Thanks for your imput.
I included the critical strike on grounded aircraft to give the attacker reason to get involved in a dogfight seeing how deffending aircraft hit @4. The critical strike is @1 and for the first round only, I believe attackers shouldn’t get a disadvantage for being agressive. Without the critical strike, players ask themselves why should I attack with my valuable aircraft and get all the odds against me.
I don’t enjoy changing the attack and defend capabilities of any units, I believe the game is difficult enough without trying to calculate all the different changes for any given senerio. for example: Fighters attack @3 except when escorting and except in dogfights and except on carriers and except….ect.ect.ect. (you get my point).
I am still tweeking the merchant convoy rules when transporting supply chips however, this is a major aspect of my rules and it must be handled with care to balance the game. On one hand, the allies have enough to do, what with keeping up with with the axis agression during the first 4 rounds and on the other hand it is too much of a factor to just ignore the importance of the merchant shipping lanes. For example: if I were the supreame commander for Germany during the war, I would never have shiffted towards bombing London or even think about opperation Sea Lion when they were so close to starving the little Island. Non the less the rule is still a work in progress… any Ideas?
I might think about a rule for the Gibralter however, I don’t want to limit the Italian fleet entering the Black Sea. That would only limit them to Africa and I want the Italian player to have options.
As for my Tech charts, I believe that if your going to have the kind of game ender like a nuke just for historic reasons, I would prefer to limit it to one Nation (U.S) and still leave it to chance of getting that advantage. As for Nations limited to thier own charts, I have found in my games that players really think hard about what Nation they wish to play at the begining of the game because they want to play with some charts but don’t want to be up against others. One aspect that I have found very important is giving each nation one free chance per turn to get a tech, this way techs are always a factor in the game while still rewarding others for buying extra chances.
I have a book where I have cut and pasted the Axis and Allies rules into a word document and have added my own rules to make everything more compleate to the newbies I play with. It took alot of work and I think it looks nice, I could e-mail you a copy if you like and that way you can edit it to your own house rules, the good thing is that most of the work is done for you. Just send me a personal message with your email address… I think you would like it.