Does someone know if there has been any progress so far? It’s a pitty we always end up having new iterations of the global maps or pacific/europe scenarios and not other theaters of operations.
**Axis & Allies 1942.3**
-
@superbattleshipyamato Yes if im hearing you correctly. attack/defense/movement/cost
-
Thank you!
-
updated first post, new ideas added for balance.
-
I like your new additions, here are some suggestions:
It’s “Kido Butai”, not “Kido Batai”. Also, does that rule represent the increased power of carriers grouped together or Japan’s elite pilots? Thank you!
Not sure the “Z Plan” advantage makes sense but the game isn’t historically accurate anyway so whatever.
The other ones are great, especially “Land Movement”. It’s really helpful (and probably is)
-
@superbattleshipyamato I’m getting tired of these typos. The 1st air fleet had the best pilots in the world, so its modeling better pilots who can actually hit something, but once they are gone no replacements possible.
“Z-Plan: The first two Submarines on any turn Germany builds are for 5 IPC each. Each Battleship, Carrier or Cruiser built each turn is also 1 IPC less.”
The advantage is to promote a German naval solution to the war, but not give them any substantive advantage. Buying 2 subs or a surface warship for 1-2 IPC less will promote buying in 1942. It is also a combination of Admiral Raeders strategy to bring on board alot more U-boats to starve UK and the employment of same. Its a perfect but minor wripple to the game allowing Germany more player options. This module is to insert a toolbox of new ideas, while keeping turn one strategy similar to OOB/Online.
In Chess we have “Fischer Random” which is a random setup of all pieces behind pawns for the purpose of allowing new strategy. This is like that, but i don’t want to throw everything out the window --rather MOST of the typical openings will work but now i added all sorts of new weapons, new defenses. A whole new approach.
-
Cool idea for Germany to build a navy to win. Plan Z will become reality, a great What If. Perfect for Axis and Allies.
Thanks for clarification on Japanese pilots.
-
Here is the awaited map file. If you don’t have illustrator, i can provide a PDF
https://www.mediafire.com/file/1izn6408ttw4pk7/1942+2nd+edition+final+print+copy+copy.ai/file
-
Cool! Weird that Sweden is pro German. I assume being “pro” to a power is different from the Global 1940 rules?
-
@superbattleshipyamato Sweden supplied Iron ore, pig iron, and other things to Germany. Even let a German Division cross from Norway to Finland during the war. that’s why they give Germany 2 IPC a turn.
-
Pro means a 5-6 roll once a turn will turn them as allies to the Reich
-
Giving Germany 2 IPCs per turn is perfect. Just don’t turn the Swedish Army into another Germany Army (like Global 1940). Almost like tribute to the dominating power of ages past.
-
Cool! Weird Mongolia isn’t pro Soviet. By the way, do the neutral territories have any standing armies? Do you allow players to attack neutral countries? Thank you!
Also, I feel like Germany should have oil fields. Their synthetic industry was enormous.
-
-
@superbattleshipyamato Germany does in Romania, Hungary had a minor one but does not equal the others.
USA has access potentially to 1 plus 1 in central=4IPC extra income
Germany has 1 but gets 2 IPC from Sweden=4
UK has 2=4
Japan has 2=4
Russia has 2 =4=Balance
Mongolia would cause too many problems for Japan if triggered. Felt they would remain neutral but will consider
Check out the neutral activation rules
-
I meant oil fields in Germany proper. Anyhow, it does look like balance so no need to change it. Also, does both the UK and the US receive IPCs from Saudi Arabia?
Also, shouldn’t the US have light carriers as well to represent the Independence class?
So Azores is automatically Axis owned? Or is it neutral? Shouldn’t Spain/Portugal be true neutrals due to their conflicting leans?
Funny escort carriers carried one fighter. Reminds me of Merchant Aircraft carriers that the British built before escort carriers were available which literally only carried a single fighter that couldn’t land on the ship.
The South American map is also wonky with Peru in Argentina and Venezuela occupying Columbia.
-
@superbattleshipyamato The synthetic oil crescendos in 1944-45, while the game starts in 42. I cant represent oil if it isnt there at start. Also i cant alter the setup (except as noted–Russian bomber turn 2, German UKR fighter and Bomber elsewhere at start). I cant alter setup with all sorts of new pieces, this will ruin the time tested openings of 42.2, the idea is to make a toolbox of all kinds of new units that are balanced per cost, but allow greatest player options possible.
Azores are neutral, have no defense, you just occupy it . its an unsinkable carrier for anybody who wants to bomb east coast USA. I always wanted that option.
I changed Mongolia to pro soviet . You were right, they were pretty much a satellite of USSR, but i removed 1 infantry
-
Also, the map is configured exactly like 42.2, except i added Azores. I also made the cartography more realistic looking and cherry picked areas to do this since the map of the game is what it is.
-
Cool! Good ideas! I understand the oil situation. Thanks for the Azores clarification!
-
More links added, working on more