Turkey has to be at war with a major. Every other playable nations with an income that scales has to be at war with a major so no reason for Turkey to be different.
Italy at War & North Africa/Mediterranean at War "Expansion" Ideas
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@david-06 said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:
@chris_henry OH, I didn’t see that. I think this is a great expansion. The invisible thing is when you click your profile and you have a couple of circles Green-Online, Orange-away, Red-do not disturb, and gray-which is invisible. Gray is also when you’re are offline, basically not on AxisandAllies.org.
Thanks! Yeah, I just thought it might be a fun little optional rule if Italy is in some serious dire straights. Will prolong them a bit more. They run the risk of losing troops in the D12 roll, but that would be the risk to surviving a bit longer!
Ha, I actually forgot about that invisible thing. I think I set it that way years ago and frankly forgot about it! I’ll change it now!
@insanehoshi said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:
@chris_henry said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:
ITALY AT WAR
Units
You have to include the Decima Flottiglia MAS: Italian Commando Frogmen who were responsible for sinking or damaging numerous Battleships, warships and merchant ships throughout the Mediterranean. My favourite scheme of theirs was to use a “neutral” merchant ship with a submarine pen built into its hull to launch midget subs at ships docked at Gibraltar.
Also infantry units that can sabotage naval units is a great and unexplored mechanic for GW36.
Interesting. I hadn’t consider that at all! I do also wonder, like @David-06 how this might be implemented? My gut reaction is it would be too powerful for a small unit to straight up destroy an enemy ship, right?
What if they operated similar to my ruleset for the LRDG in the North Africa portion? What about this:
-Have it be an infantry class unit that can operate behind enemy lines.
-Cost 2, Defend 1-2, Attack 0, Move 1.
-Maximum of 1 on the board at a time, but can be rebuilt.
-It would serve similar to a partisan in that it can fade away instead of making a defensive roll.
-Only infantry class units can attack it.
-It can move one, and can move freely in enemy possessed territories, but cannot ever capture a territory.
-It can move one on coastal water territories, and doesn’t require a transport to do so, like they have their own build in boats.
-Maybe the rule is if they’re in a territory with an enemy dockyard/shipyard/etc. they get to roll 1D6 of damage to the facility? Something like that?While this wouldn’t hit ships themselves directly, it would affect them by damaging shipping facilities. What do you think?
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@chris_henry I see that it’s green. Maybe their are like the Partisans that CCP could buy and they basically do what Partisans do except that they can’t recruit. I think the should do guerilla attacks, on a 1 for one round only and they can’t be shot back at. Maybe add in some target selection.
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@david-06 I got to go now.
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@david-06 said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:
How would they do so?
I would model them after the Devil’s Brigade in the Canada At War Expansion
Decima Flottiglia MAS
- A:2 D:2 M:1 C:3 or 4
- Counts as Marines
- Special Rule: Naval Saboteurs: May make raids against enemy naval units with a range of 1:
A Decima Flottiglia MAS may make a combat move against an enemy naval unit within range. A single round of combat occurs with the commandos having first strike. They make a single attack at [4-6] (Naval Target Selection @1). [1/2/3] defending units may return fire. If the commando survives, return it to an italian territory within range (1). - Special Rule: Commerce Raider: As a combat move, may raid convoy lines. Range 1. No modifier.
- Naval Assets: May make a non-combat move across seasons. Normal non-combat movement restrictions apply. +1 movement from major naval facilities as normal.
- Unit Limit: 1
Italian auxiliary ship Olterra
- The Olterra was an italian merchantman partial sunk while at anchor at Gibraltar at the outbreak of the war. It was later towed to the nearby spanish port of Algeciras for “repairs” and evental “sale,” in fact from that port it would serve as a midget submarine hanger and base of operations for Commando attacks against merchant ships anchored at Gibraltar.
- Once at war with the allies, Italy may pay 4IPP to activate this scheme.
- Once Active this unit may make an unmodified convoy raid roll against any convoy line in SZ [XX: I forget the number]
- No Defence Rolls are to be made by escorts or Adv. ASW representing these attacks occurring at port. However each time a convoy attack is made, the UK player rolls a d12. On a [1/2] the Olterra is identified and removed from the game
- May only Convoy Raid if Gibraltar is possessed by the Allies.
- Unit Limit per Game: 1
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@david-06 said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:
@chris_henry How do you send in proposals? Of Expansions to HGB?
I just emailed them haha. I emailed Doug and just their general email address. They say they like getting emails with ideas, but who knows how much they really do hahaha.
They have said in some of their videos in the past that they don’t like when people send them things that they themselves haven’t play tested in some capacity. I think they get a lot of things sent their way, and I’m sure it’s hard to parse through every idea to see if something that hasn’t even been tried is viable! That’s why I didn’t send the Italy rules in, as I really haven’t attempted that in any real way. The Africa/Med rules though I have. Sometimes in parts, or I solo’d a game with only units in that region or something. Just to get an idea of how they played.
Even that might have been too little for them, who knows. They said they thought it was cool looking, but I didn’t really hear back after that haha.
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@insanehoshi That’s really cool! I especially like the idea of them being able to convoy raid, I think that’s a great way to simulate their raids.
I’m having a harder time grasping a small unit like this being able to destroy a whole in-game ship. Just realizing how many ships a destroyer or cruiser represents in the game makes me balk a bit. But on the flip side, the cost of this unit being 4 IPP and having a maximum of 1 on the board makes me think it’s also a bit of a cost for the Italians as well to buy it!
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@chris_henry said in Italy at War & North Africa/Mediterranean at War "Expansion" Ideas:
I’m having a harder time grasping a small unit like this being able to destroy a whole in-game ship. Just realizing how many ships a destroyer or cruiser represents in the game makes me balk a bit. But on the flip side, the cost of this unit being 4 IPP and having a maximum of 1 on the board makes me think it’s also a bit of a cost for the Italians as well to buy it!
You may also wish to portray it as if it scores a hit the ship is damaged. Capital Ships with 2 hp are damaged as normal, otherwise the unit is crippled (Reduced to 2 movement, -2 to attack and defence). Can be repaired as normal.
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@insanehoshi That would be my thoughts. Something like this:
A: 2
D : 2
M: 1 (may move without transport up to 2 spaces)
C : 3 (or 4)
may attack one ship in an adjacent sea zone per turn. No other combat movement allowed. Roll a d12. 1-2, sunk, 3-8 damaged, 7-9, no effect, 10-12, attacking returns to home country.
If Damaged, a ship must be repaired by normal means (dockyard or shipyard) and cannot combat move or conduct combat. If attacked, it defends at 1. -
@trig You mean 3-6 damaged.
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@david-06
I putthe Decima units in theSpecial Operations Forces so there is a marker for them. Also a marker for the manned torpedoes there. You could house rule them.I like the ideas of the expansion you sent to Doug. It is expansion material. But I would simplify it if I were you. How? Well, take away the need for an air unit to be on the islands and replace it for a free convoy raid period. Remove the +1 and have a maximum damage of 2 or less!? Have to think about that.
If you would like to ping pong more on this then send me a PM. I have a bit more time on my hands.
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@delaja Thanks! Yeah, I thought it had a decent base to it. Just as you said, I was trying to think specifically in terms of an HBG expansion. I wanted it to stay localized to the area at hand.
My thought for requiring the planes on the islands was to force the player to have to do something to get the bonus convoy raid other than just possessing the territory. True, the overall goal is to bring those islands into the conflict in some way, and by eliminating the need to have a fighter present on either Malta or Sicily you’d still want to defend the islands with troops. But I figured this way either side would have to “give” something to “get” something. You want the convoy raid? Place a fighter in these spots, even if not optimal for potential offensive operations!
I’m certainly happy to chat more about it if you’d like as well! Will and Doug both implied they liked it. But like I said, they said it looked great, and asked if I play tested, and I didn’t hear anything after that. Not saying they had to or anything, but I don’t know how much stock they may have really put in it in the end!