plane kill too. A roll of 3 or less can pick target. Can FS surfaced subs.
Stg B.: C8 A3@3 D2 M6 + if roll is a 1 get a bonus DF plane kill too. One round combat only.
H Bom. : C10 A4@3 D3 M7 + if roll is a 1 get a bonus DF plane kill too. One round of combat only.
Air T. : C10 A0 D0 M5 Can transport Para & Elites in combat only. 2 max. Non combat can transport inf, art & aa guns. 2 max.
All A & D planes can retreat after first round of combat and any round after that.
Figs and Tacs cannot land on carriers.
Naval planes can land on carriers only and ground.
The bonus plane kills do happen in both ground and naval battles.
BB : C14 A8 D8 M2 + if roll is a 1 get a bonus AA plane kill too. Shore shot @4. 2 hit. Dam A6 D6 No shore shot. 1D6 IPCs to repair.
CR : C9 A6 D6 M3 + if roll is 2 or less get a bonus AA plane kill too. Shore shot @3.
DD : C6 A3 D3 M2 Blocks subs movement 1-1. Depth Charge @3.
SS : C7 A5 D2 M2 Can dive after any FS Tac/Dive bomber attacks even with destroyers present. Then DD depth attack.
TR : C7 A0 D1 M2 Defends @1 against planes only if not taken as a casualty or trying to escape.
AC : C12 A0 D4 M2 Defends against planes only. Dam D@3. 1 plane only. 2 hits.
EC : C7 A0 D2 M2 Defends against planes only. 1 plane only.
I bolded and italized the changes from previous version.
Screening into your units cost structure, pretty good and well dispersed in the spectrum:
Land: 3 - 4 - 5 - 6 / air: 8 - 10 / naval: 6 - 7 - 9 - 12 -14.
I pretty like that all main aircraft are all at 8 IPCs.
With these three rules, I believe you might add a fourth to increase a few minor dogfight in land combat:
All A & D planes can retreat after first round of combat and any round after that.
Figs and Tacs cannot land on carriers.
Naval planes can land on carriers only and ground.
Up to two Figs, Tacs or Naval planes can land on a just conquered territory or islands as long as the can pay “2 additional moves” to stay and land.
Why 2? It makes sure there is no outstretched range from far away aircraft, that way you cannot bring aircraft which assumed to conquer the land or island (kind of kamikaze aircraft, which are usually forbidden when judging combat move allowance).
2 aircraft is not that much, and for islands it acts like airfields created mostly on the spot after capture, for instance Handerson field on Guadalcanal (this is not a sophisticate Air Base).